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DAR Trainer
DoubleTech
DAR Trainer
Select a speed and a level
Customize your car
Select a mode
With air roll right, rotate the stick clockwise. With air roll left, rotate it counter-clockwise.
Used on the main menu and in free play. Campaign and Arcade set the speed for you.
Size of the fruit and bombs. Objects already in the air keep their size; the next ones use the new size.
Input assist shows a compass pointing to where your stick needs to be to aim at the next ring.
Same options, ranges and steps as the game's camera settings, so you can enter the values you play with. Used in every mode except the ceiling modes. The camera button switches between ring cam (like ball cam) and car cam in ring modes, and between the ring and your laser dot in laser modes. The right stick swivels the camera when it is not assigned in dual-stick mode. Stiffness currently has no effect: the camera is locked to the car so it doesn't shift as the car speeds up.
Car cam swings behind the car like a pendulum, lagging behind its momentum. The chart shows the swing after the momentum turns 180°, 90° and 45° (dashed = momentum).
The camera swings like a pendulum toward the momentum's climb/dive angle: below the car when climbing, above it when diving, back to the default view when level. The chart runs a sample climb, level-off and fall (gold = camera tilt, dashed = momentum).
Every value in the v2 camera formulas. The defaults were fitted to in-game recordings; a highlighted value has been changed. Changes apply right away and are saved in this browser. The charts compare the current values with times measured in the game.
Portions of the materials used are trademarks and/or copyrighted works of Epic Games, Inc. All rights reserved by Epic. This material is not official and is not endorsed by Epic.
credits.md in the project for attribution.Accurate model: 120 Hz ticks. Rotation: angular acceleration pitch 12.46, yaw 9.11, roll 38.35 rad/s²; damping pitch 2.88 and yaw 1.92 (both fade out with input), roll 4.79 /s (always on); top rotation speed 5.5 rad/s. Movement (ring modes): gravity 650, boost 1058.3 per s², top speed 2300, in the game's units (1 game unit ≈ 1.99 scene units); no air drag; a boost press lasts at least 0.1 s. Constants from RocketSim. The sliders below only apply to the legacy model. In campaign levels, pitch and yaw stop as soon as the stick is released.