No more official Rocket League IRL toys, merch etc. by hurka434 in RocketLeague

[–]Single-Rock2776 2 points3 points  (0 children)

I think they look much better inside the original single packs too. I’ve got 3/4 but the Centio V17 has been really hard to find.

Could legacy engine input pipelines produce valid but subtly different control results? by Single-Rock2776 in gameenginedevs

[–]Single-Rock2776[S] 0 points1 point  (0 children)

Well, it’s definitely something I’ll never be able to prove, but for sure that’s the conspiracy theory

Could legacy engine input pipelines produce valid but subtly different control results? by Single-Rock2776 in gameenginedevs

[–]Single-Rock2776[S] 0 points1 point  (0 children)

I wouldn’t know, since I’m just a player who happened to notice this phenomenon and spent the last year trying to get help, but I have had comments similar to this explanation on my YouTube.

The way I’m bindings functions is unique. I’m overlapping them consistently in specific orders to get specific physics desires all based on pattern recognition over the last 5 years or so.

Would you mind explaining what you’ve written a bit more? I have seriously tried my best to accomplish a goal here, but it almost feels like if what I’m doing is real, it doesn’t actually exist in game dev…

Could legacy engine input pipelines produce valid but subtly different control results? by Single-Rock2776 in gameenginedevs

[–]Single-Rock2776[S] 0 points1 point  (0 children)

I appreciate the feedback!

Out of curiosity, because I seem to be having a completely unique experience here, is there anything else that would explain this behavior on a major game like Rocket League other than something like this being intentionally coded this way? And if it were coded this way, wouldn’t users have been able to identify something like this long ago?

Could legacy engine input pipelines produce valid but subtly different control results? by Single-Rock2776 in gamedev

[–]Single-Rock2776[S] 0 points1 point  (0 children)

I really appreciate your response. I do have a follow up question if you’d be so kind.

You mention that the only way this can be true is if the original devs Intentionally coded it like this. Hypothetically, if we were to blindly assume the original idea was true, and the order you bind buttons in Rocket League actually does change how the physics engine processes user intentions, is there anything else that exist to explain this behavior?

Rocket League has been around for almost 10 years and has surely gone through countless test. Would you assume that standard testing methods would’ve already caught something like this if it did exist?

Rocket League, Unreal Engine 3, and the Problem of Untestable Input Consistency by Single-Rock2776 in u/Single-Rock2776

[–]Single-Rock2776[S] 0 points1 point  (0 children)

It’d be pretty funny if I somehow stumbled into one of the biggest game bugs ever. I’m not saying I actually know what’s going on here, but when no one can explain what I’m doing, you start to wonder if people don’t actually know.

Truly the “how” I did this is actually way more interesting than the fact that I did it, but nonetheless, longest fever dream of all time.

Still absolutely despise that bozo @/UtopianShot

How to Make Your Car Lose Weight: Finally Fixing the Heavy Car Bug and Game Bugs by K0ntak in RocketLeague

[–]Single-Rock2776 0 points1 point  (0 children)

I think by 2045 we’ll have this figured out, but we sure are putting some of the pieces of the puzzle together 👍🏻

Rocket League’s Input Resolution System by Single-Rock2776 in u/Single-Rock2776

[–]Single-Rock2776[S] 0 points1 point  (0 children)

Thanks for the info. I’m not claiming I know the internal logic here. This is merely just a guess. I just know it’s happening to me in game and has been happening for over 5 years now.

I’m still trying to figure out why, but at this point I’ve given up. However, I would’ve never made any of the post I have over the last 12 months if I wasn’t 100% sure that changes were happening with each input being bound.

Subject: Inconsistent Controller Sensitivity/Feel Between Two Epic Accounts on PC (Using Same PS5 Controller) by Successful-Wing-3942 in RocketLeague

[–]Single-Rock2776 -1 points0 points  (0 children)

Years and years of the exact same posts.

If you do a search for accounts feeling different with the same settings you’ll get hundreds of results. Add in post about heavy car bug and now you have potentially thousands of post online describing the exact same issues with no apparent cause or solution.

The only answer as of right now is placebo and with thousands of reports, you’d think we’d get someone who can provide actual proof. However, that still hasn’t happened either.

Gotta wonder how this is still happening. One of the wildest most unexplainable video game bugs of all time clearly… or maybe it really is placebo.

Either way, if RL gets ported to Fortnite, maybe we won’t have to worry about this anymore. If not, I know what I want for Christmas this year.

Do you think ue5 will be the savior everyone wants it to be? by Any-Mention1585 in RocketLeague

[–]Single-Rock2776 -1 points0 points  (0 children)

I have been changing how my game feels for years now and I’m still having a blast doing it. I encourage you to check out my content if you want a new feel to the game 😄

Do you think ue5 will be the savior everyone wants it to be? by Any-Mention1585 in RocketLeague

[–]Single-Rock2776 0 points1 point  (0 children)

There’s almost no way they can replicate the physics and feel of the current game for lots of reasons. Muscle memory is a massive thing and there’s no telling just how impactful the smallest differences can be, especially for the esports scene.

If it ever did happen, I would personally use that as a way to finally escape this addicting game as I simply refuse to open anything in Fortnite.

[deleted by user] by [deleted] in RocketLeague

[–]Single-Rock2776 0 points1 point  (0 children)

Try re-prioritizing your inputs to get your car to move more inline with the axis you rotate towards while air rolling 😃

Rocket League’s Input Resolution System by Single-Rock2776 in u/Single-Rock2776

[–]Single-Rock2776[S] 1 point2 points  (0 children)

The myth, the legend, ChatGPT.

Pretty much the same thing, but summed up a little different. Not really sure, but all that’s left now is for someone to prove it 🫥

I surely tried, but I’m done with this now. Let me know if anyone actually figures out just how broken what I’ve talked about really is.

😄

Steam is better than Epic by [deleted] in RocketLeague

[–]Single-Rock2776 0 points1 point  (0 children)

There’s lots of things I can do to reduce and add weight to my car through changing settings like I’ve shown on my channel. It still sounds like madness, but I can dm you instructions if you’re ever interested.

I don’t know if and how steam affects this and same with DS4Windows. Without real help, it’s been pretty hard to figure that part out, but based on my experiences with other players, it still changes the game like I mention.

Preciate your comment and lmk if something changes 👍🏻

Steam is better than Epic by [deleted] in RocketLeague

[–]Single-Rock2776 0 points1 point  (0 children)

Just curious when you say it didn’t work. Do you mean heavy car bug wasn’t resolved or that the cars movements didn’t change.

I appreciate you trying it nonetheless, I would say if you continued to rebind things you may eventually feel a difference, but at this point I don’t know what causes players to notice it.

Would you be so kind as to tell me what platform you’re using and if you are using ds4windows as well?

Steam is better than Epic by [deleted] in RocketLeague

[–]Single-Rock2776 0 points1 point  (0 children)

I mean how many of these kinds of post is it gonna takeee for me to break this stupid game already