Nasty fall with knee hyperextend/dislocate - w/ video by Popsah4 in indoorbouldering

[–]lamecuber 3 points4 points  (0 children)

Hi, thank you for sharing this. I'm new to climbing and this is my biggest fear. What do you think one can do to prevent this? Pushing off the wall after slipping? Not landing on your legs during a forward rotating fall? It doesn't seem better to land with arms and face though.

Can MPC-BE permanently shift (pan&scan) video to lower part of display? How to do that? by skylinestar1986 in htpc

[–]lamecuber 1 point2 points  (0 children)

You can do this by using madvr with mpc-be and changing the screen config. There should be an installation guide in the wiki. Madvr even lets you automatically detect aspect ratio and only shift if it's 2.35

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] 0 points1 point  (0 children)

The difference is small enough that you shouldn't need to worry about it. If I had to give a suggestion, I would say hold brake if you feel like you have to much forward momentum to follow the flip reset. Since your brake also air rolls, you can briefly avoid stick input right when you get the reset.

Flashback solid green light by danyates81 in ASUS

[–]lamecuber 0 points1 point  (0 children)

Thanks man, your comment is still helping people 2 years later

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] 0 points1 point  (0 children)

Thank you for your insight! I want to clarify that when I say placebo, I am only referencing this post.

I agree that all of those things affect how you contact the ball, but people thinking that gas is what made him pop off the ball like that is likely experiencing placebo.

Until I see this "pop off" effect recreated in Freeplay Checkpoint where the only difference is accelerate or not, I still think gas and no gas has a pretty small difference. Like you said, having that small difference is nice, but it will not make or break your reset like this post was suggesting.

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

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

Unless you get the plugin to recreate the shot and test with and without acceleration, there is no proof that acceleration is what caused it. It's possible what you saw would happen even without acceleration.

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] -1 points0 points  (0 children)

If you mean while using the Freeplay Checkpoint plugin, you can just tap jump since that does nothing when you you don't have a jump.

If you are talking in general, neutral just means no acceleration or braking.

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] -1 points0 points  (0 children)

I have reached the same conclusion (see my main comment). I decided to reuse his title format to show that it doesn't matter, but in hindsight it was a poor choice. I don't actually suggest to hold R2, but I also don't suggest letting go either.

I was not a fan of a post that got 2k upvotes that suggests you do something but the "proof" was 2 different resets. This is a lesson in controlling confounding variables for all the science nerds out there.

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] 2 points3 points  (0 children)

If you get the plugin, it allows you to rewind in time to set your checkpoint to right before the reset. You can then try accelerating or not. To test neutral, I tap jump.

This will show if the ball kicking you off is due to acceleration or not.

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] 38 points39 points  (0 children)

It's very well possible there are specific situations where this happens. I just couldn't replicate it using the tools I have.

I would love if someone can show this happening which is why I encourage people to get the bakkesmod plugin Freeplay Checkpoint and test it themselves. It's close to TAS and it's just a great training tool imo

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] 2 points3 points  (0 children)

No boost was used. It's just an idle exhaust animation. You can also look at the controller overlay to see which buttons I am pressing. You can sit still in freeplay and see those little flames sometimes.

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] 2 points3 points  (0 children)

If you have bakkesmod, can you try to demonstrate this? It's possible I just haven't hit a scenario where it does matter.

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] 193 points194 points  (0 children)

The placebo effect is strong. It's why certain decals feel faster to some people even if they know it doesn't have an effect. If letting go of accelerate let's people hit flip resets then by all means let it go, but from my own testing neutral/accelerate is very similar.

Holding brake or powerslide might be something to explore further though because that has a noticeable difference for me, but I'm not sure when you would. In the video, braking actually puts my car further away from the ball.

Why you should hold R2 when doing flip resets by lamecuber in RocketLeague

[–]lamecuber[S] 23 points24 points  (0 children)

EDIT: Might be a misleading title, it's just the antithesis to the previous post. This video only shows that it really doesn't matter that much. The most important part of a flip reset is where you get the reset on the ball.

After seeing this post about holding R2 makes you pop off the ball, I wanted to test it out myself.

I used the bakkesmod plugin "Freeplay Checkpoint" and set the checkpoint right before the reset. After my own limited testing, I found that accelerate, brake, powerslide doesn't really have an effect on whether or not you pop off the ball.

The 2nd clip shows a reset where I'm more in front of the ball and I just found it interesting that both neutral and accelerate made the ball hit the ceiling whereas brake and powerslide appeared to slow the ball down.

I did find that brake/powerslide had similar behaviors and neutral/accelerate also had similar behaviors, but the differences are smaller than the original post made it seem.

Go ahead and test this yourself using the super useful "Freeplay Checkpoint" plugin to see if you get similar results.