
Performance numbers for the Atom Mugen equate to a 0-60 mph time of just 2.9 seconds and a top speed of around 150 mph. The Atom will use a 2.0-liter K20Z Type R naturally-aspired engine borrowed from the Honda Civic Type R, but tricked out by Mugen to deliver 270 horsepower at 8,600 RPM, a bump up of 25 horsepower from the Atom 245. Together, the two companies were able to build an Ariel Atom that’s so deliciously powerful, 10 models feels like it’s not enough to satiate the craving of Atom fans all over the world. The future Atom Mugen, as you might have guessed, will be developed in cooperation with the Japanese tuner, Mugen, who is no stranger when it comes to developing tuning packages for a number of Honda models. Each of these units will feature different livery and will have a numbered plate signed by Ariel and Mugen. The model was built as a celebration of the Atom’s 10th anniversary and will be limited to only 10 units. The company is preparing a limited edition Atom Mugen that has made its world debut at the UK’s Autosport Show in January 2011. But that doesn't work for when I want the player to turn around while crouching.Īlso, I KNOW there is a NoAutoTurn flag on AssertSpecial controller, but that only effects the character (or in this case, the bonus stage) you are creating, NOT the players against it, which I am trying to do this for."If you believed that the Atom V8 500 was the best Ariel could do, well you were wrong. The only thing I can think of is to use Vel X triggers and check when they are walking backwards. But for the life of me, I can't remember who did a perfect example of this. I SWEAR I have seen other bonus game characters do this. They all have the required "holdback" command, but it doesn't process for whatever reason. But it hardly works with any one else (except maybe like, 1 or 2 other characters in my roster). The problem with this is, this seems to work ONLY with against default Kung Fu Man, and HR KFM for Mugen 1.0. Even when they crouch down and hold back, they are supposed to turn around. What is supposed to happen here is when the player presses or holds back, they are supposed to turn around. Trigger2 = PlayerID(Var(10)), Pos X < Root, Pos X Trigger3 = PlayerID(Var(10)), Facing = -1

Trigger2 = PlayerID(Var(10)), Pos X > Root, Pos X
