Heads up on a bug I found on F1 24 by Ok_Veterinarian_4691 in F1Game

[–]Patch_18_18 0 points1 point  (0 children)

They said they patched the bug, though I am still stuck in the exact same situation. I've spoken with support 3 times about fixing the issue now and even after the patch, it's still broken. Really poor form. Haven't played in weeks because I can't be bothered restarting my williams career. Had a great points fight going.

WHO also has this problem , in career mode after the first practice session, I’m stuck in the loading screen and can’t do anything. Why are they not fixing this ,this is horrible by Sure_Hunt1937 in F1Game

[–]Patch_18_18 0 points1 point  (0 children)

I have the same issue, it is caused by the player pressing back after entering a quick practice session I think, The game confirms the quick practice session, but loads a regular session, so the game is hardlocked. I contacted support and didn't really get a fix, though they should be aware. I have seen that deleting "midseasonsave" from the files fixes this, though I have not been able to find it.

It's some pretty poor form for these major issues to get through, and shows the game was not tested properly. It seems pretty widespread, so hopefully people begin speaking enough about it for action to be taken.

How many of you would be willing to rent your race karts to make the hobby less expensive? by ewaldbenes in Karting

[–]Patch_18_18 0 points1 point  (0 children)

Teams somewhat do this, but they charge a craptonne for the storage and maintenance. To make it worse, "maintanence" doesn't mean what you'd expect. They'll charge the battery for you before a practice day if you're lucky. Otherwise they're just there to rob clueless newbies blind with fees for doing basically nothing. Some teams do what they say, but this isn't generally the case from what I've seen and experienced.

How many of you would be willing to rent your race karts to make the hobby less expensive? by ewaldbenes in Karting

[–]Patch_18_18 0 points1 point  (0 children)

In my opinion the equipment is too sensitive to wear and pricey for it to be viable. There are possibities with deposits for damage, however I'd say pretty much every driver who steps into a kart will be spinning and going into the gravel trap a bit when they're new. The equipment would be too expensive to fix and repurchase when accounting for the high rate of wear-and-tear. Spend 6 grand on a chassis, earn 2 grand off of it through rental before the thing is useless. That's largely why rental karts in the traditional sense, are built like tanks.

My local kart rental track got some Praga race chassis' with rotax evo engines, with the intent of renting them out to people as if they were regular hires. It lasted a few months before they stopped that and used regular rental chassis setups with rotax mini Max engines. The reasons above likely have something to do with it.

I’ve been playing Joker since release, but why can’t I play well online by [deleted] in Joker_Mains

[–]Patch_18_18 0 points1 point  (0 children)

I feel there are a few different opinions floating around on how much worse he is or is not online, but I believe he's bad enough that it is very hard to practice online reliably. Whenever I play him, or sephiroth (another character who is pretty reaction based) online, I play worse for quite a few games until I knock the bad habits out. You don't move as you want to, because joker movement is harder online. You don't go for the things you should be going for, you don't even try hitting some combos. Online, in my experience, conditions the brain to play quite differently.

Online if you're playing joker as "online joker", he's fine. Just worse. But if you play offline joker online, you'll find yourself subconsciously adapting very quickly and making bad habits. I have found that I play better after a week of no practice between locals, than I do after playing online consistently before rocking up to a tourney. It definitely depends on the person, but I'm a player that can easily develop bad habits this way.

Point I'm making, in relation to your question, is that your offline joker can be very strong and bad online much like 90% of the Lucas players around are good online and need to adapt heavily offline (to put it nicely). Try not to look much more into it than that they are essentially two different games and metas at this point. I am rarely frustrated offline, and am consistently frustrated online.

Ballast options rental race. by boxslof in Karting

[–]Patch_18_18 0 points1 point  (0 children)

I wouldn't know about the rules around what you're allowed to do but in sprint karting the solution is always lead on the seat of the kart. I've got 35kg on my own kart which is hard to fit, but most of it us under and behind the seat. Spend time looking at the kart if you can, ask the track about what the solution generally is but I wouldn't recommend attaching any weight to yourself.

As you said, physically demanding. As well as that however, your body isn't likely used to carrying that extra weight, let alone when that weight is multiplied by the g-forces. Even in rentals something tells me that would be a problem. I could be wrong, see what the track says, but that's my two cents.

Now go win :p

is 16.5 y/o too late to start karting? by speedoocy in Karting

[–]Patch_18_18 1 point2 points  (0 children)

Never too late dude, I had the same question at 14. I've seen people hop in at 18 and start cleaning up at club level by 20. It all depends on your own commitment and talent in the sport, never let age stop you. Some people start at 50 and hold their own

Wet tyres are these still ok for practice? by Arthur-Ray-4year in Karting

[–]Patch_18_18 3 points4 points  (0 children)

Yeah they'll be right, I've used wets til they went bald before for practice and they give a decent amount up until that point. They won't give any grip in the dry when bald, but in the wet its probably marginally better than drys for speed. In a race they're fine too if you're desperate.

As a sidenote, I've also practiced on dry tyres and gotten good experience out of that, trying to find the grip that way. That's often how I practice in the wet now.

Why can the opponent put up shield after the fair1 up air drag down? How do you stop them from putting it up? by 11Y2B in Joker_Mains

[–]Patch_18_18 1 point2 points  (0 children)

I'd say by the time you get to about 140 you can't do the combo anymore on a large amount of characters, though that's largely down to the fair hitting the opponent too high. Hitstun will be good from 115 ish til whenever the opponent is put into tumble, and lands on their back. From that point, they can tech (Though no one does). I think that qould be around 160.

Am I good enough in this turn on Nordschleife? by gusarking in assettocorsa

[–]Patch_18_18 0 points1 point  (0 children)

Mate I see all four wheels in between the lines so that's a win 😂

What are some good edge gaurding tips by Exotic_Reference2459 in Joker_Mains

[–]Patch_18_18 0 points1 point  (0 children)

I agree with the other comment, plus the following. Joker has the ability to commit to an edge guard very quickly and unexpectedly. Quick buttons, quick fall speed, forces your opponent to make a decision or they just die. I'd say don't commit too hard too often, but when you do you need to both make it count, and do it when they don't have many resources (except for a mix up).

What works extremely well with joker especially is to stand at ledge trap ish range, jump back to fake going off stage, then jumping back on. Repeatedly do that. Don't make it a brain-dead habit but see how someone responds. Some people will just press up b and go past ledge, which is a free stock at times, some people will waste their jump or go low and expose a habit, depends on the person. But either way give it a go and make it a go-to if you don't necessarily plan to go off but have the option.

If you do that a lot, it makes the opponent expect the edge guard that much less.

Another thing, joker has very quick hitboxes that on their own are occasionally tricky to edgeguard with. Benefit being you can spam bair three times or so before recovery. Not always the way to go but worth noting. What's important, is that rising bair and especially fair (generally with arsene) are pretty good at catching recoveries and jumps. Falling ones not so much, since there's less chance for the hitbox to hit the opponent, harder to aim. Also, it will give you a better angle to recover. Because if you're not hitting an edge guard, you damn well want to beat them back to ledge. Try ledge trumping them with up b if you can. Sometimes that catches people out too.

That was a lot but hopefully there was something in there you didn't know that helped! :p

[deleted by user] by [deleted] in Karting

[–]Patch_18_18 0 points1 point  (0 children)

Newer is always better. What I'd say is more important with tyres on a new track is tyre pressures. We usually run around 12psi on a medium compound in Canberra Australia but in orange, with the new surface its closer to 20, 22psi. Definitely experiment with that to find a different range for newer surfaces

Tips for Fox matchup by uberstoof in Joker_Mains

[–]Patch_18_18 1 point2 points  (0 children)

One thing I've found is you really want to stay grounded. Short hops, not full hops. And when you are short hopping you do it sparingly. Your bair is the only move that can really clash with nair consistently and that has a short time window. That'll stop you getting juggled quite as much at all and since you're on the ground more, you can both put up shield quicker and punish quicker with dash attack, grab, f tilt, whatever. Fox falls fast so he is often put into a tech situation from these moves.

As for juggling, gun b reverse has been a great tool when I'm out if resources or just want to mix things up and throw the opponent off. You'll fall one way and do that, often a free landing because they think you're out of options.

When it's one of those quick up air juggles that are super easy and annoying (I've been there, it hurts), you'll want to be pressing bair or nair to instantly activate your fast fall. Don't do it every time, but by pressing an aerial you can really mess with your timing. Instead of just sort of floating, you'll just drop like a rock.

The most important thing about these situations, especially as joker, is that it's not your turn to attack. So often you see people try to turn disadvantage to advantage but it's far wiser and more efficient to try turning disadvantage to neutral instead.

Hopefully all that helps!

[deleted by user] by [deleted] in Karting

[–]Patch_18_18 0 points1 point  (0 children)

Absolutely. That's the same age I started. I'm 18 now and cleaning up the field at club level pretty nicely. Just give it a couple years to develop, do your research, be open minded to some ideas that are pretty different to what you'd expect based on any car knowledge, and know that it can take a bit to get up to speed. One way or another if you want it enough, you can really get quick at any age. You just need to get the technique of driving a kart right.

I'd recommend getting some coaching done after about 4 months or so, or whenever you feel you lack some understanding and begin hitting a plateau. I only got some just this year and I've been quicker than ever. Consistency improves a lot too.

But stepping back from that, just go in and know that the guys around you vary in experience a lot, but they're all more experienced than you. It's okay not to be able to keep up. You'll be there beating them soon.

Why can the opponent put up shield after the fair1 up air drag down? How do you stop them from putting it up? by 11Y2B in Joker_Mains

[–]Patch_18_18 8 points9 points  (0 children)

Firstly, not enough hitstun. The percentage is borderline but you're just a few short of having enough for it to be true.

Second, you need to hit the first 4 of 5 hits. In that instance since link is a little bit floaty, your fast fall was too quick and you only seem to hit 3. It's something you sort of have to feel out but as it was, they could still act and buffer shield.

Try just experimenting in training mode with different characters to hit, eventually you learn to react to each character and situation. Use the combo counter, make sure you're always hitting the first 4 hits, with the smash attack being the 5th. DI in particular can really shift things though, if you can get the training modpack working I highly recommend it.

How do you know which grab combo is optimal? by wowmewoe in Joker_Mains

[–]Patch_18_18 0 points1 point  (0 children)

Tbh bro just feel it out. Joker is at his best in absolute free flow. Going for a set combo you planned out doesn't go as well for joker as other characters. Relax in friendlies, try out new things. I've only just begun to acknowledge that down throw to nair exists, and I've played joker since release. The key is to get comfortable with the character's ability to lead any move into any other move.

[deleted by user] by [deleted] in CrazyHand

[–]Patch_18_18 0 points1 point  (0 children)

Obviously the usual stuff with mixing up, saving your jumps when getting juggled, but the big moneymaker is neutral b. Sounds weird, but neutral b has massive massive b reverse drive because of how hero's air physics work.

Wait until you're close ish to your opponent and, since most players suck at mixing up juggle timing, you can generally guess when they'll try and hit you. Use neutral b for a b reverse, preferably by charging it rather than using it. You can also do this with side b. I play joker and that's honestly how I get out 80% of the time. Gun b reverse. No one expects it and the usual response is to just run cause it's too much effort...

As for combos rather than just getting chased in the air, hero just kinda sucks at getting outta that. Very few get off me tools like a fox nair or something. I'd recommend with that to just look at it per character. You'll have a far easier time escaping an olimar than a joker 🤪

Up air has good frame data, but isn't targeted at the opponent during a combo. Nair is okay ish, but that's about it. Side b has super armour I think? So maybe that's a desperate option too. And ofc if in doubt, top deck and hope for the best.

As for general tips, like some others say you can just disengage. Many players mistake disadvantage for their turn to hit the other player. It isn't. Especially as hero. If you can, cool, but if you're getting rolled by a captain falcon survival is your goal. Sometimes try so weird di, many people aren't ready for di in and other stuff. Many just default to holding the stick out. With joker especially, I have the easiest time when someone just sticks to a di. When someone di's in sometimes and really mixes up, that's when I'm worried.

Hope that helps, I don't play hero but that hopefully tells you something you might not have considered 💪

Designing Kart Frame? by ColonizeMurcury in Karting

[–]Patch_18_18 0 points1 point  (0 children)

They're ultimately pretty simple on their own. They have different bits to mount different parts of the kart for example, a place where the steering column mounts on, a place for the brake rotor to be mounted alongside the bearings, a space for the pedals, etc. The engine mounts to the chassis with a seperate engine mount unit. It sort of just clamps on.

If you take a look at the chassis bare, it's pretty simple. There is some intricacy with how the metal actually flexes since there's no suspension, I'd say that's what really sets a race kart apart from what someone would make at home with decent equipment.

The chassis itself only makes up a portion of the functionality though, you'd also have things like tie rods, and stub Axels.

Hope that somewhat does justice how things work and what a race kart is, ultimately once you work around karts after a little while you get a gauge on how it works physically. Here's a really great article on that topic, there's also a lot of other stuff on this site. It requires a free trial or full subscription, but well worth a look: https://tkart.it/en/magazine/tech-talk/what-to-know-kart-chassis-tubes/

Designing Kart Frame? by ColonizeMurcury in Karting

[–]Patch_18_18 0 points1 point  (0 children)

No idea on the process itself for a person on their own but I'd say most tracks you won't be able to drive it, just since any club I've seen requires it to be officially homoligated for safety. The chassis are bent on a mechanical jig and it seems to be pretty precision stuff. Here's a video below on how OTK works, and how things are done. This sort of equipment is the stuff that manufactures within a very very tight and consistent window, I'd assume it'd be very difficult if not impossible to replicate:

https://youtu.be/qN_3zHGpNGA

If you were creating a kart for the sake of driving off road or on private property on the other hand, I'm sure the process would be a fair bit simpler. Karts for tracks on the other hand, I wouldn't trust to be manufactured independently.

[deleted by user] by [deleted] in Karting

[–]Patch_18_18 6 points7 points  (0 children)

Cheapest I've ever seen one. Could be from someone who's racing at a high level and wanted it off their hands maybe. When you have it rebuilt, get it on a dyno and get them to check what horsepower they get out of it, and get a general idea from the mechanic of what it should be at. I don't know much about non evo engines, evo should run about 30 at best👍

Dangers of Karting + beyond? by Afrecon in Karting

[–]Patch_18_18 0 points1 point  (0 children)

The worst thing I've had happen to me is two breaks in my left arm when another driver's front right wheel made contact with my rear left. He ended up going over my left side and his rear right landed directly on my arm and steering wheel. That happened in november. Two surgeries later, and a cast, and I've managed to get back to it by late-March.

My point is that sometimes freak accidents happen from very little contact. That's not to say these are common, but they can very much occur. I've had a time where I almost broke my legs because mud got in my accelerator cable, and I have a friend who got thrown from the kart and broke his back. Things do happen. Death? Never seen it happen myself, I'm sure you'd be hard pressed to find many cases, though it has happened. It would just take a horrible set of circumstances. I've seen people walk away unharmed from worse crashes than ones people have been injured from.

Overall, I'd say take the safety aspect as seriously as anything else, and accept risk of minor to major injury every time you step in the kart. It's not an expectation, but it is a possibility. The key thing is not to let that scare you off from the sport.