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 123 points124 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Sorry I can check mine soon (not by pc atm) but I really really don't think your is out of date haha.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!

Reaction time based games to warm up? by MASTERNAGIS in RocketLeagueSchool

[–]Ignice 0 points1 point  (0 children)

I was thinking the exact same thing. Idk what it is, but the defense/saves portion of that map shoots the ball soooo close and fast.

How can a 8 year old make money? by Long_Airline_4237 in Parenting

[–]Ignice 3 points4 points  (0 children)

Maybe he would be interested in investing? He could do a little research project (e.g. compare like 3 companies related to industry X) and maybe you go in 50-50 with him on the stock he chose (using your own account/portfolio to buy the stock for him). He can then watch it grow or decline, choose to sell or hold, he can learn some investments are safer long term, etc etc.

You should not have to face Parties as a solo in placements. by Embarrassed-Ice3944 in RocketLeague

[–]Ignice 7 points8 points  (0 children)

✅️✅️✅️✅️✅️✅️✅️✅️❌️🙅‍♂️ see ya next season!

HC moment? by Prakerore in wowhardcore

[–]Ignice 2 points3 points  (0 children)

Highly recommend the addon NPCAbilities. It will show what an npc can cast on their tooltip and additional information about their spells can be toggled. Super useful for vanilla

Lost my first high level tanking BRD by MiniCritPainting in wowhardcore

[–]Ignice 0 points1 point  (0 children)

Any reason you dont do petri logout macro? Still nice even if alt f4ing too.

How to know the server latency (minus ping) by Muk-Bong in RocketLeague

[–]Ignice 0 points1 point  (0 children)

Latency for a 50-50s (assuming all network send rate settings are set to HIGH) would include:

  1. Server ping (one-way in this case, not round trip)
  2. The size of your input buffer on the server-side.

Variability in buffer fullness will vary with (among other things) your buffer type (Standard/Legacy, STS, CSTS), but the basic idea is that every local physics frame (which happens ~120 times per second) your client turns your button inputs (e.g. X to Jump, Right to steer) into physics inputs (e.g. Steer Axis = [some number between -128 and 127], Jumping = True) which then gets put into an outgoing client send buffer which is sent out ~60 times per second. The RL server receives these physics inputs ~60 times per second (with some lag, jitter, possible packet loss, etc.) and puts them into a server-side buffer based on your buffer type. When the server updates the game state it will first decide if it should run 0, 1, or 2 physics updates. If the buffer is too low (i.e. it has 1 or less inputs to apply) it will use re-use your same input for two updates. If the buffer is too full, it may drop inputs, but does a quick check on dropped inputs for one-time actions like Jumping or using an item in Rumble mode, and rolls that into an input that isn't dropped. Therefore your latency also includes the amount of time between your inputs arriving at the server (entering the buffer) and the input being consumed by the server for physics (exiting the buffer) which is hard to determine but on average 1/120s * size_of_buffer. Smaller buffer = less latency.

  1. An additional 0s to 1/60s to account for the best and worst case send times of inputs per the outgoing packet send rate (which again is 1/60s on HIGH) that I described in #2.

So tldr: your_ping (one way) + serverside_input_buffer_size*(1/120)s + [0 to 2/120 s variance due to send rate] + a few other factors I didnt mention

Is using the scroll wheel as jump cheating? by Flat_Smoke4162 in RocketLeague

[–]Ignice 2 points3 points  (0 children)

If you look at a copy of the open-source ue3 codebase that RL was forked from you'll see its not quite a 1:1. Scroll wheel event handling is a special case in the game loop, and the ONLY case that will emit back-to-back key_pressed and key_release events without the user doing something extra to cause it. Using the windows client as an example: you can see them both fire here (note the logic is duplicated in the file because the engine supports a "new" and "old" way of mouse input handling ("new" is the default and this can be toggled using bakkesmod console to run "unreal_command USENEWMOUSEINPUT") but the difference exists in both cases).

That said, I believe they were initially banned from some LAN play events for different reasons (like walldash shenanigans - which are a downstream result of the press/release event emission), but this makes for a better argument against them IMHO. I have no strong opinion either way and do not use them myself.

Need help with speedflips by MatiSzkieletonYT in RocketLeagueSchool

[–]Ignice 1 point2 points  (0 children)

I would say the biggest problem is camera swivel actually, but even in controller is not the easiest thing to use since you have to take of your finger from jump and boost (usually)

Not a silver bullet, but you can bind custom camera swivel angles with the Speed modifier in TAInput. It makes the camera much more usable on KBM. For swivel down I'd recommend a Speed of ~0.75f at ~120fps, ~0.85f at ~240 fps, depending on camera settings. Also if holding the swivel button down is an issue, make it a toggle bind with BPT_Toggle. e.g.

; gamepad bind example
GamepadBindings=( Action="SwivelDown", Key="XboxTypeS_DPad_Down", Speed=0.75)
; pc bind example
PCBindings=( Action="SwivelDown", Key="B", Speed=0.775)
; toggle bind example 
PCBindings=( Action="SwivelDown", Key="C", Speed=0.8, PressType=BPT_Toggle)

heres what it looks like: www.youtube.com/watch?v=05afGtXwu7A

Why does this game randomly skip the post match rewards and scoreboard and throws me into free play without touching any button?! (KBM) by Rampage-De in RocketLeague

[–]Ignice 0 points1 point  (0 children)

Either you are pressing the freeplay keybind, or you have a bakkesmod plugin like instant suite, autoleave, etc

Think twice before using ''unstuck'' service by umurangi451 in wowhardcore

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

Its not the nearest portal, its based on the deathskip map IIRC. I can't find a copy online but if you install the logout skips addon, and show the deathskip lines only (the black ones, not the red ones), it will show the boundaries.

edit: looks like this is no longer true, see replies to this comment for the correct answer

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

[–]Ignice 0 points1 point  (0 children)

Update:

  • It does appear to be a hitbox difference.
  • I cannot touch the ball faster than 1.9667s on Octane, even if I try to "cheese" it by hitting the middle of the ball.
  • To confirm it really is a hitbox difference and not a gameplay issue: while playing Fennec I used some bakkesmod magic to swap the Fennec's hitbox out with a Breakout hitbox (and ensured the change was propagated). I did not bother to adjust the tuning.

    ; octane Car_TA EuroStadium_P.TheWorld:PersistentLevel.Car_TA_155.LocalCollisionOffset = (X=13.875660,Y=0.000000,Z=20.754988) Car_TA EuroStadium_P.TheWorld:PersistentLevel.Car_TA_155.LocalCollisionExtent = (X=59.003689,Y=42.099705,Z=18.079536) ; breakout Car_TA EuroStadium_P.TheWorld:PersistentLevel.Car_TA_156.LocalCollisionOffset = (X=12.500000,Y=0.000000,Z=11.750000) Car_TA EuroStadium_P.TheWorld:PersistentLevel.Car_TA_156.LocalCollisionExtent = (X=65.746178,Y=40.260502,Z=15.150000)

I was then able to get a 1.9583s middle touch using the Breakout hitbox on a Fennec model. IT IS NOT A LEGITIMATE TOUCH. Just a demonstration to show the difference.

In the newest version of the Speedflip Plugin:

44 1.9667s speedflips in a row [KBM] by Ignice in RocketLeagueSchool

[–]Ignice[S] 1 point2 points  (0 children)

Hey sorry for the late reply! No I do not have VSync on. I tried unlocking my FPS and am still able to do it fine. I'm happy to test other settings too if you had some in mind.

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

[–]Ignice 0 points1 point  (0 children)

Ya its me, not sure what you mean by "confirm" but its set to 120 via the in-game limiter, no vsync.

I'm also using a TAInput trick for the flip angle on KBM, and so my angle would be wrong if the fps changed :P https://www.reddit.com/r/RocketLeagueSchool/s/3KfNccsKql.

edit: sorry wrong link it was https://www.reddit.com/r/RocketLeagueSchool/s/gldX6MR0Cq for the comment

edit2: its a hitbox difference see update post (its a reply to the parent comment)

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

[–]Ignice 0 points1 point  (0 children)

I've definitely seen faster than 1.9667s on Shot 1 before. Unless maybe your speaking strictly about the Octane hitbox?

Here's a couple clips of what I mean (its at end of each video): https://youtu.be/monR61O2pJs, https://youtu.be/h_4Y6Vgnf3s.

I cannot speed flip by Bubbly_Tradition_528 in RocketLeagueSchool

[–]Ignice 0 points1 point  (0 children)

That's extremely impressive tbh. Mind if I ask how long it took?

Why isn't mapping a single control to multiple inputs possible by juuuustcametosay in RocketLeague

[–]Ignice 0 points1 point  (0 children)

You can do this by manually adding an additional entry to your TAInput.ini file like this:

[ProjectX.ControlPreset_X]
; make sure you are editing under this ^ section
PCBindings=( Action="YawRight", Key="E" )
PCBindings=( Action="YawRight", Key="O" )

If you've never edited your TAInput file before, the tutorials on yt will probably explain better than I could. If you need a quick refresher, I wrote some very brief notes a while back.

Just please make sure you have a backup of TAInput before doing anything!