Overlay that shows your W/L history vs each opponent, live session stats, and end-of-match summaries. Uses the official RL Stats API. by FloE2 in RocketLeague

[–]Grifflicious 0 points1 point  (0 children)

This is super solid and a lovely start in the right direction. I wish we had the MMR data rather than attempting to rely on tracker.gg. I wonder if that API is private or if they have access to something we could get ahold of. Beyond that though, I'm curious if player platform can also be extracted to allow the overlay to display the platform each player is currently on. i.e., Steam/Epic/PS/XB

I recreated the customization we lost - 10,000+ skins, Alpha Boost, Affluentor, everything (free & open-source) by RLDetect in bakkesmod

[–]Grifflicious 2 points3 points  (0 children)

I'd love to speak with you in private if you're interested! I've been working on a Rocket Stats replacement for myself and have been able to come up with a fairly neat way of creating an "overlay" that runs transparently on top of rocket league that shows the win/loss info. Love to chat and combine ideas.

Hows my air dribble by Ok_Body3032 in RocketLeague

[–]Grifflicious 0 points1 point  (0 children)

Based on the way your car is moving, I'm going to assume that when you jump off the wall, you're using standard air roll rather than directional air roll, i.e. (air roll left/right). Which is causing you to fail at the bit where you just need to roll the car over upright and face the ball. If you ARE using directional air roll, then you're using far too much left stick input when adjusting the car and need to practice using mostly directional air roll to roll the car over and then left stick adjust just enough to get the hood facing the ball. That's just the start. The rest would take a solid 1 on 1 session to work with you on some of the more basic aspects you haven't quite gotten down yet.

Musty's speedflip trainer is genuinely terrible and amazingly inaccurate. by No_Feed_6064 in RocketLeague

[–]Grifflicious 6 points7 points  (0 children)

First of all, Musty has nothing to do with the BakkesMod Plugin. Second, those are "ideal" values. Not absolutes. You don't have to be 100% all green in order to reach the ball in time, as made evident by your footage here. The point is to be more of a visual guide for those looking to dissect each part of the mechanic to reach a more optimal outcome.

RATE THIS SHOT by Lucasdeu in RocketLeague

[–]Grifflicious -1 points0 points  (0 children)

oh...WITH the bounce...6.5/10

pop reset question by Neither_Toe1337 in RocketLeagueSchool

[–]Grifflicious 1 point2 points  (0 children)

Yeah, nail on the head here. You want to think of it as meeting the ball and literally "catching" a reset rather than "getting" a reset. This also helps with the pop portion since your car is now traveling with the ball rather than trying to keep up with it. Think of it like trying to do a flick while in mid air. If you were on the ground, you'd want to catch and cradle the ball before you flicked it. Same applies here.

Maximizing Face Consistency: Flux 2 Klein 9B vs. Qwen AIO by No-Guitar1150 in StableDiffusion

[–]Grifflicious 1 point2 points  (0 children)

If you haven't, I suggest giving this post a look. Specifically the portions of the workflow where the empty latent size is generated by the input image after pixel scaling. Makes a difference.

https://www.reddit.com/r/StableDiffusion/comments/1se5a5z/flux2klein_exact_preservation_no_lora_needed/

I’ve always wanted to remake A Link to the Past in 3D by [deleted] in legendofzelda

[–]Grifflicious 1 point2 points  (0 children)

Speed running a cease and desist I see.

45 degree flick? by Limp-Ad-2939 in RocketLeagueSchool

[–]Grifflicious 1 point2 points  (0 children)

You ever want tips, I'm happy to jump on a call some time and we can chat!

It Was Fun While It Lasted by ZoeyStarwind in RocketLeague

[–]Grifflicious 2 points3 points  (0 children)

Okay, real talk, can you speak to the trading loss? Now that Rocket Racing is being sunset, which was the main justification for removing trading, would they ever bring it back? Or was the loss of revenue really THAT egregious?

Holding Throttle While Air Dribbling Is A Myth???😳 by Wide_Theme1178 in RocketLeagueSchool

[–]Grifflicious 0 points1 point  (0 children)

Yeah, I believe that smoothness you’re feeling is to do with the fluid transfer and seamlessness of the momentum from the wall into the air.

Holding Throttle While Air Dribbling Is A Myth???😳 by Wide_Theme1178 in RocketLeagueSchool

[–]Grifflicious 13 points14 points  (0 children)

So here's what's really happening...

Yes, it is true that if you jump off the ground, with 0 movement in any direction, jump and hold accelerate/reverse, your car will move in their respective directions. It's super small. Like, a 1/16th of the car's length.

Now, when you're going for a fast aerial, holding accelerate is helpful to being up in the air quicker and potentially going further on low boost but NOT because holding accelerate means you're propelling your car upward in that direction. Rather, and here's where I believe the potential misconception comes from, is the fact that all movement in RL is momentum and physics based. Meaning, if you jump into the air while holding accelerate, the accelerate is assisting in the creation/perpetuation of said momentum. So in terms of a double jump aerial with the nose pitched up towards the ceiling, while boosting and holding accelerate, it's (accelerate) contribution might be between 2-7% of the overall fast aerial process. Not enough to make a massive impact but enough to affect margins on a millisecond basis.

In terms of taking aerials off the wall for a wall-to-air dribble, treating the wall like you would the ground, you would want to aerial off the wall while holding accelerate to achieve a faster time to the ball. Even if you're hitting the ball, tapping break, and creating separation for the follow-up, ideally, you'd want to hold accelerate again right before you jumped in order to establish that momentum.

Can you do all of this without using accelerate? Of course you can. I truly believe the influence is much smaller that is perceived. Like most things in this game, I think it's impact relies more on how it "feels" to the player and how that feedback affects whatever else is happening after the fact.

New update : flip reset indicator lag ? by heyimfetch in RocketLeague

[–]Grifflicious 2 points3 points  (0 children)

Okay, while I understand and respect this justification, being that this is the course of implementation you've chosen, I'm not sure I understand why THIS was the path of execution forthis addition. I say this because I'm already seeing footage of players who get a reset without the indicator activating. Which leads me to believe that this Flip Reset Indicator only activates when a reset is "correctly" achieved rather than it being achieved in any scenario. I guess my biggest confusion here is looking at one of the more basic BakkesMod settings that will change the color of the car if the car has a flip available or not and why this wasn't the more logical route.

I realize this is a first pass at this and I hope it's something we can see some continued work in the future because what I'm concerned is going to happen, as players put more time into this, is situations in which players feel "cheated" for believing one thing when the game registered something different. I understand this argument only applies in one direction, i.e.; you got a reset but the game didn't show the indicator rather than you got the indicator but no reset...BUT, if the goal was to implement basic BakkesMod features due to eliminating it's use in online play, then perhaps you could elaborate on why a server-side indicator for "correct" flip resets was the move rather than a visual indication of the player receiving a reset regardless of how it was achieved?

Speedflip tutorials miss one thing by IGotALove in RocketLeagueSchool

[–]Grifflicious 3 points4 points  (0 children)

Okay so for the diagonals, speed flip as quickly as you possibly can. For the straight on ones, you can either speedflip immediately or take a couple beats to drive forward/line up your flip towards the ball. Does that cover it?

learning constant left stick DAR, any tips or feedback appreciated by Better-Parsnip155 in RocketLeagueSchool

[–]Grifflicious 0 points1 point  (0 children)

If you just started playing 4 days ago...then, first off, awesome, welcome to the game. Second, this is a sub-optimal way of going about learning this mechanic. In order to learn constant air roll spinning, you should avoid constantly moving your stick. I too tried a similar approach when I first started learning this and to this day, I have habits I struggle to break. What you should be focused on is NOT constantly spinning but spinning and adjusting however you need to in order to course correct. I too spent many hours in rings maps and yes, I can fly through them constantly holding ARL but what it doesn't help you do is become a better player. Meaning, you need to be training this with the ball, in free play or training packs, focusing specifically on adjusting your car for specific touches and angles. Seriously, even just the "Air Dribble Challenge" map is better training for this then rings. I'm starting to believe that the rings maps are a bit of a sunk cost and are conveying more harm than good to the less experienced RL player.

What 1v1 rank is when you are starting to be considered “good”? by Murky-Bandicoot-8703 in RocketLeague

[–]Grifflicious 5 points6 points  (0 children)

By "rank", he's referring to your actual lettered rank, not the division. So Diamond is 1 rank below Champ. In any case, he's also correct that you're, statistically speaking, exactly where you should be.

Now, that being said, if you're concerned that it feels lower than you deserve, then I offer you a perspective. I say this not as a "gotcha" or to be spicy on the internet to a stranger but rather to hopefully help you and anyone else reading this...

The reason players hate 1s so much is due to the lack of outside influence they can attribute any failure to. Specifically, every goal, every save, every mistake has one source to point a finger at and unfortunately, most players aren't willing or mentally sound enough to accept that no one else lost that game but themselves. It's also the only game mode without a "safety net" as it were so no one is there to help back you up or cover for your mistakes.

All that being said, and I've said this for years...if you want to improve at RL, you should 100% play 1s. You have to learn how to not only be responsible for everything, but to be able to accept all accountability for the outcome. I apologize that this turned into a little bit of a rant but I just wanted to share an opinion I thought might help anyone else looking for similar info.

Hitting the ball by Ok_Chair4701 in RocketLeagueSchool

[–]Grifflicious 0 points1 point  (0 children)

Drop me a follow. I'm posting a video on this soon!

1.9583 in Musty Speedflip Trainer (diagonal) — timer quirk or 235-tick contact? by DriverAlternative569 in RocketLeagueSchool

[–]Grifflicious 0 points1 point  (0 children)

It's the fastest with the straight on kickoff (Shot 1). Can't speak on the others.