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| wipeout_series:wipeout_hd [2025/11/23 23:08] – merge pitch and steeering ThatOneBonk | wipeout_series:wipeout_hd [2026/01/10 10:11] (current) – implement Dandy's suggestions ThatOneBonk | ||
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| =====Gameplay===== | =====Gameplay===== | ||
| [{{ wipeout_series: | [{{ wipeout_series: | ||
| - | **WipEout HD** is fast and precise; it requires strategy and resource management with [[# | + | **WipEout HD** is fast and precise; it requires strategy and resource management with [[# |
| - | While **WipEout HD**'s gameplay differs based on the [[#Game Modes]], there are common elements | + | While **WipEout HD**'s gameplay differs based on the [[#Game Modes]], there are common elements that make up the WipEout experience in this entry. This section focuses on these common |
| ====Ship Handling==== | ====Ship Handling==== | ||
| - | Regardless of the [[#Game Modes|Game Mode]], ships float in **WipEout HD**. This is an important distinction to make for anyone coming over from car racing games. A simple way to describe | + | Ships float in **WipEout HD**. This is an important distinction to make for anyone coming over from car racing games. A simple way to describe |
| - | A more precise way to describe it is to say that ships behave like a box that's attached to a slightly bouncy spring, gliding along the track with little friction. The nose is angled in the direction that the pilot wants to go. There is a lot of focus on momentum, and maintaining an angle, rather than trying to micro-adjust | + | More specifically, |
| - | There are several inputs that allow the pilot to control their craft quite precisely. | + | The handling consists of the following mechanics: |
| ===Thrust=== | ===Thrust=== | ||
| Press and hold the **Accelerate** button (mapped by default to //Cross//) to speed up. Pressure-sensitive buttons are supported for fine throttle control. The sensitivity of this feature can be adjusted in the **Controls** section of the settings menu by changing the **Acceleration Sensitivity** slider (from 10%, where throttle is binary, to 100%, where throttle is fully analog). | Press and hold the **Accelerate** button (mapped by default to //Cross//) to speed up. Pressure-sensitive buttons are supported for fine throttle control. The sensitivity of this feature can be adjusted in the **Controls** section of the settings menu by changing the **Acceleration Sensitivity** slider (from 10%, where throttle is binary, to 100%, where throttle is fully analog). | ||
| - | It is recommended to set throttle to binary. There is not a practical use for this feature; in fact, in **WipEout HD**, a good pilot has no reason to ever release the **Accelerate** button | + | It is recommended to set **Acceleration Sensitivity** to 10%, as it improves throttle responsiveness, and a good pilot has no reason to ever release the **Accelerate** button. |
| The player can also get a speed boost at the start of the race by performing a **Perfect Start**. The moment the countdown reaches " | The player can also get a speed boost at the start of the race by performing a **Perfect Start**. The moment the countdown reaches " | ||
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| **Airbrakes** are a way to turn more aggressively. When an airbrake is engaged, a flap is raised on one side of the ship, increasing that side's air resistance, which helps steer the craft in that direction. They are activated by holding down the **Left Airbrake** and **Right Airbrake** buttons (mapped by default to //L2// and //R2// respectively). | **Airbrakes** are a way to turn more aggressively. When an airbrake is engaged, a flap is raised on one side of the ship, increasing that side's air resistance, which helps steer the craft in that direction. They are activated by holding down the **Left Airbrake** and **Right Airbrake** buttons (mapped by default to //L2// and //R2// respectively). | ||
| - | On higher speeds, **Airbrakes** are essential to complete most turns. Ignoring them is a big mistake, but so is overusing them. Using both at the same time will slow the ship down like a normal brake; however, despite their nature, in **WipEout HD**, using them to simply turn doesn' | + | At higher speeds, **Airbrakes** are essential to complete most turns. Ignoring them is a big mistake, but so is overusing them. Using both at the same time will slow the ship down like a normal brake; however, using them to simply turn doesn' |
| ===Sideshifts=== | ===Sideshifts=== | ||
| - | **Sideshifts** | + | **Sideshifts** |
| - | **Sideshifts** are used to immediately and radically correct the race line. They' | + | **Sideshifts** are used to immediately and radically correct the race line. They' |
| ---- | ---- | ||
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| **Shield Energy** is reduced by colliding with walls or other players, getting hit by [[# | **Shield Energy** is reduced by colliding with walls or other players, getting hit by [[# | ||
| - | **Shield Energy** management is an important skill in **WipEout HD**. Getting stingy will get you eliminated, setting you way back in the best case, or even failing the event entirely in the worst case. Having enough **Ship Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial< | + | **Shield Energy** management is an important skill in **WipEout HD**. Getting stingy will get you eliminated, setting you way back in the best case, or even failing the event entirely in the worst case. Having enough **Ship Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial for any high-skill pilot. |
| It is displayed in percentage points to the player; however, internally, **Shield Energy** is measured in //units//. Each [[# | It is displayed in percentage points to the player; however, internally, **Shield Energy** is measured in //units//. Each [[# | ||
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| =====Development===== | =====Development===== | ||
| - | put development stuff here | + | ... |
| ---- | ---- | ||
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| ===== References / Sources ===== | ===== References / Sources ===== | ||
| - According to [[https:// | - According to [[https:// | ||
| - | | + | |
| - [[https:// | - [[https:// | ||
| - [[https:// | - [[https:// | ||
| - | - As originally described by Kabelsalat - a BallisticNG modder and contributor. | ||