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infinitely repeating track

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Post by Lukking Tue Mar 17, 2015 4:07 pm

Hey
Ive got an almost infinitely repeating track and i wanna hear your thoughts on this topic.
Do you think its possible?
Whats the best way to do this?

Herey my try: https://www.dropbox.com/s/og3j11rchoclf9w/savedLines.sol?dl=0
Its the track called infinite
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Post by ScrungleBlumpkus Tue Mar 17, 2015 4:36 pm

yes. it's possible.
upward pinch to kramual cannon, get bosh to recycle the pinch and kramual again in the same place to recycle the cannon, and theoretically it will infinitely repeat. this is the concept behind my weird track entry but I've been demotivated to finish recycling the kramual.  had this idea months ago but collabs and other things made me lose interest. might try again.

thee are other ways I theorize are possible but that is the easiest way to pull off, as others involve much more complicated tricks which must reset his position in certain precise as fuck ways. My theories all involve a kramual and coordinate reset along an axis. My best idea, above, is notable in particular for the fact that the section after the cannon and until the recycled pinch and kramual can be as complex and precise as you please, because the pinch would take care of any pixel-perfect discrepancies. So it would give rise to an extremely repeatable track which isn't limited to one formula that can be filled with something actually interesting. as long as you recycle the first bit, it works in theory.


Last edited by Dapianokid on Tue Mar 17, 2015 4:41 pm; edited 1 time in total
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Post by Lukking Tue Mar 17, 2015 4:40 pm

I think in the end the speed bosh hits the kramual with has to be exactly the same. So the pinch has to be exactly recycled. Thats the case with all strategies

Could you send me that sol?

Edit: I think its not as easy as you imagine. for some reason it doesnt work even when it looks like a perfect recycle...
i literally tried it a million times
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Post by ScrungleBlumpkus Tue Mar 17, 2015 5:18 pm

speed has to be close enough because, as is the case with cannons upwards, bosh is moving 0 up or down for the frame after he hits upwards Kramual. so he moves exactly .35 ppf down the next frame, which triggers the cannon to pull him upwards exactly the same amount every time because the y velocity is reset to 0 - 0.35 = -.35 ppf. That's where my logic comes from, but the tricky thing is how damn hard it is to recycle a kramual.

.sol when I've experimented s'more
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Post by Sheldon Tue Mar 17, 2015 6:23 pm

there was a very old track mostly flatsled that appreared to go on forever it ended and started with a very slow flatsled hill, ill try and find it
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Post by ScrungleBlumpkus Wed Mar 18, 2015 12:20 pm

the more precisely you can reset the velocities in one portion of the track reused as the start-end, the better chance you have. Involve a zero or quasi-zero number reset, and you've got an undebateable shot. I invented a couple of stratagies today which are more accurate and easier to do, one of which doesn't involve a cannon.
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Post by Sheldon Wed Mar 18, 2015 12:47 pm

ok lukking what if you just did a drop kramual stop then do a kramual airtime downward above it and have the kramual land in the same place?
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Post by ScrungleBlumpkus Wed Mar 18, 2015 1:29 pm

^ my idea exactly but the problem is getting him to hit the stop with enough force to not die but without so much force that he bounces back, so you'd have to make a frustratingly precise downwards pinch of him in horizontal using vertical lines. Doing this in a vertical kramual, as you probably surmise is easier, results in the same matter ofterrible precision involved in recycling a kramual.
There's also thenproblrm that you'd have to reset his vertical motion so that he lands in the same places with the same amount of pressure on the string so that getting him out happens the same way every damn time. I imagine it would even out any .00001 pixel discrepancies softer the 2nd run of te infinitely repeating track, buuuuuut it's still a matter of using precise pinches in kramual to force him to have close enough to zero velocity in either the x or y axes at some point.
So the issue always keeps coming back of precision in kramuals. but kramuals = the solution one way or another.
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