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wipeout_series:wipeout_hd [2025/11/23 23:11] – minor changes ThatOneBonkwipeout_series:wipeout_hd [2026/01/10 10:11] (current) – implement Dandy's suggestions ThatOneBonk
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 =====Gameplay===== =====Gameplay=====
 [{{ wipeout_series:wipeout_hd_cinematic.gif?350vh|High-skill piloting in WipEout HD}}] [{{ wipeout_series:wipeout_hd_cinematic.gif?350vh|High-skill piloting in WipEout HD}}]
-**WipEout HD** is fast and precise; it requires strategy and resource management with [[#Pickups]] and [[#Shield Energy]]it rewards track knowledge and acquired skill.+**WipEout HD** is fast and precise; it requires strategy and resource management with [[#Pickups]] and [[#Shield Energy]], and it rewards track knowledge with piloting skills.
  
-While **WipEout HD**'s gameplay differs based on the [[#Game Modes]], there are common elements and traits that make up the WipEout experience in this entry. This section focuses on these common features and traits, while the [[#Game Modes]] section has links to articles about individual experiences to be had in **WipEout HD**.+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 elements.
  
 ====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 the way **WipEout HD** handles is to say that it feels like an aircraft with ground grip.+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 how **WipEout HD** handles is to say that it feels like an aircraft with ground grip.
  
-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 momentumand maintaining an angle, rather than trying to micro-adjust the craft.<sup>[[#References / Sources|[2]]]</sup> Ultimately, though, the best way to get an idea of **WipEout HD**'s physics is to play the game.+More specifically, ships behave like a box that's attached to a slightly bouncy spring, gliding along the track with little friction. There is a lot of focus on momentum and maintaining an angle, rather than micro-adjusting the craft.<sup>[[#References / Sources|[2]]]</sup>
  
-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 at all.+It is recommended to set **Acceleration Sensitivity** to 10%, as it improves throttle responsivenessand 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 "GO", press and hold 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 "GO", press and hold the **Accelerate** button.
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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't drop the craft's speed very much.+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't drop the craft's speed much.
  
 ===Sideshifts=== ===Sideshifts===
-**Sideshifts** shift the craft to the side quickly. They are activated by quickly tapping an **Airbrake** button twice (the craft shifts to that **Airbrake**'s side). You can somewhat control the distance of the **Sideshift** by holding the button for longer, or releasing it quickly.+**Sideshifts** push the craft to the side quickly. They are activated by quickly tapping either **Airbrake** button twice (the craft shifts to that **Airbrake**'s side). You can control the distance of the **Sideshift** by holding the button for longer, or releasing it quickly.
  
-**Sideshifts** are used to immediately and radically correct the race line. They're a situational tool that is very handy when it is needed - for example, when undershooting a turn, not quite hitting a [[#Speed Pads|Speed Pad]], or recovering from a [[#Pickups|Weapon]] impact.+**Sideshifts** are used to immediately and radically correct the race line. They're a situational tool that is often fired when undershooting a turn, missing a [[#Speed Pads|Speed Pad]], or recovering from a [[#Pickups|Weapon]] impact.
  
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