why do top 2 runs in glitched count as glitched when the top 2 runs in glitchless don't? don't they use the same technique?
0,1s assumed average of spawn * 9 0,9s
92,511s of combined wr ils
1s loading time 9s
102,411s or 1 minute and 42 seconds is theoretical fastest ct run
bruh https://imgur.com/a/43ULOId
i can't believe this i got a faster time but i forgot to hit record
Cybertruck level 1 wr is mistimed, i found it to be instead: Time starts at 235.067 and ends at 241.600 at 30 fps to get a final time of 0h 0m 6s 533ms.
mods pls retime thanks
ok so, I would like to request the retime for Serpet1n's level 2 sedan run, as I believe that his run is not timed correctly, this can be highly attributed to the turning of his camera, THOUGH the car still moves before the frame that the current timing claims to have started on.
additionally, I would like to present proof that he started moving during his camera turning: the first 9 frames of serpent1n's run in order of: 1 2 3 4 5 6 7 8 9 https://imgur.com/a/IGEYPW4
and 2 images of me looking at the camera angles without moving the car in level 2: https://imgur.com/a/5gbbk6X
I have added a thin red line across the back on the car to the side of the level's black and yellow lining, when looking at the progession of the frames, you can see that the car gradually moves forward.
and to make sure that this isn't because of perspective of the camera, i have 2 images of me in the game looking at the car in the same place at 2 different angles, and the change was only minor, compared to frame 1 and frame 9 in his run where the back of the car had moved from one half of the yellow, to the half of the black
it is hard to say when the timing really started, but i believe it is at frame 3 because where the red line is on the yellow, is also where the red line is in my image of the perspective from the back of the car. but it could be frame 5 as that's at the 0.2s mark, when times usually start
im not calling you out serpent1n, i think you just timed wrong by accident :)
note: jesus christ i wrote a lot if you need clarification, say, this a big mess i compiled in like a few minutes
Assuming that the time between ending the level and starting the next (which includes clicking on the next level button and waiting for it to load) is 1s each, then there is: 19s total waiting loading time + click time
Adding up all of the ILs scores has: 122.828s of ILs
Since immediate runs usually have 0.2s of no movement since cars spawn slightly upwards, needing them to land for that time and the car to pick up pace, we have: 0.2s * 19 of initial immediate time 3.8s
This means the fastest theoretical run at the moment is: 145.628s or 2 minutes and 26 seconds.
if i missed something, say
thanks for coming to my ted talk
there are two ways that a run starts (immediate and not immediate)
an immediate run is when an input is placed before the game loads causing the car to start immediately once it does
an immediate run starts at usually 0.2s of what the in game timer claims, this would clear up confusion on runs that start immediately and turn their cameras
an not immediate run would be asked to not turn their camera at the start for at least around a third of a second then turn
hey so, I just timed the current wr myself and i found that it's off by a few seconds using yt frame timer
it says: Time starts at 5.917 and ends at 226.650 at 60 fps to get a final time of 0h 3m 40s 733ms.
can a mod possibly retime it? or am I wrong in a way I don't know?
I tried myself a few times, and I think going backwards and braking are at the same magnitude to stop the car. Anyone know if it's faster to go backwards or press space to stop?