Hi readers and racers, this article is
the first one of a series of articles that will talk about cheating
in Second life racing. Just like real life racing is heavily tested
and looked upon for cheating, keeping an eye opened for cheating in
Second Life racing is a must. As such, the series of articles will
talk about how it is possible to cheat in Second Life racing, what
must be done to prevent cheating from occurring, and how to detect
someone that is cheating.
Cheating in races
Cheating in a race can be done in
multiple ways that will be presented here:
Using a speed script: A script can be
used to “push” your avatar or vehicle faster than what the
vehicle script would allow. These scripts can be found at various
locations and may require some tuning to allow the car to still drive
correctly. It is easier when races are made on feet, such as snail
races, as multiple scripts already allow an avatar to walk/run faster
without any tweaking required.
Using a modified vehicle script: This
option is opened for races where cars have modifiable scripts, which
is pretty rare nowadays. It means changing the script values to allow
someone to have a faster car. While this option remains closed for
most racers now, it is still opened for one type of racers: The
vehicle creators who are racing. As they created the script and the
car, it would be possible for them to modify the script so they can
be advantaged.
For cars that allow you to add or
remove scripts, it is also possible to delete the script within the
car and create one that would replace it, renaming it to the same
name of the previous script, to have it go unnoticed. The script will
need to mimic the normal script for a better effect.
Using a modified car body: For races
that allow someone to bring their own car body, or modify the
existing one, it is possible to cheat by modifying the car body to
make it larger, or give it weird shapes with the goal of sending
other opponents flying and off-track. For better results, the
modifications should be done with invisi-prims, so that unsuspecting
racers receive the surprise.
Wearing a different avatar shape: Some
vehicles will behave differently (and go faster) depending if the
avatar is small or big. While not technically cheating as it is
simply modifying the avatar you're wearing, it is still not really
sportsmanship to abuse this possibility. In any case, when you drive
a new car, testing different avatar shapes could show you whether it
will have any effect on the car handling and speed.
Driving around the gate: A pretty
simple trick: For races that don't use checkpoints, pass the starting
gate, go around it and drive right through it. You'll be able to
complete a lap in no time!
Using shortcuts: On poorly designed
tracks, or multi-level tracks such as at 2Raw, it is possible to use
shortcuts by avoiding turns and as such getting faster laps. On
multi-level tracks, it is possible to fall down from a higher part of
the track to a lower one, and shortcut the track in the process.
Simply keep an eye opened for the shortcuts and use the
opportunities. As for falling down on a multi-level track such as
2Raw, while one can hope to fall automatically after hitting a bump
on the track , the most sure option remains to edit the car so it
falls down at the desired location.
Cheating in Time trials
The same as above applies, but a
special type of short-cutting can be done: As time trials are
typically made with invisible checkpoints around the track, you can
press control-T to make them appear (They will be appears as gates on
the track). From there, you simply need go through all of them in any
fashion. The fastest way to go to point A to point B is in a straight
line, in which case using a hovering vehicle can make you reach the
checkpoints in no time. Even better is a script allowing you to fly
faster as handling while flying is usually better than a vehicle.
This will allow you to easily top the leader boards for time trials!
Special ways of cheating
Second life being Second life, it is
possible to use its limits to your advantage. To do so, you can put
the sim or the racers under stress.
Putting the sim under stress: There are
typically two ways of doing that: You can rez objects, which will
create lag spikes. The more prim-heavy the object is, the larger the
lag spike will be. The limitation of this technique is that you can't
do this while you're driving, for obvious reasons. It however makes
it perfect for qualifications, as small lag spikes will prevent the
racers to do good times. On a creative basis, if you need to reach
out someone in the standings, it may be preferred to lag out only
that person so that person may end up starting further back,
increasing your chances to finish in front of that person as that
person will then need to deal with other racers first.
The other way to create lag spikes is
to attach and detach objects with a very high rendering costs (like
very high quality textures). The sim will struggle to bring
everything up in a timely fashion and will have heavy lag spikes. The
benefit of this method is that it can be used, even with build turned
off.
Another special but effective way of
cheating is to create horrible video lag to the other racers. The
computer needs to keep in memory what the user is seeing in Second
life to ensure a smooth experience. A way to make the others struggle
is to make your memory cost (Avatar rendering cost) huge. A typical
avatar will be below 100 000 ARC. By wearing attachments with high
quality textures, and keeping them on, it is possible to rez that
value to the millions. This will cause a very large drop of FPS
(easily 33%) to anyone looking at the direction of your avatar.
Anyone with a medium computer or slower will have a very hard time to
drive, thus causing them to miss their turns and do very slow times.
This concludes the part on how to cheat
in Second Life racing. This post is not one to incite people to
cheat, but to raise awareness on how it can be done. The next posts
in the series will show you what can be done to prevent cheating, and
how to detect cheating. Until next time, readers and racers!