https://wiki.stunts.hu/index.php?title=Special:NewPages&feed=atom&hideliu=&hidepatrolled=&hidebots=&hideredirs=&limit=50&namespace=0Stunts Wiki - New pages [en-us]2024-03-28T09:16:45ZFrom Stunts WikiMediaWiki 1.35.7https://wiki.stunts.hu/wiki/Catalog_of_composite_track_elementsCatalog of composite track elements2024-03-15T16:39:52Z<p>Mrdries: </p>
<hr />
<div>==Introduction==<br />
<br />
A composite track element can be seen as a track element that is built up out of a combination of different track elements. In order to execute a composite track element, you are not supposed to follow the road. Usually, leaving the road is not beneficial since it would let your car crash, sink or slow down dramatically in the grass. But this isn't always the case.<br />
<br />
The chicane is the most important track element to build up composite track elements. The chicane track element acts as if it has an asphalt surface all over. This allows the driver to leave road without slowing down, making it ideal to build up a composite track element by adding other track elements to the chicane(s).<br />
<br />
Here we see an example.<br />
<br />
[[image:W.png|frame|center|Track with composite track elements]]<br />
<br />
If we focus on the upper right section of the track, going through the tunnels, knowing the chicane acts like it has asphalt all over, we can imagine it as such:<br />
<br />
[[image:SimulatedTrackElement.png|frame|center|Light grey tarmac.]]<br />
<br />
This is the track element like it would actually be taken. It can be called a simulated track element. And this track element cannot be made unless we leave the road.<br />
<br />
Notice how these two tunnels could be replaced with anything, for example, a section of a pipe, since both of those tunnels aren't connected to the road at all. This is what could be called an open arrangement.<br />
<br />
There is also a half open arrangement. If we modify the upper right section of the track, we can transform it into a half open arrangement. The path that would be taken is quite the same. But only one of the two tunnels could be replaced with the middle section of a pipe since the second tunnel is connected to the road. However, such a set up might often be simpler and take up less room.<br />
<br />
[[image:HalfOpenArrangement.png|frame|center|Half Open arrangement of a composite track element]]<br />
<br />
Open and half open arrangements can be taken in both directions. Though the simulated track element may feel quite different when taken from the other direction.<br />
<br />
In these examples, all the chicanes are still part of the track. But it is also possible to add a chicane which isn't part of the track at all, with the goal of executing the simulated track element on that chicane. The chicane becomes a part of the shortcut.<br />
<br />
[[image:2x1CornerShortcut.png|frame|center|As a shortcut]]<br />
<br />
It is a variation of the simple straight shortcut, as shown here. This example uses an [[Illusion_track]] to give a smoother appearance.<br />
<br />
[[image:Flu2.png|frame|center|Straight shortcut]]<br />
<br />
The chicane is not the only option to create a simulated track element. Other track elements such as the crossroad or the split could also be used instead of chicane(s).<br />
<br />
==The catalogue==<br />
<br />
A catalogue consisting of examples of open and half open arrangements.<br />
<br />
When setting up a composite track element, it is important to check whether two chicanes that touch, even when they only touch diagonally, could provide an unintended shortcut.<br />
<br />
When executing a composite track element, you may skip up to two track elements without receiving penalty time.<br />
<br />
=== 90 degree corners===<br />
<br />
====1x1 corner====<br />
<br />
<gallery><br />
File:1x1Corner-HalfOpen.png|Half open 1x1 corner<br />
File:1x1Corner-Open.png|Open 1x1 corner<br />
File:1x1Corner-Shortcut.png|As a shortcut<br />
File:90corkscrew.png|A curiosity, the 90 degree corner is made on the corkscrew itself. Works in both directions<br />
</gallery><br />
<br />
====2x1 corner====<br />
<br />
<gallery><br />
File:HalfOpenArrangement.png|Half open 2x1 corner<br />
File:2x1Corner-Open.png|Open 2x1 corner<br />
File:2x1CornerShortcut.png|As a shortcut<br />
File:Flu.png|Making a loop in a pipe?<br />
</gallery><br />
<br />
====2x2 corner====<br />
<br />
<gallery><br />
File:2x2Corner-HalfOpen.png|Half open 2x2 corner<br />
File:2x2Corner-Open.png|Open 2x2 corner<br />
File:2x2Corner-Illusion.png|2x2 corner with illusion track<br />
</gallery><br />
<br />
====Big 90 degree corners====<br />
<br />
<gallery><br />
File:CollectionBig90.png|90 degree corners out of two chicanes, lower right corner uses an overlap<br />
File:5x5corner.png|5x5 high speed corner, there are multiple ways to set it up with the chicanes<br />
</gallery><br />
<br />
===45 degree corners===<br />
<gallery><br />
File:Corner45.png|A curiosity, humping over highways at 45°<br />
</gallery><br />
<br />
=== 180 degree corners===<br />
<br />
====1x1 U-turn====<br />
<br />
<gallery><br />
File:1x1UTurn-Open.png|180°, twice across the highway<br />
</gallery><br />
<br />
====2x1 U-turn====<br />
<br />
<gallery><br />
File:2x1UTurn-Open2.png|Open 2x1 U-turn<br />
</gallery><br />
<br />
====3x1 U-turn====<br />
<br />
<gallery><br />
File:3x1UTurn-Open.png|Open 3x1 U-turn<br />
</gallery><br />
<br />
====Asymmetrical U-turn====<br />
<br />
<gallery><br />
File:3x2chicane.png|Open 3x2 U-turn<br />
</gallery><br />
<br />
====Big 180 degree Corners====<br />
<br />
<gallery><br />
File:Big180Corner.png|There are multiple ways to set it up with the chicanes<br />
</gallery><br />
<br />
===270 degree corners===<br />
<br />
<gallery><br />
File:270Turn.png|Quite 360° even<br />
File:270Turn-b.png|Not truly 270°, possible to do a 180° and a 90° in opposite directions. The trick is always to go over all three chicanes and to visit the middle one twice.<br />
</gallery><br />
<br />
=== Spiral===<br />
<br />
<gallery><br />
File:Spiral.png|A combination of two 270° corners<br />
</gallery><br />
<br />
===Alternative chicanes===<br />
<br />
====2x1 Chicane====<br />
<br />
<gallery><br />
File:2x1S-Turn-Open.png|Open 2x1 Chicane<br />
File:2x1S-Turn-HalfOpen.png|Half Open 2x1 Chicane<br />
File:chicanecorkscrew.png|A curiosity, the chicane is performed on the corkscrew<br />
</gallery><br />
<br />
====3x1 Chicane====<br />
<br />
<gallery><br />
File:3x1chicane1.png|Open 3x1 Chicane<br />
File:3x1chicane2.png|Half Open 3x1 Chicane<br />
</gallery><br />
<br />
====2x2 Chicane====<br />
<br />
<gallery><br />
File:2x2chicaneShortcut.png|As a shortcut<br />
</gallery><br />
<br />
====3x2 Chicane====<br />
<br />
<gallery><br />
File:2x2chicane1.png|Open 3x2 Chicane<br />
File:2x2chicane2.png|Half Open 3x2 Chicane<br />
</gallery><br />
<br />
====2x3 Chicane====<br />
<br />
<gallery><br />
File:2x3chicane.png|Open 2x3 Chicane with 3x3 corners<br />
</gallery><br />
<br />
====Big chicanes====<br />
<br />
<gallery><br />
File:Bigchicane1.png|Chicane out of multiple chicanes<br />
File:Bigchicane2.png|<br />
File:Bigchicane3.png|<br />
File:Bigchicane4.png<br />
File:Bigchicane5.png|<br />
File:Bigchicane6.png|Chicane with illusion track elements<br />
File:Bigchicane7.png|Chicane with illusion track elements<br />
File:Bigchicane8.png|Chicane with illusion track elements<br />
File:Bigchicane9.png|Chicane with illusion track elements<br />
</gallery><br />
<br />
====Chicane with corner====<br />
<br />
<gallery><br />
File:270-1.png|Half open Chicane and corner combined<br />
File:270-2.png|Half open Chicane and corner combined<br />
File:270-3.png|Open Chicane and corner combined, the two chicanes overlap<br />
File:270-4.png|Half open chicane and corner combined<br />
</gallery><br />
<br />
===Off the hill===<br />
<br />
<gallery><br />
File:OffTheHill.png|Jumping off the hill from chicane to chicane<br />
File:OffTheHill2.png|Jumping off the hill from chicane to chicane<br />
File:OffTheHill3.png|Jumping off the hill from chicane to chicane<br />
File:OffTheHill4.png|Jumping off the hill from chicane to chicane, combined with a corner<br />
</gallery><br />
<br />
===Without chicanes===<br />
<br />
<gallery><br />
File:CrossroadShortcut.png|Shortcut with crossroads<br />
File:SplitShortcut.png|Shortcut with a split road<br />
File:Bigcornershortcut.png|Shortcut with a large corner. Here a chicane is used... but not to start or end the shortcut<br />
</gallery><br />
<br />
[[Category:Tracks]]</div>Mrdrieshttps://wiki.stunts.hu/wiki/DoubleplusspeedDoubleplusspeed2024-02-18T03:00:13Z<p>Duplode: </p>
<hr />
<div>{{Team<br />
| name = Doubleplussspeed<br />
| established = 2022<br />
| currentmembers =<br />
* [[Alan Rotoi]] * &dagger;<br />
* [[dreadnaut]] * &dagger;<br />
* [[Erik Barros]] &dagger;<br />
* [[Frieshansen]] * &dagger;<br />
| rosterupdate = 2024<br />
}}<br />
'''Doubleplussspeed''' is a Stunts team founded in 2022. It was started by [[Alan Rotoi]] and [[dreadnaut]], respectively founder and alumnus of [[MeganiuM Aces High]], who, after spending 2021 without a team, decided to rejoin forces, while recruiting [[Frieshansen]], a standout newbie at the time. The new team readily achieved success, winning the team championship with a record score for the post-2008 point system as its members attained an impressive 1-3-5 in the season scoreboard. In 2023, [[Erik Barros]] completed the ZakStunts roster of the team, going on to win the Amateur League title of that season.<br />
<br />
[[Category:Teams]]</div>Duplodehttps://wiki.stunts.hu/wiki/Baronetti_A-70Baronetti A-702024-01-29T14:01:32Z<p>Alan Rotoi: Created page with "{{Cars| carname = Baronetti A-70| image = center| designer = Alan Rotoi| year = 2024| version = 1.1| gears = 5-speed| sixty = 3.20 s| hundre..."</p>
<hr />
<div>{{Cars|<br />
carname = Baronetti A-70|<br />
image = [[Image:Baronettia70.png|260 px| center]]|<br />
designer = Alan Rotoi|<br />
year = 2024|<br />
version = 1.1|<br />
gears = 5-speed|<br />
sixty = 3.20 s|<br />
hundred = 6.05 s|<br />
halfmile = 16.40s|<br />
top = 226 mph|<br />
realtop = 226 mph|<br />
}}<br />
<br />
The '''Baronetti A-70''' is a custom car designed by [[Alan Rotoi]]. The name is a tribute to [[AbuRaf70]], one of the most iconic characters in Stunts history. About the performance we could say it's. The top speed of this beast is 226 MPH and can accelerate from 0 to 60 MPH in just 3.20 seconds. It has a set of 9 different paintjobs.<br />
<br />
== Gallery ==<br />
<br />
[[File:Baronetti dashboard.png|330px|Baronetti A-70 - Dashboard]]<br />
[[File:Baronettiracing.png|330px|Baronetti A-70]]<br />
[[File:BaronettiPaintjobs.png|330px|Baronetti A-70 - Paintjobs ]]<br />
<br />
== Download ==<br />
<br />
[https://drive.google.com/file/d/1avbG7t4LqhkVK6isI0vJkg7Ts-4eaJaW/view?usp=drive_link Baronetti A-70 files]</div>Alan Rotoihttps://wiki.stunts.hu/wiki/Lamborghini_Countach_(Custom)Lamborghini Countach (Custom)2024-01-24T14:50:07Z<p>Alan Rotoi: </p>
<hr />
<div>{{Cars|<br />
carname = Lamborghini Countach|<br />
image = [[Image:LAMBOblack.png|260 px| center]]|<br />
designer = Alan Rotoi|<br />
year = 2024|<br />
version = 1.1|<br />
gears = 5-speed|<br />
sixty = 4.75 s|<br />
hundred = 10.85 s|<br />
halfmile = 23.65s|<br />
top = 193 mph|<br />
realtop = 245 mph|<br />
}}<br />
<br />
The '''Lamborghini Countach''' is custom car designed by [[Alan Rotoi]] with the main mission of improving the graphics and bringing its performance closer to the [[Corvette ZR1]] and the [[Ferrari GTO]] by assigning it the same type of [[Power Gear]]. <br />
<br />
<br />
== Gallery ==<br />
<br />
[[File:Lambo dash1.png|330px|Lamborghini Countach - Dashboard]]<br />
[[File:Lamboback.png|330px|Lamborghini Countach]]<br />
[[File:Labojobs.png|330px|Lamborghini Countach - Paintjobs ]]<br />
[[File:Lambosc.png|330px|Lamborghini Countach]]<br />
<br />
== Download ==<br />
<br />
[https://drive.google.com/file/d/1TZetmT_-Zduzg8mZAw-TNOh6lkaExyOA/view?usp=drive_link Lamborghini Countach (Custom) files]</div>Alan Rotoihttps://wiki.stunts.hu/wiki/Lada_Niva_4x4Lada Niva 4x42024-01-20T22:13:23Z<p>Alan Rotoi: </p>
<hr />
<div>{{Cars|<br />
carname = Lada Niva 4x4|<br />
image = [[Image:Lada Niva 4x4.png|260 px| center]]|<br />
designer = Alan Rotoi|<br />
year = 2024|<br />
version = 1.1|<br />
gears = 5-speed|<br />
sixty = 5.95 s|<br />
hundred = 16.45 s|<br />
halfmile = 23.65s|<br />
top = 123 mph|<br />
realtop = 125 mph|<br />
}}<br />
<br />
The '''Lada Niva 4x4''' is custom car designed by [[Alan Rotoi]]. It's a rally car with similar performance to the '''Lamborghini LM-002''' and '''Hummer H1'''.<br />
<br />
<br />
== Gallery ==<br />
<br />
[[File:Lada Niva Dashboad.png|330px|Lada Niva 4x4 - Dashboard]]<br />
[[File:LadaLambo.png|330px|Lada Niva 4x4 vs Lamborghini LM-002]]<br />
[[File:Lada niva paintjobs.png|330px|Lada Niva 4x4 - Paintjobs ]]<br />
<br />
== Download ==<br />
<br />
[https://drive.google.com/file/d/11Sr26D63gWpzfOj96yrpJnZGo14iQgDf/view?usp=drive_link Lada Niva 4x4 files]</div>Alan Rotoihttps://wiki.stunts.hu/wiki/Rolls-Royce_Phantom_IIIRolls-Royce Phantom III2024-01-13T00:03:35Z<p>Alan Rotoi: /* Download */</p>
<hr />
<div>{{Cars|<br />
carname = Rolls-Royce Phantom III|<br />
image = [[Image:Rolls-Royce Phantom III.png|260 px| center]]|<br />
designer = Alan Rotoi|<br />
year = 2024|<br />
version = 1.1|<br />
gears = 4-speed|<br />
sixty = 13.95 s|<br />
hundred = 29.40 s|<br />
halfmile = 30.60s|<br />
top = 117 mph|<br />
realtop = 118 mph|<br />
}}<br />
<br />
The '''Rolls-Royce Phantom III''' is custom car designed by [[Alan Rotoi]]. It's built from 1936 to 1939 with a V-12 engine.<br />
<br />
<br />
== Gallery ==<br />
<br />
[[File:Rolls Royce dashboard.png|330px|Rolls-Royce Phantom III - Dashboard]]<br />
[[File:RRP3showcase.png|Rolls-Royce Phantom III - car showroom]]<br />
<br />
== Download ==<br />
<br />
[https://drive.google.com/file/d/1a60yBQlqir6f4u3XSqmDuIgdBwRsPZMO/view?usp=drive_link Rolls-Royce Phantom III files]</div>Alan Rotoihttps://wiki.stunts.hu/wiki/Unstable_replaysUnstable replays2024-01-07T02:33:02Z<p>Duplode: /* Fast play (aka double speed) */</p>
<hr />
<div>An '''unstable replay''' is a [[replay file format|replay]] which can produce different outcomes depending on how it is played back, as if the replay tape could split into diverging timelines at some specific frame. Unstable replays are a rare occurrence, but not vanishingly so, and typically are [[RH]] racing laps with aggressive [[powergear]] slides.<br />
<br />
Whether a divergence will appear in a replay, and what it will look like if it does, depends on a large number of factors, including but not limited to: the chosen camera, in-game graphics settings, the number of cycles in [[DOSBox]] and the system (be it an emulator or real hardware, as the effect has also been observed in native DOS systems) used to run the game. Since, in contrast, reproducing a replay with only the bare game state loop (be it by fast-forwarding the tape or by using the [[repldump]] tool) gives consistent outcomes across systems, instability is believed to somehow arise from the graphics layer. Since live gameplay can't help but involve graphics, the exposure of drivers to instability can be limited only so far.<br />
<br />
While unstable replays are by and large just one more amusing curio of Stunts, the conflicting outcomes can lead to confusion when validating laps in a race, specially given how the system dependence of the effect can make it hard to reproduce. That being so, this article aims at clarifying what to expect upon facing an unstable replay and how to effectively navigate in it, which should help avoiding, or getting out of, messy situations in competitions.<br />
<br />
== Definitions ==<br />
<br />
''Note: Replays mentioned in what follows [https://scr.stunts.hu/files/misc/example-unstable-replays.zip'' can be downloaded from Southern Cross].''<br />
<br />
To avoid mixing up things, let's begin by defining some key terms that we'll use in the discussion below. To begin with, for the replay controls, we'll mostly use the names in the game manual: skip to the start, stop, play, fast play and, in the bottom row, rewind and fast forward. (Note that fast play is often referred to as "double speed".) <br />
<br />
[[image:Replay-control-names.png|640px|float|center|thumb|Illustration of the replay control names mentioned above]]<br />
<br />
Next, some key notions about instability:<br />
<br />
; Fast-forward timeline : The events in a replay as seen by fast-forwarding it from the beginning, loading it from the Options menu, or reproducing it with [[repldump]]. The fast-forward timeline is the same across systems and settings, and so is a sensible choice of a default validation method for potentially unstable replays. (Note the relevant replay control is fast forward, and not fast play/"double speed".)<br />
<br />
; Divergent timeline : A sequence of events in a replay different from the one in the fast-forward timeline. A divergent timeline might be seen by playing the replay (that is, watching with the play button), or through some other use of the replay controls. Whether it will actually be seen can depend on the computer running the game, the DOSBox cycles setting, camera choice, graphics settings, and so forth.<br />
<br />
; Divergence point: A point in the replay at which two or more timelines diverge. Divergence points are typically vertex points in a powergear slide, in which the car stops for a moment before shooting into a different direction (note the converse is presumably not true: there are many powergear slides which, as far as we know, don't lead to divergences). By convention, divergence points will be quoted using the last frame before the timelines split (for instance, FRI15695.RPL has a divergence point at 1:46.00).<br />
<br />
; Unstable replay : A replay known to have a divergence point and multiple timelines when reproduced in some way on at least one system. (Given the way factors external to the game affect the observations, "known to be unstable" is arguably more accurate than "unstable", but let's try to keep the language straightforward.)<br />
<br />
== Navigating unstable replays ==<br />
<br />
Before getting into the minutiae of how divergences play out, it's worth anticipating the conclusions a bit in order to give some practical advice on how to work around divergence points and switch timelines:<br />
<br />
* Playing an unstable replay from the beginning, or from any point before the divergence, will lead to a divergent timeline. What this timeline will look might depend on a host of factors, most notably your system and the chosen camera.<br />
<br />
* Fast playing an unstable replay from ''either'' the beginning or 0:00.05, depending on where the divergence point is, will lead to the fast-forward timeline.<br />
<br />
* Loading the replay from the Options menu and fast-forwarding the tape from the beginning to the end lead to the same result: the final state of the fast-forward timeline.<br />
<br />
* Loading from Options and rewinding will keep you in the fast-forward timeline. (Fast-forwarding is okay as long as you don't stop at the divergence point, nor play through it.)<br />
<br />
* The divergence point will most likely be at the vertex of some powerslide, when the car changes direction suddenly.<br />
<br />
* To find the exact frame of the divergence point, load from Options (or fast-forward to the end), rewind to a candidate frame, and play from there. If you stay on the fast-forward timeline by doing so, the divergence is further back. If you switch to the divergent timeline, either you stopped exactly at the divergence point (and redoing it on the next frame will lead to the fast-forward timeline) or the divergence is further ahead.<br />
<br />
* Watching both the fast-forward and the divergent timeline in the manner described above will usually be enough give you an upper boundary for where the divergence point can be (it must be before the timelines become visibly different). If somehow that isn't helpful, you can systematically find the 30-seconds window the divergence must be in by playing from the beginning, pausing at ~29.95, ~59.95, etc., and rewinding a single frame at each stop until you see a timeline change.<br />
<br />
* If you see an unexpected crash while playing an unstable replay, and rewinding doesn't instantly switches timelines, chances are the divergence point is on the other side of a 30-seconds checkpoint. (A straightforward example C232DUP.RPL: divergence point at 27.95, crashes on the divergent timeline at 33.05. C232OVE.RPL is similar, but more confusing still because the fast-forward timeline isn't the successful one.)<br />
<br />
== How rewinding works ==<br />
<br />
One of the puzzling aspects of unstable replays is the way in which some divergences are so easily fixed to be barely noticeable, while others are recalcitrant enough to be nightmare fuel. Such variation arises from a replay mechanic that is an integral part of RH racing: rewinding.<br />
<br />
The first thing to note is that the game does not rewind a replay by moving backwards in time. Rather, it fast-forwards the tape from the beginning to the point you want to reach. That is why rewinding is so slow on the 1990 Broderbund (Stunts 1.0) [[Game versions|version of the game]] (and gets slower the further ahead the tape is). To improve on that, later versions store checkpoints of the game state every thirty seconds, so that there is no need to fast-forward from the beginning, but only from the latest checkpoint. For a demonstration, rewind frame by frame across a xx:00 or xx:30 timestamp. You'll notice the game takes noticeably longer to update once you go behind the checkpoint:<br />
<br />
[[image:Rewinding-past-a-checkpoint.gif|320px|float|center|thumb|Demonstration of the increase in frame loading times when rewinding a replay past a 30-second checkpoint (replay: C260DUP.RPL).]]<br />
<br />
That's a nifty optimisation if replays always play in consistent ways. If they don't, though, things get interesting. For instance, if you are on a divergent timeline, and the divergence point lies behind a checkpoint, there will be a visible discontinuity when you rewind past the checkpoint. Depending on how far away checkpoint and divergence are, the discontinuity can be very obvious, as in [[Usrin]]'s ZCTP03 replay around 2:00 (divergence at 1:38.95)...<br />
<br />
[[image:p03zusr-discontinuity.gif|320px|float|center|thumb|Obvious discontinuity observed while rewinding an unstable replay (p03zusr.rpl).]]<br />
<br />
... or incredibly subtle, as in [[Overdrijf]]'s ZCT232 replay around 0:30 (divergence at 28.05):<br />
<br />
[[image:C232OVE-discontinuity.gif|320px|float|center|thumb|Subtle discontinuity observed while rewinding an unstable replay (C232OVE.RPL).]]<br />
<br />
== Why rewinding fixes replays (sometimes) ==<br />
<br />
To keep things simple, for now let's just consider replays with a single divergence point. Suppose that you're on a divergent timeline. Since rewinding amounts to fast-forwarding from the nearest checkpoint, any rewinding within the 30-second window between checkpoints which contains the divergence point switches to the fast-forward timeline. That being so, if said window lies behind a checkpoint, you see discontinuities like the ones above upon crossing it, and rewinding without crossing it will preserve the divergence. However, if you're already into the window, any use of the rewind button will instantly snap you back into fast-forward timeline. For instance, here is what would happen in an attempt to fix this wayward jump in the divergent timeline of [[Duplode]]'s ZCT099 replay (divergence at 42.00):<br />
<br />
[[image:099zdup-leaving-a-divergent-timeline.gif|320px|float|center|thumb|Snapping out of a divergence, started before the latest checkpoint, by rewinding a single frame (replay: 099zdup.rpl).]]<br />
<br />
This explains why most unstable RH replays complete the lap successfully in the fast-forward timeline. What typically happens is that the racer enters a divergent timeline while driving and then, a few seconds later but before reaching a checkpoint, rewinds slightly to fix something. At this point, the replay switches to the fast-forward timeline (a change that might be barely noticeable, depending on how close the divergence point is), and the racer completes the lap on it. For the same reason, replays driven like that are easily played to the end: once the spectator notices something amiss, like an unexpected crash, any rewinding will put the replay back into the fast-forward timeline, which will be successful.<br />
<br />
Instability usually gets harder to handle, though, if the divergence point is just before a checkpoint. The most familiar example is Overdijf's replay at ZCT232. Here is a demo of its successful divergent timeline:<br />
<br />
[[image:C232OVE-successful-timeline.gif|320px|float|center|thumb|The successful divergent timeline in Overdrijf's ZCT232 lap (replay: C232OVE.RPL).]]<br />
<br />
In this case, the most likely sequence of events is that Overdrijf entered the divergent timeline at 28.05, completed the jump over the bridge on the first attempt and found no need to rewind past the 30.00 checkpoint for the rest of his racing session, until the lap was done. That being so, the lap was completed on the divergent timeline. To watch that timeline, though, you need to play the lap from 28.05 or earlier and hope for the best.<br />
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Two corollaries are worth mentioning here:<br />
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Firstly, attempting to "fix" an unstable replay with a successful fast-forward timeline can make things worse if the successful timeline becomes a divergent one which is hard to reproduce. This is likely what happened to [[Frieshansen]]'s laps on ZCT251 (C251FRE.RPL, 1-17-45.RPL and 1-17-50.RPL).<br />
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Secondly, any [[NoRH]] unstable replay must be completed on the divergent timeline. Since NoRH unstable replays are very unlikely to arise in practice, given how instability is associated with powerslides, a set piece had to be prepared to demonstrate this. The resulting replay is SLIDER.RPL. Its track has a moat surrounding the middle of the map. In the divergent timeline, which is the one driven NoRH, the car sinks from inside the moat at 2:09.15, whereas in the fast-forward timeline it sinks from outside the moat at 1:56.95. The divergence point comes very early at 30.50, and for a long time after that the differences between the timelines are barely noticeable by the naked eye. Below are two example screenshots at 1:20.00:<br />
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<gallery caption="SLIDER.RPL" heights=200px mode=packed><br />
File:SLIDER-divergent-1-20-00.png|Divergent timeline, 1:20.00.<br />
File:SLIDER-fast-forward-1-20-00.png|Fast-forward timeline, 1:20.00.<br />
</gallery><br />
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SLIDER.RPL also demonstrates that divergences can happen as you drive a lap or watch a replay without anything being done with the replay controls, to the point that unstable NoRH replays are possible. Broadly speaking, the replay controls provide a way to switch timelines, not to create them.<br />
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=== The alternative divergent timeline ===<br />
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The "broadly speaking" qualifier was added to the paragraph just above due to a kind of divergent timeline which is unlikely to arise except by toying with the replay controls. It was discovered by [[Argammon]], with the defining example being the parked-by-the-beach ending of [[Friker]]'s deleted ZCT260 replay (FRI15695.RPL). If you advance the tape to the divergence point (in this case, 1:46.00) and play to the end, you will get a divergent timeline. However, fast-forwarding a single frame ahead from the divergence point and playing from there can result in a slightly different divergence. With Friker's replay, the margins are thin enough that such a subtle change leads to a finish completely different from what happens in the two main timelines.<br />
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== Fast play (aka double speed) ==<br />
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What about fast play — is it a viable way of watching unstable replays, as has been suggested in the past? By and large it is, though using it has its own subtleties.<br />
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In all examples that have been analysed thus far, fast play follows either the fast-forward timeline or the (main) divergent one, depending on the point of the tape at which fast play is started. Assuming a staring point earlier than the divergence, we have:<br />
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*If the timestamps of the starting point and divergence point end with the same digit, it will follow the divergent timeline.<br />
* Otherwise, it will follow the fast-forward timeline.<br />
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For instance, fast-playing FRI15695.RPL from the beginning (0:00.00) leads to the (crashing) divergent timeline, as the divergence point is 1:46.00, while starting from 0:00.05 leads to the (successful) fast-forward timeline.<br />
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Fast play works by stepping through each frame of the simulation normally, as it must be, but only rendering graphics for every other frame (note how the timestamps in the replay bar advance by 0.10 s while using fast play). That we seemingly get different results from fast play depending on whether graphics get rendered at the divergence point is one more piece of evidence suggesting that divergences fundamentally have to do with graphics rendering in the game loop. <br />
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[[Category:Game]]</div>Duplodehttps://wiki.stunts.hu/wiki/Ruf_CTR_YellowbirdRuf CTR Yellowbird2023-12-29T00:50:20Z<p>Alan Rotoi: </p>
<hr />
<div>{{Cars|<br />
carname = Ruf CTR Yellowbird|<br />
image = [[Image:Ruftwinturbo.png|226px|center]]|<br />
designer = Alan Rotoi|<br />
year = 2023|<br />
version = 1.1|<br />
engspec = Twin Turbo, Flat-6, 3366cc|<br />
gears = 6-speed|<br />
sixty = 4.25s|<br />
hundred = 11.00s|<br />
halfmile = 20.50s|<br />
top = 184 mph|<br />
realtop = 199 mph|<br />
}}<br />
<br />
The '''Ruf CTR Yellowbird''' is a [[Custom cars]] elaborated by [[Alan Rotoi]].</div>Alan Rotoi