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V4 - Current Progress


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176 replies to this topic

#161
Eliaz

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Released before gta6?


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#162
unkemptfiber1

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Yo Heisa, in v4 will there be any kind of pre flip integration? For example, if you want to go for a full field air dribble you take it off your wall and do a flip cancel. Right now you have to wait for the animation and control it yourself to get in position before the air dribble tool can kick in properly. If so, will there be anything for using pre flips in the air to extend an air dribble? I know this seems pretty weird and probably hard to integrate, but I thought I would ask.


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#163
Heisa

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Yo Heisa, in v4 will there be any kind of pre flip integration? For example, if you want to go for a full field air dribble you take it off your wall and do a flip cancel. Right now you have to wait for the animation and control it yourself to get in position before the air dribble tool can kick in properly. If so, will there be anything for using pre flips in the air to extend an air dribble? I know this seems pretty weird and probably hard to integrate, but I thought I would ask.

Can you show me a video of how that looks like ? I need to see first what is it that you are asking.

Funnily enough just last night the freestyle modes had improvements to their air dribbling capabilities and I was able to air dribble and hold the ball from anywhere to 30s to 1 min in the air. That's quite good for freestyling because of the constant spinning introducing different touches on the ball, and considering I don't grind the game anymore competitively. But I do grind GoS  ;). The strict aerial modes are still top for keeping the ball in the air the most amount of time, though!
 

But as of writing this post, you would be able to Flip Reset -> Air Dribble on 1 hotkey as soon as it gets the reset. So maybe that would be enough for what you're asking. But let's see if you would be able to provide visuals

I'll expand more on that in an update post with the recent changes at in the next few days. More good news to follow regarding the Aerial Bot!


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#164
BadassCoco692002

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Can you show me a video of how that looks like ? I need to see first what is it that you are asking.

Funnily enough just last night the freestyle modes had improvements to their air dribbling capabilities and I was able to air dribble and hold the ball from anywhere to 30s to 1 min in the air. That's quite good for freestyling because of the constant spinning introducing different touches on the ball, and considering I don't grind the game anymore competitively. But I do grind GoS ;). The strict aerial modes are still top for keeping the ball in the air the most amount of time, though!

But as of writing this post, you would be able to Flip Reset -> Air Dribble on 1 hotkey as soon as it gets the reset. So maybe that would be enough for what you're asking. But let's see if you would be able to provide visuals
I'll expand more on that in an update post with the recent changes at in the next few days. More good news to follow regarding the Aerial Bot!


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#165
BadassCoco692002

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Dark does it all The time actually

Je drives to his back wall of corner and pre Flips into it there are different pre Flips actually but would say The way dark does it is The best for Full Field airdribbels
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#166
BadassCoco692002

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Dark does it all The time actually

He drives to his back wall or corner and pre Flips into it there are different pre Flips actually but would say The way dark does it is The best for Full Field airdribbels
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#167
Smartie

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The mechanic is called a Twist Flip. I typically perform it manually since my flip-cancel settings disable at a certain distance from the ball. If you can speed flip, you can usually pull this off to some degree. The timing is definitely tricky, though. Here’s a tutorial: Twist Flip Tutorial


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#168
Durp10001

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The Good. The Great. The awesome news about the new [Aerial Bot]!
 
The new Aerial Bot has been greatly improved from it's previous versions, the trajectory, arriving at the target, and dynamically adjusting itself. It feels much better now. It actually does a 'real' aerial trajectory which a player would do starting from the ground and it gains more height initially and it accounts for fast aerial physics.
 
It no longer feels dull, and it doesn't go "straight at the target" as the legacy aerial mode, but it respects the fast aerial trajectory. It is now smooth as butter and it feels great.
 
The [Air Dribbling] was improved as well by some extent, it is now better at keeping the ball in the air and directing it towards the goal. 

A new Pogo and a Strict 2 aerial modes have been added. 

The Pogo mode if you're unfamiliar with it will direct the car towards the landing surface and orient in a way so it hits the surface with it's front corners resulting in a rebound of the car. This mode was added just for fun, and it can be used to fall from a ceiling, pogo rebound and orient towards the aerial intercept automatically while keeping the dodge available.
Or you can go underneath the ball and Pogo from there as seen the player Dark do it. You can see for yourself here: https://www.youtube....rts/3QpPeWdYAfc
 
The new Strict 2 mode was added to accompany the new air dribbling changes but you would be able to use it for other things as you wish. It is still strict with it's rotation but it's rolling the car upside or upside down. 
 

Each aerial mode also now has the ability to choose a final orientation individually. [FreeStyle Control] is now a [Final Orientation]. 
 
The Freestyle final orientations currently supported are: Normal, Alt-Normal 1-4, Strict 1-2, the new 'Redirect Mode' Upside Down, and Flip Resets 1-2. So you would be able to do:
Always Freestyle -> Flip Reset.

Or if you want to make a goal scoring mode. You would select the 'Redirect Mode' as the final one. And it will initially do 'Take off mode' if enabled, freestyle into the chosen orientation from the new [Aim at Goal - Simulation Mode], which you can control when to start transitioning with slider options
 
With that, Normal, Strict 1-2, Mixed Aerial Mode, Upside Down modes also have the ability to choose a final orientation mode. Currently the supported ones are: Redirect Mode, And flip resets 1-2.

  • The alt-normal modes use special orientations internally, so they do not have that option.
  • The orientations will now automatically activate by determining first how much time it would take to orient as well as the chosen distance.

Regarding the old aerial bot and two GoS:RL versions:

Before I had the legacy aerial bot as an option so you can compare both, but a better solution is to just have 2 separate GoS versions which you would be able to load.
 
For this, I have decided to discontinue the legacy aerial bot. The reason for that is it's no longer good and doesn't provide the necessary tools for accurate predictions, new features and what-not.
It will also make it annoying for me to always implement workarounds for any new features and just makes more unnecessary work. So for these reasons, the legacy aerial bot that has been present is leaving us in the v4+.
 
You'll still be able to play with it by us providing the option to load v3.9+ versions which will be kept updated and alive for some time until the full transition to v4. But with how good the new aerial bot is, I'm not sure you would want to go back.
 
Now, for the awesome sauce.
 
The new [Aim at Goal - Simulation Mode] and the [Redirect Mode] have been greatly improved from their previous successors.
The previous version only allowed a single orientation which indeed scored much better than a simple aim at goal offset, but it wasn't able to produce tight angle shots. It has the options to limit the orientations used.

The new revamp works by finding us the orientation and position for us to arrive at the target. But the [Aim at Goal - Simulation Mode ] and aerial [Redirect Mode] are greatly dependent on each other, so using the [Redirect Mode] is somewhat a requirement for the best results. If no [Redirect Mode] is chosen by any means either as a current aerial mode or a [Final Orientation] mode, I have added for that a fallback logic, but it won't be as good without it.
 
It's able to hit shots from a lot of angles much more than the previous version and it's not even looking to do fast shots at the moment.

It works even with freestyle modes as long as the [Redirect Mode] & [Aim at Goal - Simulation Mode] is selected as a finisher.
 
I've added a few quick clips just to show it in action. Keep in mind this is still in development stages and not final! I might need to do changes to it, but currently I'm pretty happy with what I've achieved.

 

Merely a vision a few years back and with persistent effort, not giving up on this, and strong belief, it's finally becoming a reality. And it's a big step forward for accurate shooting. 
 
Clip 1: https://youtu.be/7uRWAZFfxNk

Here I am simply jumping & boosting while using the [Redirect Mode].
 
Clip 2: https://www.youtube....h?v=8xGnNnWk6do

In this clip I decided to test it vs bots and got this shot.
 
Clip 3: https://youtu.be/mOW9QhE8LKE

Here I am again jumping & boosting using [Normal Freestyle] and [Redirect Mode] as [Final Orientation]. So it's freestyling then it finishes with a redirect.

And it's all hardcoded. No Machine/Reinforcement learning. Maybe if users want, I'll put more clips into one, as these were just quick uploads.

 
The [Flip Reset 2] has been completely rewritten from the previous version. I have added the option to use the aerial mode if it's selected from a [Final Orientation] if we:
- Have a flip
- After a successful flip reset

Also added [Auto Reorient] and [Require Flip Reset First] features to use the orientation of the current aerial mode after a reset.

So you would be able to do for example: Upside Down -> Flip Reset 2 ( if enabled as a [Final Orientation] ) -> Gets the reset -> Continues into Upside Down. Then you can use your flip however you wish.
And others..
 

 

The Bad News: 
Which some of them were already done since posting in the shoutbox about it.

  • The [Aim At Goal - Simulation Mode] can be expensive. But you could tweak the performance and precision if your system can handle it.
  • Since the [Aim At Goal - Simulation Mode] gives a state for our car to be at, all the error would come from actually getting into that position and orientation.
  • This is entirely dependent on how you start the aerial. Even though the new [Aerial Bot] will correct mistakes on from the user, If you can't get into that state given by the new [Aim at Goal], the [Redirect Mode] can't really execute whatever the solver has given us. It has logic to do what it can at it's current state, but for the best results, your aerial execution has to match the plan of the [Aerial Bot]. Since I've said before, even a small difference in positioning, planned speed, orientation and hit point can greatly change the outcome of the car-to-ball hit from what we've planned. 
  •  
  • But to not discourage you! The visuals I'll be adding will guide with that. And currently all you have to do is get to the target and stop boosting as soon as the orienting happens. Simple enough! You just need correct starting conditions.
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  • It's going to require fundamental changes and tweaks to the aerial modes and how they work, so that it can be made into a useful thing.  As well going back, re-checking every related feature, as well as re-evaluating the new [Auto Boost] & feathering code. It might or might not require changes to that too. But this is the nature of a complex system like this. You change one thing, then everything else that is connected to it might also need to change. 
  •  
  • The [Aim At Goal - Simulation Mode] ground targeting using that new method would also lead to needing to tune the [Path Finder]. So I have to go back and adjust the logic in the [Path Finder].

Other things left to do along with the mentioned ones are: 
 

  • Fixing the aerials in the [Demolition Bot] so together with [Air Dribbling], we can actually do useful air bumps by implementing the new [Aerial Bot]. But will do only that at the moment. After the v4 release, I'll revamp the demolition bot overall with the new knowledge I have gained so far.
  • Hunting weird bugs with the [Ball Prediction] and the physics library.
  • Hunting a very rare crash happening with the [Path Finder].
  • Menu revamp with a searchbar, making it easier since now aerial modes can individually be configured. 
  • Other QoL improvements from suggestions and the current features.

 
And that will require more time. But it will be worth it! And it will pay-off for our patience in this long journey.
 
And that's about it, the [Aerial Bot] is leaving it's 'BETA' stage proudly and moving strongly in the forward direction.

Thank you again the continued support and for being patient with my learning journey throughout this time.

If you ever need a tester for anything you've mentioned I would be happy to help you, I don't even know what to say, you are one of the greats Hesia, it is beyond comprehension what you are doing


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#169
Joggl88

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In previous versions of the [Aerial Bot], Aerial Shadow Defense sometimes had issues: not reaching the ball cleanly, narrowly missing it, or the alignment with the goal being slightly off. This can be very critical in defensive scenarios.

With the improved logic in v4 (trajectory calculation, orientation, positioning), will this aspect already work more reliably, or would it still require dedicated adjustments to specifically account for defensive situations?


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#170
Heisa

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In previous versions of the [Aerial Bot], Aerial Shadow Defense sometimes had issues: not reaching the ball cleanly, narrowly missing it, or the alignment with the goal being slightly off. This can be very critical in defensive scenarios.

With the improved logic in v4 (trajectory calculation, orientation, positioning), will this aspect already work more reliably, or would it still require dedicated adjustments to specifically account for defensive situations?

Not sure what you're talking about. There's no 'Aerial Shadow Defense' logic. You are the main driver, you decide when to use a bot and in what scenario. There isn't logic that changes its states except the dribble bot, but that's just for catching/carrying the ball.


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#171
Joggl88

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Thanks for the clarification — I didn’t express myself well earlier.
I’m not referring to a separate “Aerial Shadow Defense” logic.

In practice, I usually run [Alternate Aerial 2] as the first mode and [Strict] as the second, also for defensive situations. I’ve been using GoS daily since 2021 and know the features very well.

My question is whether the improved logic in v4 (e.g. trajectory calculation, orientation handling, and timing) will also indirectly result in defensive scenarios being handled more reliably overall.

By that I don’t just mean classic aerial interceptions (staying goal-side, closing angles), but also:

  • Backboard defense: timely positioning and clean clears off the backboard,

  • Saves against direct shots: quick and precise alignment even from difficult angles,

  • Air 50/50s: correct prioritization between making contact and maintaining stability,

  • Cutting off redirects or passes: fast switching from neutral to reactive positioning,

  • Defensive clears under pressure: playing the ball safely out of danger rather than uncontrolled touches.

At higher-level lobbies, speed, angle optimization, and timing become extremely critical. In some situations the bot currently still reaches its limits — arriving very narrowly or slightly too late at the ball.


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#172
Durp10001

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Thanks for the clarification — I didn’t express myself well earlier.
I’m not referring to a separate “Aerial Shadow Defense” logic.

In practice, I usually run [Alternate Aerial 2] as the first mode and [Strict] as the second, also for defensive situations. I’ve been using GoS daily since 2021 and know the features very well.

My question is whether the improved logic in v4 (e.g. trajectory calculation, orientation handling, and timing) will also indirectly result in defensive scenarios being handled more reliably overall.

By that I don’t just mean classic aerial interceptions (staying goal-side, closing angles), but also:

  • Backboard defense: timely positioning and clean clears off the backboard,

  • Saves against direct shots: quick and precise alignment even from difficult angles,

  • Air 50/50s: correct prioritization between making contact and maintaining stability,

  • Cutting off redirects or passes: fast switching from neutral to reactive positioning,

  • Defensive clears under pressure: playing the ball safely out of danger rather than uncontrolled touches.

At higher-level lobbies, speed, angle optimization, and timing become extremely critical. In some situations the bot currently still reaches its limits — arriving very narrowly or slightly too late at the ball.

I’d imagine the v4 changes will boost defense quite a bit, even though nothing is labeled as a “defensive aerial mode.” The new aerial logic uses proper fast-aerial paths and corrects itself dynamically, so it should reach balls earlier and with more control. That alone helps with backboard defense and tricky saves where the old ver often arrived too flat or too late. The improved orientation handling also makes a big difference in air 50/50s, since the car should meet the ball with more stability instead of flopping into the challenge. Also makes it's orientation to the ball better than that of average normal players. 

On top of that, the new [Redirect Mode] and [Aim at Goal Simulation Mode] don’t just help for offense they seem useful for safe clears under pressure or cutting off passes, because they give the car a planned orientation instead of a blind touch. The main limits will still be timing, boost and positioning (if you’re late, the bot can’t magically fix it), and the new solver might be heavier on performance for very fast reactions. But overall, I’d expect v4 to feel noticeably stronger on the defensive side such as cleaner clears, better angles, and more consistent saves in higher level lobbies.


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#173
waterbottle3000

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Why don't we just wait for v4 and test it ourselves 


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#174
Heisa

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I’d imagine the v4 changes will boost defense quite a bit, even though nothing is labeled as a “defensive aerial mode.” The new aerial logic uses proper fast-aerial paths and corrects itself dynamically, so it should reach balls earlier and with more control. That alone helps with backboard defense and tricky saves where the old ver often arrived too flat or too late. The improved orientation handling also makes a big difference in air 50/50s, since the car should meet the ball with more stability instead of flopping into the challenge. Also makes it's orientation to the ball better than that of average normal players. 

On top of that, the new [Redirect Mode] and [Aim at Goal Simulation Mode] don’t just help for offense they seem useful for safe clears under pressure or cutting off passes, because they give the car a planned orientation instead of a blind touch. The main limits will still be timing, boost and positioning (if you’re late, the bot can’t magically fix it), and the new solver might be heavier on performance for very fast reactions. But overall, I’d expect v4 to feel noticeably stronger on the defensive side such as cleaner clears, better angles, and more consistent saves in higher level lobbies.

Very well said, you understand it quite well. 

 

 

  • Backboard defense: timely positioning and clean clears off the backboard,

  • Saves against direct shots: quick and precise alignment even from difficult angles,

  • Air 50/50s: correct prioritization between making contact and maintaining stability,

  • Cutting off redirects or passes: fast switching from neutral to reactive positioning,

  • Defensive clears under pressure: playing the ball safely out of danger rather than uncontrolled touches.

Even though these seem AI generated, how are you even going to code that? Do you understand how many variables there are in a Rocket League match? It sounds like you want an autoplay bot which GOS is not. It is hardcoded and not trained on vast amounts of play time.

The new version of the [Aerial Bot] and the intercept calculations will simply try to get the car to the ball as soon as possible and as quick as possible, with as little as error as possible. It IS the user who decides what to do and when to use the [Aerial Bot].
 


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#175
Joggl88

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I'll write about it in more detail in the next few days... and no, it wasn't generated by AI, I just used a translator because my English isn't that good.


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#176
waterbottle3000

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I'll write about it in more detail in the next few days... and no, it wasn't generated by AI, I just used a translator because my English isn't that good.

but it still sounds that you want an autoplay like

Backboard defense: timely positioning and clean clears off the backboard, come on practice that couple of minutes for some days and it will be easy like come on bud  and same with that if the CLEAR is a bad idea ? the bot cant think for you what if you get prejumped or whatever happens you have to think you need to control you are the boss of the tool, gos is your slave you give him commands it will execute 

Defensive clears under pressure: playing the ball safely out of danger rather than uncontrolled touches. and how would a bot even know that? what if the corner is the danger zone and and how should it know which corner ? how should it know how high or where to hit it when and how hard to touch it 

in my opinion all your requests are absolute nonsense and FULLY trainable in rl watch some videos practice and practice doesnt come instantly it takes time and you dont need to write more details about that pls it aint a auto bot all that request is in my opinion like diamond level you should start knowing or even champ master that


sorry for my sentence i cba writing a proper text about that as long it is understandable and ppl get what i mean its fine 
 


Edited by waterbottle3000, 22 August 2025 - 12:13 .

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#177
Heisa

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but it still sounds that you want an autoplay like

Backboard defense: timely positioning and clean clears off the backboard, come on practice that couple of minutes for some days and it will be easy like come on bud  and same with that if the CLEAR is a bad idea ? the bot cant think for you what if you get prejumped or whatever happens you have to think you need to control you are the boss of the tool, gos is your slave you give him commands it will execute 

Defensive clears under pressure: playing the ball safely out of danger rather than uncontrolled touches. and how would a bot even know that? what if the corner is the danger zone and and how should it know which corner ? how should it know how high or where to hit it when and how hard to touch it 

in my opinion all your requests are absolute nonsense and FULLY trainable in rl watch some videos practice and practice doesnt come instantly it takes time and you dont need to write more details about that pls it aint a auto bot all that request is in my opinion like diamond level you should start knowing or even champ master that


sorry for my sentence i cba writing a proper text about that as long it is understandable and ppl get what i mean its fine 
 

Pretty much. 

But to answer his question: 

My question is whether the improved logic in v4 (e.g. trajectory calculation, orientation handling, and timing) will also indirectly result in defensive scenarios being handled more reliably overall.

 

Yes, generally you will play and move faster towards the ball with the new [Aerial Bot] and on the field, especially if you utilize the wavedash/wall wavedash/zapdash & speedflips/zapdashes. Which should cover most of the mentioned cases you were asking about. I already feel much, much faster at reaching high speeds and recovering just by playing with it

With the [Path Finder] I'm working on, it would be able to select a wall path if the car would be able to reach the ball quicker from it. And that is another way you become faster towards the ball.

Which is a PAIN in the ass to solve so it feels natural like a player would do, due to just how much variables and conditions (ground and aerial physics) there are to be met in order to even consider this path.. It's just crazy, but we're getting there.



 


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