3.75 x 2.5 + 0.75 (longest Tier 2 jump)
Jump: 3.75 x 2.5 + 0.75 Jump length: 3.678654645 Max flat mm distance: 3.678743857 Possible by 0.00004 (with the strat shown) Probably possible with less strafes, but I didn’t feel like finding the minimum momentum required for such a precise jump. This is the most precise linear jump for tier 2. I might even say this is the most precise linear jump for tiers 5 to -5. Tiers explanation by ub3r: https://youtu.be/1tWXifGkNVw This jump is only possible with the use of an extremely precise mechanic called Half Angles, which I already used in my sprintless 3b video: https://www.youtube.com/watch?v=19CNqn5r95o Half Angles are specific facings that exploit the sin() and cos() functions through floating point errors and type-casting inacurracies. The player's facing is a floating point number, but Minecraft only considers 65536 angles. Half Angles lie in between these 65536 angles. Example: https://i.imgur.com/osfu7TH.png Tier 2 max flat mm distance: without HA: 3.678653691 (135°) with HA: 3.678743857 (135.0055°) difference: + 0.00009 I made a program to bruteforce jump configurations to find the most precise ones. Here's the output for tier 2 (top 10): X pixels: 40, Z pixels: 60, delta: 0.000089 (this jump) X pixels: 32, Z pixels: 64, delta: 0.001789 (https://youtu.be/71cLK6qb9Zk) X pixels: 47, Z pixels: 55, delta: 0.002426 X pixels: 43, Z pixels: 58, delta: 0.003382 X pixels: 16, Z pixels: 68, delta: 0.006891 X pixels: 26, Z pixels: 66, delta: 0.007743 X pixels: 22, Z pixels: 67, delta: 0.008488 X pixels: 38, Z pixels: 61, delta: 0.008488 X pixels: 34, Z pixels: 63, delta: 0.009339 X pixels: 48, Z pixels: 54, delta: 0.009871 Thanks to ub3rl337z4ur for helping with macros and gathering jump distances. Music: Slime Rancher OST - Desert Firestorm
Jump: 3.75 x 2.5 + 0.75 Jump length: 3.678654645 Max flat mm distance: 3.678743857 Possible by 0.00004 (with the strat shown) Probably possible with less strafes, but I didn’t feel like finding the minimum momentum required for such a precise jump. This is the most precise linear jump for tier 2. I might even say this is the most precise linear jump for tiers 5 to -5. Tiers explanation by ub3r: https://youtu.be/1tWXifGkNVw This jump is only possible with the use of an extremely precise mechanic called Half Angles, which I already used in my sprintless 3b video: https://www.youtube.com/watch?v=19CNqn5r95o Half Angles are specific facings that exploit the sin() and cos() functions through floating point errors and type-casting inacurracies. The player's facing is a floating point number, but Minecraft only considers 65536 angles. Half Angles lie in between these 65536 angles. Example: https://i.imgur.com/osfu7TH.png Tier 2 max flat mm distance: without HA: 3.678653691 (135°) with HA: 3.678743857 (135.0055°) difference: + 0.00009 I made a program to bruteforce jump configurations to find the most precise ones. Here's the output for tier 2 (top 10): X pixels: 40, Z pixels: 60, delta: 0.000089 (this jump) X pixels: 32, Z pixels: 64, delta: 0.001789 (https://youtu.be/71cLK6qb9Zk) X pixels: 47, Z pixels: 55, delta: 0.002426 X pixels: 43, Z pixels: 58, delta: 0.003382 X pixels: 16, Z pixels: 68, delta: 0.006891 X pixels: 26, Z pixels: 66, delta: 0.007743 X pixels: 22, Z pixels: 67, delta: 0.008488 X pixels: 38, Z pixels: 61, delta: 0.008488 X pixels: 34, Z pixels: 63, delta: 0.009339 X pixels: 48, Z pixels: 54, delta: 0.009871 Thanks to ub3rl337z4ur for helping with macros and gathering jump distances. Music: Slime Rancher OST - Desert Firestorm