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SwiftSmoky

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Everything posted by SwiftSmoky

  1. SwiftSmoky

    [F&F] Fight & Flight

    Fight & Flight is closed! Because I'm not playing tanki myself, and I couldn't find other leaders that can keep the club going. But it's ok, we achieved our goals long ago, if anyone else wants to continue FnF's spirit he should open his own club ? I wrote an (incomplete) list of the players who helped FnF get as far as it did: potato
  2. This could work well, together with lots of twins shooting a tank to make him keep moving on the ground at max speed. I think it's worth checking both ways (yours and mine) because with free fall you can be sure the tank doesn't have anything slowing him down (like friction at the time between the shots).
  3. I don't play tanki anymore, but maybe you'll have some luck asking around in the parkour community ?
  4. Just to be clear, by maximum movement and rotation speed I don't mean any hull's driving and turning speed. There is a movement and rotation speed that once you reach them (doesn't matter how, could be by falling far or getting shot a lot) no matter how much more force you add you wont go any faster. To give you an idea of how fast the max speed is, this video shows a trick that is impossible to complete without players shooting the jumper in the air multiple times, because he reaches the max speed limit quickly and after that any additional shots won't do anything if they happen too early:
  5. Would be interesting to see a "tanki science paper" of experimental physics - measure things like the maximum movement and rotation speed, friction (btw tanks have different friction when they are flipped), strength of gravity (tanki's G constant), etc. If you enjoy playing with the math, you could design experiments to make new* discoveries! * You probably won't discover new phenomena, but you will find exact numbers based on which you can even teach parkourists by showing them intuitive examples, like how far does a tank need to fall in order to reach the speed limit, or how much firepower is needed to accelerate a tank to that speed, and so on. Many players still don't even know tanki has speed limits, so I'm sure such an article would be interesting even to those not interested in exact numbers.
  6. SwiftSmoky

    Parkour Survival 2020

    I am the ghost of SwiftSmoky, I haunt Parkour Survival topics and organizers! ?
  7. SwiftSmoky

    Generating parkour ideas using artificial intelligence

    I used an Artificial Intelligence (AI) called GPT-2, which is trained to continue text (given any piece of text, it gives predictions of how the text may be continued). If you look at a list of tanki parkour ideas, the obvious prediction is that this text will be continued with more ideas. So I decided to give this AI a long list of tanki parkour ideas and see how it will continue it. It's important to understand that the AI doesn't understand the text as well as humans do, and it doesn't know pretty much anything about this game, so what it says doesn't always make sense. It takes some imagination to turn what it says into proper plans for real tricks, so don't think too literally about what it says. In some cases it may look like I do most of the creative thinking, but even then this AI is very helpful to the process because being pointed in the right direction is almost as valuable as being given the full idea. Also for some reason it kept adding trains, cars and helicopters to the ideas, but when it made sense I turned such off-topic words into the closest metaphor in tanki. Also, in the end I actually did the opposite and proposed a way to create a helicopter in tanki! The quotes below are cherry-picked out of lots of nonsense, most of what the AI said was completely useless, so it took a while to collect enough decent quality ideas. In the end of this post I included some of the funny things it said. A very simple idea, but at least it makes perfect sense and doesn't require any interpretation or filling in any details! (which is rare, as you are about to see) The way I imagine it, there's a line of tanks with railgun (the AI said "lines", but I think 1 is enough). I start by doing what the AI says: place mines on the line of rails. The AI doesn't say how to do it, so let's use a tank that drives over them and places the mines as it passes over each tank. Then I do the last thing the AI says: make a tank drive over the line of rails. From here it's up to me to complete the details to make the trick work. This last tank will be the jumper and start driving right after the tank that drops the mines, so the first tank the jumper drives on will lift him up into the air (and shoot it), and every next tank in the line will be lifted up by the mine just in time to be able to shoot up at the jumper and make him fly further. If you ask some trick inventors they'll tell you they thought of something similar in the past, so it's not the first time this idea comes up, but at least it's a valid trick idea that wasn't included in my list of ideas, so the AI never heard about it. Maybe it's not exactly a parkour trick idea, but it would take some parkour (and an artist) to build a dragon head out of tanks. And you can use a firebird to make it breathe fire. If you're in the air then you're not really driving, you're flying. But it is possible to hit mines in the air! For example if you fly really close to the edge of a platform with a mine placed on the very edge so it's half in the air. I imagine the following trick with this concept: start from between two very close houses, with a tank that just barely fits between them. The houses are both small and the same height, and both of them have mines placed on the edge of the roof above you. You jump up (doesn't matter how, could be using mines too), and as you reach the height of the roofs, you hit the mines on both houses and they make you fly further up. We have slopes in the game, for example ramps, but the steepest slopes are cliffs so let's use them. If you place mines on the side of a cliff, they will be tilted facing the same direction as the cliff, so it is possible to place a row of mines just as the AI describes. If you drive down the cliff and hit the mines, they will push you forward (not straight up, but to the direction in which they are rotated, which is forward and slightly upward). This can make a small jump already, but let's get creative and make the best of this idea. Once the mines hit the bottom of the falling tank, his bottom will move forward and a little bit up, while his back will stay at the cliff for a while before flying away, so when the rotation is right the tank can shoot the cliff to bounce Hammer shots into himself, or use Magnum for splash impact. Also, if the other side of his tank ends up reaching a lower point on the cliff than the part that hit the mines, there could be another set of mines for the other edge of the tank to hit. If you drop from a taller cliff (like the one in Highland) you will have more downward momentum and will be more likely to reach a second set of mines this way. On first sight it may seem a bit useless, but after I thought about how the flipping could happen, I realized this actually makes sense to do. Imagine a tank flying right side up and hitting a wall in the air. One way he could flip is by bouncing Hammer pellets into himself (which will also make him fly away from the wall, just like the AI said), another way is to hit the top edge of a wall and trigger a mine, which will make you move straight up while flipping in the air, then you can shoot the wall with Magnum to make the splash push you away from the wall, or you could shoot the other way to land on top of the building whose wall you just hit, this would be a pretty fancy landing! By the way, the simplest way to fly straight without rotating in the air at all (to hit the wall the right way) is to jump using only splash impact, for example you could shoot up with Magnum 2 or 3 times such that all shots will land at the same time and launch you up and towards the wall. A "vertical wall slide" sounds like a tank in handstand is standing against the wall and sliding up. I could make him slide up by shooting him from below with twins, and he could shoot down with rico to help, preferably with his turret inside the wall to prevent the tank from rotating. So we got a "vertical wall slide", but it needs to be "with three people, one holding each other's body" - I'll assume it means one tank holding the others. This could be done by placing the other two tanks on top of the first tank in handstand, so the bottom tank needs to be a big one and the top ones small, so they can balance better. Actually, let's rotate the bottom tank so he is sideways instead of in handstand, this way he will be wide enough for the others to stand on him, we can still call it a "vertical wall slide" even if the sliding tank is rotated sideways. So we have a sideways titan with 2 wasps doing a handstand on him side by side, and they start sliding up the wall using the bottom tank's shots and another player or two with twins. The last part of the AI's description of the trick is "and the third shooting", which sounds like it refers to one of the tanks in handstand. So once the tanks slide all the way up and reach the height of the roof, one of the tanks in handstand will start shooting with Smoky, at first he will hit the other tank in handstand and then he will aim down and keep shooting, making both of them spin and slide onto the roof. It says to jump between just 2 walls "until you reach the end" (which must be the roof). So we need 2 tall buildings close to each other, and we just jump between them (from wall to wall) a few times until we get high enough to get on one of the roofs. To jump up from a wall, all we need is tanks with Magnum or Thunder shooting the wall under the jumper, creating splash impact that will push him up and away from the wall towards the other building. But we need something else to start the trick, to get the jumper in the air next to one of the walls so we can push him up from there with splash impact, since the trick is hard enough as it is I'd rather use something simple like driving up a Dictator that leans on the wall and shoots up with Twins. Fun fact: This is actually a variation of a trick I thought of long ago and dubbed "the Spiderman trick", in which a tank jumps between walls of buildings without touching the ground or the roofs (using splash impact from below), until reaching the end of the line of buildings. I wanted to do it in Skyscrapers or Dusseldorf, but it turned out to be very difficult for players to hit the walls precisely under me many times in a row, so I never completed this trick. Let's say the trains are tanks moving somewhere fast. A tank that stands on a driving tank and moves to another tank that drives next to him to the opposite direction doesn't sound very interesting, so let's make things more interesting and say that the trains are also flying. So we have a tank (the jumper) standing on top of another tank that jumped up and forward in the air, and they pass in the air next to another tank that flies the same way but in the other direction. The tank with a jumper on him won't reach as high as the other tank because of the jumper's weight, so it would be useful for the jumper to move onto the other tank that until now was going up without any weight on him. All that's left is to come up with a way for the tanks to jump in a precise direction and without rotating too much so the jumper can stand on them all along. I just happened to come up with such a jump when I was messing around with lightweight hulls and Viking's overdrive. A Viking is flipped on top of another tank, he activates his overdrive and just shoots down non-stop with Magnum. Another tank can stand on the Viking and just ride him in the air. So the final trick is having 2 Vikings jumping this way in opposite directions, one of them with a Wasp on him, when they pass next to each other in the air, the Wasp drives (and shoots to the side if needed) to get on the other Viking in the air, and continues flying with him towards a house. While you can't spray paint, you could do something else "to highlight special features of the level". What I would consider a "special feature" that needs highlighting, is a place in the map that a player needs to do something for the trick when he reaches it. The highlighting can be done by placing mines or by shooting the spot to create a black mark on it. My friend @darrrex used this method once to mark places on the ground for players (who were sliding to the side along cliffs and couldn't see far around them) so they know when to shoot to make a trick work. I did this once too, but eventually abandoned the idea because it didn't look special enough for an FnF video. But I still like the idea of making a big ramp out of many tanks. That's an interesting challenge, two tanks stand on different buildings, and one of them needs to help the other jump to him. This would be especially interesting if the buildings are at about the same height, or the jumper is on a lower building. I can imagine many ways of doing it, but I'm not going to go into details because this will get long, so I'll just give one example: a tank with Hammer and the Slugger alteration (which makes the pellets spread less) could bounce pellets off the top edge of the other house (if they are at the same height) such that the pellets will bounce into the jumper and push him towards the house the shot came from. To get some height this tank will need to be flipped and shoot the house with Magnum as soon as he starts flying away. This is very similar to the challenge I made for the first Parkour Survival contest, where the jumper started on the ground and helpers had to stay on top of roofs, so you can use a lot of the solutions from this challenge to also make the AI's trick idea work, especially splash jumps. I'd say building a spiral staircase is a good idea in and of itself, and it might even be possible! It's possible to hold a lightweight tank almost fully in the air, with just his edge on the ground, by placing a much heavier tank on his edge above the ground. So maybe it's also possible to put more tanks this way, each of them rotated a little more than the one below him, and hold it all together using a heavyweight tank on the top. This can be done near the corner of a house to make it easy to get the heavy tank to the top, and to keep the whole thing more stable. If by "wall" you mean these narrow fences, then it's decent challenge. This probably won't make a very creative parkour trick though, I imagine doing it with splash jumps. Flips are always vertical, which got me thinking if a horizontal flip could be useful, but I couldn't think of anything. The "fly upside down on the tank" part is more interesting, but the AI doesn't explain how to make it happen, so I came up with my own way: Make a tank balance his center perfectly on top of a Viking's Magnum (aiming straight up), the Magnum should use the heavyweight alteration to make sure he won't get rotated or moved a little by his own shots. Then he will use his overdrive and shoot the tank on top of him to make him go up in the air. This could keep the tank flying for a while (until the overdrive wears off) and could probably get a tank into the sky kill zone, but we want to keep him flying "on the tank" so not too high up, so the Magnum needs to shoot slower than the overdrive's max speed to keep the jumper not too high above him. You could keep this for longer if you use a bunch of Dictators to recharge the Viking's overdrive. Every 2 dictators are enough to fully recharge the Viking's overdrive, but they can't recharge each other so more than 2 Dictators is better. To put it simply, this is a Magnum elevator powered by overdrives that works at less than maximum capacity to keep the jumper at about the same height in the air. I think TFP did that one, a long time ago. ? This got me thinking about how to attach something to a tank that will make it fly, for example an upside down Viking Magnum that will use his overdrive to keep flying. Need to keep the "jet engine" stable so it doesn't rotate form it's own shots (which is doable by placing the jumper on it in the right place to counteract the rotation with his weight, I tested it). I'd prefer to keep it flying for longer than the Viking's 7 seconds of overdrive, so it needs to fly low enough to keep recharging it's overdrive from Dictator's overdrive. There's nothing in the game that can be put in a backpack, but you could make a controllable missile out of a flying tank (it could explode on impact and deal damage using the Blaster drone and self destruction, but we don't need to get this close to the AI's description). To control it, all that's needed is a few tanks that can shoot it to the right direction any time. But what if I wanted to keep controlling it indefinitely? The AI said to make a missile, but what if I want to make a drone? It's very hard to keep a tank in the air for a long time by continuously shooting it from below while also moving it to the sides, because it takes a lot of long range firepower and perfect aiming of many players over a long period of time. The only way for a tank to stay stable in the air is either not move to the sides (but I want it to move to the sides) or keep itself up using a Magnum and Viking's overdrive (which also requires a tank riding him to prevent him from flipping himself). The problem with using an overdrive is that it runs out, but 4 overdrive recharges from Dictator pairs will let it fly for 35 seconds (including the viking's first overdrive before the recharge) which is pretty nice, and after that you can just say it ran out of fuel/battery, which happens to any aircraft. An interesting option is the map Subway, because having a ceiling to push into is a good way to keep the drone straight so it can be easily moved around with direct shots. But I'd like to have maximum freedom in the drone's flight, so Subway isn't the ideal option for me. If the drone is flying in the air unrestricted, then moving it sideways is more complicated: I could hit it with a very weak shot (like a low modification Smoky) to tilt the drone so it's own shots will push it a bit to the side while still keeping it up in the air, I hope this can be stable enough. If such shots can keep the drone stable and rotate him as needed, then they could also be used to counteract the force of his own shooting to remove the need for a tank riding him, but I think I'd rather have a tank riding him because it would simplify things and because he would really enjoy the ride! Now that I think about it, the drone's rider could be leaning in different directions on the drone to tilt him and control his movement, if this works then it's not a remotely controlled drone but a helicopter! The rider controls the direction, and the helicopter controls the height (by changing his shooting speed). But the height is still limited because the splash doesn't reach far from the ground, which is good to keep it close to the Dictators for recharge. This sounds so good that I'm motivated to try it despite all the potential technical difficulties! Useless but funny things: Now I want a mine-roller in tanki. DEVS! That would be a funny thing to see! Don't try this at home. Looks like it gives ideas for fails too...
  8. SwiftSmoky

    [F&F] Fight & Flight

    Just so you know, we're still accepting new members! If you're interested, you can apply via the same old application form.
  9. SwiftSmoky

    Let's Discuss Containers!

    In summary: I don't like turrets!
  10. SwiftSmoky

    Let's Discuss Containers!

    Since I decided to revive Fight & Flight and save it from closing.
  11. SwiftSmoky

    Let's Discuss Containers!

    I have no shaft (not even m0), but oh well, at least it still works on imaginary turrets! ?
  12. SwiftSmoky

    [F&F] Fight & Flight

    Fill the application form (link in 2nd post in this topic)
  13. SwiftSmoky

    [F&F] Fight & Flight

    Fight & Flight is already making a lot of progress towards the next video! This will be a collaboration with LPS to showcase the new lightweight hull alteration, which can do a lot more than making fat tanks jump higher! This video will also introduce a new tank position that is not listed in the Tank Positions & Structures guide. LPS will release their video first, then the collaboration will continue and we'll record more tricks for FnF's version of the video, so you'll have a reason to watch both videos. You'll see some of the tricks only in the LPS video, and some only in the FnF video.
  14. SwiftSmoky

    [F&F] Fight & Flight

    oh and thanks everyone for the warm welcome! ?
  15. SwiftSmoky

    [F&F] Fight & Flight

    Almost everyone here is a helper ? I haven't played the game for a very long time and a lot changed since then, so it'll take me time to catch up, including understanding who is who (because of nickname changes). I'm not going to update the topic in a while because FnF is still going through many changes. I'm making this version of the club different than the old FnF (how it was before @darrrex and I left the game). One of my goals is to make the club more self sustaining so it won't fall apart just because some people in key roles leave. I do it by placing more people in these key roles and making sure that valuable knowledge and skills get passed along and don't leave with the people. This means there are many open positions in the club, including leadership positions. If you are interested, you can take this chance to become a leader, and I will teach you how to be a better leader and how to overcome problems that every leader has to face. If you're wondering what it's like to be a leader: it's mostly the same as being a parkourist, but as a leader you're the one calling people to do parkour and telling them what to do. It's not hard to decide what to do, but I won't go into details here. Differences to expect compared to the old FnF: More members. Opportunity to learn about club leadership, and to become an FnF leader. (and an unlimited number of leadership positions available) No Official status, not now and not in the future. (if FnF still had the Official status when I returned, the first thing I would do is reject the Official status) We like our freedom, and the new rules for official clubs take a lot of it away. Tanki admins decide for official clubs who can or can't join the club, and can kick members out of the club. I refuse to give such control over FnF to people whose interests aren't aligned with ours (or anyone outside the club for that matter). FnF already had once members that according to the new rules wouldn't be allowed in an official club, and these members were some of our best parkourists and closest friends. The requirement to upload a video every 6 weeks - we like our videos long and we work hard for a long time to fill them with our best tricks, pushing it will result in a huge drop in quality of parkour tricks or make the videos much shorter and less fulfilling for us to create, this is unacceptable. We'd rather have the option to not participate in parkour contests when we don't want to, without being punished for it. (we always participated, but only because we wanted to) I will be less involved in the parkour in-game, the other leaders will take over. I'll still play with the club and give trick ideas, but not like I used to be present in pretty much every single parkour session. Things that will stay the same as the old FnF: Our goal is to show new and creative parkour concepts.
  16. SwiftSmoky

    Do You Remember?

    This reminds me of flip fights from when Hammer just came out, I don't think I ever uploaded a video of it, but it was a lot of fun ? ~ posted by swift's ghost
  17. SwiftSmoky

    [F&F] Fight & Flight

    You probably won't like what I have to say, but I'll say it anyway. When I heard that FnF lost the paint, my first reaction was "they're gonna close the club". I came to say that if the club will close then it's a good thing, because if you don't enjoy doing what you do and only a paint keeps you doing it, then you are better off not doing it. Don't be sad that you lost the paint, be happy that you are done with it and free to do better things with your time ? (yea I know no one will actually stop being sad just because I say "don't be sad", but I'm sure that looking back at it after some time you'll agree with me) Good luck in whatever you'll do next, I hope you'll enjoy it more than you enjoyed parkouring!
  18. SwiftSmoky

    The Leaky Mult #5 - December 2019

    Being a flying ghost is a natural stage in a parkourist's life lol It's a well documented phenomenon and it has a scientific explanation, the parkourist's body adapts to the task of meddling with very nature of the game. You can see some documented cases of it in the spoiler, the second video also shows how such a ghost can rise up through the ground.
  19. SwiftSmoky

    [FTH] Fly To High

    When it feels more like work than play, it's a sign that you do it out of habit and the joy is mostly gone, which is what @darrrex and I experienced before we left FnF and the game, I even said pretty much the same thing "feels like a job". If you're bored of the game, becoming official is not your solution, leaving the game is. I used to spend a lot of time on tanki and now I reduced it to random rare periods of watching the community (like now) and the huge amount of free time I got from not playing tanki did wonders to me, I used it for better things that matter more than games and the only regret I have is that I didn't quit tanki sooner. If you become official, you'll get one "pay day", but then what? if it still feels like work, either find a way to get paid or don't do the work!
  20. SwiftSmoky

    [FTH] Fly To High

    Now that I think about it, becoming official is even a bit of a curse lol, especially with the new rules that force you to participate in all the big parkour contests and require you to ask permission from an administrator to add candidates, and people losing phoenix and their membership because of bans... I mean come on who the hell are they to tell you who you shouldn't play with!? And all of this for what, a stupid paint? I'm not joking when I'm saying that I would rather give phoenix away than be told to kick a friend out of my club because he got banned, I would just say I kick phoenix instead for causing problems in the club lol. Also it brings the problem of paint diggers that keep trying to join the club, I encountered so many people that were ready and willing to work hard for a week or two to get phoenix, but once they found out that it will take an indefinite amount of time (usually at least a month, but some took much longer) to get phoenix from FnF they lost their motivation and stopped helping in parkour (which they didn't really want to help with in the first place), that was our way to build a club of people with pure goals and not greedy ones, and to avoid adding people that will stop helping as soon as they get what they wanted.
  21. SwiftSmoky

    [FTH] Fly To High

    In my opinion you are one of only 2 clubs that reached the level of old FnF, the other club not being a part of the EN community, so I thought for a long time that if anyone deserves to become official it's you. While I know how discouraging it can be to not get the recognition and support you deserve from the game, I am still disappointed that your goal with this club is not a pure one about parkour, it includes becoming official and not getting it is enough to bring the whole thing down. I was in FnF for a pure goal: advance parkour and show the world how much creativity can be in parkour. I kept my eyes on that and didn't let other things change my goals, everything else was just noise and greedy temptations that lead people away from their pure goals. At that time many people believed that becoming official was only possible with commentated "guides" (which is how ToT became official and following their footsteps TFP did too), and yet I stayed on my path and enjoyed it all along. I still remember how much I enjoyed seeing lots of people saying stuff like "FnF is better than TFP, why are they still not official?" and "FnF's MOP Finals tricks were the best, they should have won 1st place", seeing how my way got me higher despite the system in place was much more satisfying than becoming official. And despite not being official, and despite being 2nd place in MOP finals, seeing what the community thinks was much more meaningful than what a select few (tanki staff and maybe helpers) thought. Becoming official was nice, can't say it was more than that, just nice. And the joy was short, then we just got used to it. Our pure goals were what provided the great joy that lasted for years. Every time we uploaded a video and read the comments, we enjoyed at least 10 times more than becoming official. Every time we completed a special trick we were so happy about it, and so full of excitement to show our latest inventions to the world. That is where the true happiness is, chasing phoenix is a dead end and totally not worth it, it's just a little candy you may or may not get.
  22. SwiftSmoky

    [F&F] Fight & Flight

    I made this video in the middle of 2018 when @darrrex and I were considering to close the club, but eventually we decided to leave it to a new leader so we didn't publish this video. More than a year later, looking at this video I think it's worth showing for old times' sake. Enjoy :) https://www.youtube.com/watch?v=EY5Whwzj1Ms
  23. SwiftSmoky

    Parkour Life Hacks

    yea anti cheat will get you, it wasn't this way when I wrote this post
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