Would be cool to see a similar concept where kAN makes an actual outer pipe ride track, but every time the track finishes, it repeats itself at a smaller scale
I don't know if it's true or not but I have a feeling hands up increases air resistance, so I think it's faster to arms up when in the tailwind fan and then put the arms back down once travelling down the hill, not certain though someone will have to test it
Afaik theres (kind of) no air resistance in zeepkist. If you go completely straight on a flat plane you will keep your speed infinitely (assuming you have less than 200 speed) Iirc hands up applies a slight constant force upwards though, I think thats probably causing the lower speed
Remember a while back they had a thing they did with boosters where if you had hands up you moved higher in a positive booster acceleratimg you while hands down was lower making you more in the hitbox of a slowster, and i think they talked about gravity being stromger the lower you are im the worldbox, so hamds down have more gravity tham hands up
Nicely done, just before you said trees at the end I was thinking half way though is there a log asset you could do this with and just scale it up creating not just a flat cylinder but slightly angled too to make it even more difficult.
From som of the videos Hyce has uploaded it seem like atleast Hyce has burned out a little on RailRoads Online because of how glitchy it is, also makes it repetetive, but if i remember right future RRO videos ismt ruled out because the game seem to still evolve and get better
Think the reason hamds up is slower is because the hands up position has a slightly higher center of gravity That combined with the gravity being stronger the lower you are in the world box seem like the logical explanation The thing about gravity being stronger at lower altitudes was mentioned a good while back, so hands down = stronger effect of gravity
No. Not unless it was so laggy that you couldn't control the zeepkist. Zeepkist (the game) runs on Unity, which uses a physics engine that's fairly stable even on low-end PCs.
@@nikkiofthevalley with how buggy unity was, I wasn't sure if this was a possible variable. Back when I was doing hobby programming this was a problem I used to run into but we're also talking about around 2010. I know mostly deal with electronic hardware programming and that's a whole other thing of delayed calculations 😆