#Summer Starville TAS

1 messages · Page 1 of 1 (latest)

pallid pelican
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My first full 3 lap TAS and while a few seconds behind WR still happy with it mostly, the end of each lap could be a fair bit more optimised as well as a few smaller spots but im very happy for a first full run. Any advice would be greatly apricated!

https://www.youtube.com/watch?v=2ntfnVRWjXs

Nothing special but my first TAS and i'd like to keep a log of all my TAS's i do make.
Sorry about the lack of full screen my recording software wasn't allowing me to do it, the bit rate being horrible and audio off set, maybe someday ill figure out how to fix those

▶ Play video
wise crane
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Any particular reason why you don’t trick off the last ramp on lap two?

pallid pelican
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between lap 1, 2 and 3 i watched the wr and noticed they didnt trick then approaching that in lap 3 realised wait rfh to get lower air probably makes tricking worth it

wise crane
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Yeah you might want to go back through and consider places where rfh would save time

naive token
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i'll respond to this late evening after i finish some stuff

pallid pelican
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ive improved it down by 0.020 but got a 31.8 as my fastest lap

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theres a decent gap between laps but ive gotten better use out of rapid fire and tricking on the last ramp on all laps aswell as better shroom spot execution

wise crane
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Nice! Hopefully you can make some more timecuts soon. Ejay said he’s gonna give some feedback so that should be quite beneficial

pallid pelican
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yeah defo

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currently a gap of 1.1 seconds between lap 2 and 3 because of a tiny patch of grass touched because i messed up save states it was that or full reset

pallid pelican
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but lap 3 was probably my best lap yet which is a good sign

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im very new so im mostly using save states and changing game speed

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so no

wise crane
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It is imperative that you start using gecko codes

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It makes it infinitely better

naive token
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TAS Code should be used the very first time you TAS

wise crane
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Like do it asap

naive token
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same with Instant Finish and Ghost Always Saves

pallid pelican
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i have the base ones from the tutorial video turned on

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so yeah it is toggled on

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i just dont know how to use it mainly

wise crane
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Then use it!

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Are you using controller?

pallid pelican
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yeah gcc

wise crane
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Z saves ghost when nothing else is held down

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X starts TASCode (copies ghosts inputs)

naive token
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Doesn't kierio's video actually explain how to use it too

wise crane
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Y stops TASCode (you regain control)

pallid pelican
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so on gamecube if i press Z on a run

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and then race it again and press x on gamecube

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i drive as the ghost until y is pressed?

wise crane
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Yes

pallid pelican
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see now im a fool

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i was trying that on keyboard

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wondering why it wasnt working lmaooo

wise crane
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Ohhhh lol mb

pallid pelican
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so yeah if i mess up instead of full resetting press Z, end run, X to view it then before error press Y to take over

wise crane
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Yup!

pallid pelican
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because i have reset multiple runs today 💀 pokemoLmao

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because of that

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so thats huge thank you both 🙏

naive token
# naive token same with Instant Finish and Ghost Always Saves

The general process for optimising with these codes is:

  1. TAS first turn with a good alignment for the second turn
  2. Instantly save the race with Instant Finish (having Ghost Always Saves enabled will ensure the run saves even if the final time is slower than your previously saved run)
  3. Race this ghost
  4. Activate TAS Code as the camera swivels during the beginning
  5. Use TAS Code to copy the run's inputs until the first turn
  6. Deactivate TAS Code to detach from the ghost and regain control of the player
  7. Now you can race against your previous turn live and easily see whether you're losing or gaining time by doing certain inputs/strats
  8. Repeat steps 1-7 until you can't save time anymore
  9. Move onto turn 2
wise crane
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I used to do what you did so for TASComp I would always finish 3 laps and I was so confused as to how people could just stop after 1 lap. At one point I was doing a collab task and was copying inputs on the input display of a video of my teammates run 💀

pallid pelican
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so thats a huge help

wise crane
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Actually nevermind theres probably tons of stuff that is basically this message

pallid pelican
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so i use TAS code to get to the spot im up to then use save states to get the desired outcome then use TAS code to get back to the spot im working on

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god thats so much easier

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actually doing it in practice is so much quicker

naive token
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also you should use slowdown too

pallid pelican
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yeah always

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forgot to say that but yeah always slowdown

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such a time save thanks again

pallid pelican
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brought it down by .5 in one run 🙂 stedy progress begins

naive token
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i think i'll wait until you send another improved TAS though, this time using TAS code heavily

pallid pelican
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sorry about the music i just noticed i forgot to pause it when screen recording

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main focus was getting more out of soft drifts and rfh on the last ramp

wise crane
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But yeah nice improvement. I think you lost time with the rehop at the start of lap 2

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Also is it possible to get a better stick at the end of lap 3?

naive token
# pallid pelican new PB of 1:36.954 down .7

This advice will use the in-game-timer as a reference. It'll look daunting but it will teach you a lot and help you learn to analyse your own driving.

0:00 - You should be using a startslide for every track. Find them here: #tas-questions message, and if you don't know how to copy it over to a track for use, ask in #tas-questions
0:00.8 - Notice how you hop way too early, and as a consequence, you're forced to counter-steer in your drift (by that I mean, hold hard left in a right drift). This severely impacts the time it takes you to change your miniturbo. Also because you hop too early, you hold the miniturbo way too long before releasing it

(For extra context: your miniturbo charges once the charge rate value reaches 271, and holding any input in a right drift that isn't between 3 and 7 (or 10 and 14 in alt notation) will make it charge at 2 units per frame, instead of 5 units per frame

I'm going to be mentioning first-frame miniturbos a lot, and the reason is because every single frame that you delay a miniturbo release, means +1 frame in your run where you're at a speed of 84 instead of 96)

brave gorge
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try using frame advance to make sure you're releasing mts on the first possible frame

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oh

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ejay won

naive token
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0:03.5 - Try a right side trick on this fountain, it should swing your back tyre down towards the ground, meaning you'll touch it sooner
0:04.1 - You were late to wheelie after the trick boost, meaning you spend more frames at 109 instead of 120
0:06.6 - It's faster to time the rehop in a trick boost such that you land on the last frame of boost deceleration. This is because deceleration doesn't "stack", meaning, you might as well time the decel from hopping to coincide with the boost decel
0:08.2 - You hopped way too early and again as a consequence, you had to counterdrift, which means much slower miniturbo charge, and it also affected your turn exit, meaning you weren't able to release the miniturbo on the 1st frame possible
0:12.8 - I don't think a spindrift is faster here, but check again
0:12.9 - You didn't go as close to the grass as possible without losing speed, i.e. need to take that tighter
0:13.6 - Didn't release the miniturbo on the first possible frame
0:14.3 - You turned in your wheelie after the boost ended and you dropped down to 94
0:15.8 - You should be able to charge a miniturbo during this boost, to then release after the first boost panel boost ends
0:18.8 - I don't think there's any need to trick here, because any trick boost you get is overwritten on the ground by the shroom
0:23.2 - Yeah this turn is just a perfect example of why you need to softdrift. Try hopping and then inputting a 3 (or 10) right when your hop airtime is about to end (i.e. delay drift). Then hold that input until the miniturbo is charged
0:26.8 - I think you began the RFH too late which made you lose time compared to if you didn't RFH at all.

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0:31.2 - Try getting a turn where you can stick to the downslope on the corner, it'll help you charge the miniturbo faster. Also softdrift
0:32.7 - Late miniturbo release
0:32.8 - This double hop doesn't save time
First turn lap 2 - Late miniturbo release
0:36.1 - Nice sidetrick
0:39.6 - Nice later rehop
0:41.6 - WAY better turn than lap 1, but you still held -1 and -2 inputs, which slowed your miniturbo charge down. Try to just do a -3 consistently. If you hit the grass, make the hop happen 1 or 2 frames later
0:42.2 - Late miniturbo release
0:44.8 - This turn lost a lot of time because of the exit angle from the previous miniturbo. You began the turn way too tight, which means you end up wide after. Always remember that you go wide to go tight, not tight to go wide.
0:46.1 - Late miniturbo release
0:47.4 - You turned in your wheelie before hopping, which dropped you down to like 92
0:48.3 - Same as lap 1, try charging a miniturbo here
0:51.5 - Get rid of 2nd trick like i suggested for lap 1
0:56.4 - Better turn which would have benefited from cleaner softdrifting and getting a chain drift (where you stick to the ground and start the 2nd drift without airtime)
0:59.3 - You seem to be ejecting out of the RFH too soon, which is actually making you get a much higher ramp trick, major timeloss
1:04.6 - Much better turn but late miniturbo release. Countersteer for alignment after the miniturbo release
First turn lap 3 - Entry approach was too tight (re: "go wide to go tight"), and late miniturbo release
1:08.7 - Why no sidetrick like on lap 2?
1:10.3 - The different swimming pool trick strat looks slower to me than what you did on previous laps. In general, more time spent in air without a boost = very slow
1:13.4 - Hopped too early (so you were forced to countersteer. Also, need softdrifting and first-frame miniturbo release

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1:17.5 - I think you might have the misconception that a spindrift is faster on every single turn, when in fact it's rarely better than just doing a regular hard-right drift. Try that
1:18.3 - Very late miniturbo release
1:21.2 - Nice job realising that a miniturbo is faster, but you released it too early, so the boost panel boost basically overwrote all of it. Try and distribute your boosts so that the miniturbo is released when the boost panel decelerates you to about 105
1:23.4 - Notice how you landed from the first trick on the very edge of the roof? This means that you only had a couple of frames to accelerate from that trick boost (you can only accelerate from boosts on the ground). So as a result, you spent all that time in the air at like 88 instead of 109. Also, remove 2nd trick
1:24.73 - You used the shroom boost slightly before touching the ground, which means a few wasted frames of boost later on
1:24.8 - You didn't need to do this hop and wait a while before wheelieing, you could have just wheelied as soon as you landed and still made it through the gap. Lots of time spent at 109 instead of 120 because of that delayed wheelie
1:31.1 - In general, when hopping after a miniturbo boost, wait until you get to max miniturbo speed before hopping (101), otherwise you don't get full use out of the boost. Here you hopped after the boost only accelerated to 93
1:31.9 - Much better RFH
1:33.2 - Hop later so that you drop down to 117 instead of 109 (Hopping in a trick boost = 109, hopping in a boost panel boost = 117)
1:34.7 - Late miniturbo release

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Key takeaways:

  1. Release miniturbos on the earliest frame you can
  2. Approach turns wide, to end them tight. Not the other way around
  3. Clean up your drift inputs to make miniturbos charge ASAP
  4. Land from tricks as soon as possible
  5. Take turns/corners as tight as you can without hitting offroad/walls
naive token
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But yeah let me know if there's anything else I can clarify about these tips. I think you'd benefit a lot from just TASing some turns, rewatching them like 20 times, and constantly thinking to yourself "what can I do to improve this"

brave gorge
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i would say good start though