It has been way too long since the last video. Sorry about that. But I'm back and the semester is over so you can expect significantly more content in the foreseeable future.
This is why fast aerials are so good, even when you don't have a dodge at the end if you can hit the ball right in the middle it doesnt' really matter that you didn't have a dodge, and being quicker to the ball means you'll be in a better position to hit the ball wherever you want.
You know what would be a good idea? The science of PINCHES! Like optimal pinches, the best way to orient your car for a pinch, etc. It would seem very interesting to know and to be able to replicate a good pinch all the time.
Great write-up; as an engineer I really appreciate the analysis. It doesn't reference but does explain why waiting for the ball to hit the ground before impacting it causes a boomer while hitting it directly is a much weaker touch: the velocity arrow reverses direction once it hits the ground, compounding them on impact rather than canceling them if hit straight on. Again, well done and subscribed!
My goodness, this video was amazing! I'll need to watch it carefully a couple more times to fully understand the "fake physics" concept, but apart from that, I got the point. Thanks a lot for these videos!
If you think about it, you have to find the net force, this would be an easy case, you know the direction of the car and the direction the gravity are 90 degrees to each other, the net force would be the hypotenuse of the triangle, which can be calculated by the Pythagorean theorem. This will only work if the force is at the direct center of the sphere, assuming the mass is spread evenly. Other things like friction will increase the longer the more time the car is in the air, hence why, it starts falling quicker.
I've also found out there is force applied to the ball when doing 50/50s. When approaching a 50/50, if you apply more force than your opponent, the ball will apply force through your opponents hitbox, potentially going through dependent on the amount of force applied. If both parties apply equal or close to equal force, that ball travels the path of least resistance and you have a good 50/50. Idk if you've done a video on 50/50s but, you should definitely research and take an in-depth look at the science of 50/50s. I'll follow if you do/did.
@@tehcookievanilla1323 scored my first musty in ranked 1s yesterday. It's like any named mechanic, pull it outta the bag to surprise people, but do it over and over and people go "oh so he's just trying this one shot" and your offensive practice becomes a lesson in defence for your opponent.
And that's why musty flicks and reverse 45s get such insane power when performed perfectly. I don't know why I didn't think about the center of mass. My original thought would have meant forward dodge flicks can get equal power as those, but that's simply not what actually occurs.
This makes so much sense. I always thought the physics engine felt quite realistic when I was just playing with the ball at low speeds. It was also obvious that angle and angular velocity made a difference to the hit power and direction.
I like flipping to ensure I have a good recovery as well, but I've been an advocate for "double jump" shots when you're lined up nicely for a straight shot.
Hey I have a question that you could probably answer with your testing. Do you said there is a slight difference in shot power between cars like the breakout and octane because if the length of the car and how on a diagonal dodge the breakout is longer from the center of gravity to the corner, making it spin technically faster. The only thing is, breakout is a thinner hitbox. So when hitting the ball with a diagonal dodge, your car itself will not gain as much speed as the octane when diagonal dodging into the ball because octane is wider. Hitting the ball with a diagonal dodge with octane or bat mobile means that your car will gain more speed, hitting the ball harder than say breakout because to get good contact with octane you have to flip more diagonally than breakout because breakout is thinner so you flip more forward to hit the corner properly, while octane or bat mobile, because the hitbox is wider, flip more diagonally, which speeds up the car more than a forward flip. You said that the more you aproach the diagonal angle the more speed you get from a dodge. My question is. Is the extra length of breakout better for power shots at lower speed or is the octanes wider hitbox, which allows it to hit with the corner of the car and get closer to the diagonal angle which increases the speed of the car, better at lower speeds? If not at top speed, what car is best at booming because of the hitbox? Basically what I’m saying is breakout is longer so it physically rotates faster, hitting the ball harder, but to pick up the most speed at low velocity diagonal dodges are the best to hit the ball with, like you said. So wouldn’t Octane or batmobile hit the ball harder, because the corners of the car are closer to that diagonal angle which gets you speed when you flip, so diagonal flips make better contact? Which is actually more effective, the car itself spinning slightly faster to hit the ball, or the car moving slightly faster? Thanks!
Alright, so you bring up some fair points but I first need to check if there is a misconception here. It sounds a bit to me like you think that there is just one kind of diagonal dodge that flips the car over its front corner. That is not the case. As I said in my dodges and deadzone videos, there is an area where dodges snap to exactly 90° angles and beyond that, you can dodge in absolutely any direction you want with any car. If that was clear to you then I'm guessing that what you're getting at is that it would be optimal to dodge exactly at the angle of the corner and yes that is true in theory, but it's much more important where your momentum is going than where the corner is going. We could still on average say that the Octane will have a better angle to aim for. First of all, the angle of the corner on the Octane is 30° and Breakout is 27.2° so it's certainly only a small difference. Looking at the math from my dodge video, the optimal angle to dodge is around 50-59° to gain speed. So you can see that you'll probably not gonna want to do that in a shot anyway. 3° of difference seem to give only about 8 uu/s more speed (and even less when going below 1700 uu/s) and are maybe a good way for the Octane to make up its small disadvantage in size. They're certainly not gonna make a world's difference. I didn't really go over how much testing I did for this video but I did at least a run of testing dodges on every single hitbox and a ton of testing on Octane and Breakout. There was actually a surprisingly small difference of what was achievable in terms of power. It was all within around 10 uu/s and might be even lower if I had tested everything more.
Rocket Science so in this video I think you said that the length of a car increases shot power too right. If an octane and a breakout were lined up dead center on the ball and both just did a forward flip in the same way, the breakout would hit the ball father right? Because technically the end of the breakout, because it is quite longer, is moving faster than the octane, which has more power. I guess my question is, does having your car’s corner closer to the 50-59 degree point more important for shot power or is the actual length of the car? If so what car could then technically get the most power on a dodge of all the cars. Also would you be able to include the degrees of the corners of all the hit boxes like you did for octane and breakout?
hold up, if the ball is coming at you and you plan on "doinking" it backwards, does it get MORE power if you are going faster towards the ball, even though you plan on hitting it backwards??
its got to do with how multiple touches increases speed. and since the touches are pretty much a physics frame apart it goes WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
to add to this and would be cool if was also tested is. i think boomers from a flip just hitting it not a flick. also have a chance for 2 touches and if timed perfectly that is what give you alot of the extra power something that caint really be done at super sonic speed but for example if you touch the ball rite before super sonic speed and then flip into super sonic speed and tuch emditialy after with the start of your flip i think you can get to tuches in creating maximum power witch is the only way the flip actually is better from your statement if that is true. all most like for a 10ths of a millisecond you caught the ball like you where to start an air dribble but then immediately flip rite after seeming to us with the naked eye the exact same time as contact but in reality my hypothesis is u hit it once normally then hit it with he thrust of your flip rite after it would be interesting to know if this is realistic in the correct scenario or no matter how well timed the thrust from your flip is you will not catch up to the ball. i know for sure i have roll flipped into the ball and have see 2 tuches on my car allmost like i flicked the ball with the front of my car with the front left and front right side of the car so side to side rather then front to back. I think flipping at the ball deffinetly can result in 2 tuches off the front of your car propelling it like a flick would and thats where i think part of where "hit it with the corner of your car" comes from. being positioned correctly and flipping correctly could result in 2 tuches i would say it most likly happens when you do a crossover shot when you and the ball are both going to the right side of the field and aproching each other at the same speed and you shoot left with correct posting im pritty sure u get 2 tuches off of it. 1 on the side your car is closet to the ball on the initial tuch then the flip comes faster then a blink of an eye and get another and the side furthest from the ball. i think with the correct angle this does happen but a straight on hit makes it hard or impossible for your short spped burst in flip to catch you back up to it. kinda hard to explain but is like your 1st tuch can just nic the ball then you flip to get your angle or line vectors up perfectly and cause a 2nd touch.
The reason dodging gives more speed is because when you dodge from the center of an axis, you don’t gain any relative velocity. But because the car has length, it’s easy to see that the speed is in fact increased when you rotate towards it. Think about the spinning teacups at all the amusement parks
So using science it's proven that the reverse-45 degree flick is on average the best? Basically because you want to smoothly roll it over as much surface area as possible with as many touches as possible, and because the hitbox naturally prefers backflips.
Its so cool to see logical analytics of a game i know so well. Its so validating lol! PS - im pretty sure that doubles game was altruisim and I (which would be so cool if it was true, I want to say its me bc that stocktane was playing like a potato). I must not have recognized you at the time. Thanks for all the great content!
Thanks! I've checked and unless you were both playing under different names, it wasn't you. Wanted to know because the guys in the game complained about getting 2 kickoff goals straight into their net when their kickoff was so bad I'd say I would score at least 20% of those and end up with possession 80% of the time.
@@RocketScience LMAO! Whew. Yea we would never, we just play for fun! I figured it was a low chance since we dont play on EU servers. Cant wait for the next video!
Just recently I've been noticing my car continues to rotate forward or backward in the air significantly after i let go of the stick. My friend said he has noticed the same thing. Has there been a physics change, are both our controllers having issues, or am i just now noticing something that has always been there? We are both playing on xbox one with a wireless controller if that's relevant. I first noticed it whilst using an artemis gxt but i tested it on octane and it works similarly.
While you sometimes do get a touch from the jump that increases the ball speed, I wouldn't personally consider that a 3 touch flick then. It might seem like a pretty arbitrary line to draw but if the jump is one of three touches to increase the ball speed then you will not get as much power as 3 touches during the flip. I can guarantee you, that I've done 3 touches just during the flip and you can even see those if you go through the video frame by frame.
Hey Rocket Science, love your vids, but I wish you could’ve talked about diagonal half flips (basically diagonal flips cancelled early) and why they give so much power.
Khai Quan-Nicholls A diagonal half flip isn’t like a regular flip cancel. If done correctly, it will look like a weird side flip but with a lot of forward momentum. I recommond watching JakeRL’s ground shot tutorial. You’ll see what I’m talking about towards the end of his video, around 7:45. He talks about the crazy amount of power you get and how most of C9 and NRG use this flip for their shots.
you say that the 2 points of collision have to have the same velocity, but aren't there many ways in which a point on the ball can have a velocity? like you could increase the rotational speed and decrease the linear speed of the point and you would end up with the same vector. could you clarify?
THANK YOU!!!!! i have worked very hard to hit the ball accurately and often fail. I've been hitting it as close to realistc as possible, thinking if i hit it with the corner and at specific angle it will react and never understood why it was off! I NEVER would have thought that they have this retard adjustment for idiots that think the center of their car is somehow what is hitting the ball. Obviously that's fuckin stupid and i wish they didn't do that. I'll just play like a drooling idiot that doesnt think as hard from now on!!!!!!! This is very frustrating. Punished for doing the more accurate action is what this is. Very disappointing that they designed it like this. Thank you for pointing this out, it changes the entire way i will have to play from no on!
There is always room for more videos on the details of shooting because it's a complex and important topic. If you have any specific suggestions, go ahead. There is no reason just to "update" this video because nothing has changed since then.
Does it affect the strength of the hit if the ball is already spinning before the impact? Let's be honest, in actual games you have to deal with what you get from the other players and none of your experiments seem to include balls that spin before contact.
Rocket league doesn't have the Magnus effect. This is covered under the fake physics they put in. If you play the beach ball mode or a mod with spin, you'll get your answer
@@scno0B1 I think that's why they don't include it in the base game. To be fair having realistic curve involves calculating friction and air pressure, which don't really exist in a game
1:02 this is what makes Nexto practically an exploit. The flicks and ball control leverage the fake physics to do stuff that makes 0 sense. The normal being based on center of mass is like having a magnet in the car. I know it would be much more expensive but...hitboxes with more detail would let the normal be based on geometry... Real physics are much more predictable I disagree with that assertion. They're just a billion times more expensive. Having a rectangle box hitbox would be what would make actual physics be janky. Ideally it would be the average of a detailed hitbox normal combined with center of mass normal...lol. Would require supercomputers for server and client.
i know you have made a video on lag/connections, but it would be cool for you to test DNS and see how much of a difference it makes for rocket league latency
It has been way too long since the last video. Sorry about that. But I'm back and the semester is over so you can expect significantly more content in the foreseeable future.
you don't have to apologize for advancing yourself man
its gucci
Yayyyyyy!!!!!!
Would love a breakdown of the physics of the rumble items.
Glad you’re back uploading, for those of us wanting any and all of the accurate data, you’re a one stop shop. Keep up the great work man 👍
You need an in-game title called “the scientist” or something
I very much agree
W. Mr. Dunis ....yes.
Professor of Physics
1:33 „If I want to hit the ball, I align myself between the ball and the goal and hit it“
That makes sense, now I understand why I always miss!!!
This is why fast aerials are so good, even when you don't have a dodge at the end if you can hit the ball right in the middle it doesnt' really matter that you didn't have a dodge, and being quicker to the ball means you'll be in a better position to hit the ball wherever you want.
You know what would be a good idea? The science of PINCHES! Like optimal pinches, the best way to orient your car for a pinch, etc. It would seem very interesting to know and to be able to replicate a good pinch all the time.
9:30 Dude you need to release that spin mod so Rizzle, Sizzle and Jizzle can play it.
Jon is gonna go nuts
its not a mod its just a setting within bakkes mod
Yes please!!!! We need to see this!!
Great write-up; as an engineer I really appreciate the analysis. It doesn't reference but does explain why waiting for the ball to hit the ground before impacting it causes a boomer while hitting it directly is a much weaker touch: the velocity arrow reverses direction once it hits the ground, compounding them on impact rather than canceling them if hit straight on.
Again, well done and subscribed!
Mind blown! your right!
It's the same thing in real sports too. Hitting a half volley in soccer is basically the equivalent
Welcome back dude, all your videos are super educational and interesting. I’m glad your gonna be uploading more
My goodness, this video was amazing! I'll need to watch it carefully a couple more times to fully understand the "fake physics" concept, but apart from that, I got the point. Thanks a lot for these videos!
Hey, didn't expect to see you here
5:00 fake physics off
*car floats through the air*
If you think about it, you have to find the net force, this would be an easy case, you know the direction of the car and the direction the gravity are 90 degrees to each other, the net force would be the hypotenuse of the triangle, which can be calculated by the Pythagorean theorem. This will only work if the force is at the direct center of the sphere, assuming the mass is spread evenly. Other things like friction will increase the longer the more time the car is in the air, hence why, it starts falling quicker.
This is so complicated it's almost rocket science
its just shitty psyonix physics :D
This video made me change my entire way to control the ball in-game, nice.
I've also found out there is force applied to the ball when doing 50/50s. When approaching a 50/50, if you apply more force than your opponent, the ball will apply force through your opponents hitbox, potentially going through dependent on the amount of force applied. If both parties apply equal or close to equal force, that ball travels the path of least resistance and you have a good 50/50. Idk if you've done a video on 50/50s but, you should definitely research and take an in-depth look at the science of 50/50s. I'll follow if you do/did.
"if they could spin faster" lol... those clips of the insane rotation were great
Ahhh, it makes so much more sense why musty flicks or reverse 45° do much better.
If you can pull them off consistently and quickly
@@ALittleMessi
I liked to think I can, pretty much in freeplay but haven't used it that much in ranked matches
@@tehcookievanilla1323 yeah gonna need space to pull it off but most people know to challenge quickly when someone tries to control the ball.
Wouldn’t need to be a reverse, just a 45 is fine, it’s the backflip that matches the principle. Very cool info though.
@@tehcookievanilla1323 scored my first musty in ranked 1s yesterday. It's like any named mechanic, pull it outta the bag to surprise people, but do it over and over and people go "oh so he's just trying this one shot" and your offensive practice becomes a lesson in defence for your opponent.
And that's why musty flicks and reverse 45s get such insane power when performed perfectly. I don't know why I didn't think about the center of mass. My original thought would have meant forward dodge flicks can get equal power as those, but that's simply not what actually occurs.
Very nice video again. Love the way you make formal analysis from logical/as scientist point of view ^^
This is more fun than science in school, ypu exclpain everything as understandful as possible!
This makes so much sense. I always thought the physics engine felt quite realistic when I was just playing with the ball at low speeds. It was also obvious that angle and angular velocity made a difference to the hit power and direction.
_It's been 3000 thousand years._
9:30 I want to play this mod so bad
He’s baaaaack
Who knew such a simple yet fun game could be so technical
I like flipping to ensure I have a good recovery as well, but I've been an advocate for "double jump" shots when you're lined up nicely for a straight shot.
Thank you so much for these videos. Amazing work!
this information worth millions
Welcome back bud*
boi is back! welcome we missed you bro.
Incredible video!
super fast spinny car made me LOL
I hope this video dont get under rated, because this is one of the best information videos ever made of this game
I would have liked to see experiments done where the dodge is done right as ball contact is made.
Hey I have a question that you could probably answer with your testing. Do you said there is a slight difference in shot power between cars like the breakout and octane because if the length of the car and how on a diagonal dodge the breakout is longer from the center of gravity to the corner, making it spin technically faster. The only thing is, breakout is a thinner hitbox. So when hitting the ball with a diagonal dodge, your car itself will not gain as much speed as the octane when diagonal dodging into the ball because octane is wider. Hitting the ball with a diagonal dodge with octane or bat mobile means that your car will gain more speed, hitting the ball harder than say breakout because to get good contact with octane you have to flip more diagonally than breakout because breakout is thinner so you flip more forward to hit the corner properly, while octane or bat mobile, because the hitbox is wider, flip more diagonally, which speeds up the car more than a forward flip. You said that the more you aproach the diagonal angle the more speed you get from a dodge. My question is. Is the extra length of breakout better for power shots at lower speed or is the octanes wider hitbox, which allows it to hit with the corner of the car and get closer to the diagonal angle which increases the speed of the car, better at lower speeds? If not at top speed, what car is best at booming because of the hitbox? Basically what I’m saying is breakout is longer so it physically rotates faster, hitting the ball harder, but to pick up the most speed at low velocity diagonal dodges are the best to hit the ball with, like you said. So wouldn’t Octane or batmobile hit the ball harder, because the corners of the car are closer to that diagonal angle which gets you speed when you flip, so diagonal flips make better contact? Which is actually more effective, the car itself spinning slightly faster to hit the ball, or the car moving slightly faster? Thanks!
Alright, so you bring up some fair points but I first need to check if there is a misconception here. It sounds a bit to me like you think that there is just one kind of diagonal dodge that flips the car over its front corner. That is not the case. As I said in my dodges and deadzone videos, there is an area where dodges snap to exactly 90° angles and beyond that, you can dodge in absolutely any direction you want with any car. If that was clear to you then I'm guessing that what you're getting at is that it would be optimal to dodge exactly at the angle of the corner and yes that is true in theory, but it's much more important where your momentum is going than where the corner is going. We could still on average say that the Octane will have a better angle to aim for. First of all, the angle of the corner on the Octane is 30° and Breakout is 27.2° so it's certainly only a small difference. Looking at the math from my dodge video, the optimal angle to dodge is around 50-59° to gain speed. So you can see that you'll probably not gonna want to do that in a shot anyway. 3° of difference seem to give only about 8 uu/s more speed (and even less when going below 1700 uu/s) and are maybe a good way for the Octane to make up its small disadvantage in size. They're certainly not gonna make a world's difference. I didn't really go over how much testing I did for this video but I did at least a run of testing dodges on every single hitbox and a ton of testing on Octane and Breakout. There was actually a surprisingly small difference of what was achievable in terms of power. It was all within around 10 uu/s and might be even lower if I had tested everything more.
Rocket Science good reply
Rocket Science so in this video I think you said that the length of a car increases shot power too right. If an octane and a breakout were lined up dead center on the ball and both just did a forward flip in the same way, the breakout would hit the ball father right? Because technically the end of the breakout, because it is quite longer, is moving faster than the octane, which has more power. I guess my question is, does having your car’s corner closer to the 50-59 degree point more important for shot power or is the actual length of the car? If so what car could then technically get the most power on a dodge of all the cars. Also would you be able to include the degrees of the corners of all the hit boxes like you did for octane and breakout?
hold up, if the ball is coming at you and you plan on "doinking" it backwards, does it get MORE power if you are going faster towards the ball, even though you plan on hitting it backwards??
Yes very weird indeed. Pretty cool tho
so the mognus flick is more effective then a regular flick! mognus was right all along
You’re flicks are beautiful
rocket science guy, what about pinches??
its got to do with how multiple touches increases speed. and since the touches are pretty much a physics frame apart it goes WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
to add to this and would be cool if was also tested is. i think boomers from a flip just hitting it not a flick. also have a chance for 2 touches and if timed perfectly that is what give you alot of the extra power something that caint really be done at super sonic speed but for example if you touch the ball rite before super sonic speed and then flip into super sonic speed and tuch emditialy after with the start of your flip i think you can get to tuches in creating maximum power witch is the only way the flip actually is better from your statement if that is true. all most like for a 10ths of a millisecond you caught the ball like you where to start an air dribble but then immediately flip rite after seeming to us with the naked eye the exact same time as contact but in reality my hypothesis is u hit it once normally then hit it with he thrust of your flip rite after it would be interesting to know if this is realistic in the correct scenario or no matter how well timed the thrust from your flip is you will not catch up to the ball. i know for sure i have roll flipped into the ball and have see 2 tuches on my car allmost like i flicked the ball with the front of my car with the front left and front right side of the car so side to side rather then front to back. I think flipping at the ball deffinetly can result in 2 tuches off the front of your car propelling it like a flick would and thats where i think part of where "hit it with the corner of your car" comes from. being positioned correctly and flipping correctly could result in 2 tuches i would say it most likly happens when you do a crossover shot when you and the ball are both going to the right side of the field and aproching each other at the same speed and you shoot left with correct posting im pritty sure u get 2 tuches off of it. 1 on the side your car is closet to the ball on the initial tuch then the flip comes faster then a blink of an eye and get another and the side furthest from the ball. i think with the correct angle this does happen but a straight on hit makes it hard or impossible for your short spped burst in flip to catch you back up to it. kinda hard to explain but is like your 1st tuch can just nic the ball then you flip to get your angle or line vectors up perfectly and cause a 2nd touch.
The reason dodging gives more speed is because when you dodge from the center of an axis, you don’t gain any relative velocity. But because the car has length, it’s easy to see that the speed is in fact increased when you rotate towards it. Think about the spinning teacups at all the amusement parks
So using science it's proven that the reverse-45 degree flick is on average the best? Basically because you want to smoothly roll it over as much surface area as possible with as many touches as possible, and because the hitbox naturally prefers backflips.
If you have space to do the flick, from the Info in the Video, yes absolutely
If you can pull it off consistently, at speed, with space, at the right angle, and not get your ass dunked on, then yes.
your 180 flicks are dope :D
aaaaaaaaand he's back!
This shit is amazing. Thank you for taking the time to do this.
Its so cool to see logical analytics of a game i know so well. Its so validating lol!
PS - im pretty sure that doubles game was altruisim and I (which would be so cool if it was true, I want to say its me bc that stocktane was playing like a potato). I must not have recognized you at the time. Thanks for all the great content!
Thanks! I've checked and unless you were both playing under different names, it wasn't you. Wanted to know because the guys in the game complained about getting 2 kickoff goals straight into their net when their kickoff was so bad I'd say I would score at least 20% of those and end up with possession 80% of the time.
@@RocketScience LMAO! Whew. Yea we would never, we just play for fun! I figured it was a low chance since we dont play on EU servers. Cant wait for the next video!
Moral of the story: you're probably hitting it right, but for the wrong reasons.
Great video as always!
Waiting for Squishy to pull off that x10 Dodge
nice
So what about ball alignment and ball rotation, how will this affect if I need to dodge or not?
You're a God.
Poggers for God..
This video is amazing
Yay welcome back!
Just recently I've been noticing my car continues to rotate forward or backward in the air significantly after i let go of the stick. My friend said he has noticed the same thing. Has there been a physics change, are both our controllers having issues, or am i just now noticing something that has always been there?
We are both playing on xbox one with a wireless controller if that's relevant. I first noticed it whilst using an artemis gxt but i tested it on octane and it works similarly.
Always gold
3:50 can the ball move with enough force that it pushes the car in the direction it is travelling?
yes, but not much, for example if you go for a fast aerial and don’t have much speed or air roll you will recoil backwards
"Center of maaaahs"
Do a musty 2.0 flip 9:33
The best.
Correct me if i am wrong but I belive 45 degree flicks get 3 touches when jumping, starting the flip, and to get the final hit.
While you sometimes do get a touch from the jump that increases the ball speed, I wouldn't personally consider that a 3 touch flick then. It might seem like a pretty arbitrary line to draw but if the jump is one of three touches to increase the ball speed then you will not get as much power as 3 touches during the flip. I can guarantee you, that I've done 3 touches just during the flip and you can even see those if you go through the video frame by frame.
Another thing with dodging, it can change the ball direction
Any potato brains who understood nothing but hit the like anyway and just went with it?
Am I the only one that says “OK boomer” when someone hits a boomer lmao
yes
HAHAHAHA funny joke bro you are so good at the comedy ahahahahha
Hey Rocket Science, love your vids, but I wish you could’ve talked about diagonal half flips (basically diagonal flips cancelled early) and why they give so much power.
Zach Poblete he said diagonal flips don’t give much more power and he said flip cancelling doesn’t give ve any more power
Khai Quan-Nicholls A diagonal half flip isn’t like a regular flip cancel. If done correctly, it will look like a weird side flip but with a lot of forward momentum. I recommond watching JakeRL’s ground shot tutorial. You’ll see what I’m talking about towards the end of his video, around 7:45. He talks about the crazy amount of power you get and how most of C9 and NRG use this flip for their shots.
you say that the 2 points of collision have to have the same velocity, but aren't there many ways in which a point on the ball can have a velocity? like you could increase the rotational speed and decrease the linear speed of the point and you would end up with the same vector. could you clarify?
Amaizin
i wanna try rocket league with realistic physics
You're still doing these? Awesome!
hi,
how can you restart the ball on your car in training ? is it an add on ?
Bakkesmod, google it cause it's not in the steam workshop. it's a great resource for experimenting in training and it's free ^^
THANK YOU!!!!! i have worked very hard to hit the ball accurately and often fail. I've been hitting it as close to realistc as possible, thinking if i hit it with the corner and at specific angle it will react and never understood why it was off! I NEVER would have thought that they have this retard adjustment for idiots that think the center of their car is somehow what is hitting the ball. Obviously that's fuckin stupid and i wish they didn't do that. I'll just play like a drooling idiot that doesnt think as hard from now on!!!!!!! This is very frustrating. Punished for doing the more accurate action is what this is. Very disappointing that they designed it like this.
Thank you for pointing this out, it changes the entire way i will have to play from no on!
I saw boomer science and thought this was going to be advice for older players like myself :(
i thought breakout had a small hit box... I thought like batmobile had a longuer one
If there is any chance to update this video, would be great.
There is always room for more videos on the details of shooting because it's a complex and important topic. If you have any specific suggestions, go ahead. There is no reason just to "update" this video because nothing has changed since then.
What about air roll shots?
I was trying to dodge this video but it just boomed into my net
zntei I see what you did there
You just dodged on the "off axis" slide to align your car horizontally with the target ??
Or okay it keeps the car stiff at the moment of impact got u
can you do one on freestyling
2160p60 - my laptop was melting lol
This game would be so much more difficult if ball spin was taken into the physics engine
I don’t understand 4:53 . Please could someone explain.
What about pinches
are visionary wheels ever going to get fixed?
hey ! i was wondering , why is it easier to air dribble with some cars like the breakout ?
Preference but that is said because it is longer and has a wider nose to balance the ball
Some cars fit their hit box better, the breakout fits its plank hit box very well
I really hate this phsyics. I often expect the ball to go a certain way because of how I angle the car and not the camera...
I know you are not a fan, but would it be possible to get a rumble power Ups analysis?
Nobody is a fan of rumble, there's like 2k people that play it
boomers be like
damn videogames
Does it affect the strength of the hit if the ball is already spinning before the impact? Let's be honest, in actual games you have to deal with what you get from the other players and none of your experiments seem to include balls that spin before contact.
Rocket league doesn't have the Magnus effect. This is covered under the fake physics they put in. If you play the beach ball mode or a mod with spin, you'll get your answer
@@ALittleMessi their spin modification to physics is really badly done though :(
@@scno0B1 I think that's why they don't include it in the base game. To be fair having realistic curve involves calculating friction and air pressure, which don't really exist in a game
@@ALittleMessi sadly thats true but i wish they tried to improve it instead of just dumping and then forgetting about it
So, don't dodge on kickoffs?
Got it!
no lol. you don't win kickoffs by getting a harder hit you win kickoffs by getting more contact on the ball
@@mumchlax I am known as the worst Rocket League Player, don't tell me what to do!
1:02 this is what makes Nexto practically an exploit. The flicks and ball control leverage the fake physics to do stuff that makes 0 sense. The normal being based on center of mass is like having a magnet in the car. I know it would be much more expensive but...hitboxes with more detail would let the normal be based on geometry...
Real physics are much more predictable I disagree with that assertion. They're just a billion times more expensive. Having a rectangle box hitbox would be what would make actual physics be janky.
Ideally it would be the average of a detailed hitbox normal combined with center of mass normal...lol. Would require supercomputers for server and client.
i know you have made a video on lag/connections, but it would be cool for you to test DNS and see how much of a difference it makes for rocket league latency
If you aren't wackyjacky you must be related
Hi.(Sorry for my poor english)
ok boomer
Does Psyonix even understand how Rocket League works?
Or just always cancel the dodge
Ok boomer
Also, remember that dodging into the ball just as you hit it increases the power of the shot.
JubeiDOK no fucking shit mate
Boomer Science
Do you get paid by word count?
Yes
Du bist deutsch, oder?