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Demon Parasite
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Post subject: 10 core OLL algs? Posted: Thu Sep 27, 2007 7:21 pm |
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Joined: Wed Sep 19, 2007 6:03 pm
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I was in the WCA chat, and i was asking for some advice on fridrich, and someone said something about 10 core OLL algorithms that i can use instead of the 57 different OLL cases normally used, does anyone have any information on this, because 10 sounds a lot simpler than 57, even if it will raise my time by a bit.
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AndrewG
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Post subject: Posted: Thu Sep 27, 2007 9:35 pm |
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Joined: Tue Jun 26, 2007 2:59 pm Location: Houston, TX, USA
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Possiby they meant for a 2-look OLL? Like 3 algs for edges, then 6 for corners? but that's only 9, so idk what the 10th oen would be.
_________________ http://www.geocities.com/sxsk17/umcproject/umchome.html My website, IT DOESN'T WORK ANYMORE but it used to be the only site with "official" guides for the Helicopter Cube, SuperX, Master Skewb, and many more!
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chris
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Post subject: Posted: Thu Sep 27, 2007 11:48 pm |
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Joined: Wed Jul 04, 2007 9:03 pm
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Swordsman Kirby
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Post subject: Posted: Fri Sep 28, 2007 5:29 am |
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Joined: Tue Sep 26, 2006 6:00 am Location: Shanghai, China
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AndrewG, the other Sune.
chris, the edge orientation algs, too.
_________________ [02:25] <fusion> does look ahead on a 3x3 make someone faster? [02:25] <Swordsman_Kirby> Yes. [02:25] <fusion> maybe i should try that
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sn7221
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Post subject: Posted: Fri Sep 28, 2007 10:25 am |
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Joined: Thu Dec 28, 2006 10:28 pm Location: Austin, Texas
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chris wrote:
As Swordsman Kirby was saying, there are also the edge-orientation algs. Here are the ones I use:
4 Edge Orientation (None) - M U R U R' U' M2 U R U' r'
4 Edge Orientation (Adjacent) - F U R U' R' F'
4 Edge Orientation (Opposite) - F R U R' U' F'
The last two algorithms are executed with correct edges in either left/right positions or left/top positions. So the basic idea is, first use the edge ones to orient the edges, then use the 7 corner ones to orient the corners. In other words OLL is done in two steps. Using these 10 OLLs I think it doesn't add more than 1.5 seconds to my time so I'm satisfied with that.
_________________ 1 b2 3 4 5 b6 7
3x3x3: 0:29.41 (PB) 0:42.38 (Avg. 12x) 4x4x4: 2:18.57 (PB) 2:56:40 (Avg. 5x) 5x5x5: 6:05:54 (PB)
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chris
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Post subject: Posted: Fri Sep 28, 2007 10:42 am |
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Joined: Wed Jul 04, 2007 9:03 pm
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Notice which post mine follows. I am well aware of the number of cases. I was pointing out the error, not acting as an algorithm finding service.
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sn7221
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Post subject: Posted: Fri Sep 28, 2007 11:11 am |
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Joined: Thu Dec 28, 2006 10:28 pm Location: Austin, Texas
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Oh, sorry, I guess I didn't make it clear. The only reason I quoted you was so that all the algs would be in one post. I then posted mine just because I had them handy. I didn't mean for it to be anything at all against you! Sorry for the misunderstanding 
_________________ 1 b2 3 4 5 b6 7
3x3x3: 0:29.41 (PB) 0:42.38 (Avg. 12x) 4x4x4: 2:18.57 (PB) 2:56:40 (Avg. 5x) 5x5x5: 6:05:54 (PB)
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ExoCorsair
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Post subject: Posted: Fri Sep 28, 2007 8:07 pm |
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Joined: Tue Jul 24, 2007 5:20 pm Location: PA, USA
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sn7221 wrote: As Swordsman Kirby was saying, there are also the edge-orientation algs. Here are the ones I use:
4 Edge Orientation (None) - M U R U R' U' M2 U R U' r' 4 Edge Orientation (Adjacent) - F U R U' R' F' 4 Edge Orientation (Opposite) - F R U R' U' F'
I don't use the first one; the case can be avoided with a different last F2L pair insertion.
Also, I think corner orientation can be done purely with Sunes and Antisunes.
_________________ WCA profile
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Pembo
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Post subject: Posted: Sat Sep 29, 2007 6:57 am |
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Joined: Sun Feb 26, 2006 12:40 pm Location: Marske-By-The-Sea, UK
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sn7221 wrote: 4 Edge Orientation (None) - M U R U R' U' M2 U R U' r' 2 Edge Orientation (Adjacent) - F U R U' R' F' 2 Edge Orientation (Opposite) - F R U R' U' F'
Just a quick fix.
It is very possible to average into the teens with just the 10 OLL algorithms, I think I heard of someone getting sub15 with it, which again is very possible.
After a while, you start to recognise what corner OLL you will get after EO, so the EO adds about 1 second onto your time.
EDIT:
Cheers for that Johannes, I am still not used to using a touch pad for moving the cursor..
_________________ List of Speedcubing methods Speedcubing tutorial
@.=split(//,"J huhesartc kPaeenrro,lt");do{print$.[$_];$_=($_+3)%25;}while($_!=0);
Last edited by Pembo on Sat Sep 29, 2007 7:05 am, edited 2 times in total.
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Johannes Laire
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Post subject: Posted: Sat Sep 29, 2007 7:01 am |
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Joined: Tue Jan 10, 2006 11:15 am Location: Helsinki, Finland
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Pembo, taking on America wrote: [quote="sn7221 4 Edge Orientation (None) - M U R U R' U' M2 U R U' r' 2 Edge Orientation (Adjacent) - F U R U' R' F' 2 Edge Orientation (Opposite) - F R U R' U' F'
Just a quick fix.[/quote]
Sounds kinda funny when the quote is broken. 
_________________ for($"=@_=split??,"Jrsk an treP rehlohacteu,";$";$\="\r"){$\.=$.=chr
32+95*rand,$_-$"or$.ne$_[--$"%2?-$"-1:$"]&&$"++for++$|..$";print}<>
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skeneegee
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Post subject: Posted: Sun Sep 30, 2007 12:25 pm |
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Joined: Tue Jan 06, 2004 8:31 pm Location: Arvada, CO
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I finally learned 1 look OLL, and it cut at least 4 seconds from my average (28->24).
I haven't learned all 57, I skipped the 8 that have all 4 edges bad. Like ExoCorsair said, I'll put the last CE pair in differently if I see 4 bad edges coming, that way I get a much easier and shorter (most of the time) 2 bad edge OLL.
Anyway the 57 seemed really intimidating to me too at first. After looking at them, I already knew about 1/3 of them and most of them are just 2 layer Sune or combinations of corner and edge orient algs with some of the "overlap" turns removed.
I had fun learning them and it wasn't as hard as I thought it would be. Not only that I'm faster than I've ever been (please be kind).
Demon Parasite, don't let that 57 scare you away.
-mg
_________________ "It's like an alarm clock, WOO WOO" -Bubb Rubb
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