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02. Flat Track

Posted: 16 Apr 2013, 15:09
by John
02. Flat Track (QWQUU002)
Image

[Times]
WR in table #1: 16,95
Current World Top 10:
1. Spef [dat] Image 14,64 2018-02-12
2. Sla Image 14,84 2017-11-17
3. Ded [SPEED] Image 14,88 2011-01-16
4. infected [LOS] Image 14,88 2015-01-07
5. _Mika [27] Image 14,90 2010-12-19
6. Mika Image 14,91 2011-05-26
7. Zweq [WNO] Image 15,04 2008-03-31
8. Madness [SPEED] Image 15,04 2012-07-24
9. Dariuz Image 15,09 2007-01-14
10. Honza [SPEED] Image 15,09 2013-06-08

[Facts]
Number of apples: 0
Number of killers: 0
Number of WR improvements: 37
Number of different WR-holders: 17
First appeared in: v 1.x

[Style history / WR history]
1. SoGe [ahf] Image 0:16,95 #1
2. mengerle [UA] Image 0:16,89 #4
3. zyntifox [TWN] Image 0:16,88 #5
4. mr [ahf] Image 0:16,87 #7
5. zyntifox [ukc] Image 0:16,86 #15
6. zyntifox [ukc] Image 0:16,85 #16
7. zyntifox [ukc] Image 0:16,84 #17
8. zyntifox [ukc] Image 0:16,83 #18
9. zyntifox [ukc] Image 0:16,82 #19
10. Jeppe [SSC] Image 0:16,81 #47
11. zyntifox [SC] Image 0:16,79 #48
12. Jeppe [SSC] Image 0:16,74 #52
13. Jeppe [tb] Image 0:16,72 #85
14. Jeppe [tb] Image 0:16,70 #86
15. SoGe Image 0:16,69 #96
16. Blunder Image 0:16,67 #103
17. Vikto [TrA] Image 0:16,65 #110
18. Zsolt [EAM] Image 0:15,65 #121
19. zyntifox [SC] Image 0:15,29 #122
20. Jalli [EMA] Image 0:15,26 #126
21. as [RUS] Image 0:15,21 #136
22. infected [LOS] Image 0:15,20 #193
23. Ded Image 0:15,19 #202
24. Dariuz Image 0:15,18 #203
25. Dariuz Image 0:15,16 #215
26. Dariuz Image 0:15,13 #220
27. Dariuz Image 0:15,09 #256
28. Zweq [WNO] Image 0:15,04 #282
29. Ded [SPEED] Image 0:15,03 #324
30. _Mika [27] Image 0:15,00 #325
31. _Mika [27] Image 0:14,90 #326
32. Ded [SPEED] Image 0:14,88 #328
33. Sla [none] Image 0:14,86 #391
34. Sla [none] Image 0:14,84 #392
35. Spef [none] Image 0:14,74 #393
36. Spef [dat] Image 0:14,66 #394
37. Spef [dat] Image 0:14,64 #395

[Tool-Assisted stuff]

[Tutorials / Hints / Notes]
Detailed description on how to do the WR-style, written by Spef

[Trivia]
- One of only three internals where you never go to the right. The others being Uphill Battle and Loop-de-Loop.

Re: 02. Flat Track

Posted: 16 Apr 2013, 20:39
by Mika_27
Interesting trivia fact - only two internal level (Flat Track and Loop-de-Loop) in WR-style not using alovolt.

Re: 02. Flat Track

Posted: 10 Jan 2018, 15:25
by bene
- One of only two internals which doesn't have an alovolt in the WR-style. The other being Loop-de-Loop.

This is incorrect. Two alovolts before flower and grabbing with head is currently the fastest style.

Re: 02. Flat Track

Posted: 13 Jan 2018, 12:36
by FinMan
I think it should be just changed to "used to be the only internal..", not remove the whole thing. But correct!

Re: 02. Flat Track

Posted: 5 Feb 2018, 10:58
by Bjenn
Unless you have proof I wouldn't think taking flower with head is fastest. Wheels have always been further out from center and I don't think two alo to head-flower can accomplish a faster finish than two normal volts to wheel-flower.

Re: 02. Flat Track

Posted: 5 Feb 2018, 12:00
by bene
zweq, bene, spef and potentially also sla (because sla used head finish in wr) all say head is fastest and you want proof????

Re: 02. Flat Track

Posted: 5 Feb 2018, 12:22
by Bludek
Proof pls, thx

Re: 02. Flat Track

Posted: 5 Feb 2018, 13:07
by Orcc
Maybe this case calls for sunl's scientific investigations

Re: 02. Flat Track

Posted: 5 Feb 2018, 13:18
by Kopaka
I'm guessing the reason head flower touching may be faster is because the rotations just work out that way. Yes maybe if head happened to be a wheel you'd take it a milisec faster, but to make further or less rotation to touch with wheel would lose more time.

Re: 02. Flat Track

Posted: 5 Feb 2018, 13:59
by bene
How about you prove us wrong instead of we trying to feed you our lies that you refuse to believe? This will help because if alo+alo head is slower the wr is with a slower style and can be improved!!!!

Re: 02. Flat Track

Posted: 5 Feb 2018, 14:01
by FinMan
just take the flower faster LOOOOOOL 4Head

Re: 02. Flat Track

Posted: 5 Feb 2018, 14:04
by Hosp
I recommend secret team MiE Flowertouch

Re: 02. Flat Track

Posted: 5 Feb 2018, 14:07
by bene
Hosp wrote: 5 Feb 2018, 14:04 I recommend secret team MiE Flowertouch
is it like TAP,TAP .....TAP....TAP...TAP,TAP,TAP,TAP

Re: 02. Flat Track

Posted: 5 Feb 2018, 16:03
by Spef
Any time I was höyling the end in TAS I would get 0.01 faster time with alo+alo end. Not really proof I guess, you can believe me or not. It didn't make any sense to me either but it just is faster because : ???? All other 2 volt ends were 0.01 slower (right+right, left+left head finish, alo+right head finish) 0-1 volt ends tended to be even slower, or at least much more precise to get the same time. Let me know if that helps.

Re: 02. Flat Track

Posted: 13 Apr 2018, 18:15
by Spef
Tutorial and explanation for current WR in table #395: 14.64 http://www.recsource.tv/r/pqxfnzmevw

Image

FPS: 30

Style:
1) Tap brake for 1 frame at the start as soon as frontwheel has started to raise, so the brake will only affect backwheel. The brake must result in the frontwheel slightly raising in the air before the uphill/next vertex. If the frontwheel stays on the ground instead, it's slower, but you can still get a pop the same way.
- This is done to set up for a proper angle to get a pop.

2) Brake - ideally for 1 frame but this may not be necessary - when the backwheel is above the corner or slightly before it. After you get the pop, the bike will rotate a lot, so you need to do the first left volt as soon as possible. You also need to turn and gas in the air to fight against the extra rotation from the pop, do this right before the first left volt.
- There are many good ways of rotating in the air with turns, gas and braking, experiment and do what is most comfortable for you.

3) Brake and push from the spike. Getting a pop there gives you a good angle most of the time.

4) After the frontwheel is right above the corner ahead of you, let go of gas for a couple frames to force frontwheel low, then gas again.
- Push by pressing left volt, turn and brake at the same time. Brake for couple frames, then gas for the rest of wheel-in-ground contact and in the air to increase your rotation.
- Brake volts in the air to increase rotation are often necessary. With 30fps I've found it's a bit strange and more difficult to gain rotation this way compared to high fps, and I have to brake later after each volt than I normally would.

5) For landing, it is important to do the final left volt when wheel is in contact with, or very near, the ground (the / part you push from), so frontwheel will slowly lower as you drive left. This is why I put emphasis on rotating a lot in the air. With less rotation, frontwheel slams down hard after landing and starts to raise early and gives awkward angles for the upcoming jump.

6) If everything went well so far, you have a lot more speed than older styles could ever give. Therefore, you must jump a lot later, when the bike is about halfway over the edge. Jumping early loses time due to too much airtime and a worse angle for landing, and is a common mistake in first finishes with this style.

7) When you land this jump, you can do a wheelpop with the frontwheel. In order to do a wheelpop, you must turn and gas in the air, as the pop wheel must be rotating to get a pop. The way I approach this pop is to turn and brake in the air, usually as early as I can, but this depends on how you landed during 5. Gas to get the pop wheel rotating, then turn and gas at the appropriate time to get a good angle for the bike. The bike should be about level horizontally when you reach the pop spot. With this setup, I press left volt and brake at the same time to get the pop.
- It's a bit unclear to me whether I got this pop in the run or not, at the very least it's not nearly as strong as it could be. It's a very difficult one to do, since the distance the bike moves between each frame is much greater than during the start pops with lower speeds. This pop requires some luck but is pretty safe to attempt as it doesn't always cost you time even when you don't get the pop.

8) For the ending, for whatever reason, it is fastest to spin by doing 2 alovolts and grabbing the flower with head. You don't want to jump off the ground at all with the first alo, do it as soon as possible in the air. 2nd alo sometimes needs to be delayed.
- This only saves 0.01 seconds

EDIT: Added a TAS/saveload replay attachment as it shows the endpop better and is overall a good replay to learn from. It's driven with 30fps all the way.

Re: 02. Flat Track

Posted: 13 Apr 2018, 20:03
by pawq
Fucking incredible. Hats off for this explanation, driving the WRs, but most of all for working out these styles and moves. If I didn't know you guys this well (say, if I was an outsider), I'd just think you're making all this up cuz it's definitely not possible to do all of that in 15 seconds. Having been in this community for almost 10 years I still have my doubts :D

Re: 02. Flat Track

Posted: 16 Apr 2018, 07:52
by Orcc
That is exactly the kind of stuff I would love to see more. Learning from watching a replay is like looking at a hockey slap shot video: it looks easy but once you try yourself you achieve nothing like the original. You need the exact details for execution. There should be tutorials like this for bouncing, piping etc. for nabs - it would be a lot easier to develop your skills.

A little off topic, but I just wanted to show my appreciation.

Re: 02. Flat Track

Posted: 16 Apr 2018, 08:03
by bene
This is indeed amazing. I'll try to create my own using the same format in the levels where I have wr.

It would be amazing if this was made as a video series pausing at the exact frames where input is needed and explaining things. I remember the John tutorial videos and was able to execute the tricks by just looking at them at doing the same thing. Before watching I was completely clueless as to what was needed because copying from a rec without any explanation is hard.

Re: 02. Flat Track

Posted: 17 Apr 2018, 21:21
by edahl
Loving the suggestions to make vids here!

Re: 02. Flat Track

Posted: 16 Aug 2019, 07:30
by Kazan
thx spef)
(but cant do 14.xx anyway)

Re: 02. Flat Track

Posted: 18 May 2023, 17:41
by goofu
Spef wrote: 13 Apr 2018, 18:15 Tutorial and explanation for current WR in table #395: 14.64 http://www.recsource.tv/r/pqxfnzmevw

Image

FPS: 30

Style:
1) Tap brake for 1 frame at the start as soon as frontwheel has started to raise, so the brake will only affect backwheel. The brake must result in the frontwheel slightly raising in the air before the uphill/next vertex. If the frontwheel stays on the ground instead, it's slower, but you can still get a pop the same way.
- This is done to set up for a proper angle to get a pop.

2) Brake - ideally for 1 frame but this may not be necessary - when the backwheel is above the corner or slightly before it. After you get the pop, the bike will rotate a lot, so you need to do the first left volt as soon as possible. You also need to turn and gas in the air to fight against the extra rotation from the pop, do this right before the first left volt.
- There are many good ways of rotating in the air with turns, gas and braking, experiment and do what is most comfortable for you.

3) Brake and push from the spike. Getting a pop there gives you a good angle most of the time.

4) After the frontwheel is right above the corner ahead of you, let go of gas for a couple frames to force frontwheel low, then gas again.
- Push by pressing left volt, turn and brake at the same time. Brake for couple frames, then gas for the rest of wheel-in-ground contact and in the air to increase your rotation.
- Brake volts in the air to increase rotation are often necessary. With 30fps I've found it's a bit strange and more difficult to gain rotation this way compared to high fps, and I have to brake later after each volt than I normally would.

5) For landing, it is important to do the final left volt when wheel is in contact with, or very near, the ground (the / part you push from), so frontwheel will slowly lower as you drive left. This is why I put emphasis on rotating a lot in the air. With less rotation, frontwheel slams down hard after landing and starts to raise early and gives awkward angles for the upcoming jump.

6) If everything went well so far, you have a lot more speed than older styles could ever give. Therefore, you must jump a lot later, when the bike is about halfway over the edge. Jumping early loses time due to too much airtime and a worse angle for landing, and is a common mistake in first finishes with this style.

7) When you land this jump, you can do a wheelpop with the frontwheel. In order to do a wheelpop, you must turn and gas in the air, as the pop wheel must be rotating to get a pop. The way I approach this pop is to turn and brake in the air, usually as early as I can, but this depends on how you landed during 5. Gas to get the pop wheel rotating, then turn and gas at the appropriate time to get a good angle for the bike. The bike should be about level horizontally when you reach the pop spot. With this setup, I press left volt and brake at the same time to get the pop.
- It's a bit unclear to me whether I got this pop in the run or not, at the very least it's not nearly as strong as it could be. It's a very difficult one to do, since the distance the bike moves between each frame is much greater than during the start pops with lower speeds. This pop requires some luck but is pretty safe to attempt as it doesn't always cost you time even when you don't get the pop.

8) For the ending, for whatever reason, it is fastest to spin by doing 2 alovolts and grabbing the flower with head. You don't want to jump off the ground at all with the first alo, do it as soon as possible in the air. 2nd alo sometimes needs to be delayed.
- This only saves 0.01 seconds

EDIT: Added a TAS/saveload replay attachment as it shows the endpop better and is overall a good replay to learn from. It's driven with 30fps all the way.
AMAZING WORK! Can someone post this on youtube or another site so i can watch the rec? Would love to see it..

Re: 02. Flat Track

Posted: 18 May 2023, 18:02
by Kopaka
Actually if you just remove the www and change to https the url still works again https://recsource.tv/r/pqxfnzmevw

Re: 02. Flat Track

Posted: 18 May 2023, 18:11
by goofu
Kopaka wrote: 18 May 2023, 18:02 Actually if you just remove the www and change to https the url still works again https://recsource.tv/r/pqxfnzmevw
many tak! nice one... Looks like most other flat track records but beautiful! :mrgreen: :beer: