I've been practicing doing IL runs and I'm not entirely sure how to do some specific techs and am hoping that you guys can explain. I know how to do the super start where you jump forwards and get 4s boost but I can't figure out how to do it where you get the boost without jumping. Also there are times in the runs where Axl hits a ramp and flies way further than expected like in Arctic circle. I was wondering how to do that also. Thank you guys in advance :)
Apologies for the late reply,I completely missed this somehow. Anyways,the boost start that I do is done by doing the inputs like so: When the 2 starts shrinking,tap the brake instead of holding it and don't touch the accelerator/brake controls until the 1 starts shrinking. At that point,hit the accelerator. To my knowledge there's another way to do it but I was unable to do that one.
The ramp part is a bit complicated to explain. The launch speeds from some,if not all ramps are mostly determined by 3 factors: speed,vertical speed,and angle on the ramp/equivalent relative to what direction you're being launched. Sometimes a 4th plays a major role,that being how close to the start you are of said ramp.
For the first part,certain ranges of speed bring different launch results. For example the ramp at the end of the first shortcut in Lost Island. When under 300 in-game speed,it doesn't increase it much. However,hitting it at somewhere over 300 gives a significantly better boost of speed.
As for the second part,falling down and hitting it too hard causes the launch to be worse. This is most noticeable at the first ramp launch that I do in Arctic Circle.
The third part is the least noticeable in most cases,but still makes a difference,if you are angled around 60-90(roughly) degrees left/right of the direction the ramp is launching you in,the resulting launch is slightly better. If you're going up a steep ramp,like the one in the first shortcut in Nile Adventure,you lose less speed.
The boards have always allowed using PS2 and PS3 backwards compatibility, but the platforms available when submitting runs didn't reflect this.
So now, they are available. Existing runs will need to be updated to reflect this change, so expect runs to go out of visibility and back while this is ong