Bugs

DashCraft.io has a handful of bugs and glitches, some of which are more useful than others. Although these bugs have been in the game since it's release, the lead developer of the game has returned and is rumored to be updating the physics engine the game runs on. These changes may be made to patch some (or all) of the below bugs.

## Current Bugs:

#### Racing Bugs:

**Bugslide-** If you land in a slight angle when you land, then you can turn tighter and keep more speed. To stop sliding, you just need to stop steering. This will not always work since if you turn too tightly, your car will slide out and you can't regain control until the car slows down.

**Wall Drift Bug-** If you go next to a straight wall and turn into it, you can go onto the wall a little and you can perform a drift that conserves lots of speed and is very tight, just like the bugslide. This bug is theoretically the fastest way to do tight turns that require drifts but at this moment, is rarely used in verified maps and maps in general.

**Landing Bug-** There is a small chance that when you land on a block (higher chance if the block is angled, or if the track piece is on y=0) the car will do an uncontrolled flip loosing speed and sometimes flinging the car off the road. Some cars are better at preventing this than others, the Skylab has the highest bug landing rate whereas the Pioneer and Horizon have the lowest. It is also said that letting go of the forward button helps reduce the rate of landing bugs. Dusty, a racer who has been playing the game for a long time, theorizes that this bug occurs when the car lands flat. This theory goes on to say that the car lands flat because of the auto-correcting system built into the game that tries to make the car land flat.

**Overwall Bug-** If you go close to a wall and either hard steer away, at it, or don't steer at all (depends on the speed and turn type), you could jump over the wall and clear the track piece without losing much speed. This trick is difficult to do consistently (since it is luck based), but it can enable critical skips on maps if done correctly.

**Tree Bug-** Driving into a tree block at medium-high speeds (50+) and at approximately a 45 degree angle, the car jumps up very high, conserving the car speed as well. This allows for major skips on certain tracks, and can be done easily and consistently after a bit of practice.

**Respawn Bug-** Respawning lowers your speed by two units but will allow you to turn at a sharper angle (changes your steer angle to 15 for the frame after you respawn). This bug also teleports the car to the middle of the checkpoint block on respawn, causing the car to teleport foreword relative to where the checkpoint was initially contacted. This is seen most prominently in the ghosts of cars, and it is probably the reason why the speed is decremented on respawn as well (as a form of game balancing).

**Water Bug-** When you drive over a road block that is on a water tile, the car's maximum speed increases from 107 to 114 until you respawn at a checkpoint. This is useful for certain tracks where jumps or skips can only be completed with the extra speed. This bug can also be achieved by driving on the corner of a water block or jumping/driving over the border of a water block.

**Water Phase-** When you drive into a wall with a water block behind it, you phase through the ground to the other side of the wall. Not very useful but a cool bug. Water Phase Example

**Curb Phase Bug-** If you start a race, do not make any turn inputs, and drive below 40 speed, the car drives straight through curbs (only certain blocks though). This bug has very limited use cases, but it can be used to create a fun effect at the start of a race. An example of this is shown in a map made by axRet: Curb Bug Example

**Pole Bounce-** If you drive into a vertical pole with enough speed, your car will hop up and backwards diagonally. This bug has been utilized to perform skips on certain maps.

#### Car Camera Bugs:

**2D/Void Bug (Racing)-** Because of the way water was intended to be used, the camera rotates into a top down view (unless you are in car viewing perspective), making the game "2D." This is best shown by a verified map by Zingman: 2D Race (for more info on how to build using this bug, scroll down)

**Underground Camera Bug-** This is a weird bug that forces the camera underground allowing you to see under your car and below the ground. If you drive into the very edge of a water block (with no borders) you can hide your car under the grass which blocks the view of the car. Then change the camera to car and then back to far. You should get something like Figure 1 Then if you back up, you can see the front of your car floating in air (Figure 2)

**X-Ray Bug-** This bug can only be done in car cam and is performed by driving slowly into a wall and then continuing to drive into the wall (holding down the up arrow or the W key). By doing this, you can see through the block in front of you but only 1 block/5 units. Once you let go of the acceleration key though, the block will reappear in front of you and you can't see through it.

#### Building Bugs:

**Pipe Offset Glitch-** When building in the editor, you are limited to placing blocks on a grid at 5 unit increments. Using the pipe offset glitch, however, you can make finer tuned adjustments to blocks down to one unit on the x and z axis. The way you do this is by placing a horizontal pipe ten to twenty blocks away from where you want the offset block to be. Then you press the copy button until the pipe is about where you want the offset block to be. Due to the pipes being slightly shorter than 5 units, the difference stacks up and allows a considerable offset. Placing a track piece at the end of this pipe chain offsets it by a small amount. Getting the offset to what is desired will take some trial and error. If you try to move the piece after it has been offset, it's position will reset to be locked to the 5 unit grid. You can still rotate the block though and use the arrows and the c key to copy the track piece. You can also, without changing anything, click on a block that you want to put down in the track selection bar and it will stay offset.

**Build Camera Zoom Bug-** You can zoom the camera beyond the limitations by holding the shift and control keys while selecting a block. If you want to zoom out, you hold shift first then add on control. If you want to zoom close to or past Y=0, move any block to Y=0 then hold control first then hold shift. Be careful though since clicking anything else will zoom you back to default.

**2D/Void Bug (Building)-** Although you can't lower a track piece below Y=0 using the ctrl button, you can use the blue arrow extension at the end of each track piece to have pieces go below the ground. If you do this outside the stadium bounds, you can go into the void. Example/tutorial: here (by Flip)