It's very simple and extremely precise. To be simple you can do it with only 2 slowsters, 1 negative slowster put at 4.00 grid value under the road to accelerate, and 1 positive slowster at 4.07 under the road to decelerate. Arms up push the soapbox upward, enough to get out of the decelerate slowster and get in the accelerate slowster. The 9 other slowsters are only there to simulate "gears" system, they slow you down a bit at some speed to simulate hitting the rev limiter and then switching gears. Oh and the last slowster, the one that is a bit different in size, it's only there because the power was not high enough. It was pretty hard to make it work properly, so Thank You very much for showing it to everyone. 😊
The simple 2 slowsters engine took me like an hour probably less. The "gears" engine took me like 4-5 hours because I made a lot of mistakes building it, so I had to rebuild everything 2 or 3 times.
Why is this comment not pinned yet? Lol. Anyway, fantastic and easily understood explanation. I wonder if that slight change in vehicle height is a property of Yannic's car models/hitboxes, or a property of the Unity engine itself? 🤔
So, in theory, you could butt join a series of these together over hills and valleys in to have powered zeepkists with elevation changes. The amount of work placing each on a vertically curved track would be a pain in the A, but even if you just did it on the "flat" sections of track regardless of the angle of the track, you'd only have short sections where you lost engine power.
@@pilcrow182 The slight change in vehicle height is caused by the slight upward force generated by the "arms up" action, and the suspension of the wheels.
Pretty sure one booster is raised enough that raising hands is too high to touch the others but continues touching the raised one that acts like a booster.
Thanks for the CTR shoutout lol. We had a lot of fun hanging out with you! Cant wait to kick it some more! Also, Diabler makes great tracks! make sure to go check em out :3
my supposition is: if you got 2 slowsters, 1 at 0 and the other at 120 speed. for some reason both will act on you and the second will actually try to "slow you down" to 120 speed. probably the only thing that prevents a slowster from activating is the fact that you're bellow the threshold speed. Now since you're at a slowster set to 0 you pass the check for being in a slowster and both activates. rising the hand is known to push the car a bit upwards this is making you get different slowsters. After discovering that you just need a lot of experimentation to make it feel good. this bug is kinda smart because it allowed Yannick to have the same code for slowster and booster, the only difference is that one activates when you're over the speed and the other when you're bellow the speed.
As a person who does not play this game but merely watches these youtubers, this was actually my immediate supposition as well. It actually seems fairly logical when you think about it, but I wouldn't be able to say for sure this is what is happening.
Multiple stacked slowsters can act independently, i.e. you can have a high speed one that will act to slow you down which only activitates at a higher speed, and a less forceful one act to slow you down below that speed without issue. It is a slowster with a negative force that speeds you up. It passes the speed check, and then applies a force in the direction opposite the direction you are travelling to slow you down, but the force being negative results in you speeding up. The code for the booster is different as it acts based upon direction as well. If your speed in the direction of the booster is less than the speed of the booster it will activate and provide a force in the direction you are travelling based upon how well aligned you are. It also allows a negative force and in that case it will slow you down.
@Jeffrey Black it makes sense as well. Even though you can, the same way you could change the check, change this force too. But yes, by that point it's overcomplicating the project with little to no benefit. Still if you're looking the booster there's a few with positive force. Which also causes confusion. Anyway there's another comment being more precise all around. What you say is correct but the guy also made gears happen xD
What could make sense is that you are just at the edge of the slowster's effect, so if you run hands up you have a tiny bit of upforce (lifing you by 0,000001), enough to escape the effect of the -5,3999999 slowsters, giving you the effect of the mentioned omnidirectional booster slowsters while on track. The slowsters could be 12 due to emulating somewhat of an engine curve with changing acceleration (e.g. how you can acceletare quicker at lower gears).
It would explain why only some of the effects worked when only some of the other slowsters were present. If only the acceleration ones were there, the ones that provided the slowing effect might not be.
@@The_Totes_Adorbs Might be thinking of ACE (Arbitrary Code Execution).... there's some absolutely wild stuff people have figured out; I always look forward to TAS block at the GDQs
Richy did it first with a single negative drive slowster, which accelerated you no matter what. Then I did it with multiple gears (so after going a certain speed, acceleration decreases a bit, simulating a gear) then diabler took it to another level and made it so that the slowster are at the perfect height so that when you arms up, you stop hitting the effect field of the bottom most slowster which is set to a positive value.
I love how the game keeps evolving with people discovering more and more tech! Kinda like in minecraft where people invent weird contraptions that become core to the game!
This is such a fun map! Didn't make it to the lobby but played it right after and loved it. I was soo confused as to the how of it though! Also, happy Birthday Mama Kosmo!
Idea for a track, or part of a track: just a bunch of checkpoints back to back to troll the players with rapid-fire clicking noises and a continuously updating indicator of how far ahead or behind your best run you are.
I know he doesn't want it like Mario Kart, but Yannic could add some limited booster items (available to everybody...not first come first served) like you can pick up a fire extinguisher, that you then shoot behind you to propel you a little faster for 2 seconds. You could use it all at once, or in short bursts. It'd be a cool way to allow players to boost when they wanted to. And track creators could really make it difficult. Give players an extinguisher right at the start, but the challenge is to know just when to use it. Use it all at once and you won't finish later on.
I really hope someone uses this technique to recreate tracks from games like Mario kart. For some reason it's fascinating taking something from one game and having the ability to play it in another. Especially with a game like this with many other players
i'll never understand how people figure out stuff like this, you know, things that require so many seemingly completely random things to get the certain results.
So my guess is that the negative value in the slowster force gives you negative breaking aka acceleration, in the same way a booster with negative values slows you down (you could try to see if you could make a speed check trap with a booster, because a booster should only work if you are below the max speed, so setting a negative value for acceleration would slow you down if you are below the speed limit, right? somebody should test that :D). So the reason for all the different values is probably to get a total negative in slowster speed (which means omni-directional boosting), when you raise arms and lift you like a pixel above one breakpad (raise arms probably decompresses the suspension and lifts you, thats why the track has to be flat) and when you dont lift arms you get a positive slowster value (which means you are slowing down)
Pretty sure you don't need all of them. You should be able to get away with 2, and I think the scaling on that one doesn't matter. It is my understanding that a negative force slowster will accelerate you. There are basically 2 positions to consider, on the track and off the track. And in both cases, going arms up will slightly change your height. There is a booster at -5.47 with a force of 1 which will always act to slow you down. If you are on the track and arms up, that should just get you out of the way of it. But if you are off the track and arms up, it will still affect you and so there will always be a positive force slowing you down. The other boosters control how you accelerate/slow down as your speed changes (as well as whatever impact seepiest itself has). The positives force ones (at speeds 50, 95, 140 and 180) all will increase the force to -0.3. Otherwise, the force is -0.45 at 0, -0.5 at 55, -0.55 at 105, -0.6 at 150, -0.65 at 190 and -0.95 at 210. This tactic could be used to give you a more complex profile, e.g. you speed up very quickly to 100 but then stop accelerating; or you gain speed quite slowly initially but then go fast to really punish those who hit a wall. Or you could make it only work above the initial speed. Or you could go the opposite way and make the force much higher if you go above a certain speed. This could also be used for a speed check by stacking 2 slowsters, one with a very high positive force set to 0 speed, one with an equal negative force set to the speed you want to require. Depending on how the physics simulation works, you could also have a one set to a higher speed still with a very large positive force so your speed check requires that they are within a range of speeds, and if they are too fast they get stopped as well.
If we recall correctly; when making 3D models in Blender, the X and Y axiis both travel horizontally; making X the vertical axis. However, we could be wrong about Blender doing this; and are just thinking about maps where X and Y axiis are longitude and latitude (maybe not in that order), which makes altitude the Z axis. ------- Yes, we know Wiktionary says the plural is *more commonly* spelled "axes" - However, "axes" is also the plural of ax\axe; and more than one ax\axe is likely the first thing people would think of when reading "axes".
I kinda feel like Yannic would be in tiers seeing this. Or something like that. 😅🤣 Edit: Oh, he's pinned. And it's pretty much the exact reaction I thought he'd have. 😂
Also just wanna note, you don't need 12 different ones lol, you can just tweak 2. 1 for the negative force, and 1 for speed limiting. You just have to get the right force values for the effects (any floating point value works so it can be pretty precise).
this uses negative slowsters which push you in the direction you're moving not the direction you're facing, so if you try to drift it would just push you sideways
If you can, ask the developer if a party-mode is possible. I'm not thinking of Mario cart but more like Micro-machines if you know the game... Dam, that game was fun...
nice discovery... shame it most likely would only work on a flat track. Alltho, if the fields could be changed in scale and rotation some elevation changes might be achieved ... with a ton of effort.
Make the custom tracl piece with the slowster under it modular, and copy the piece with all the slowsters together, selecting the track piece and the slowsters as well, now you can position and rotate them. Would not rly work with curved ramp pieces.
It's very simple and extremely precise.
To be simple you can do it with only 2 slowsters, 1 negative slowster put at 4.00 grid value under the road to accelerate, and 1 positive slowster at 4.07 under the road to decelerate.
Arms up push the soapbox upward, enough to get out of the decelerate slowster and get in the accelerate slowster.
The 9 other slowsters are only there to simulate "gears" system, they slow you down a bit at some speed to simulate hitting the rev limiter and then switching gears.
Oh and the last slowster, the one that is a bit different in size, it's only there because the power was not high enough.
It was pretty hard to make it work properly, so Thank You very much for showing it to everyone. 😊
This is what I was thinking too. The real question is,
How long did it take to find the right angles, speeds and etc?
The simple 2 slowsters engine took me like an hour probably less.
The "gears" engine took me like 4-5 hours because I made a lot of mistakes building it, so I had to rebuild everything 2 or 3 times.
Why is this comment not pinned yet? Lol. Anyway, fantastic and easily understood explanation. I wonder if that slight change in vehicle height is a property of Yannic's car models/hitboxes, or a property of the Unity engine itself? 🤔
So, in theory, you could butt join a series of these together over hills and valleys in to have powered zeepkists with elevation changes.
The amount of work placing each on a vertically curved track would be a pain in the A, but even if you just did it on the "flat" sections of track regardless of the angle of the track, you'd only have short sections where you lost engine power.
@@pilcrow182 The slight change in vehicle height is caused by the slight upward force generated by the "arms up" action, and the suspension of the wheels.
Feel like invisible wall could be replaced by a real wall with tires for decorum.
I'm extremely confused
Poor Yannic
Sounds legit
Lets just say its magic... as a programmer myself... its just easier to say magic XD
Are you able to debug this? I'm interested in what could cause that effect
Pretty sure one booster is raised enough that raising hands is too high to touch the others but continues touching the raised one that acts like a booster.
Thanks for the CTR shoutout lol. We had a lot of fun hanging out with you! Cant wait to kick it some more!
Also, Diabler makes great tracks! make sure to go check em out :3
🫘
❤️
my supposition is: if you got 2 slowsters, 1 at 0 and the other at 120 speed. for some reason both will act on you and the second will actually try to "slow you down" to 120 speed.
probably the only thing that prevents a slowster from activating is the fact that you're bellow the threshold speed. Now since you're at a slowster set to 0 you pass the check for being in a slowster and both activates.
rising the hand is known to push the car a bit upwards this is making you get different slowsters.
After discovering that you just need a lot of experimentation to make it feel good.
this bug is kinda smart because it allowed Yannick to have the same code for slowster and booster, the only difference is that one activates when you're over the speed and the other when you're bellow the speed.
As a person who does not play this game but merely watches these youtubers, this was actually my immediate supposition as well. It actually seems fairly logical when you think about it, but I wouldn't be able to say for sure this is what is happening.
Multiple stacked slowsters can act independently, i.e. you can have a high speed one that will act to slow you down which only activitates at a higher speed, and a less forceful one act to slow you down below that speed without issue.
It is a slowster with a negative force that speeds you up. It passes the speed check, and then applies a force in the direction opposite the direction you are travelling to slow you down, but the force being negative results in you speeding up.
The code for the booster is different as it acts based upon direction as well. If your speed in the direction of the booster is less than the speed of the booster it will activate and provide a force in the direction you are travelling based upon how well aligned you are. It also allows a negative force and in that case it will slow you down.
@Jeffrey Black it makes sense as well. Even though you can, the same way you could change the check, change this force too. But yes, by that point it's overcomplicating the project with little to no benefit.
Still if you're looking the booster there's a few with positive force. Which also causes confusion.
Anyway there's another comment being more precise all around. What you say is correct but the guy also made gears happen xD
What could make sense is that you are just at the edge of the slowster's effect, so if you run hands up you have a tiny bit of upforce (lifing you by 0,000001), enough to escape the effect of the -5,3999999 slowsters, giving you the effect of the mentioned omnidirectional booster slowsters while on track.
The slowsters could be 12 due to emulating somewhat of an engine curve with changing acceleration (e.g. how you can acceletare quicker at lower gears).
Diabler replied to the video 5 hours after your post. You nailed it bud, good job.
I think that arms up makes you go up (veeery slightly) to make you avoid the other slowsters and that's why it needs a very specific value (possibly?)
It would explain why only some of the effects worked when only some of the other slowsters were present. If only the acceleration ones were there, the ones that provided the slowing effect might not be.
That's why I love speedrunning so much. Finding out ways to break the programming, or even, write code into the game by using the game itself.
Yep, Super Mario World credits warp glitch is an infamous example of it.
@@dshadows2966 yup yup.
I forgot what the name of the tech is doe. It's like ALM or something. Can't remember
You can do it with early pokemons too
@@The_Totes_Adorbs Might be thinking of ACE (Arbitrary Code Execution).... there's some absolutely wild stuff people have figured out; I always look forward to TAS block at the GDQs
@@Phlarx That's it, yup. It seems like any old retro rpg has the capability to do it too. Pokemon, Secret of Mana, Final Fantasy, etc..
Richy did it first with a single negative drive slowster, which accelerated you no matter what. Then I did it with multiple gears (so after going a certain speed, acceleration decreases a bit, simulating a gear) then diabler took it to another level and made it so that the slowster are at the perfect height so that when you arms up, you stop hitting the effect field of the bottom most slowster which is set to a positive value.
2:47 pro gamer move
It's so cool that you remade Circuit de Catalunya into a zeepkist track!
I love how the game keeps evolving with people discovering more and more tech! Kinda like in minecraft where people invent weird contraptions that become core to the game!
Whoever came up with this slowster concept deserves all the praise.
This is such a fun map! Didn't make it to the lobby but played it right after and loved it. I was soo confused as to the how of it though! Also, happy Birthday Mama Kosmo!
As soon as Yannic isn't with you, you break the game.
When the cat's away, mice will play ;p
Idea for a track, or part of a track: just a bunch of checkpoints back to back to troll the players with rapid-fire clicking noises and a continuously updating indicator of how far ahead or behind your best run you are.
Now I want to see you make other F1 circuits in Zeepkist
Yannic should make a part like this... either a huge pad like what you got here, or just a part you place somewhere that affects the whole map
Good to see that you made your version of the Circuit of Catalonia (I live aprox. at 5-10km of the circuit).
I know he doesn't want it like Mario Kart, but Yannic could add some limited booster items (available to everybody...not first come first served) like you can pick up a fire extinguisher, that you then shoot behind you to propel you a little faster for 2 seconds. You could use it all at once, or in short bursts. It'd be a cool way to allow players to boost when they wanted to. And track creators could really make it difficult. Give players an extinguisher right at the start, but the challenge is to know just when to use it. Use it all at once and you won't finish later on.
So more similar to Asphalt 9?
@@xxlarrytfvwxx9531 No...still an unpowered vehicle. Just with the ability to have very brief bursts of power
@@FUGP72 So a bit like Angry Birds Go!?
It has multiple slowsters to make the different gears. Im pretty sure this is pure diabler technology.
that's insanity!
❤️
I really hope someone uses this technique to recreate tracks from games like Mario kart. For some reason it's fascinating taking something from one game and having the ability to play it in another. Especially with a game like this with many other players
Arms up being like "Jesus take the wheel" and he actually does and has accelerator with him.
i'll never understand how people figure out stuff like this, you know, things that require so many seemingly completely random things to get the certain results.
This reminds me of the people who made flying machines in LBP1, never managed to figure out how
Going to make a lot of different types of tracks possible now
nice! there should exist invisible checkpoints in the game :p
It's great that this is all possible because hands-up works by adding an upwards force to your cart
So my guess is that the negative value in the slowster force gives you negative breaking aka acceleration, in the same way a booster with negative values slows you down (you could try to see if you could make a speed check trap with a booster, because a booster should only work if you are below the max speed, so setting a negative value for acceleration would slow you down if you are below the speed limit, right? somebody should test that :D).
So the reason for all the different values is probably to get a total negative in slowster speed (which means omni-directional boosting), when you raise arms and lift you like a pixel above one breakpad (raise arms probably decompresses the suspension and lifts you, thats why the track has to be flat) and when you dont lift arms you get a positive slowster value (which means you are slowing down)
10:18
The moment you overtook me :(
Great job on the level, was a lot of fun! We
so unique just had this as an extra under his cart to actually have an engine
This was super fun!
Damn! This is an epic trick!
I joined late, I never really caught on to the fact that the boost was omnidirectional. This is really fun!
If Zeepkist had engines, I'd play it
Kosmo went full Todd Howard. "It just works"
I feel like arms up is "ragdoll" like when on death, you can see some weird things happen after you cross the line as the body gets launched.
I did not make this, but I think it works by lifting you off of a slowster so you get sped up by the higher one.
i got an ad for one of those small drivable toy cars for children
This + Black Ice = Initial D in Zeepkist.
Guess I should have joined the lobby this looks awesome
Cool feature that you can speed up 🐻💪🏻
This on a normal track would make for an interesting hidden cheese.
Pretty sure you don't need all of them. You should be able to get away with 2, and I think the scaling on that one doesn't matter.
It is my understanding that a negative force slowster will accelerate you.
There are basically 2 positions to consider, on the track and off the track. And in both cases, going arms up will slightly change your height.
There is a booster at -5.47 with a force of 1 which will always act to slow you down. If you are on the track and arms up, that should just get you out of the way of it.
But if you are off the track and arms up, it will still affect you and so there will always be a positive force slowing you down.
The other boosters control how you accelerate/slow down as your speed changes (as well as whatever impact seepiest itself has).
The positives force ones (at speeds 50, 95, 140 and 180) all will increase the force to -0.3. Otherwise, the force is -0.45 at 0, -0.5 at 55, -0.55 at 105, -0.6 at 150, -0.65 at 190 and -0.95 at 210.
This tactic could be used to give you a more complex profile, e.g. you speed up very quickly to 100 but then stop accelerating; or you gain speed quite slowly initially but then go fast to really punish those who hit a wall. Or you could make it only work above the initial speed. Or you could go the opposite way and make the force much higher if you go above a certain speed.
This could also be used for a speed check by stacking 2 slowsters, one with a very high positive force set to 0 speed, one with an equal negative force set to the speed you want to require.
Depending on how the physics simulation works, you could also have a one set to a higher speed still with a very large positive force so your speed check requires that they are within a range of speeds, and if they are too fast they get stopped as well.
Could see this used for cheese, one track at normal height and grass at the sweet spot to allow engines
I was like "wait... this is an F1 Track. And it's one I really suck on on the f1 clash mobile game"
LOL, was on top of the leaderboard for awhile 6:04
Cool - now make a couple of drag strips
If we recall correctly; when making 3D models in Blender, the X and Y axiis both travel horizontally; making X the vertical axis.
However, we could be wrong about Blender doing this; and are just thinking about maps where X and Y axiis are longitude and latitude (maybe not in that order), which makes altitude the Z axis.
-------
Yes, we know Wiktionary says the plural is *more commonly* spelled "axes" - However, "axes" is also the plural of ax\axe; and more than one ax\axe is likely the first thing people would think of when reading "axes".
I kinda feel like Yannic would be in tiers seeing this. Or something like that. 😅🤣
Edit: Oh, he's pinned. And it's pretty much the exact reaction I thought he'd have. 😂
man i just love code anomalies lol
I want to see a week with engine power as a theme
I've been making a ton of anti-slowster tracks recently, I thought I discovered arms up acceleration 🙁
Also just wanna note, you don't need 12 different ones lol, you can just tweak 2. 1 for the negative force, and 1 for speed limiting. You just have to get the right force values for the effects (any floating point value works so it can be pretty precise).
what if you try the exact same settings but with boosters? that could be interesting
Saw this guy at 5k now he's at 90k.. man time flies
thanks for stopping in again! time indeed flies :)
You need to combine this engine mechanic with Kan's "ice drift" mechanic.
this uses negative slowsters which push you in the direction you're moving not the direction you're facing, so if you try to drift it would just push you sideways
@@voidwyrm6149 Clearly you didn't watch kans video.
@@Hadeks_Marow you would probably need separate engine and drift sections
@@voidwyrm6149 I would expect that as well. Then again, one uses boosters while the other uses slowsters, so who knows. xD
eyyyyyy 41 seconds first
If you can, ask the developer if a party-mode is possible. I'm not thinking of Mario cart but more like Micro-machines if you know the game...
Dam, that game was fun...
Does this still work?
I can tell you this your zeepgine looks like it's about to blow up you might want to see a zeep mechanic and get it fixed or start properly oiling it
Hope next theme is u all use this "engine" idea
nice discovery... shame it most likely would only work on a flat track.
Alltho, if the fields could be changed in scale and rotation some elevation changes might be achieved ... with a ton of effort.
Make the custom tracl piece with the slowster under it modular, and copy the piece with all the slowsters together, selecting the track piece and the slowsters as well, now you can position and rotate them. Would not rly work with curved ramp pieces.
Unfortunately it does not work that easily, I tried scaling them and I tried to rotate everything, and sadly none of this 2 ideas worked
@@diabler92 thanks for experimenting with it and sharing
I joined late and all I saw is Warcans flying by me
I mean, i understand why it works. Here, let me explain:
Evil voodoo satan magic
Physics are fun.
Because the slowsters are below 0 and are like at -3. I think there just might be a miscalculation.
i know the position might not matter for speed.... but code can sometimes be just weird.
You also see the zeepkisten kinda crash constantly, no?
I think it has to do with the arms up lifting you up
Slowsters give u speed...I have no idea how that works...
Sorry I'm late buddy.
Kosmo build more track's based on realistic races around the world
F1 track!
Next Monaco?
Hola
anticlimatic reaction xd
bros were still asleep 😂
Wait, those are arms?
I thought they were bunny ears.
A tornado is happening where I am
Mr. Ko...ko... Kakarot :)
Go check out Diabler's comment
You might have clued everyone in a bit too fast…
is that even legal ?
Hello first
NO
The waffle house has found its new host
The Waffle House has found it's new host.
thank you @diabler92
The waffle house has found it's new host