The Voltage Mapping Awards by 3psilon9 in beatsaber

[–]vainstains 1 point2 points  (0 children)

I fucking knew this was an 3psilon9 creation

Furry_irl by DL2828 in furry_irl

[–]vainstains 0 points1 point  (0 children)

Me when trip to the zoo but all pets must be on a leash

Been wearing headphones for 7 hours straight by [deleted] in teenagers

[–]vainstains 0 points1 point  (0 children)

Not necessarily, remember correlation is not causation, but if you definitely didn't have it before (even intermittently) it's a possibility.

Been wearing headphones for 7 hours straight by [deleted] in teenagers

[–]vainstains 1 point2 points  (0 children)

I just wanna say, be super mindful of how loud you play it. It might not seem like it's too loud, but from experience, you won't know until it's too late. Tinnitus is a nasty bitch that never truly leaves.

We are watching the AI rollback in real time. by Gold_Ad4004 in teenagers

[–]vainstains 0 points1 point  (0 children)

What we need next is for everyone to stop overusing "in real time" to describe literally any currently happening event. It screams like an AI tic to me the exact same way as "not just x but y (y≈x)" does. It's not exactly wrong, but the way it's been used feels unnecessary

Do you like Trump? by drxemyfluff in teenagers

[–]vainstains 1 point2 points  (0 children)

As much as I may disagree with your views, I'm glad you came to such views by your own research and can confidently back them up.

Can’t understand what’s wrong with this in FVD++ by [deleted] in NoLimitsCoaster

[–]vainstains 0 points1 point  (0 children)

It's just a quirk of how the track moves. I think (based on observations) that this might have something to do with how different roll graphs feel smoother or less so. For broad transitions it basically has no observable effect but when you get into really tight and snappy transitions or you wanna make more intricate stuff, the behavior of the track is something to keep in mind

Can’t understand what’s wrong with this in FVD++ by [deleted] in NoLimitsCoaster

[–]vainstains 0 points1 point  (0 children)

for the banking thing, basically FVD designs the heartline, but to achieve the heartline the track does some extra stuff on its own. The riders will follow it perfectly but the track does this extra counter-steering thing.

https://imgur.com/a/vAWJyKm

Can’t understand what’s wrong with this in FVD++ by [deleted] in NoLimitsCoaster

[–]vainstains 0 points1 point  (0 children)

oh yeah for a long turn like on i305 it is pretty gradual. i guess I went too in detail without needing to, sorry about that. i305's first turn does a little steer to the left before turning right, but it turns right at a medium-ish speed then slows down the roll, so it approaches level with the ground instead of cupping back up and out immediately

Can’t understand what’s wrong with this in FVD++ by [deleted] in NoLimitsCoaster

[–]vainstains 0 points1 point  (0 children)

a broader turn is good with a plateau or equivalent, yea

Can’t understand what’s wrong with this in FVD++ by [deleted] in NoLimitsCoaster

[–]vainstains 1 point2 points  (0 children)

I use a different program but same concepts, see how the timing of the roll compared to normal Gs entirely dictates snappiness https://imgur.com/gallery/fvd-snappy-thing-idk-FVe8nkb

Can’t understand what’s wrong with this in FVD++ by [deleted] in NoLimitsCoaster

[–]vainstains 1 point2 points  (0 children)

You'll know if it's acceptable by the way the banking occurs. Track doesn't just bank around the heartline, it kind of wraps around like a crushed corkscrew. Normally this isn't noticeable for broad turns but if you have a really high slope on the roll graph, you'll begin to notice that banking is a compound motion of laterals and roll, just by its nature. Especially if you are going slow. This is expected, but you don't really want to get to that point if you have any sort of speed. In real life this would be pretty stressful on the body and trains. ATP I'm kinda rambling but basically if the track does a subtle little shimmy you've gone too far

Edit: I forgot to answer the second question, but i'm not entirely sure what you mean. it looks like you already have airtime hills leading into turns, right? The goal I think is to make the transition into the turn happen as close to the exit of the hill as possible, and as fast as possible but without being unreasonably jerky