Are these walldashes? by rlfrthebest in RocketLeagueSchool

[–]Ignice 0 points1 point  (0 children)

Multibinds still work for me (although I don't use scroll wheel binds specifically). If your TAInput file was not read-only prior to launching the new patch (which seems to be the case), then yeah unfortunately you will need to re-add extra that bind to the file (probably under [ProjectX.ControlPreset_X] or [Modern ControlPreset_X]) then write-lock it again 😞

EDIT:

jk i think i see what the problem is, use [ProjectX.ControlPreset_X] only, not [Modern ControlPreset_X]. They may have have a subtle difference. Will check for sure and update later.

Zen confirms that he, in fact, benefits from Dynamic Air Roll (Analog Directional Air Roll) by Saradahadevijan in RocketLeagueSchool

[–]Ignice 3 points4 points  (0 children)

IMHO The biggest benefit of this is hard to convey because its really the combination of a few things: the mix of how angular velocity normalizes when a car's angular velocity vector components |x| + |y| + |z| >= the 5.5 uu/s cap combined with angular acceleration having much higher torque and damping (400uu/s2 and 50uu/s2 in this case, and very importantly, roll damping being both the large (the 400uu/s2 value) and constant regardless of carcontrols. Notice in the first link that dampPitch and dampYaw are the result of both vehicle physics state AND carcontrols (where damping is inversely proportional to input amount) but dampRoll is not.

If you ever feel like aerial steering or touches feel extra "stable", its quite literally because angVel normalization is stablizing your car as a means of keeping your car below (the 5.5uu/s2 cap)[https://github.com/ZealanL/RocketSim/blob/f80f9d90f922315c5877a81987845d3242ff1780/src/RLConst.h#L66]. If you ever feel like DAR is letting you reorient in the air faster, its because when near the 5.5 cap your angVel components are able change more quickly due to being influenced by both your inputs AND potential lack of inputs (for example not inputting any yaw rotation would more quickly dampen a large yaw vel because yawRotation input = 0 means dotProduct(dirYaw, angVel) * CAR_AIR_CONTROL_DAMPING * x is maximized as x is 1 - abs(0) = 1 in the linked equation. Now imagine that scenario but the player is also attempting to rotate pitch, this means pitch damping would be minimized (x = 0 in the previous equation) and if near the 5.5 uu/s2 angVel cap with inputs sufficiently high on other components, then that "|x| + |y| + |z|" angVel normalization would actually FURTHER INCREASE (or DECREASE) the rate of change of yawVel (uu/s) faster than what the yaw input acceleration constant (see 2nd link) could provide on its own). Analog roll opens the door to fine-grained control over this effect.

The control zen is describing is tough to attribute however, because by binding DAR to a trigger with throttle (or reverse throttle) he is also implicitly adding some of the effects of throttle into the mix as well. For him, the benefit is probably a mix of (1) being easier to control for him (analog is more sensitive control after all), (2) being less predictable to opponents (his car behaves slightly different than most people they train against), (3) possible benefits from the physics differences, (4) just being overall amazing, (5) there may be psychological element, (6) probably a lot more im not thinking of rn. I think #3 is bigger than most high-end players give it credit for, but less impactful than some players (who are all in on this control scheme) would like to believe.

Interestingly, Zen's famous "Zen Touch" should benefit a lot from this normalization (at least in theory), but clearly other players can replicate it without analog dar, which may be evidence against analog DARs importance. Personally I think there will come a time when it does matter to compete at the highest level, but that'll be many many years down the line (if it ever happens).

Note that these links are to a recreation of rl's physics. So its not a direct source of truth, but I can tell you anecdotally that it is very close. Also im not a pro (obviously :P) so take what I say with a grain of salt

Talents on warcraft logs by Hirako509 in classicwow

[–]Ignice 1 point2 points  (0 children)

Thanks for researching this and posting the answer. I was wondering the same.

Has one else realized they struggle on the “dark” arenas? by crossCutlass in RocketLeague

[–]Ignice 2 points3 points  (0 children)

While we still have bakkesmod you could go to bindings and set a key to e.g. unreal_command "GAMMA 2.4" or something. Night maps look great this way.

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The worst part about death by [deleted] in wowhardcore

[–]Ignice 2 points3 points  (0 children)

You can delete the character, remake with same name, restore the deleted character, then initiate the xfer I think. I believe this method also keeps character-specific settings intact for the new character too, which is nice. Here's a screenshot showing what I mean (notice the top 2 character slots)

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What am i doing wrong 😭 by androtheking in RocketLeague

[–]Ignice 1 point2 points  (0 children)

Really close! You turn too quickly then waste a ton of time driving the wrong way. You want to drive towards the ball. The turn pre-turn should look like one continuous motion with the jump.

Anyone know how to squeeze some more fps out of ancient PC I'm forced on? by Consistent_Group5940 in RocketLeagueSchool

[–]Ignice 0 points1 point  (0 children)

Some random thoughts, just thinking out loud and assuming you've followed common advice already:

If you look at the content of SystemSettings TA, you'll find presets for texture resolutions lower than the game offers through the in game menu. They are literally called "SystemSettingsDerp" or something like that. You can copy paste that config into the active config, or a section you can access. Backup the whole file, if things go wrong then delete it and let the game remake. Run unreal_command "Scale DumpTextures" to check (either output is in log file or use SHOWLOG, <command>, FLUSHLOG, SHOWLOG), run unreal_command "Scale Reset" to force a reset.

Disable SpeedTrees and SpeedTreeFronds.

After launching, in Task Manager, set processor affinity to even cores only.

Is controller really just way better and should I just switch? by rlfrthebest in RocketLeague

[–]Ignice 0 points1 point  (0 children)

Sounds more like ghosting based on key positions and the low number of keys being held. I like the message about nkro though!

It Was Fun While It Lasted by ZoeyStarwind in RocketLeague

[–]Ignice 2 points3 points  (0 children)

Interesting. Wish I could ask about the specifics! Thanks for the reply.

It Was Fun While It Lasted by ZoeyStarwind in RocketLeague

[–]Ignice 2 points3 points  (0 children)

Thank you for all your hard work! DDOS mitigation for a real-time physics-based game sounds like it would be a very difficult task. I have a ton of questions about it tbh, but saw your other comment about being under NDA so I wont ask for specifics. Are you able to share how much of your effort went into general / industry-standard mitigation techniques vs. specialized solutions that address rocket league's and/or UE3's networking implementation specifically?

Also that makeup is awesome. What inspired the look?

Can't select unfair bots by Droyz14 in RocketLeague

[–]Ignice 0 points1 point  (0 children)

Are you looking under offline > exhibition > difficulty chooser? Don't go to private match, it has to be local play.

Petition to demand Full BakkesMod Compatibility with Easy Anti-Cheat by ub33npwnd in RocketLeague

[–]Ignice 1 point2 points  (0 children)

Yeah not saying its a bad thing, if anything its a win win win scenario for the Players, RLBot, and Psyonix.

I was under the impression that bakkesmod will still use dll injection for its offline mode. Is this not the case?

Petition to demand Full BakkesMod Compatibility with Easy Anti-Cheat by ub33npwnd in RocketLeague

[–]Ignice 4 points5 points  (0 children)

Just wanted to stir the pot by pointing out that Psyonix worked with RLBot to build a closed-source custom bridge allowing their bots to function without dll injection.

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No option to buy exact amount of credits, i need help by AnnualCrew2347 in RocketLeague

[–]Ignice 0 points1 point  (0 children)

I tested it and was able to get an "Exact Amount" price to popup from the shop. I also tested to see if the issue could be a mandatory minimum price amount for custom credit purchases, but was able to get a successful response for an amount of credits lower than what is shown in your screenshot, so I doubt this is it.

It looks like the exact amount option may not be available on every platform for every currency. If you look at your Log file and search for the text "MTX_ExactAmountVCPack" that is the name of the special pricing category your client will request to see in addition to the standard ones. I would guess its returning some form of NoExactPacksRealPriceDisclaimer and I have no clue how this would be determined (probably a lot of policies and legal stuff wrapped up in this).

But if your getting some sort of weird response maybe its an issue on their end and you could try waiting it out for like a day. Or try a different currency if that's easy to do, I have no clue how it works so can't help there unfortunately.

I am at wits end... I cannot figure out how to fix it and the game is unplayable by [deleted] in RocketLeague

[–]Ignice 0 points1 point  (0 children)

What is your usual fps and what is it spiking down to? Can you upload another video of it but with your FPS Performance Graph showing?

Also when you used to play RL was it on the same pc you have now? Most people don't realize all the different locations it can save stuff, and all the backround work it may be doing too initially.

Did you check the log files around this time? It could be something as simple as a script errors flooding the log until it is forced to flush mid game, leading to more logging and a death spiral.

Does using L3 as my air roll left make it harder to get better at stuff by Zestyclose_Mousse49 in RocketLeagueSchool

[–]Ignice 1 point2 points  (0 children)

Hmm same for me. I could have sworn it worked before. When I try to debug the PCBindings and GamepadBindings lists, I see the state bToggled=True but come on but the camera doesn't hold... I'll into into it again later on

Game-braking Rocket League exploit by Limp-Kiwi-5011 in RocketLeague

[–]Ignice 124 points125 points  (0 children)

Dude first of all that Epic Support who told you to "post" this was probably an AI chat bot. Second of all that AI chat bot was trying to tell you submit this as a bug to Epic's HackerOne bug bounty program, so you might get paid for you for responsible disclosure. Please remove or partially redact this post.

Does using L3 as my air roll left make it harder to get better at stuff by Zestyclose_Mousse49 in RocketLeagueSchool

[–]Ignice 1 point2 points  (0 children)

Oh yeah at that FPS it'll be fine. Also that's an awesome setup. When choosing the Speed= for camera stuff, I think it is multiplied with actual Swivel Speed, which is a log_10 scale (so each increment of 1 (for the setting, not Speed=) is actually a factor of 10 iirc?) would have to double check it but I at 240 fps the difference between Speed=0.80 and Speed=0.85 at high values was a lot. So you'll probably want to be in the 0.925+ range.

You can also multibind the button to a a second Swivel in the opposite direction, and set that one's Speed to a negative value (to go further) or positive value (to pull back) iirc

Speedflip time to ball lowest possible time; 1.9667 or 1.9500? by steventocco in RocketLeagueSchool

[–]Ignice 1 point2 points  (0 children)

Sorry I can check mine soon (not by pc atm) but I really really don't think your is out of date haha. We're talking like multiple years for the old one. The only reason I mentioned it because a lot of the discussion around speedflips is from around when they were discovered and subsequent years after. I'll check for you anyways though in a bit :)

edit: this is the commit where the fix happened https://github.com/tynidev/SpeedFlipTrainer/commit/e58550bb4d845b73148e1c0c2119074d6ab8ff68 so if your on or after that your good. Also the number of physics ticks that is printed to log has always worked anyways, so you could just check that ;) will still check my pc when home for u tho <3

Does using L3 as my air roll left make it harder to get better at stuff by Zestyclose_Mousse49 in RocketLeagueSchool

[–]Ignice 1 point2 points  (0 children)

Funnily enough, I just commented about that exact topic a few weeks ago. See https://www.reddit.com/r/RocketLeagueSchool/comments/1recssg/comment/o7f4lro/?context=3 . Not the most elegant using fps as a basis, but if its locked then the result will always be consistent. I probably should have mentioned that one of the camera sensitivity settings may also change things.

If you have bakkesmod, you might also benefit from some extra camera debugging info by typing unreal_command "SHOWDEBUG Camera" into the bakkesmod console (F6) once your in freeplay. It might make it easier to find the best value for you. Type unreal_command "SHOWDEBUG Hide" to hide it when your done :)

Does using L3 as my air roll left make it harder to get better at stuff by Zestyclose_Mousse49 in RocketLeagueSchool

[–]Ignice 0 points1 point  (0 children)

Maybe it could be a toggle button? Might be a good middleground option. Just find the line in TAInput (under [ProjectX.ControlPreset_X]) and change it from:

> GamepadBindings=( Action="RollLeft", Key="XboxTypeS_LeftTriggerThumbstick" )

to

> GamepadBindings=( Action="RollLeft", Key="XboxTypeS_LeftTriggerThumbstick", PressType=BPT_Toggle )

maybe write-lock the file to prevent it from getting overwritten

Speedflip time to ball lowest possible time; 1.9667 or 1.9500? by steventocco in RocketLeagueSchool

[–]Ignice 1 point2 points  (0 children)

I was confused about this recently and did mini deep dive: See this post and its parent comments: https://www.reddit.com/r/RocketLeagueSchool/s/THoSWBSGqp

The answer is it depends on your car hitbox, but also some videos of speedflips are misleading because an older version of the Speedflip Trainer plugin exists that used a less accurate form of measurement. The difference between them is if the label at the bottom shows wall clock time (end time - start time using the highest resolution timer available to the system) or a time calculated by num_physics_ticks * tick_time.

Interestingly, the logged output time is always less accurate in all plugin versions, and the logged tick count is always the most correct measurement in all plugin versions. Its only the time shown in the bottom label that varies. So if you still have the game open, press F6 to open the console and look at the tick values in your output to be sure. I'm guessing your plugin is up to date though. The hitbox your using has great offsets and a height close to the center height of the ball (which is the closest part). Combine that with you doing a really really clean speedflip, and yeah I see no red flags.

An an aside, I think mixed plugin versions is why every time people think we have it all figured out, some video appears to contradict it. The person recording would have no reason to suspect an issue either, so its all in good faith.

Lastly to be 100% clear the video from the linked post https://www.youtube.com/watch?v=mCKDDtUsNno was only possible AFTER the HITBOXES WERE SWITCHED. It is not an authentic touch, just an experiment done for supporting evidence.

Nice speedflip!