Physics regarding endurance
+5
Fauxfyre
TheRevTastic
SPL4SHZ0N3
hypothet
[senpai] kevans
9 posters
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Physics regarding endurance
I feel much better today, thanks you guys for cheering me up and knocking some reality into me.
Recently, while I was trying to get contact point to work, I tumbled across where the endurance it applied to the rider. Within the coding, there are variables described as Edges. From what I think is going on, they are what makes the sled contact points appear as a sled, and what makes them keep that shape, instead of independently going around moronically. Each edge has it's own binding properties. Stick, Bind Stick, and Shal. I'm not exactly sure what they do, but I think stick is something like the sled connectors, stuck where they are. Bind stick is the connections that can move around freely (I believe), like shoulder to hand, and hand to nose. Shal is the scarf connections, nothing really special, also not shown in screenshot below. We're not talking about individual contact points, this is the math that makes bosh sit upright, make the hands lower themselves, but never strait down. A perfect example of what these edges are, is the string bosh is holding. That is a visual representation of 2 edges. (Clever of Fsk to make them the strings, huh?).
Okay, so what does this really have to do with any of the physics? Endurance, endurance is what it has to do with. look at this screen shot:
Okay, big whoop, coding, it doesn't make any sense. But It doesn't need to make sense, look at the edges that have ENDURANCE in it's set. These are the connections where if they get pulled too hard, too rough, or slam too hard, bosh crashes. Okay, so certain edges can cause crashes, but which ones are which? I already figured that out for you guys. (edges 6,8,9, 16-20)
2nd peg to butt
2nd peg to shoulder
1st peg to butt
Butt to lower nose
Hands to Upper nose (2 separate things)
Feet to lower nose (2 separate)
I'm not sure how these things will benefit the community, but in theory, if you could pull every point on bosh without it warping his body too much, the edges will stay inside their "comfort zone", and bosh will never crash. Meaning the Every frame Infinite distance stack could be possible. Not infinite stack mind you, but you can just keep making new wells and keep going.
I'm aware that some pulls out there are effing ridiculous, and should violate this endurance rule, but I don't know how the explain those.
Recently, while I was trying to get contact point to work, I tumbled across where the endurance it applied to the rider. Within the coding, there are variables described as Edges. From what I think is going on, they are what makes the sled contact points appear as a sled, and what makes them keep that shape, instead of independently going around moronically. Each edge has it's own binding properties. Stick, Bind Stick, and Shal. I'm not exactly sure what they do, but I think stick is something like the sled connectors, stuck where they are. Bind stick is the connections that can move around freely (I believe), like shoulder to hand, and hand to nose. Shal is the scarf connections, nothing really special, also not shown in screenshot below. We're not talking about individual contact points, this is the math that makes bosh sit upright, make the hands lower themselves, but never strait down. A perfect example of what these edges are, is the string bosh is holding. That is a visual representation of 2 edges. (Clever of Fsk to make them the strings, huh?).
Okay, so what does this really have to do with any of the physics? Endurance, endurance is what it has to do with. look at this screen shot:
Okay, big whoop, coding, it doesn't make any sense. But It doesn't need to make sense, look at the edges that have ENDURANCE in it's set. These are the connections where if they get pulled too hard, too rough, or slam too hard, bosh crashes. Okay, so certain edges can cause crashes, but which ones are which? I already figured that out for you guys. (edges 6,8,9, 16-20)
2nd peg to butt
2nd peg to shoulder
1st peg to butt
Butt to lower nose
Hands to Upper nose (2 separate things)
Feet to lower nose (2 separate)
I'm not sure how these things will benefit the community, but in theory, if you could pull every point on bosh without it warping his body too much, the edges will stay inside their "comfort zone", and bosh will never crash. Meaning the Every frame Infinite distance stack could be possible. Not infinite stack mind you, but you can just keep making new wells and keep going.
I'm aware that some pulls out there are effing ridiculous, and should violate this endurance rule, but I don't know how the explain those.
- Spoiler:
- BTW, edges 17 and 18 are the strings bosh holds onto, which explains why really big spidey pulls aren't easy to keep. I think.
Last edited by kevansevans on Tue Sep 25, 2012 10:01 pm; edited 1 time in total
Re: Physics regarding endurance
Really interesting coding, how it's all set up. Curious in what other deep dark recesses of the code you'll find something.
hypothet- Member
- don't read this
Re: Physics regarding endurance
So, what if a kramual is this code being "glitched" ?
EDIT: yes, I realize how you could say "What if a kramual is this code being glitched" to every bit of code. But, now that I think about it, the sled *visually* stays in the same position, but in the contact version, all of the contact points are flattened on the line, so if every contact point can be pulled to that close proximity (i.e. the kramual state) and still live, then it should be possible on a non-perfect X or Y line to do a kramual.
Hmm.... Maybe a kramual is a glitch, while gwells are exploits lol.
It is extremely odd to me however that you can "get pulled out" of the kramual state.
EDIT: yes, I realize how you could say "What if a kramual is this code being glitched" to every bit of code. But, now that I think about it, the sled *visually* stays in the same position, but in the contact version, all of the contact points are flattened on the line, so if every contact point can be pulled to that close proximity (i.e. the kramual state) and still live, then it should be possible on a non-perfect X or Y line to do a kramual.
Hmm.... Maybe a kramual is a glitch, while gwells are exploits lol.
It is extremely odd to me however that you can "get pulled out" of the kramual state.
Re: Physics regarding endurance
SPL4SHZ0N3 wrote:So, what if a kramual is this code being "glitched" ?
EDIT: yes, I realize how you could say "What if a kramual is this code being glitched" to every bit of code. But, now that I think about it, the sled *visually* stays in the same position, but in the contact version, all of the contact points are flattened on the line, so if every contact point can be pulled to that close proximity (i.e. the kramual state) and still live, then it should be possible on a non-perfect X or Y line to do a kramual.
Hmm.... Maybe a kramual is a glitch, while gwells are exploits lol.
It is extremely odd to me however that you can "get pulled out" of the kramual state.
Lol, for one, what you see is only mathematically adjusted based on rotation, with some influence on where the points are. I think that Kramuals and fakies are just another type of "comfort zone". Like when the hands separate and stay separated, or the feet. When in a kramual, the sled flattens like a box. Nothing is being stretched or pulled. Strangely enough, there are cross contact pints between the pegs and noses, but because they're not joined in center, they don't change shape much. Or they're not bound by the endurance variable.
Re: Physics regarding endurance
Quick question Kevan, regarding how you hack into LR and everything, do you use Adobe Flash CS*insert number here* or do you use a different IDE and decompiler?
Re: Physics regarding endurance
TheRevTastic wrote:Quick question Kevan, regarding how you hack into LR and everything, do you use Adobe Flash CS*insert number here* or do you use a different IDE and decompiler?
I use Flash cs4, which has proven to cause the least of any graphical errors (when exporting the swf) and the easiest for me to use. I use Sothink Decompiler 6/7 to turn the swf to a raw fla (flash can't edit swf's). 6 causes less decompiler graphical errors, but 7 handles the script better. So I decompile it twice, so I can get the best of both.
Re: Physics regarding endurance
So if you just deleted the word endurance on all those lines of code you could make a hax where he never crashed?
EDIT: Also does this tell us how to make Bosh's sled break while he can still ride on it?
EDIT: Also does this tell us how to make Bosh's sled break while he can still ride on it?
Fauxfyre- Member
-
Re: Physics regarding endurance
^I really wouldn't want to make that in the first place...
EDIT: It's impossible. The sled is only allowed to break after you have actually crashed.
EDIT: It's impossible. The sled is only allowed to break after you have actually crashed.
Re: Physics regarding endurance
I can't understand this at all, but I have a question for those who can:
Is a position exactly like the starting position, but with the hand rotated 180 degrees so it's behind the shoulder contact point with the arm parallel to the sled, possible?
Is a position exactly like the starting position, but with the hand rotated 180 degrees so it's behind the shoulder contact point with the arm parallel to the sled, possible?
Hedgehogs4Me- Line Rider Legend
Re: Physics regarding endurance
^From what I understand, no. The hand, as well as most contact points, must stay in their "bounds". If he is bent over a little, then it would. For the record, it's not bosh's skeleton bending that enables this, but that the hand travels less from its original origin to get to this position.
Re: Physics regarding endurance
Hedgehogs4Me wrote:I can't understand this at all, but I have a question for those who can:
Is a position exactly like the starting position, but with the hand rotated 180 degrees so it's behind the shoulder contact point with the arm parallel to the sled, possible?
Then what about the HBH360?efrazable wrote:^From what I understand, no. The hand, as well as most contact points, must stay in their "bounds". If he is bent over a little, then it would. For the record, it's not bosh's skeleton bending that enables this, but that the hand travels less from its original origin to get to this position.
Helios Pavonine- Member
Re: Physics regarding endurance
His shoulder contact bends down toward sled to keep his hand within its bounds @ HP
Re: Physics regarding endurance
^That, and it goes from up-and-left to down-and-left without a frame in between.
Hedgehogs4Me- Line Rider Legend
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