#rSL NG 3lap
1 messages · Page 2 of 1
Thanks !
to elaborate, in the 678 run, if i were any faster the second wallclip in the cave became impossible (for ~4 ms)
right now we should be roughly 0.7 f ahead (don't remember exactly)
we're 0.6 ~ 0.65 f ahead iirc
continued my wip, 1.5f ahead of corvid .698 run at the landing of the airtime after the cave
btw this "crack" turn is as fast as the ghost one
i didn't managed to get ejay's slip start
the big airtime at the cave exit save .5f compared to the one of the ghost
nice; there's definitely no way that ejay's slip cannot be replicated though, we need to figure that out before continuing (it's likely just really finicky)
i also cannot guarantee that anything after turn 1 is optimal, i did not finish testing
How‘s the progress going?
by looking at the message above yours, you can see that the last progress was made on the 25th of January
or in other words, progress is not going
i plan to return to this very soon -- ryf and other alego collabs have been my priority for now
as of yesterday i'm nearly finished optimizing up to the cave wallclip. i saved a bit more over alego, but i'm getting pacelocked at the wallclip. need 2 ms (i think) to beat the pacelock which i don't think i can find
i want to try a couple more things at the shroom then i'll work on the cave
i'm worried about one penguin on l3, other than that it's easy yes
i guess the ability to do +/-1s helps
pretty much done optimizing the beginning. i beat the wallclip qm lock! (just barely)
if someone wants to help, the only thing i haven't tried yet is delaying the shroom
i started changing inputs from the bounce after first turn. i couldn't improve the first turn more
if you meant the different line on the straight, something like 0.2 ms
Good work
ty
beat the other wallclip qm lock, but i can't get a good turn... it might be better to just slow down a bunch
got a good 2nd cave turn, ( 1f less air at the slip ) but i didn't managed to avoid airtime after the mt of 4th turn without slowdown
great job man, i was trying earlier today but got nowhere, i never got that low airtime at 2nd clip
do you know how this airtime works? i was struggling with it. i'm assuming with the faster pace you're forced to go wide to get it
Thanks !
not really, but i got wider bc of the turn before, the exit of the turn is not as tight as the ghost (it's the tighest i managed to get )
i tried a lot of things and could never avoid the airtime after the 4th cave turn.
the best thing i found was hopping late, slow down to avoid airtime, and the late mt release keeps part of the timesave... but i'm clipping the wall 1 f early now, so i doubt that the wallclip is possible without slowing down
really frustrating that all this effort lead to basically zero timesave but i guess at least we ruled it out
if the ghost above isn't usable (or barely is), i'd rather continue with this, so it's easier to resync. to save time i go further left before entering the cave, which will definitely hit a penguin on l3
the penguin in question is this btw (we will be about .1 ahead)
If only we had this done today and make everyone guess whether baby daisy is actually faster or not as an april fools lol
too many people spilled the beans publicly already + the track has just not been fun to be honest
i may drop it again
continued this, i got the slipdrift strat. i think it's pretty optimized already
it's possible to realign with a quickhop, but it gives a much different exit line; i'm not sure which is better, will have to test both
and just to note, one other possible improvement i suggested included getting 1f air instead of 2f at the slipdrift frame
since it should result in a wider mt charge (means we can take the actual line slightly tighter)
i never got anything but a 2 f bounce for the record so it may be impossible
also i just realized this should be about 4 f ahead of my first baby daisy run by l1, so 2:00.4 final time, that's cool
thinking about this again. i slipdrift on the 2nd frame of the two. would reducing to 1 f even do much at all?
Yes
Think about an extreme: imagine you get 10f airtime but you only cancel the wheelie on the 10th frame: it'll give a tighter line
i have completely forgotten how to do crack jumps. help me please lmao
i couldn't improve the slipdrift part
finally worked out what i was doing wrong. ghost is my previous bd run with agc.
ideally we save 4-5 ms more for a clean resync; hopefully that's possible. i'll keep grinding this between things
after the crack jump i get a 21 f bounce, where the ghost gets 20 f. that should save a bit of time. otherwise i think changing the wheelie turning before the drift can lead to timesave
Nice ! if we can't save this 4-5ms i think the improvement we made on l1 that was 5 ms (or more idk ) ahead will be able to make us catch the cycle on the slipdrift strat in the cave
yeah, it may also depend on the first turn, since the approach is different on l2/l3 and i'm not 100% sure that copying the l1 line for the spinhop is optimal
the beginning improvements we made can be used for l2, but not l3, bc there will be a penguin in the way at cave entry (we may need to take a wider line into cave in fact)
last turn improvement + good first turn l2
i'm ~1 ms ahead compared to l1 first turn. should i keep trying for more improvements, or do i trust that the cave is fully pacelocked and proceed with agcing l2?
i reckon keep going in case it's not fully pacelocked for some reason
you mayregret not checking that in the future
does pycore have some funny script that lets me warp the player in the forward direction by an arbitrary percentage of frame
so i can test pacelocks like this easily
nope but that probably wouldnt be very hard (you could combine it with the wallclip bruteforce script too)
though, couldnt you just briefly activate and deactivate agc with delay values <1 to test if the ghost desynced or not
what how
wait deactivate?
oh shit
that's like the first time i have ever been outsmarted in my life
i'm going to bed
yeah so that it can't just phase through walls avoiding collision anymore haha
inb4 corvid
i resynced l2 and start of l3. the penguin i mentioned a couple times does get in the way slightly. best i could do to avoid it loses 3 ms to l2 (ghost) which is enough to get pacelocked at the wallclip.
so we need to save a little bit of time somewhere between the last crack jump of l2 and the penguin dodge
some of the l1 improvements i found but didn't carry should be useful here, however not the alternative line after shroom (goes too far left)
finished resyncing. last turn is very improvable
Is the last turn done in the correct way at least
yes
but compared to my previous bd run, it's several ms slower
have to go out now so don't have time to grind it further atm
saved half a millisecond but i was just trying out one particular thing
trying more things out now
Great
so why was it not the correct way after all
cause we did a lot of testing last time and after back and forth improvements, found that a delayed slip was slower
but now it seems to be way faster, weird
to be honest; i have absolutely no idea. this specific turn on l3 could be the turn i understand the least out of everything i've worked on so far
how lenient is the crack hop
let's say someone improves the cave exit by 2 milliseconds, what are the chances that it's carryable
forward position is not a factor at all
how?
if you're too far forward compared to the ghost then you'll get airtime 1f earlier
or to compensate do you just be more to the right
you can make the crack jump from a variety of approaches. the most important detail is landing a certain distance away from the edge of the road, and adjusting pitch rotation + sideways momentum (or the bike bonks against the wall. it's not a matter of getting too little height surprisingly)
i was always able to carry small improvements through crack jumps because there are a lot of ways to adjust those variables
Okay
I think we should have another 3 people minimum look at lap 3 from the last bonk clip in the cave until the ending
Don't want to rush this
could it be that we landed with more rightward moving yaw compared to this run?
I thought more right yaw makes the miniturbo charge path better
it's a worse line. we want as much left rotation as the shape of the road lets us get away with
how much exactly, i have no clue
492
saved 0.75 ms before last turn, but i get a 24 f bounce instead of 23 so i lose that time save
would like someone else to try this out. i don't think i will touch rsl for a while
i tried and didn't managed to improve it
491 is prob possible
oh wait i missed alego's message lmao
i can try it again soon. it doesn't really make sense that it wouldn't be possible to carry that but maybe
Didn’t it start in 2022
it started in december 2024 and paused until late march 2025 let's be honest
yeah this was really part 2
I was going off of the earliest date in the rSL NG group chat
which Corvid isn't in anymore
so it started December 2023 at the latest
I know flurry was working on it by himself before even that
something like 0.4 ms better but i can't come up with anything to get to 491. i guess it's finished
i would like to upload this myself, but i would need someone to teach me how to record properly. all my framedumps look like dogshit
iirc i tried to send you the steps for recording but it still didn't look good or something
but i can't remember if that was because you didn't switch dolphin versions?
i can help you again
i tried to use both latest lua and pycore with 1 million bitrate but it looked really pixelated with both
DMs