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ASIQ - Hyperkramuals revisited

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ASIQ - Hyperkramuals revisited Empty ASIQ - Hyperkramuals revisited

Post by anton Fri Feb 05, 2016 11:53 pm

Advanced Studies in Quirk
Here I will add things whenever I create them, maybe add a little explanation and whatever additional information I discover. Expect constant updates. I will document things as I stumble upon them and explain whatever trick/technique/theory is voted on in the poll. No, this will not be a showcase thread. My goal is to make knowledge about technical quirk more available. Please do ask questions.


General:

Iterations explained:

Singularity:

Hyperkramuals:

_______________________________________________________________________

Videos:
WTK document


Last edited by Anton on Sat Apr 30, 2016 8:45 am; edited 12 times in total
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Post by Fauxfyre Sat Feb 06, 2016 12:02 am

This is wrong on so many levels. Not like, incorrect, just disturbingly wrong

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Post by Opal Rider Sat Feb 06, 2016 12:41 am

I'm not sure I completely understand the term subframe yet, and that seems like the key to figuring out everything you're talking about. Are you somehow affecting Bosh between frames?
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Post by Conundrumer Sat Feb 06, 2016 12:53 am

When I get around to implementing super-debug mode, you'll be able to see in between iterations. As in, each individual point-line collision, separately, one after the other. In addition to seeing the collision grid, which defines the extent to which lines can have influence over contact points. That should help out with these studies.

I can also contribute to explaining how the nature of floating point numbers leads to kramuals (both xy and angled). It'll take a while for me to write that, though. I gave a preview here: https://iridethelines.forumotion.com/t11441-the-floating-point-matrix

for future reference, here's the code defining the physics: https://github.com/conundrumer/lr/blob/master/core/riders/Rider.js#L94-L118

When I implement super-debug mode, I can livestream a lecture on the details of the physics.
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Post by Fauxfyre Sat Feb 06, 2016 1:20 am

This is like, getting touched by your uncle wrong.

I remember when I was working in an LR version I had subframe viewing at first to make it so I could understand what was happening. It was so strange. People don't think it would affect quirk much but it would.

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Post by mmtunligit Sat Feb 06, 2016 9:40 am

Wiat, I don't even understand kramuals, mabey that might be something to cover, so Newer people understand how they work
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Post by Z_N-Freak Sat Feb 06, 2016 12:16 pm

This is all Hocus Pocus to me, but it's super interesting to read about all your findings, so please do continue! Amazing discoveries man Smile
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Post by rabid squirrel Sat Feb 06, 2016 12:19 pm

I think you'll need to explain iterations more clearly - I even know what they are and still had trouble understanding what you were saying.

And you should definitely explain the basics of kramuals before explaining kramual cannons let alone singularities.

And you should explain co-strengthening and normal stacks before saying things like "after you've just made a tricky stack"
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Post by Rafael Sat Feb 06, 2016 12:52 pm

This is starting to look like this now.

Nice findings. I'm personally not a fan of breaking LR down to coding. It gets closer to a science than a game :/
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Post by Sheldon Sat Feb 06, 2016 4:23 pm

Science is his game man. Mine too tho. :P
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Post by rabid squirrel Sun Feb 07, 2016 7:09 pm

https://www.youtube.com/watch?v=lG12kBqlFaw

Squirrel Broadcast! Anton taught me how to do all sorts of kramual things including kramual cannons. This stuff is shockingly easy.
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Post by RyderLR Sun Feb 07, 2016 10:59 pm

This is black magic.
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Post by theacp127 Mon Feb 08, 2016 12:47 am

Opal Rider wrote: Are you somehow affecting Bosh between frames?
That's what's happening here. Between each frame the game has to check to see if there is anything that would interact with Bosh before he arrives to the frame that Bosh would go to if not acted upon by an outside force. This is what causes stacks to work. The game sees that the contact point is being acted upon so it calculates a new vector direction and power and if there is another line that can also interact with the same contact point in the same direction then it adds more force to the vector. As long as the recoil of the contact point is not too extreme then the stack will be survivable, and this is why kramual cannons can be so much stronger than pretty much any other stack. Since the contact points in a kramual are locked, there is less recoil since there is nowhere for them to go. These guys are effecting all the vector directions multiple times between each frame to create a desired effect like the singularity.
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Post by ScrungleBlumpkus Mon Feb 08, 2016 10:41 am

I'm glad we're finally working on a sub-frame level and that it's all out in the open

This is some really well written, good stuff. I remember back when I was talking about the sub frame stuff I was doing in CAF and I thought it'd never take off. Who knew how much potential it had!
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Post by Sheldon Mon Feb 08, 2016 10:43 am

In beta 2 it was virtually inexessable to everyone but you lol.
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Post by anton Mon Feb 08, 2016 5:57 pm

Updated.
Redid "Iterations briefly explained"
placed the kramual map under "tool" section - might rename section if I cannot think of any other similar tools
Fixed some gramatical errors

I will keep updating according to suggestions! Smile
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Post by anton Sat Apr 23, 2016 7:10 am

Anton wrote:Sled hyperkramual should also be possible by aligning second peg and string, but I am not sure if this can happen in other situations than singularities. Might revisit this theory.

ASIQ - Hyperkramuals revisited IPRnXDN

Hey look at this! I highly suggest y'all check out the updated hyperkramual thread as well as the other things I updated Smile

https://docs.google.com/document/d/1IIUnGcUMI9ABEWpc-RJkldtPDEco3c5B1GMz_IwIwIo/edit?usp=sharing
this is the document Sheldon, dap and myself, worked on during wtk. there should be a list of tricks in there for y'all to suggest. Anyway, the document will never be finished and it is not very grand. It never became a friction of what I wanted it to be, and it shows. There should be a TON of reliable information, but there is also alot of speculation here.
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Post by anton Sat Apr 30, 2016 8:46 am

New link to documents should work!

https://docs.google.com/document/d/1IIUnGcUMI9ABEWpc-RJkldtPDEco3c5B1GMz_IwIwIo/edit?usp=sharing
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Post by Lukking Sat Apr 30, 2016 9:22 am

WOW at that document! Greatly done
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Post by rabid squirrel Sat Apr 30, 2016 9:39 am

Too bad most of it is incomplete Sad
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Post by ScrungleBlumpkus Sat Apr 30, 2016 3:10 pm

We should really try to finish this...
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