I'm proud to live in the same state as this man. This is honestly Malleo level quality. It's incredible how much work you've put into this topic. Huge props, man.
Honestly, this is one of the best made documentary-style videos I've watched. The quality is insane and it's crazy how something as seemingly simple as acceleration is quite complex. Thank you so much for creating this video, it was a well-spent 12 minutes of my life :)
Thanks for this video I have asked many questions and gotten answers from you before in mkwii discord without knowing you have all this information on your RUclips channel. This is awesome thank you very much
Oh my god, what an awesome video! Big shoutouts for putting that much effort in it in order to solve this mystery! Really looking forward to future videos - keep up the great work :)
@@campbellmop355 "Relatively" with big quotes, lol. Looked for this specifically to see if anyone had done better research in the decade since; would love to learn more about some of the other stats!
I thought about doing that, but I didn't really want to delay the video any further with 96 more distance tests. I may do a follow up video featuring wheelie acceleration and some other things.
great video! glad to finally have data on whether SSMTs are faster or not for each vehicle, although I don't think the comparison is fair between SSMT and normal acceleration because you'd be able to wheelie sooner with an SSMT (as you reach top non-wheelie speed more quickly)
actually, given that it's faster to not wheelie while accelerating in the meta vehicles, it would be interesting to see at what point it is fastest to wheelie after getting shocked or hitting a banana
I have been thinking about making a follow up video better detailing wheelie acceleration and practical uses of these more advanced acceleration techniques when I get the time. The ssmt as opposed to top wheelie speed instead of base speed can sometimes be more helpful or less helpful depending on the best wheelie method for each vehicle, top speed, and later acceleration. For when you slow down from something like the shock or a banana, the top tier vehicles do indeed need to wait a bit before starting a wheelie to not lose time, and you can actually use my single vehicle comparison acceleration functions to find this out (something I may also cover how to use). Funky kong flame runner will re-enter the higher wheelie acceleration at about 67.924 kmh normally, and 47.547 when shocked.
How can you average out the acceleration stats with the T values? You can add up the stats and divide them by 4 to get the average acceleration of the vehicle, but it still doesn’t directly determine if one vehicle accelerates faster than another one due to the T values being different. I’m experimenting with the kartParam tool and messing with the acceleration stats
You could try weighting the A value stats by averaging two consecutive ones and multiplying that by the duration determined by the corresponding T value, essentially finding the area under the curves in the graphical representations of acceleration/speed, but this is only an approximation since accurately comparing would require the second integral of acceleration/time.
I did however make a spreadsheet that can calculate distance over time based off of inputting acceleration stats right here: docs.google.com/spreadsheets/d/1mEYp_JSieT4tdN-XcBdGZHKX1vVyYaIJOxJshw4R59k/edit?usp=sharing
@@campbellmop355 I disagree. Acceleration being dependent on offroad can also be useful. If you're about to get blue shelled, you could intentionally drive into offroad to accelerate faster. Imo that's also useful.
i was thinking, what am i gonna learn from campbell, as an engineering major, i was stunned that you found all this data, big props, you threw me off so hard lolol
does anyone know where to find the spreadsheet comparing the different acceleration to ssmt ratios seen in the video ic an't seem to find it in the description
I replaced it with the "acceleration comparisons" sheet because that basically invalidates the experimental sheet, but you can find a log of all of my spreadsheets in the tas testing discord server
If drafts accelerate you at 0.7 km/h/frame, does that mean a Quacker at around 30% of it's max speed would actually accelerate slower if it got a draft?
Well unfortunately drafts cancel below 50% speed, but several of the 0.65 stage type vehicles with high acceleration like baby booster would accelerate slower with a draft than without at certain speeds.
not really, it is a particular case, if you wheelie at the very beginning of a slope, landing on it you'll automatically return to your maximum wheelie speed, you can see that on tas runs or even on rDH rta runs when people wheelie the 1st frame landing on the slope they return to 97km/h instantly
I'm proud to live in the same state as this man. This is honestly Malleo level quality. It's incredible how much work you've put into this topic. Huge props, man.
This man has used more knowledge for this than I’ve ever had in my life
Honestly, this is one of the best made documentary-style videos I've watched. The quality is insane and it's crazy how something as seemingly simple as acceleration is quite complex. Thank you so much for creating this video, it was a well-spent 12 minutes of my life :)
Yo this is absolutely sick. Your voice fits perfectly and you know what your talking about. Good job
Great video, I remember looking at different stat websites and noticing they were all different, and was very curious about ssmt'ing as well
Thanks for this video I have asked many questions and gotten answers from you before in mkwii discord without knowing you have all this information on your RUclips channel. This is awesome thank you very much
Oh my god, what an awesome video! Big shoutouts for putting that much effort in it in order to solve this mystery! Really looking forward to future videos - keep up the great work :)
Just found this searching for more accurate MKWii stats on a whim; greatt write-up! Always cool to see more game data / mechanics explained.
Is that the legendary jdaster64, creator of the first relatively accurate stat chart
@@campbellmop355 "Relatively" with big quotes, lol. Looked for this specifically to see if anyone had done better research in the decade since; would love to learn more about some of the other stats!
@@jdaster64 I am currently working on a video that explains my own stat chart and the function of every stat on it. I mention your chart a few times
@@campbellmop355 Looking forward to it!
I'm a bit late, but I am glad I got to see this eventually haha. Great in-depth vid.
This is incredible. Thanks for the breakdown!
Really good vid! Interesting that there's so much to talk about such a seemingly small aspect of the game
Great video, concepts are very well explained. Good job
It’s finally here
Very impressive video! I can't wait to see what other videos you make like this.
absolutely love this video, hope to see more from you! keep it up!
haha bike go vroom
for real tho: Amazing video! Very impressed with the editing and overall presentation.
Thank you mario kart Wii pancake man
"Before we talk about acceleration we need to talk about speed"
I was seriously hoping you would say parallel universes
Lol I was playing on that
Should have incorporated optimal wheelie strats in each acceleration to model which strat is really fastest. Great video none the less.
I thought about doing that, but I didn't really want to delay the video any further with 96 more distance tests. I may do a follow up video featuring wheelie acceleration and some other things.
Very well done
great video! glad to finally have data on whether SSMTs are faster or not for each vehicle, although I don't think the comparison is fair between SSMT and normal acceleration because you'd be able to wheelie sooner with an SSMT (as you reach top non-wheelie speed more quickly)
actually, given that it's faster to not wheelie while accelerating in the meta vehicles, it would be interesting to see at what point it is fastest to wheelie after getting shocked or hitting a banana
I have been thinking about making a follow up video better detailing wheelie acceleration and practical uses of these more advanced acceleration techniques when I get the time. The ssmt as opposed to top wheelie speed instead of base speed can sometimes be more helpful or less helpful depending on the best wheelie method for each vehicle, top speed, and later acceleration.
For when you slow down from something like the shock or a banana, the top tier vehicles do indeed need to wait a bit before starting a wheelie to not lose time, and you can actually use my single vehicle comparison acceleration functions to find this out (something I may also cover how to use). Funky kong flame runner will re-enter the higher wheelie acceleration at about 67.924 kmh normally, and 47.547 when shocked.
How can you average out the acceleration stats with the T values? You can add up the stats and divide them by 4 to get the average acceleration of the vehicle, but it still doesn’t directly determine if one vehicle accelerates faster than another one due to the T values being different. I’m experimenting with the kartParam tool and messing with the acceleration stats
You could try weighting the A value stats by averaging two consecutive ones and multiplying that by the duration determined by the corresponding T value, essentially finding the area under the curves in the graphical representations of acceleration/speed, but this is only an approximation since accurately comparing would require the second integral of acceleration/time.
I did however make a spreadsheet that can calculate distance over time based off of inputting acceleration stats right here: docs.google.com/spreadsheets/d/1mEYp_JSieT4tdN-XcBdGZHKX1vVyYaIJOxJshw4R59k/edit?usp=sharing
this is kinda epic
excellent shit
This is a great video. I’m probably going to forget everything said here except for the wheelie bit, but great video nonetheless.
Optimal wheelie acceleration is really just the only actually useful thing I’ve found
@@campbellmop355 I disagree. Acceleration being dependent on offroad can also be useful. If you're about to get blue shelled, you could intentionally drive into offroad to accelerate faster. Imo that's also useful.
I see you everywhere on Twitter and also I find you under Campbell's comment section too?
i was thinking, what am i gonna learn from campbell, as an engineering major, i was stunned that you found all this data, big props, you threw me off so hard lolol
"The jetsetter has the highest speed with a value of *69* "
I chose that clip specifically lol
Wow interesting video
campbell bop
does anyone know where to find the spreadsheet comparing the different acceleration to ssmt ratios seen in the video ic an't seem to find it in the description
I replaced it with the "acceleration comparisons" sheet because that basically invalidates the experimental sheet, but you can find a log of all of my spreadsheets in the tas testing discord server
I meant he’ll hit 1k subs in 2021. I got my maths mixed up. It will happen.
Lol I'm halfway there on my minecraft channel
Well you were right.
I am enlightened
If drafts accelerate you at 0.7 km/h/frame, does that mean a Quacker at around 30% of it's max speed would actually accelerate slower if it got a draft?
Well unfortunately drafts cancel below 50% speed, but several of the 0.65 stage type vehicles with high acceleration like baby booster would accelerate slower with a draft than without at certain speeds.
Does that mean the DS Desert Hills rta wr would be faster if it didn't wheelie after the shortcut?
Also, amazing work!
not really, it is a particular case, if you wheelie at the very beginning of a slope, landing on it you'll automatically return to your maximum wheelie speed, you can see that on tas runs or even on rDH rta runs when people wheelie the 1st frame landing on the slope they return to 97km/h instantly
If you are exiting out of the offroad, it would indeed be slightly faster to not wheelie as soon as you leave and before you drift.
Poor Arc
Demoknight tf2
engineer gaming