Fun fact, if you scale a fan, it's effect gets scaled too. That's how you can make low gravity tracks without making everything lag due to having too many animated entities.
You can also edit the fan power / force in a text editor (2nd last value) to a max of 93 (94 makes you go super slow for some reason, without the slow warning). I have an exaple level on the workshop (search: overpowered fan)
@@tomboddaert2298 These things you and Dragox suggested are very cool in a builder's perspective!!! (I think I should download this game when I'll live in a house of mine once again...)
After watching a ton of their videos, the game at this point must assume you will always have a fast time as compared to them and so it helped? ;) or it could be the timing bug also mentioned in the comments.
The thing about the time is actually a known bug :p Basically checkpoints and finish lines calculate a "offset time", based on how and where you hit the checkpoint. This should only add a very small difference to the time, but it's currently uncapped. Thats why the times are so massively different :D Edit: And while I write Kan says the exact thing :D
As a game programmer, I think they computed the time offset from the center-point of the finish checkpoint, rather than calculating a planar intersection with the finish chechpoint. So the larger checkpoint means more distance away from the center of the checkpoint, which means the calculation has more of a lever-distance to be off in calculation
I thought I was losing my mind when it saved my time as a 1:52 lol, glad to know I wasn't the only one. Super cool track, man! Those fans at the end really threw me off
@Kosmonaut, i believe the issue with times was that it was a race to the Checkpoint (1/1 Checkpoints when you finished) and not a Race to the Finish.. Considering the Ground killed you it must have registered the Checkpoint as a Finish Line instead of the Actual Finish Line. Im sure that if Kan had passed the checkpoint at 1-30-00 that it still would have counted and gave him higher placing.
From what it seems like, it could be a floating point imprecision thing. You scaled up the finish object by who knows how much (basically as big as the world) so it might result in a noticeable inaccuracy detecting when you pass through it.
Looks like the time is a mod-related error. The key track parts the finish line and the starting line, shouldn't change any of it's properties beyond that'll result broken time records.
Track Idea: Extreme-overlap. So, the entire track is the size of a single track piece where all the pieces you use all have to be in relatively the same 3D position (minus some minor offset) with some rotation. The gimmick is the track pieces are SUPER SUPER sized to give you lots of room to work with. Checkpoints and functional parts like that can still be normal sized.
With file-editing, you can change fan power & distance, even to values that aren't accessible in editor; I expect anything with a number value can be modified
You guys should use this idea of the giant finish on the ground for a "the floor is lava" level. You have to stay on the track and get through all the checkpoints to finish.
LMAO It's absolutely HILARIOUS that Kan brings up my home state of good ole Michigan and their famous car destroying pot holes. I kid you not there's always parts of people's cars all over from the roads here. Usually mufflers or cadilidic convertors and their braces. lmao.
The Potholes season ey. Yeah, it almost sounds as bad as the weather in Sweden, Shite, Shite, Shite, One day of Summer, Shite, Shite, Shite. You never really know if it's going to be a nice relaxing 20 degree summer day or a nice -2 degree summer day or a 40 degree summer day...
That time bug also occurs in some other big racing games like Mario kart wii. Basically, the game is counting your time by the number of frames on the server’s side. Because you are running at a low frame rate but driving the same speed as normal, the server thinks you are going really fast and so it gives you a shorter time than what your client thinks you got.
Basically, the server doesn’t see the skipped or frozen frames. Imagine going into a video editor and cutting out every duplicate frame. That’s what the server sees, and that’s why you have a faster time.
Graphics problem breakdown... if you were getting smooth gameplay with the fans and then it started lagging when you added all the trees... it is a video memory overflow error. This is a common problem you see with games like Planet Coaster, where every single item you have loaded into the map has to be sitting in the video memory all at the same time. AAA games like GTA and such solve this problem by only loading what you are actively looking at, so anything outside your view is not loaded, literally things load in and out as you turn your head. This allows those games to run smooth with tons of assets. But games that are not optimized in that manner will load the entire map into memory, and just keep it there. And since your video memory has two main jobs, that being the buffer for all assets in render and also the image buffer for the actual video signal going to your display, if one of those takes too many resources the other starts failing. In this case... too many items on map = low FPS. Another fix for this, is to have many duplicate items, because if optimized correctly then duplicate items only need to be in memory once for all of them.
Slightly wrong. That is for rendering, not memory purposes. The objects are all still in memory, they just don't get rendered out, otherwise you'd get huge frame latencies when turning because it would have to be constantly loading in from hard drives, which is slow as hell.
landing clothes in the middle of the Checkpoint give you a advantage. Yannic once said, Checkpoint times are calculated how far away from the middle you are. And you have scale to finish so hard. That this is happening.
The track was based on his experience in Canada, growing up in alaska i feel that, we would have heat and daylight 24/7 followed by constant rain followed by a short fall and then just snow up to your waist. The plow trucks would make 6ft tall banks along all the roads in town.
Kosmo, I really appreciate all the extra work you and the guys have been putting in recently. You have REALLY kicked up the production level and it shows! -Cheers my man!
Always wondered where Kosmo was from exactly, I always could hear the slight French accent, then he says "my city is just pot holes". Haha, Montreal for sure c:
maybe time crossing the finish in the air glitches the final time that or if you spend a certain amount of time in the air before you cross the finish causes the time to glitch.
I would've loved to see a classic red pick up truck with seasonal decor around it. Down here in America, we actually use classic red pick ups as seasonal decor and I personally think it's the coolest thing, especially since I love cars, and classic cars and pickups in particular
Warcans probably the only legit less tha 1'40", is probably not happy with those results. LOL. KAn or whoever would please explain again, what's the bug with humangously scaling up the finish line?
Game calculates physics 90 times per second, meaning it only checks every .011 seconds if you hit a checkpoint/finish. To account for this and allow more precise times, it calculates at what point between frames you should have finished and subtracts the difference from your time based on (iirc) your speed and distance to the finish at the beginning of the previous frame. The theory is (and sounds like a known bug), scaling up the finish breaks that equation by somehow multiplying the time subtracted, potentially subtracting multiple full seconds if the finish is scaled enough
I guess the timmer shown is counted separatedly from the track time; this way because of the lag the timmer were behind the shown. Like if you were playing with slowmotion. Need to talk to yannic to confirm this but this might be it. Probs Kan's right tough.
you picked the wrong seasons, Here in Canada you have Hockey Season, Woodtick season, Hunting season, calving season construction season, pothole season, flood season, and winter.
the fans are not the lag. it is the trees. i can play the train track that is at 5000 part limit no lag. i play a map with a section of like 10 trees instant lag in that area with the trees.
There's another bug with time, try to go really slow through the finish, you'll notice, it will add time to your time... so my guess is that there is a bug with the speed and the finish block combined.
This isn’t the first time the time at the bottom didn’t match the finish time, I can’t give like a specific video but I know I’ve definitely seen that happen before just not as drastic.
I think the time offset may have to do with the lag. The game may be running slower or faster depending on the fps, and the timer not, or the other way around
^_^ Nerds alike would be overjoyed if yall could take on a Dungeons & Dragons theme track. While I've taken a stab at a D&D theme track "DungeonFloor1", what matters most is your 3's influence in the community. Please show us your inner D&D nerd with at D&D theme track. :)
Fun fact, if you scale a fan, it's effect gets scaled too. That's how you can make low gravity tracks without making everything lag due to having too many animated entities.
You can do an entire upside down track using only 1 fan that way.
That should be a theme, upside down tracks.
@@Hadeks_Marow they havent done that theme? I thought someone built an upside down track already. I think it was to avoid the cats in the track
You can also edit the fan power / force in a text editor (2nd last value) to a max of 93 (94 makes you go super slow for some reason, without the slow warning). I have an exaple level on the workshop (search: overpowered fan)
@@Hadeks_Marow It has been. "Fans" or better "OnlyFans -pun intended-" has been.
"A Huge Fan" yeah it hasn't been yet!
@@tomboddaert2298 These things you and Dragox suggested are very cool in a builder's perspective!!!
(I think I should download this game when I'll live in a house of mine once again...)
It was slightly confusing to finish with 1:41 only to get 1:34 and 2nd place :'D
After watching a ton of their videos, the game at this point must assume you will always have a fast time as compared to them and so it helped? ;) or it could be the timing bug also mentioned in the comments.
The thing about the time is actually a known bug :p
Basically checkpoints and finish lines calculate a "offset time", based on how and where you hit the checkpoint.
This should only add a very small difference to the time, but it's currently uncapped. Thats why the times are so massively different :D
Edit: And while I write Kan says the exact thing :D
Could it also be related to the framerate? Poor framerate = inconsistent offset?
@@Tkdriverx I don't think so - Kan and Kosmo should have beefy computers
I would expect weird times from other people if low framerate was the cause
@@Tkdriverx Nope. The framerate does not at all go into time calculation.
As a game programmer, I think they computed the time offset from the center-point of the finish checkpoint, rather than calculating a planar intersection with the finish chechpoint. So the larger checkpoint means more distance away from the center of the checkpoint, which means the calculation has more of a lever-distance to be off in calculation
Yeah
I thought I was losing my mind when it saved my time as a 1:52 lol, glad to know I wasn't the only one. Super cool track, man! Those fans at the end really threw me off
10:50 the plugin you use to scale lets you edit the power and range of fans. Same with booster with their force
he has the plugin he needs but still doesn't know....
overscaling the booster does some funky results
Excited to see Dapper and kANs tracks in 15-24 hours
@Kosmonaut, i believe the issue with times was that it was a race to the Checkpoint (1/1 Checkpoints when you finished) and not a Race to the Finish.. Considering the Ground killed you it must have registered the Checkpoint as a Finish Line instead of the Actual Finish Line. Im sure that if Kan had passed the checkpoint at 1-30-00 that it still would have counted and gave him higher placing.
From what it seems like, it could be a floating point imprecision thing. You scaled up the finish object by who knows how much (basically as big as the world) so it might result in a noticeable inaccuracy detecting when you pass through it.
Love the choice of music kosmo!!
I also love the flow of this track, so smooth, I especially like the twisty bit near the start!
Can confirm about Michigan roads. Michigan has only 2 seasons: winter and road-construction.
Same with MN and most of the Midwest
Looks like the time is a mod-related error. The key track parts the finish line and the starting line, shouldn't change any of it's properties beyond that'll result broken time records.
Track Idea:
Extreme-overlap. So, the entire track is the size of a single track piece where all the pieces you use all have to be in relatively the same 3D position (minus some minor offset) with some rotation. The gimmick is the track pieces are SUPER SUPER sized to give you lots of room to work with. Checkpoints and functional parts like that can still be normal sized.
With file-editing, you can change fan power & distance, even to values that aren't accessible in editor; I expect anything with a number value can be modified
Nice, but would the physics work correctly then ?
After thinking I think yes because it works w/ the dozens fans of kosmo right?
You guys should use this idea of the giant finish on the ground for a "the floor is lava" level. You have to stay on the track and get through all the checkpoints to finish.
LMAO when I saw the theme I thought... how the heck did "4 Seasons" break reality... omg this is amazing
When Kosmo hits the finish at 1:34, the time on his screen shows 1:44. Facts! I think Yannick needs to re-code something here lol.
I agree with you on winter it sometimes comes out of nowhere it could snow in the fall!
"You're dead if you touch the grass"
spoken like a true basement dweller
The cheer-you-up timing on that map
LMAO It's absolutely HILARIOUS that Kan brings up my home state of good ole Michigan and their famous car destroying pot holes. I kid you not there's always parts of people's cars all over from the roads here. Usually mufflers or cadilidic convertors and their braces. lmao.
I live in Edmonton and my experience with the seasons goes: winter - > potholes - > construction - > winter - > winter - > repeat
The Potholes season ey. Yeah, it almost sounds as bad as the weather in Sweden, Shite, Shite, Shite, One day of Summer, Shite, Shite, Shite. You never really know if it's going to be a nice relaxing 20 degree summer day or a nice -2 degree summer day or a 40 degree summer day...
That statement about michigan roads is hella true... As a michigander.
That time bug also occurs in some other big racing games like Mario kart wii. Basically, the game is counting your time by the number of frames on the server’s side. Because you are running at a low frame rate but driving the same speed as normal, the server thinks you are going really fast and so it gives you a shorter time than what your client thinks you got.
Basically, the server doesn’t see the skipped or frozen frames. Imagine going into a video editor and cutting out every duplicate frame. That’s what the server sees, and that’s why you have a faster time.
Graphics problem breakdown... if you were getting smooth gameplay with the fans and then it started lagging when you added all the trees... it is a video memory overflow error. This is a common problem you see with games like Planet Coaster, where every single item you have loaded into the map has to be sitting in the video memory all at the same time. AAA games like GTA and such solve this problem by only loading what you are actively looking at, so anything outside your view is not loaded, literally things load in and out as you turn your head. This allows those games to run smooth with tons of assets. But games that are not optimized in that manner will load the entire map into memory, and just keep it there. And since your video memory has two main jobs, that being the buffer for all assets in render and also the image buffer for the actual video signal going to your display, if one of those takes too many resources the other starts failing.
In this case... too many items on map = low FPS. Another fix for this, is to have many duplicate items, because if optimized correctly then duplicate items only need to be in memory once for all of them.
Slightly wrong. That is for rendering, not memory purposes. The objects are all still in memory, they just don't get rendered out, otherwise you'd get huge frame latencies when turning because it would have to be constantly loading in from hard drives, which is slow as hell.
landing clothes in the middle of the Checkpoint give you a advantage. Yannic once said, Checkpoint times are calculated how far away from the middle you are.
And you have scale to finish so hard. That this is happening.
I'm surprised there was no construction season. Canada usually goes Winter, Second Winter, Construction, then Thanksgiving Weekend :)
Everybody : Set a better time
Kan at 12:20 : I have been falling for 30 minutes!!
... and he can't get up!
imagine accidentally inventing time travel while designing a race track with a really good air conditioning system.
hehe xD
Silly Kosmo always time traveling on accident!
how did it go from 1.40 to liek 1.35
The track was based on his experience in Canada, growing up in alaska i feel that, we would have heat and daylight 24/7 followed by constant rain followed by a short fall and then just snow up to your waist.
The plow trucks would make 6ft tall banks along all the roads in town.
Kosmo, I really appreciate all the extra work you and the guys have been putting in recently. You have REALLY kicked up the production level and it shows!
-Cheers my man!
Yay new zeepkist video
The top speed in those fans, though! I saw over 2k mph? 👀😲🤣
I think winter was to short to represent what it really feels like. We get like 6 winters here, with a day of +20c in the middle.
you broke the zeepkist continuum! now you have to go back to 1885 to fix it! great scott!
You totally needed a valley on your track, a Frankie Valley.
It actually looks like the distance to what I assume is the center of the finish affected the time.
It's so upsetting that you can't make legitimate laps in this game. Imagine the Babypark map from mario kart.
So nice!
Maybe already in development?
as a michigander, when Canadians are complaining about our roads you know the shits real.
Always wondered where Kosmo was from exactly, I always could hear the slight French accent, then he says "my city is just pot holes". Haha, Montreal for sure c:
maybe time crossing the finish in the air glitches the final time that or if you spend a certain amount of time in the air before you cross the finish causes the time to glitch.
Next time you play with the dev you should ask if they could add a button to disable the effects from fans to help save some frames
Kosmo I have a great idea for the next theme maybe home and I can be interpreted in any way that you feel
What about a lapped based race? Just make sure the you make a nice jump above the start line for the 1st proper lap
The fans remind me of mx v. Atv hitting the world border
since you can break reality how about doing a time travel track next
I understand the big finish now xD
5:21 kan dissing my state like that 😢
Maybe it’s counting the time you pass through the final check point
I would've loved to see a classic red pick up truck with seasonal decor around it. Down here in America, we actually use classic red pick ups as seasonal decor and I personally think it's the coolest thing, especially since I love cars, and classic cars and pickups in particular
A cool track idea would be to see who could build a track with the smallest footprint
That was awesome!!!
That's the perfect rng map
I waited until 3 in the morning for this I’m so tired but I’m glad I did it 🥱
Warcans probably the only legit less tha 1'40", is probably not happy with those results. LOL.
KAn or whoever would please explain again, what's the bug with humangously scaling up the finish line?
Game calculates physics 90 times per second, meaning it only checks every .011 seconds if you hit a checkpoint/finish. To account for this and allow more precise times, it calculates at what point between frames you should have finished and subtracts the difference from your time based on (iirc) your speed and distance to the finish at the beginning of the previous frame.
The theory is (and sounds like a known bug), scaling up the finish breaks that equation by somehow multiplying the time subtracted, potentially subtracting multiple full seconds if the finish is scaled enough
@@BrunisPistol you drawn it clear, thanks! :)
What about a "city" race as the next Theme as in a race like Monaco where it's an actual city that's just been turned into a race track
1:30 spammals outro
I guess the timmer shown is counted separatedly from the track time; this way because of the lag the timmer were behind the shown. Like if you were playing with slowmotion.
Need to talk to yannic to confirm this but this might be it.
Probs Kan's right tough.
I loved the track I just wished I was able to finish it
1 44 into 1 34, second 1 44 into 1 48. It's magic finnish, lucky draw, more or less time.
I only just found this video, and realised at the start you hit 2000 speed
you picked the wrong seasons, Here in Canada you have Hockey Season, Woodtick season, Hunting season, calving season construction season, pothole season, flood season, and winter.
I saw a time of 1 minute, 44.570 seconds aprox at impact. Then it seemed to take exactly 10 seconds off.
I never expected Kosmo and Kan getting political! :)
Ooo seasons. Big potential
So, I found out the other day you can actually fall faster by spinning, I've gotten up to 228 that way
Next theme could be hiking
i bet the busted timer is based on the fact you had people going over 1000 speed. probably something weird on the game engine
It's unity, most likly the internal time was somehow dependent on the FPS and not the real time... and registry that time...
I think the game's timer was lagging? Or the lag caused it to skip a few seconds? And when you finished, it showed you the real time of 1:37.5
Y'all should do weather theme
the fans are not the lag. it is the trees. i can play the train track that is at 5000 part limit no lag. i play a map with a section of like 10 trees instant lag in that area with the trees.
Track idea: Favourite food/ food 😋
You almost got a 1.45.000 almost before hitting the ground but I think it may be lag and the time that you saw was the lage time I'm guessing
Hit ground at 1:44.570 seems it knocked 10 seconds off......
what season is it for others right now? for me it is winter
There's another bug with time, try to go really slow through the finish, you'll notice, it will add time to your time... so my guess is that there is a bug with the speed and the finish block combined.
This isn’t the first time the time at the bottom didn’t match the finish time, I can’t give like a specific video but I know I’ve definitely seen that happen before just not as drastic.
oh i get it, spring is in the air
Track Idea:
How about famous saying or quote from a famous person. Just spitballing here.
I think the time offset may have to do with the lag. The game may be running slower or faster depending on the fps, and the timer not, or the other way around
I still think that kosmo and the bois should play phasmophobia together, even if you stream it.
That would be so fun
Kosmo went back in time :D
Also: Was "space" already a theme?
^_^ Nerds alike would be overjoyed if yall could take on a Dungeons & Dragons theme track. While I've taken a stab at a D&D theme track "DungeonFloor1", what matters most is your 3's influence in the community. Please show us your inner D&D nerd with at D&D theme track. :)
i shall finally ask for a plane theme track, day 1
Lover the fact that you made a cheat in game not the track it self.
If you're going to complain about it being cool come to Texas where it's 110° second day of summer
there's an ice cream flavor called michigan potholes
Oh wait this is kosmo, I saw the green and thought kAN
The time is diffrent because it’s lagging so it can’t catch up
Maybe the time was better because of the lag doing weird things on physics.
I played this track recently (without having seen the video first, and I could NOT finish, so I'm so confused.
Woop woop!
Zeepkist, but finish times are randomized
Make a 2,500 speed track.
It's not broken it was telling your story and it was saying winter feels longer than what it really is to you
Can u guys do a beach track pls
Michigan weather is and roads are all terrible, I know cause I live here
Can the next track them be technically simple