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https://youtu.be/s_Q0f5W8QhU
Might help and there are alot more.
After a bit of playing around with the game I'm convinced it's a limitation of the hardware. My hook definitely isn't as fast as my straight. But what it does have it a lot of time for the computer to see my hand moving. Seeing me move for those few extra frames makes for a better calculation of my hand speed. Meanwhile your jab and cross are already there before the computer can make a decent determination of how fast you were going.
Try it yourself! If you take a wide swing it's easier to get speed. If you throw a cross from further back and step into it, you have a longer distance and you get better speed on the readout.
So if you want to game the system, swing wide and from long distance to get yourself the best calculation of your hand speed. More speed is more newtons.
https://www.youtube.com/watch?v=pulQnEFq8Zg&feature=youtu.be
I'm going to ruin the magic a bit and reveal a few things.
The velocity reading from the stats panel is meant to be the velocity of your hand at the moment of contact with the bag. Ideally, this would just be the direct velocity reading or calculation from position difference per frame from the controllers, but those readings become extremely unreliable with fast punches. To get more consistent results, I average the velocity results over the previous fraction of a second - enough to include a camera or lighthouse update or two. The average won't include any frames from before your swing actually started, but the number will definitely be at least a little lower than without the smoothing because some of the frames included in the average will be from when you were still accelerating your fist to top speed.
This information lines up with what you're suggesting in the video - that punches that take a longer time to throw will have more near-top-speed frames used in the average - but it's not the whole story. Actually, it turns out the things you're recommending result in a higher fist velocity in real life, too, and that's where much of this velocity difference is coming from.
Stepping into a punch will definitely increase your impact velocity in real life, as you're adding the velocity of your forward movement to the velocity of your punch. Hooks are generally the highest velocity boxing punch because of how rotational movement translates into linear velocity. A rear hook is "slow" because of it's travel time, but the actual velocity it impacts with is very fast.
But I want to strongly warn that I don't actually recommend this approach to learning the game. I think the Thrill of the Fight does a reasonable job of letting you improve at the game as you improve your real-world boxing skills, but it by itself does not actually teach you good boxing skills that you could take to the real world. TotF puts too much emphasis on impact velocity in its damage calculations and it's too easy to find ways to increase velocity at the expense of power in ways that you would never want to utilize in real life. What I recommend is that you use external resources to learn boxing fundamentals and then drill that form in TotF and use measure your progress. So you can use the heavy bag to check your speed improvement on the punches you're throwing with good form, but you shouldn't adjust your form based on what's getting you a higher power reading from the heavy bag.
One of my major goals with TotF2 would be to make a game that doesn't just let you bring boxing skills in from the real world to the game, but that will also let you take boxing skills out from the game to the real world. It will require a major foundational difference to how things work compared to TotF1, but I hope I get the opportunity to try out the ideas I have for that.
https://steamcommunity.com/sharedfiles/filedetails/?id=1796105510
but my normal hook was 6m/s firstly,now is to 10m/s ,this is only because I have mastered the right way to generate force. the reason to putt forward the question is that I want to learn the probable limitation of cross ,so i know how far I am going to go In the coming months,i thnik that's part of the game