The challenges change each week, but always feature offbeat and comical obstacles, such as the "Sucker Punch", "Big Balls" (the show's trademark obstacle, four very large red spheres in sequence that must be traversed from a running start, with failures often resulting in odd-angle rejections), the "Sweeper", the "Dizzy Dummy" or the "Dreadmill". Emphasis is always placed on obstacles that can produce sudden jarring collisions (the obstacle surfaces are heavily padded and competitors sometimes don helmets or flak jackets) followed by spectacular falls into the water below, these being the show's titular "wipeouts". As part of wiping out, the competitors often end up covered in mud, froth, vats of food, or other unlikely substances.
Another Wipeout game was under development by Activision, this time for Xbox 360 with Kinect, entitled 'Wipeout: In The Zone'. It took full advantage of the Kinect remote and has ragdoll wipeouts and different rounds from the Wii and DS version, such as Bruiseball. The game was released "in conjunction with the premier of Wipeout's summer season on ABC"[45] on June 16, 2011.[46] Activision announced on August 18, 2011, that a direct sequel to the first Wipeout game was in development titled Wipeout 2[47] for Xbox 360 with Kinect, PlayStation 3, Wii, Nintendo DS and Nintendo 3DS. The new game is described as "Offering updated, outrageous course designs across all platforms with obstacles and effects taken straight from the show's summer and winter seasons. Players must navigate around snow, ice, foam, and fan-favorite obstacles like the Sucker Punch and Big Balls; which are making their triumphant returns alongside more than 50 others".
From what I've heard from other people I play with who flew the Wipeout long before the Jets DLC came out, they've said that the wipeout was able to climb almost vertically when coming out of a run like actual A-10s are capable of doing in reality. One video I've been able to find of the Wipeout doing CAS before the Jets DLC is this one, posted below.
The thing that bothers me is that its "deferred wipeout" functionality is not documented properly. I can only suspect that "deferred" means asynchronous, so that it doesn't block the node/executor, but I'm guessing right now.
Click the zone vertex in the graphics area or enter the coordinates. Graphical elements placed behind this zone are hidden (not deleted). Use the command Order (in the Modify menu) to manage the position of entities relative to the wipeout.
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