Cog misalignment: Difference between revisions

holy heck someone clean this up
(i need to go sleep brb)
(holy heck someone clean this up)
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On the first set of cogs in TTC, a question was posed if climbing these cogs, rotating hexagonal right prisms, was possible without pressing A or using a bloated [[bob-omb]] to skip the walkway above the last cog. This meant entering a [[misalignment]], which occur on corners facing away from the center of the course, on the last cog by using a [[dive recover]], landing 4 or less frames after the dive recover to get sufficiently strong [[VSC]], and activating the VSC next to the walkway to grab it. Pannenkoek investigated and initially concluded that it was unlikely to be possible, and later, a strat was found that made this idea unneeded.
On the first set of cogs in TTC, a question was posed if climbing these cogs, rotating hexagonal right prisms, was possible without pressing A or using a bloated [[bob-omb]] to skip the walkway above the last cog. This meant entering a [[misalignment]], which occur on corners facing away from the center of the course, on the last cog by using a [[dive recover]], landing 4 or less frames after the dive recover to get sufficiently strong [[VSC]], and activating the VSC next to the walkway to grab it. Pannenkoek investigated and initially concluded that it was unlikely to be possible, and later, a strat was found that made this idea unneeded.


A few years later, this idea became useful again when bringing a bobomb past the amp's pole could save an A press in [[the Pits and the Pendulums]] by clipping into the cage.
A few years later, this idea became useful again when bringing a bob-omb past the amp's pole could save an A press in [[The Pit and the Pendulums]] by clipping into the cage.


Pannenkoek tested this idea under ideal conditions where both cogs were stopped. However, having the cogs move gave more possibilities. Also, after investigating on [[STROOP]]'s Model tab, it was found that every vertex on each cog had a different distance from the center because the center was really offset by 0.707 units. This gave more options where the vertex and misalignment can be. Although it still needed to be facing away from the center of the course, choosing the closest corner from the center of the hexagonal platform made the dive recover into the misalignment less awkward.
Pannenkoek tested this idea under ideal conditions where both cogs were stopped. However, having the cogs move gave more possibilities. Also, after investigating on [[STROOP]]'s Model tab, it was found that every vertex on each cog had a different distance from the center because the center was really offset by 0.707 units. This gave more options where the vertex and misalignment can be. Although it still needed to be facing away from the center of the course, choosing the closest corner from the center of the hexagonal platform made the dive recover into the misalignment less awkward.
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Simplifying the problem by making the lower cog just a circle with a radius equal to the furthest corner from the center, a simulation was made to gauge if Mario can enter the misalignment within 4 frames. Because the floor of the lower cog ends so close to the misalignment, it was in fact better to attempt to reach the last cog in 3 frames instead.
Simplifying the problem by making the lower cog just a circle with a radius equal to the furthest corner from the center, a simulation was made to gauge if Mario can enter the misalignment within 4 frames. Because the floor of the lower cog ends so close to the misalignment, it was in fact better to attempt to reach the last cog in 3 frames instead.


What especially makes this misalignment awkward to enter is that, in all available dive recover launch positions we have, one of the walls is obnoxiously in the way of the direct path into the misalignment. Pannen's attempts had to launch towards the wall, slow down, and strain to turn at this wall if he wanted to reach the misalignment.
What especially makes this misalignment awkward to enter is that, in all available dive recover launch positions we have, one of the walls is obnoxiously in the way of the direct path into the misalignment. Pannenkoek's attempts had to launch towards the wall, slow down, and strain to turn at this wall if he wanted to reach the misalignment.


However, by having the cog be turning, 1 frame before the misalignment is reached, we could have the walls be at a different position that were blocking less of Mario's path to the misalignment as it would be otherwise.
However, by having the cog be turning, 1 frame before the misalignment is reached, we could have the walls be at a different position that were blocking less of Mario's path to the misalignment as it would be otherwise.
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