
"
YOU HACK "
I get this all the time. After
spending literally years working at this game,
only to hear some guy who "thinks" he's fast, call me a hack, is a
big
bummer... So here it is. Every thing I know about flying around the track
If you think someone's hacking, record a race or two. Then watch him
later. If you KNOW the game, and he's hacking, then you will know.
Getting
fast 1.01
"It's
not what you got, it's what you do with it. Right?...WRONG !
I'm talking about your computer. Just for example, I have a DELL
700, with 512 mgs ram, TNT video card at my home.
I
also have a Celeron 300 cranked to 450, with the same video card at my work. I
have MCM2 on both machines. I can play the same tracks with the same bike
settings and such, but at home, I am WAY faster. I notice this mostly with
pre-loading.
Some how the processor and the hardware interpret the input functions better,
and dramatize the actions. Don't ask me how it works, I aint no computer genius.
However my point being simple. If you are playing on a bogger system, then don't
expect to beat similar opponent on a faster system.
*
HANDS
ON
Now for the input device (your controller). I can't believe how often I hear
guys say that they are racing with the keyboard ! I've almost tried every possible controller. Game
pads, generic joysticks, key board. you name it, I've tried it. I've found (and
you may be different), that the Microsoft
Precision Pro to be the best. I personally hate the Force Feedback model. But, to
each his own.
*
SETTINGS
ETC..
THE CONTROLLER:
I like my controller super sensitive. I like it
to respond to the input as rapidly as possible. And turn as tight as I can get
it to. Once you become one with your controller, you can then out maneuver your opponent.
Again, the PC's performance will inhibit your ability if it can't process the
rapidly spinning graphics fast enough. When this happens it can make you run
right into stuff , or go flying off the track.
THE BIKE:
First off, if you are going to take part in an
open cc race, why would you want to race a 250? Unless you don't want to win.
The 600 is the fastest machine in the game hands down. If I enter an open
cc race, I will ALWAYS choose the 600.
After countless hours of racing and practice, I've found the preset # 2 to be
the best. It doesn't get up and go as quickly as some of the other presets, but
after you start to gain momentum, it is the best!
I also like the settings maxed. And employ the 'brake gyro". It's just like
a real bike. (lot's of hints concerning rear brake usage in the hint's section).
JFYI= When building a track, I practice the track (after compiling it) on the
400.
GRAPHICS:
Even though my pc will handle the graphics
maxed out, when I race, I want to win! So I do every thing I can to stack the
deck in my favor. I set the graphics all the way down on the slider. I race with
only the stats graphic in the upper left corner. I turn off every thing else,
dust, sky, shadows, radar thingy, map, rider highlight, you name it.. These
things all make a difference when it comes to being familiar how your game is
going to react to your input. Did you know that Jeremy McGrath raced with the
same frame design from his 92 CR 250 all the way up until he left Honda? He
tried all the new models, but preferred what he was comfortable with. That
played a part in his dominance. At least in those years. So I set the graphics ,
and the bike up exactly the same every time I race.
HINTS
STARTS:
I don't think that I've ever seen anyone do
this, but read on.. The control key on your keyboard acts as a clutch. So as you
sit there waiting for the gate to drop, hold down the control key and rev that
sucker! You want to release a fraction before the gate drops.
And, you want to release on the up-rev. That way
you can simply hold the gas wide open all the way to the turn. This WILL give
you an advantage. I can hole shot 99% of the time by doing that, if no one else
does it on the start. It works.. It was programmed into the game.. It only works
in a multi-player game.
PRELOADING:( If you play with
the key board, or a game pad pass this section up)
There are many handling attributes that make it
easier to win. One of those is preloading. Preloading you ask..? Yes,
preloading. That's a small maneuver done with your body just as you go up the
face of a jump, or hit a small bump to gain altitude, or height, in order to
clear the approaching obstacle. I was riding in Beaumont Ca one afternoon, when
my bro found a crack in the earth. It was about 35 to 40 feet wide, and about 20
feet deep. There were no mounds of dirt to pop over it any where. The take off
was about 2 feet higher than the landing (the other side!). I was on a 125, so I
went about 200 feet back and wound up through the gears going as fast as I
thought was needed. Just as I was about to leave the ground, I gave the
suspension a quick and deliberate slam towards the ground, followed quickly with
an un-weighting of the bike,. The suspension, in effect, pushed me and the bike
upwards. That, combined with speed, equaled distance. Speed + Height =
Distance... In this case enough to keep me 3 dimensional. Yes, I made it. The
crack is there to this day. There are some new objects at the bottom that look a
lot like bike parts, and human debris... LOL . That's preloading. MCM2 does let
you preload. There are two ways.. The first is like I described. All you do is
jog the joystick up/forward just before you take off a jump. The second is when
you are landing into a whoop or a tightly placed set of doubles. If you are
landing from a jump, and it appears that your wheels will make contact on
the back of the whoop/jump, pull back on the stick slightly so as to let the
rear wheel roll down the ramp, and jog the stick forward right when you start
back up the front of the whoop/jump. This will send you sailing!.. Take time to
practice this. You will be able to clear sections of whoops in one or two
bounces.
Preload
illustration.

JUMPING
Isn't
that really all you're interested in?
PREPARE FOR TAKE OFF:
Since we are on the subject of preloading,
let's cover the flight topic. First off, jumping farther than your opponent
isn't always the fastest way around the track, or a certain section. Unless you
can "Low-jump".. For instance, at week blah, the last triple on
the track is often over jumped by rookies, and they splat into the face of the
rounding berm. There is a line that you can take, that allows you to be almost
full throttle, but it only tosses you up a couple feet. Therefore, you shave
about 1 second off your lap, which is a ton of time to a serious racer. So keep
that in mind when jumping. Take different lines and find the fastest, and
lowest. Remember, a bike, on the ground, under power, is way faster than one in
the air!. One of the ways to ensure a low flight, is to scrub the rear brake
just as the front wheel leaves the lip. You must be familiar with the jump, or
you will land on your patootie. What that does is brings your front end down,
and points the bike back to earth for a quicker landing. So you can actually
travel up the jump faster than necessary (where you'll save time), and scrub the
brake to slow your speed and keep you from over jumping, also you'll fly lower.,
and get back to the ground with a good landing speed.
HOUSTON WE HAVE A PROBLEM!:
Once you're airborne, you will notice one of
three things. "Cool, I'm going to make it" - "Crap, I
over jumped it" - "Wow, this is going to hurt"..
ENDO: If you realize
that you have short jumped a triple, or double for instance, there are certain
measures you can take that will increase your chances of staying one with your
bike, and not taking a dirt nap.. Just after take off, if you can tell that you
going to come up short (story of my life), try leaning the bike to one
side, SLAMMING on the rear brake, and pushing the stick forward, all in
one quick action.. The energy stored up in a rotating wheel will be transferred
to the frame and cause the bike to pitch forward. But, if you are still
gaining altitude you can actually get the bike to continue to rise more than it
was committed to before the brake was applied. If it's a huge jump, I will do
this several times in the air and some times save my butt.. So the rear
whip thing didn't work, and you're plummeting back to earth pointed right at
this side of the very tip of the landing. Where in real life, you would have
soiled your laundry, said several quick prayers, and wondered where your change
was, from your buddy, who went to get lunch for you, earlier in the day. Anyhow,
you get the idea. The only way to possibly save it, is to land just a hair nose
down with the front tire touching the impact point, as it makes contact gas it,
and pull back to let the rear wheel bounce off it . You want both wheels to act
like rocks skipping across your Grandpa's back 40 pond. Doesn't always work, but
when it works, you may still win your race, instead of having a 5 second set
back from bailing in mid air..
OVER JUMP:
This technique will also work in an over jump situation. If you over jump too
far you will usually loose your trajectory speed, and start to build up splat
speed (your trip back to the ground). If you are landing on a flat surface, try
landing slightly nose first, gas it, and pull back. I am amazed at how many
times that I'm ready to hit the eject button, but just for the heck of it, stay
on the bike, and I end up landing and taking off to the next turn. If you are
positive that you will not pull off the landing, hit the eject button. I set my
space bar up to be the bail key. It's big and easy to hit in a panic situation.
You will save time by bailing as soon as possible. The game won't take as long
to remount you back on your ride.
PERFECT LANDING:
The absolute perfect landing is one way to gain
a lot of momentum. If you can line up your tires perfectly with the landing,
where there's no interruption in the speed, you can gas it, pull back and be on
your way to light speed. One of the ways people assume I hack is when I take off
a jump behind some one, and after landing I SHOOT by them. He would have flat
landed or bounced down the ramp, when I sling down into turbo mode, from the
landing momentum. If you can make it a habit to land in this fashion, you
will have so much speed that you can jump huge sections of 4 and 5 jumps..
It works!
GASSING IT:
Pulling back as you apply the gas increases
your speed. This works on straights and corners. If you are rounding a turn and
it's flat (no bumps), slightly start pulling back at the apex, and gradually
increase the pull until you are going straight, then you should be pulling all
the way back.
TURNS:
Two kinds of turns, smooth and bumpy. If the
turn is bumpy, see if you can cross jump, or corner cut it. I have no moral dilemma
about cross jumping or corner cutting turns. When the tracks were made, they
were made with a spline that won't allow you to cheat. I don't see this as
cheating, I see it as smart racing. A few years back, I watched Jeff "The
Chicken" Matasavich actually jump off a mound before the 1st turn and
launch over the corner bails, through the turn, and land on the down side of
another bump. He completely squared off the turn, leaving the entire pack in the
dust. The track designers put a steel pole inside the turn. But, it was pulled
back about 5 feet. When Jeff went by it, He had to pull his right shoulder in..
He still grazed it in mid air..! So there you go. Pittsburgh has a corner that
can be cross jumped to death.. Most of the fast guys know about it.
Ok now for the flat turns. There are tight ones,
and loose ones. On the loose ones (ones you can go wide open through), I do the
pull back trick. If your PC is graphically impaired, then you want to
round the turn evenly. If you have a fast PC, gas it into the apex of the
turn and crank the tightest turn you can and release when you are perfectly
lined up for the next straight, and pull back immediately.. On the tight ones, I
gas it as far as I can, then I slam the brake with the gas still on, and push
forward on the stick, and crank off the turn. At Kansas just after you jump
through the start/finish that next corner, if you crank off the tightest turn
you can , near the inside bails, and preload, you can clear past the big hump
into the double, and preload again over turn two, almost all the way to the next
turn on a 600cc..I do it all the time. If some one sees me, I'm instantly called
a hack!.. But, I'm not.
THE KEY! LINE CHOICE + MOMENTUM:
This quite possibly the most important
paragraph !You can't be fast with out mastering the
following!. You can't be fast with out knowing the correct, or the best lines.
With out knowing the lines, you can't maintain momentum! That's the key.. So
first? lines! Yes, after you master the above stuff, you MUST learn line choice
little grass hoper! Every track has lines that can be off to the side, or a
different jump combination than what looks to be intended ones. I still take
time to learn new lines on the stock tracks. And I know a bunch. I
would love to share these line secrets with you, but they are for team members
only.. Just take my word for it and try different stuff. Ask your
self, How do I clear all five after the 1st turn at Seattle? How do
I clear the final four at Detroit? How
do I clear the entire fourth straight at Pitts, with only two jump? Some of you
already know how. But most of you are scratching your noggins. They are do-able
on a stock 600cc..
Nothing
is a substitute for time on the bike. I've found that ghost racing will make you
a fast rider. I ghost race all the time. You can push your self harder and
harder, until you create a lap time that's virtually unbeatable. Then a few
months later you try to beat that ghost, and wonder how come it's so slow. If
you read this page and retain the info, that, along with time on the game will
make you fast..
Oh,
by the way, go out and get some ram, a good video card, a decent controller, and
a real processor. !.
If
you just read this entire page, then your a nut like me. You won't be happy
until you do..
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If
you would like to contribute to the information here, or just a question,
Feel
free to EMAIL me.