Cursed lev

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Bludek
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Cursed lev

Post by Bludek »

On belma was tonight balled max weird lev. Its some kinda circle, but it works differently on different comps and max weird if you drive it clockwise or anticlockwise.
For example if I go clockwise my rear wheel brakes a little whole time and I can't go full speed, but if I go anticlockwise my bike accelerate itself and if I release "gas button" (arrow up) on top on the lev, it'll come back with MUCH higher speed after one whole circle and without doing anything I die coz of too much speed.
I dunno how it's possible, elma normally does not work like that. Someone said it's because teh lev is not perfect circle, but it still does not explains the weird speed and so on.
Just try it yourself if your bike works normally or if it accelerate or brakes itself.
Edit: See rec. After small brake on top of the lev I have released gas and it gets speed like hell.
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Bismuth
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Re: Cursed lev

Post by Bismuth »

I see kind of accrosish bug there :|
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Igge
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Re: Cursed lev

Post by Igge »

I haven't checked, but I would assume it's due to a very high amount of vertices?
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Bismuth
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Re: Cursed lev

Post by Bismuth »

yes
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Mawane
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Re: Cursed lev

Post by Mawane »

thats a bit like my botch281, just use high fps and youll avoid that
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Pab
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Re: Cursed lev

Post by Pab »

amazing o,o
it gets incredible speed

must be related with the number of vertices on the loop
its the only way i think (the loop has 1000 vertices)
but cant explain xd weirdik
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Lousku
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Re: Cursed lev

Post by Lousku »

Clockwise: Impossible to gain deadly speed
Counterclockwise: Deadly speed gained impossibly quickly.

Ye, it's cursed.

Did anyone try it with invulnerability? :D
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
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Bismuth
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Re: Cursed lev

Post by Bismuth »

yes, but sadly elma didn't bug :(
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Zweq
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Re: Cursed lev

Post by Zweq »

take some speed to go counter clockwise so that your wheels barely stay attached to the roof, then stop pressing anything <- try that with 196fps, ez perpetual motion
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