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Heisa

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  1. GoS:RL Lite v1.3.0, an engine-accurate ball prediction and aerial bot for Rocket League on Windows. BUY NOW! This is a public topic for newcomers who don't know what GoS:RL Lite is. GoS:RL Lite is a helper tool for Rocket League on Windows. It reads the match live, predicts the ball with the game's own physics, and takes over specific actions when you ask: aerials, air dribbles, demos, wave/wall/zap dashes. You keep the wheel, and it handles the inputs you delegate. It is undetected under EAC right now, and updates are included. When Rocket League patches, we patch with it. You can get it for 19.99 EUR a week or 39.99 EUR a month. Direct store links are near the bottom of this post. Highlights Native Ball Prediction NEW IN 1.3.0 Most prediction tools approximate the ball with a curve. Lite runs the game's actual physics instead: the same collision shapes, materials, spin and drag your match uses. It follows the ball with only very small errors, so the line you see is where the ball is really going. It covers Soccar, Heatseeker, Dropshot, Hoops, Snow Day, Pinball, Boomer Ball, Beach Ball, Super Cube, Moonball, Gridiron, Split Shot (both its Snow Day and Heatseeker versions) and even the Eggstra Special Mode. You can keep it simple with Only In Goal, or draw the full path and adjust color, texture, line width, fade in and fade out, and how many seconds ahead to predict. Online, the server owns the ball. The prediction follows the server's ball closely, but the server always gets the last word. Heatseeker Heatseeker_wm.mp4 Dropshot Dropshot_wm.mp4 Split Shot Snow Day Splitshot snowday_wm_small.mp4 Super Cube Super Cube_wm.mp4 Beach Ball beach ball_wm_small.mp4 Boomer Ball Boomer ball_wm.mp4 Aerial Bot Hold a key and the car flies the aerial for you. There are six mode profiles: Always Freestyle, Freestyle, Freestyle 2, Normal, Redirect and Strict. Each one keeps its own settings and its own hotkey slot. Aim at Goal searches for real scoring car states, including Heatseeker physics as of v1.3.0+, Auto Boost handles your boost, and the final orientation controls decide how the car rotates into the ball. Freestyle aerial + redirect Freestyle Aerial Bot + Redirect mode_wm.mp4 Aerial Bot + Redirect Mode, captured from the rear view camera. Made to impress the spectators Rear view camera Aerial Bot + Redirect mode_wm.mp4 Flip Reset and Flip Reset 2 NEW IN 1.3.0 Two dedicated reset modes. Flip Reset turns the car so the wheels face the predicted ball during the final approach. Flip Reset 2 goes further: it positions the car so the wheel side actually meets the ball, and it reads your dodge window to decide when to leave the reset pose. It also adds three settings of its own (Alignment, Auto Reorient and Reorient Only After Reset). Both modes are available as final orientations, and Flip Reset 2 also works on normal and strict air dribble finals. Air dribble into Flip Reset 2, finished with a manual dodge at the end Air Dribble + Flip Reset 2_wm.mp4 Air Dribbling Air dribbling is carrying the ball through the air: you lift it off the wall or the ground, then stay right underneath it with small controlled touches, nudging it toward the goal. The whole trick is staying under the ball without popping it too far ahead, which is what makes it hard to do consistently. That carry is what the bot takes over. It keeps the car under the ball and steers toward the goal opening, with forward and lateral correction sliders setting how far it can adjust underneath. Air Dribble 2_wm.mp4 Demolition Bot NEW IN 1.3.0 Hold it and the car chases the closest enemy ahead on your current surface: floor, side wall or floor to wall routes. It predicts their turning, throttle, boost and wall gravity, so it tries its best not run past them. Has its own tab, with a hold hotkey that can be rebound (LeftControl by default). Demolition Bot_wm.mp4 Wave Dash / Wall Wave / Zap Dash / Recoveries A movement tab for wave dashes and wall dashes, with orient-only or continuous modes, dodge direction control, cooldowns and a hold hotkey. Hold the hotkey and it can also do speed flips, and the recoveries help you land back on your wheels. Wave dash: a dodge triggered right as the wheels touch the ground. The ground cancels most of the flip motion, so you keep the speed burst without committing to a full flip. It is the go-to for fast recoveries and low-boost rotations. Wall dash: the same trick along walls and wall exits, chained dash after dash to keep your pace while re-entering the field from the side wall. Zap dash: the timing-heavy version popularized by 1v1 player aZapatos. You land without a flip, the nose tips down slightly, the front wheels pop up first, and you snap a wave dash off that bounce for a bigger burst than a normal wave dash. The bot handles the timing. The Wall Wave and Zap Dash clips below were recorded in GoS:RL V4, which is was never released due to EAC. It runs the same dash code as Lite, so what you see is what you get. Wall wave dashing Wall Wave Dashing_wm.mp4 Zap dashing Zap Dashing_wm.mp4 Boost Timers and Enemy Boost Boost pad respawn timers for both sides, and enemy boost drawn right on the nameplates. Quiet and easy to read. Car Vision NEW IN 1.3.0 Renders enemy cars through the ball and other geometry when they are close to it, so you can read the challenge behind the ball. There is an optional 300 to 1200 distance gate. Your own car stays normal. Menu & Config The menu opens with Insert by default. Mouse wheel scrolls long tabs, Ctrl-click edits exact values, and holding Backspace repeats. Hotkeys bind in a few keypresses, every aerial mode keeps its own profile, and all of it saves to config. Everything included as of now: Ball Prediction Rendered prediction path. Only In Goal mode if you only care whether the ball is going into a goal. Draw Ball Intercept option which shows you where you can hit the ball on its predicted path. Prediction color, intercept texture, intercept point size and intercept color. Fade color toggle plus Fade In and Fade Out line modes. Line Width and Seconds To Predict settings. Custom collision engine for walls, ramps, corners and goal frames, plus the rims, pucks, cubes and beach balls of the special modes. Stays accurate through goals, kickoffs, training resets and map changes. Mode-specific prediction Soccar: walls, ramps, corners and goal frames behave like the real field, so bounces, curves and pinches keep the line true. Hoops: rims and nets are real surfaces, so rim rattles, net bounces and awkward angles all show up on the line. Dropshot: broken tiles leave holes with sharp angled edges, and the prediction reads the live tile state, so the ball can clip an edge or drop through a hole exactly like in play. Heatseeker: the ball hunts the net, speeds up with every touch, and can kick off the backboard, switch sides and fire back. The prediction reads the live rules and includes the backboard redirect. Small differences can show up online, because the server decides what happens to that ball. Beach Ball: the light ball curves on its own, spin cap included, so the line bends with it. Boomer Ball: fast-ball Soccar. The prediction tracks the faster pace, so the line stays true up to the last bounce. Split Shot Snow Day: the puck barely loses speed and loves the walls, and the prediction follows its flat, sliding behavior. Super Cube: flat faces, sharp edges and tumbling bounces, all followed exactly. The path stays correct even while the cube spins. And others... Boost Timers Tracks boost pad recharge and draws timers over the pads. Enable toggle, circle display with texture and size, text countdown with size and color, and a Z Position setting that controls both circle and text height. Big boosts respawn after 10 seconds. Timers hold up through demos, respawns, goals, kickoff resets and team switches while pads are still regenerating. Enemy Boost Shows estimated enemy boost in game, either as a bar under the car or on the nameplates. Optional amount text, thicker and easier to read. Nameplate bars can hide player names, and the boost text centers when names are off. Normal Bar settings: width, height, X and Y offsets. Nameplate Bar settings: X and Y scale, padding, X and Y offsets, Show Names, text scale, and separate offsets for the amount text. The nameplate overlay follows Rocket League's own nameplate scale, so you can adjust the final size in the game settings too. Aerial Bot Six mode profiles plus per-mode settings, driven by the held hotkey. Hotkey defaults: Primary F, Secondary G, Third Space, Fourth B. Default modes: Freestyle, Strict and Redirect, with Strict for air dribbling. Fast aerial turn controls that favor pitch and roll over slow yaw turning. Every aerial mode has hotkey and config support. Final Orientation Sets how the car rotates before it reaches the ball. Final Orientation Mode options: Normal, Strict and Redirect. Air dribble finals use Normal and Strict. Final Orientation Distance decides how close the car gets before it enters the final orientation, and Extra Reorient Time adds time on top. Redirect works best when the ball is moving toward you. It can struggle when you and the ball move together toward the enemy goal, and it still plays by the game's physics. One tip: when you are aerialing close to the ball, stop boosting as soon as the bot starts orienting. It takes a little getting used to. Dodge Protection Time Replays your own jump input on the dodge frame, so the bot cannot overwrite your dodge direction. Time based, so it stays consistent at very high FPS. Aerial Modes Always Freestyle: the most freestyle-focused mode, keeping freestyle behavior aggressive. Freestyle and Freestyle 2: the main freestyle modes. Freestyle is the Primary default, and Freestyle 2 is a second preset for a different setup. Normal: cleaner aerial behavior with less freestyle logic. Redirect: redirect-style touches, best when the ball is moving toward you. Strict: focused on air dribbling and clean controlled touches. Flip Reset and Flip Reset 2: the two reset modes described above. Per-mode settings include Final Orientation, Final Air Dribble Orientation Mode, Final Orientation Distance, Extra Reorient Time, Air Dribbling Max Forward and Max Lateral Correction, Aim at Goal, Auto Boost, Freestyle Roll Angle, Freestyle Air Roll Direction, and Take-off controls. Right-click an Aerial Mode button to set it as Primary, Secondary, Third, Fourth or the Air Dribbling mode. Right-click again to clear it. Flip Reset 2 settings, shown when Flip Reset 2 is the mode or the final orientation: Alignment Degrees (default -10, range -40 to +40), Auto Reorient (default On) and Reorient Only After Reset (default On, needs Auto Reorient). Reset Reorient Distance and Extra Reset Reorient Time replace the usual final orientation timing sliders. Air Dribbling Max Forward and Max Lateral Correction control how much the bot can adjust its target under the ball. Final Air Dribble Orientation Mode can be used where supported, and the mode can be assigned from the Aerial Modes buttons. Strict is the default air dribbling mode, kept cleaner to avoid unnecessary touches. It steers the carry toward the goal opening, and the pickup reach is roughly doubled for balls below, beside or behind the car. Reaching the side of the ball no longer cancels the turn. Your old slider values may need adjusting. Auto Drive New steering controller that can climb walls without a full pathfinder. Picks a simple drive target from the aerial intercept, using the closest useful surface. Slows down only when the turn needs it, and matches speed to the ball when aerialing (semi-working, and I would still drive myself for now). Wall and ceiling routes only take over near an actual transition, and it avoids weird opposite surfaces. Auto Drive is a toggle in the Aerial Bot tab. Draw Ground Debug can show the route it is trying to use, and it gets out of the way better during takeoff. Aim at Goal Per Aerial Mode. The toggle turns the whole behavior on or off for that mode. Aerial Pitch, Yaw and Roll ranges control how far the search can rotate the car while looking for a better contact. Positions Around Ball sets how many contact positions are checked. Higher finds better hits but costs more. Refinement Iterations improve the chosen contact at extra cost. Use When Aerialing, with Aerial: Facing Goal and Aerial: In Safety Zone conditions. Ground: Facing Goal and Ground: In Safety Zone handle ground checks. Safety Zone Distance is measured from the enemy goal center toward the middle of the field, so higher values pull the safety zone further back. Search range values: 1.0 is full rotation on the axis, 0.75 is wide, 0.5 is medium, 0.25 keeps close to the default orientation, and 0.0 disables search on that axis. Aim at Goal controls can gray out when the mode is being used as the active air dribbling mode. Heatseeker support: the hit search uses the ball's live Heatseeker physics, so the hit it picks matches what the ball will actually do when your car touches it. Auto Boost Simple boost helper, enabled per Aerial Mode. Your own boost input takes priority, and the bot will not release boost while you are holding it. Wave Dash / Wall Wave / Zap Dash / Recoveries Enable toggle, hotkey, and an Orient Only mode that lines the car up without forcing the dash. Orient Towards Ground for landing-surface setup, and Jump On Ceiling for ceiling dashes. Zap Dash enable. It is more timing sensitive than a normal wave dash and depends on contact, suspension, rebound and jump timing. Continuous Mode with a jump-type selector keeps looking for chances while the hotkey is held. Wall Dashing with a speed limit, an adaptive cooldown that scales with your speed, and a cooldown between attempts. Dodge Direction controls the dodge used during the dash. Zap Dash can behave differently in Dropshot because the car physics there are slightly different. Occasional tumbles on that map are a known issue. Demolition Bot Dedicated tab with a compact chase mode. The hold hotkey defaults to LeftControl and can be rebound with the tab's button. Hold the key to chase the closest enemy ahead on your current surface. Side wall and floor to wall routes stay surface-relative. Predicts the target's turning, throttle, boost and wall gravity, and keeps a pursuit point when the intercept is not directly reachable. Car Vision Optional 300 to 1200 distance gate for rendering enemy cars through the ball and other geometry. Your own car stays normal. Lives in the Misc tab. Hotkey Binding Press a key to bind it. Left mouse is ignored, Escape cancels, and the old hotkey stays if you cancel. Any recognized game key can be bound, including joysticks/gamepads as long as the game recognizes it. Menu & Config Menu opens with Insert by default, and the menu hotkey can be changed. Misc tab included. Mouse wheel scrolling, left and right click blocking behind the menu, Ctrl-click exact value editing, and held Backspace repeat. Config save and load for all features and settings, saved as TARLBotSettings.ini in Documents\My Games\Rocket League\TAGame\Config. Hotkeys save with the visible names from the UI. Version history v1.3.0 Major Update (October 2026) Native, engine-accurate ball prediction across almost all modes. Flip Reset and Flip Reset 2 aerial modes, both also as final orientations. Demolition Bot with its own tab and a hold hotkey. Car Vision for enemy cars, in the Misc tab. Heatseeker support for Aim at Goal. New air dribble carry with doubled pickup reach. Hotkey labels in the mode menus and updated tuned defaults. v1.2.4 (September 2026) Maintenance update for the latest Rocket League build, keeping the controller, vehicle and input layouts in sync. v1.2.3 (August 2026) Updated for the newest Rocket League build, with refreshed car and ball layouts plus Hoops detection, and small internal fixes. v1.2.2 (July 2026) Prediction fixes for retail builds across launchers, and internal cleanups that trimmed the tool's footprint. v1.2.1 (June 2026) The detection update. After a banwave hit older versions, this build reworked the internals and the way it injects; in testing it stayed safe for far longer than previous versions. It also fixed Aim at Goal across the final orientation modes, corrected Hoops and Dropshot contact behavior, and fixed a wave dash throttle that could get stuck. v1.2.0 (June 2026) The Aerial Modes update. Always Freestyle, Freestyle, Freestyle 2, Normal, Redirect and Strict became real profiles, each with its own settings, its own hotkey slot and right-click assignment. The Wave Dash tab arrived with Orient Only, Wall Wave Dashing, Zap Dash, ceiling dashes and adaptive cooldowns, Auto Boost showed up, Hoops and Dropshot prediction became semi-supported, and the menu gained mouse wheel scrolling, Ctrl-click exact values and held Backspace repeat. v1.1.1 (June 2026) Dodge Protection Time switched from frame ticks to milliseconds, so high-FPS players keep the same protection window. Also fixed the Aerial Bot stopping after long sessions and nameplate boost bars not covering long names. v1.1.0 (June 2026) The Aerial Bot update. Redirect and Strict aerial modes launched with air dribbling offset controls, Auto Drive groundwork, the Aim at Goal scoring search and the Press Key hotkey flow. Ball Prediction gained the intercept marker with textures and colors plus fade in and out line modes, and the boost overlays got their first big polish. v1.0.0 Where it started: Ball Prediction with its own field collision engine working on any map, Boost Timers, the nameplate Enemy Boost overlay, and the in-game menu with config saving to TARLBotSettings.ini. Soccar only at launch. Safety concerns Injector and GoS:RL Lite have been tested and undetected under EAC since around 01/09/2026. Be careful anyway, and never use accounts you really care about. The v1.3.0 build was tested thoroughly and safe from 09/10/2026. Keep the same caution while using it. If you worry about your machine HWID, feel free to use any spoofer before launching Rocket League. Security status, updates and discussions remain private in the forum section once you purchase. Get GoS:RL Lite 1 Week: 19.99 EUR. Store page 1 Month: 39.99 EUR. Store page Both are in the Rocket League category of our Store. Renewals, payment methods and receipts are under Manage Purchases in your account menu. Updates and support are included. What users say "loving it so far!" @vetoxin "Now this, is legendary." @Wubble "Holy Moly, this is sickk" @puffy88 "Seems to be working, nice job." @xivaely "You are the best, ever. I can't wait to try." @stickyonestill "Your work over the years has always been excellent." @Ruger44 "hahah dude u coocked i played now for 2hrs its amazing" @iAutre "Its been safe since last safety update still going well." @Aristo "Not since the last security update! almost for a month now!" @Rodrighinni "I'm really looking forward to it, I've been using Gos RL for two years now." @ImBrokz "You absolutely deserve additional support. It will be a pleasure to contribute." @muraioshino "I've been here for a couple of years and had an active sub during the eac implementation." @Geo "Always great to see how GOS was great as is, and now with a complete overhaul this could make this into something better." @jeeeko "Testing right now and it is insanely smooth. Prediction just feels much more accurate than even v3. Boost timers in nametags are very useful and creates less clutter. Amazing responsiveness." @camden411 FAQ Steam/Epic? Yes.. Is it undetected? Yes, under EAC at the moment. See the Safety concerns section above, and keep using accounts you can afford to lose. What happens when Rocket League updates? We update with it, and existing subscriptions get the new builds. How do hotkeys work? Every aerial mode gets its own hotkey slot and its own settings, and everything saves to config. There are currently 4 hotkeys which can be assigned to aerial modes. Where do I get support? Post in our forums.
  2. Hi, please refer to this post: And send us any .dmp files by using the provided script so we can investigate the crash. Any logs are also heplful in finding this issue
  3. Thanks for sharing! Just fyi, Demolition Bot is currently bugged and I'm working on fixes for it as we speak.
  4. Apply here for access. Once approved you would see it in the store
  5. Yes, since a month ago we have released freestyle modes, no flip resets yet tho.
  6. Hey everyone, I wanted to ask the community how they would feel about me opening a Patreon page as an entirely optional way for people to further support the development of GoS:RL Lite and other future projects I will be doing and releasing on GoS. So I'm writing this topic to see what the community thinks before doing that. Over the years, a few generous people have had asked me if there was a way to further support my work outside of just buying it here and I have politely declined these offers. That being said, times change and I've been thinking about opening a page as a way for people support the time spent on everything. To be very clear: nothing major will ever be moved away from GoS. The project, updates, discussions, support, and the actual work would still remain here. You would not really be buying anything special. It's mostly for helping fund the work. Right now my rough idea is to have simple tiers: $3 Support - A basic support tier. You help fund development and keep the project and any future work going. $5 Backer - Supporter tier + occasional dev updates and dev-blog posts / behind-the-scenes notes. $10 Sponsor - Backer tier + your name in the credits/supporter list if you want, plus extra attention and consideration for a personal feature or different project requests. $25 Big Supporter - Same perks as Sponsor, mainly for people who want to support more. $50 Grifted Supporter - Joke/support tier at this point. Same perks, no extra obligations. For legends, and suspiciously generous people, haha. About feature requests: Sponsors and above could submit feature requests that get extra attention and consideration, but this would not guarantee that every request gets added. Features would still have to make sense for GoS:RL Lite for example. And very importantly, this will NOT take away from regular users who simply bought it and have requested a feature. I might also share small devblog posts or behind-the-scenes notes/screenshot/videos there, but at the time I'm writing this post I'm not sure yet if those would contain anything that the forum would not eventually see too. Possibly other projects I might be secretly working on to be released on GoS, but I don't want to split the community. So. This will be mostly for people who already wanted to support the work entirely voluntarily! And please share your thoughts/opinions. How would you feel about this kind of Patreon/support page? And if you have any other ideas, let me know! Thanks for reading.
  7. There's a post by me for type 2 injection in the private section
  8. I wouldn't say so, It's more v4 than than anything v3
  9. This depends on your skill level and is usually a preference. I prefer to drive myself but I am used to it and can perform better situationally than a hardcoded bot
  10. True, RL is another beast. Ayy, lmao: Thankfully that the game is not big, because its literally open source and not protected at all. It will be a disaster for everyone..
  11. Not gonna lie, I did try it for about 10 minutes, and it definitely has a nice physics-feel to it. The biggest issue is the playerbase as Feretorix has mentioned. I don't think there are even bots you can play against ? So start promoting it or something to get it going 😂
  12. It's unity engine? I might
  13. For real? Just give me a break...
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