Toyota 86 And Subaru BRZ Comparison Video

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I had a discussion with fellow MT.org contributer Mikey from the fkNSRS channel about the pros and cons of the newest cars in international version; the Subaru BRZ and the Toyota 86.

And then we ramble on a little about the metagame of WMMT as it currently stands, and what we’d like to see in future updates.

Apologies for the audio quality, it’s a recorded Skype call and sometimes the audio goes weird for a second.

If you enjoyed this video, consider giving it a thumbs up, as it really helps us out.

Fukuoka Extreme Course Battle Video

Fukuoka Extreme INT
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After trying to search for it myself, a Japanese battle video of Fukuoka extreme has been found on YouTube. You can watch it below.

They start at the Airport Area heading up to Chidoribashi Junction which is normally a long sweeping downhill right, but is now a long sweeping uphill left. It’s strange how simply reversing a course can make it feel so different. Take a look for yourselves so you know what to expect when Fukuoka Extreme releases for the international version on the 17th of September.

Regarding the September 17th WMMT5 International Update

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A new WMMT5 international update has been announced today on the official English website, slated to be released on the 17th of September, 2015.
Fukuoka Extreme 1
The update adds the Fukuoka Urban Expressway extreme course, as well as the Subaru BRZ, and the Toyota FT-86.
Fukuoka Extreme 2
Fukuoka in reverse is sure to be really interesting. It’s essentially a circuit like Osaka or Nagoya, but the undulating corners and huge elevation differences is sure to make for a lot of kill spot opportunities and possibly jumps. Horsepower settings will probably be the same, although there may be more uphill sections requiring a slightly higher setting.
Toyota FT-86 (ZN6)
Length: 4,240mm
Width: 1,775mm
Height: 1,300mm
Maximum Speed: 350km/h

If the BRZ and the FT-86 are the same as they are in the Japanese version, expect a couple of differences between the two. They are both the same size wise, they both have a top speed of 350km/h, which is above average, and they both have 6 gears. The FT-86 is slidey, but has better boost recovery, while the BRZ is more grippy, but has less boost recovery. Similar to the differences between the EVO 8 and 9.Subaru BRZ (ZC6)
While this is a cool update, many have lamented the fact that the BRZ and the FT-86 do not have dress up parts, while the Japanese version does. It’s slightly disappointing, especially since it’s a car that we know has full dress up on the Japanese version.

My theory is that the choice of cars for this update is in response to the demand (and popularity) for the BRZ and FT-86, while adding a new extreme course, which Japan already has. With 5DX on the way for the Japanese version, giving them the rest of the cars and content that was exclusive to the international version, I imagine that we’ll get a DX update that will add dress up to the BRZ and FT-86 as well as the Japanese content that the international version is missing, like C2 and the Maxi G system.

Keep in mind that the development team for the international version (and even the Japanese version) is actually quite small, and deploying content worldwide takes time. Deploying content to a single country is much easier, especially since its the country of origin.

Back in the days of WMMT3, you had to wait for a major update to get anything new because the machines weren’t connected to the internet, and it was harder and took longer to deploy software to arcades. Sure you got small revisions for bug fixes and stuff, but now the revisions have the opportunity to add small bits of content like this one.

So I say to those who are disappointed with the lack of dress up on the BRZ and FT-86; be patient. The 3DX+ international version was in parity to the Japanese version, minus the Gemballa Porsches for licencing reasons, and the same will happen with WMMT5. Thanks for reading!

Regarding the bug with the Mercedes 190E

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SOARS team recently put out a video showing a peculiar bug with the Mercedes Benz 190E EVO II. It’s been known about for a while, but not many people have talked about it, so I thought I would do a quick post with relevant information to supplement their video.

Basically, it has to do with a clipping hitbox on the back quarter panels of the Mercedes 190E, causing the other vehicle to be instantly pushed back. If you want to test this yourself, it’s the easiest to reproduce in story mode with computer controlled cars.

In my testing, I found that rubbing while keeping the wheel straight is the easiest way to reproduce the bug. Here is a WEBM of my 190E performing the bug on a player vehicle.

Now while it doesn’t look like much, it definitely gives the 190E a very unfair priority in the battle neutral game, where the battle strength of each car can be a deciding factor to winning the neutral game.

The weird interactions with traffic and player cars can also cause the 190E to randomly teleport to the other side of the road. I unfortunately have no footage to prove it, since I’ve only seen it happen twice, but I have several eyewitnesses that will back up my claim. My best guess is that the glitching hitbox causes a desync in local battles in regards to true car position of player cars and ghosts.

The 190E is already a very strong battle car (review coming soon), but I think with MT5DX on the horizon for Japan, I’d imagine that the bug will get patched out very soon, since Japan will also be getting the 190E. While exploiting the glitch can be fun, I think its fair to patch it out to preserve the balance of the game.

 

Dress up video postponed. New Upcoming Video!

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Hey guys. The dress up video has been postponed due to lack of resources to finish it. In a couple of days I’ll be updating the site again and i’ll be releasing a video about brake blocking and aggressive play meta in the next couple of days.

Coming soon to the site is a time attack theory calculator, which will be similar to the medal calculator in design. More info will be added to the cars page as well in the coming days. Thanks for reading!

End Of Nagoya OCM And Future Site Updates!

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Hey guys! Just wanted to update you guys quickly on what’s happening soon with video content and updates to the site.

First off, I want to say thank you to those who have been using the site and sharing it around. I really appreciate it. This site is still a work in progress, and it isn’t perfect (yet!) but thanks for sticking with us.

Secondly, Nagoya OCM finished, so if you did participate in the main event rankings, be sure to check the terminal to get your participation plates, or the Dragon gold plate if you were so lucky to get one in the top 100.

Now I’m still working on my dress-up video, it’ll be out later this week. Please keep in mind that while we try our best here to be as unbiased as possible and present the truth, there will be a few points that could be debated or discounted. Because dress up doesn’t really have proper data behind it, and because we don’t have access to game code or anything like that, we can only go by what we can interpret. But I think the video will help clear up confusion about the subject.

Thanks for reading!

WMMT5 Maximum Tune 5 June Update New Belt Line Extreme Bug Demonstration

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This video explains and shows a bug in the June 2015 update of the English version of Wangan Midnight Maximum Tune 5. Enjoy!

Transcript: “Hey guys. Today I’ll be making a quick video documenting a bug in the newest Maximum Tune 5 update for the English version; update 6 (June Update). The update added New Belt Line extreme as well as the Audi RS4 wagon, and the Dodge Charger SRT-8. Now, the cars aren’t the problem here, they work fine. The problem is with the addition of New Belt Line extreme.

For those who don’t know, extreme courses were added into Maximum Tune 5 at launch, and are essentially just reversed from their normal counterparts. The easiest example I can think of is Nagoya extreme, which in its original form was a clockwise circuit, but the extreme version goes counter clockwise.

New belt line extreme is unique in a few ways.It can actually branch off to yokohane, c1, and wangan reverse, unlike other extreme courses like C1 extreme, where you are forced to go through C1 loop. And herein lies our problem and the bug i’ll be talking about and explaining. First off, the bug only triggers if Ariake line is chosen as the starting point. For some odd reason, starting at Kiba line does not trigger the bug.

When you start on Ariake line, you start on Wangan Line westbound, heading towards a branch to Yokohane upward on the right, or continuing down Wangan west. It’ll be a while before you get there, but on the way you’ll notice some weird changes to how cars interact with walls, and the boost mechanics between players.

The most notable change is the speed penalty incurred when you make contact with a wall. Notice how the celsior quickly loses speed as I push him into the wall. Right here I make shallow contact with the left wall and go from 300 kilometres per hour to about 220. Normally, the speed lost would be nowhere near as much.

Now, I’m going to fast forward the race to get to the most interesting part of the bug; the branch to yokohane. This is where the course really starts to break. The speed loss when hitting walls was initially offputting, but it made for a lot of fun on what is normally a fairly mundane course.

So straight away we see the normal sign that comes up whenever there is a branching option.
But normally there is a gate that you pass through on the road itself, showing which side of the road you should be on in order to choose that path. This is missing. So watch what happens when I choose to go to Yokohane up on the right. Notice that even though I clearly chose Yokohane Line, the road to Wangan West is still open.

Normally, there would be a big barrier here that appears when you choose your direction. Don’t be fooled though, the invisible wall is still there and you will come to a dead stop if you hit it. I unfortunately didn’t capture my first experience with this bug on camera, but the sudden narrowing of the road caught a lot of people out.

Depending on the amount of players, and the random distance given, you can also reach a second branch where the same bug happens. My best guess as to why this bug occurs is simply an oversight when programming branches. It is the first extreme course to be able to branch to other reversed courses, so perhaps certain branches were given markers, and some weren’t.

As for the wall physics changes, I have absolutely no clue what would cause that. Definitely one of the more prominent and weird bugs to surface in Maximum Tune. I hope this video was informative and cleared up any questions people may have have.

This video and others like it will appear on my website www.maximumtune.org. It’s still a work in progress, but if you wanna see similar videos to this, plus more detailed information on maximum tune,please subscribe to this channel, and i’ll keep you updated on when the site is updated with more info.

Thanks for watching! “