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Old 04-06-2017, 09:47 PM   #1
Mister Wu 
Dinos, dinos everywhere!
 
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Join Date: Mar 2017
Posts: 9

Lightbulb Kart Upgrade Guide 2017

Now, this is going to be a quite too ambitious project, that in no way I will be able to finish in decent time. Anyway, let's try it!

This guide aims at explaining the Kart Upgrade section of the main menu, which has many interesting functions to upgrade your karts, increasing their stats and even granting them nice features!

As you noticed, I'm blatantly copying the style of other guides here, although my writing and skills in image editing are not as good, sadly...

At the moment I don't know how far I can go into the details, but for this introductory section this won't be much of a problem, anyway!

So, let's go directly into the

Main Menu

As soon as the Kart Upgrade section is accessed, this nice nostalgia-filled menu appears:



First of all, in the bar down below you can see your vehicles (that we will call karts even though calling "kart" a pidgeon made of blocks, a broomstick and a dinosaur is misleading at best...). The one currently selected in the garage is marked as "on board", while a small red rectangle indicates the level of the kart.
If you select a kart, you will see it in the center of the screen, where you can rotate it with the mouse and see it in both transformed and normal mode.
Furthermore, you will be able to see various information about the kart. The most relevant is of course in the upper right corner, and it's the stats diagram:



The blue part are the base stats, the red part is how much the stats are increased by points, plotters and parts.
What are these stats? Well, let's see them quickly going clockwise:
  • Speed: well, this is straightforward. The maximum speed of the kart influences this considerably
  • Booster Power: how much the booster of the kart increases acceleration
  • Booster Capacity: how much the boost lasts
  • Booster Charging: how much you need to drift or autocharge before you can obtain a new boost item in Speed Mode
  • Enhanced Power, Balance, Stability: these stats are not really clear. There is an additional reason why I have problems in determining what they do, but for the moment it's a secret!
  • Cornering: finally, a more understandable stat. This stat determines how easily the kart takes turns. Interestingly, it is more affected by Drift Escape Power and, possibly, Drift Acceleration, rather than Left and Right Rotation Angle, which is a bit of a problem as the latter is definitely one of the stats that can be influenced more both with points and with items.
A suggestion in reading this: look at the various stripes in the background to better understand the magnitude of a stat. In this case the dino, despite being an item dino, is a pretty good runner, with pretty decent booster power and cornering too!

Below the stats diagram you can see the mounted parts



the background indicates the rarity, with grey being the most common and golden being the rarest, but we will see this later.

Another very important part of this menu lies below, and it's the points section:



Here, the points gained by leveling up can be used to increase various stats, that are not exactly the stats of the diagram above. As an example, Drift and Cornering both increase the Cornering stat in the graph.
Before hitting the OK button, that will make the allocated points effective, you can see in the stats graph the effect you would have with the current allocation of the points, but be warned, some stats that indeed increase won't be shown there, making for example Cornering look less enticing that it might be!
Importantly, should you be dissatisifed with the current choice in terms of point allocation, you can use the Reset button, but you will need 10 K-Coins to reset your point allocation!

Finally, there is a very neat little section in the upper left corner:



Here you can see the effect of the currently mounted plotter (some karts are directly obtained with one mounted) and, once your kart is at least at level 3, you can change the color of the coating, giving your kart a colored metallic coating! And what's best, this coating is even brought on to the forced karts, should a mode force their choice! Now, this dino is already awesome enough that the coating doesn't affect him (would you be so cruel to cover a dino with a colored metallic coating, anyway?), but with other less alive karts this effect can be really pretty!

But let's deal rapidly with the subsections now, these are found above the plotter and coating section:



Level Up

This subsection has a pretty self-explanatory name: it is used to level up your karts. The dialog here is pretty simple, although there is an important detail that might be missed:



First of all, let's quickly explain how leveling up works: in order to level up you have to choose a permanent (i.e. without expiration date) kart to level up (indicated by a green hexagon with an arrow) and a permanent kart to use to level up (indicated by a red hexagon with a plus sign). Furthermore, you need 500 Lucci for each attempt, and you can also invest K-Coins to slightly increase the probability of leveling up (very slightly actually, but I don't know if I can say more at the moment).
Why probability? Because each attempt does not always result in the kart leveling up, sometimes you might fail, receiving as a consolation, if you didn't invest any K-Coins, a bottle containing very old karts (some of which are even permanent!).
Needless to say, the kart used for the attempt is always lost, while the kart that you tried to level up is kept independently of the outcome, so you should be careful before wasting permanent series 9 karts, fortunately the probability comes to help. It is color coded with the following codes (well, similar color codes, of course...):
  1. Very Low
  2. Low
  3. Average
  4. High
  5. Very High/No Levelling up possible (when you are at level 5 or when you are trying to level up a kart with an engine grade less than Z7, see appendix for more info)
You should aim at the lowest grade kart that gives you a very high probability, of course. The probability is given before using the kart, so you can try various karts to see how it changes. Remember, however, that a lower engine grade kart will always result in a lower probability even if the probability is always stated to be "Very Low" (this happens when trying to get series 9 karts to level 5, that requires the use of series 9 karts to have a remote probability of leveling up).

The K-Coins contribution is color coded as well:
  1. Normal (no K-Coins used)
  2. Slight Increase (5 K-Coins used)
  3. Maximum Increase (10 K-Coins used)
As stated before, K-Coins increase the probability, but they also change the number of bottles obtained as consolation prize obtained when failing (2 bottles with 5 K-Coins, 3 bottles with 10 K-Coins).

By the way, there is also a checklist, in case you want to know what you are currently choosing (the kart to level up or the kart to use).

Well, that's pretty much what is there to state in this introduction, except for one thing: karts that are currently "on board" (signaled the green bar on the bottom of the kart window) cannot be used to level up other karts, so remember to select your best kart on the garage so you don't risk to inadvertently waste it!

Well, I should also add that it's probably not worth it to waste a "Christmas Tree 9" to level up a "Sales Manager 9" at level 3...

Factory

This subsection is used to work with the plotters, and this is its dialog:



Unfortunately, this picture is pretty much all I can say at the moment about this subsection, since I coudln't find any plotter for this example:



As you noticed, series 9 karts don't appear here, meaning that they completely dropped the support for the plotters (after all, the dino is already terrific enough...). Still, since some vehicles whose name ends with "S", "B", "C" or "H" come with a plotter already mounted (which is why they appear with a red section in the stats graph, even when they have no parts equipped nor points). When a kart with a plotter is selected, the plotter section of the main menu looks like this:



So far I observed two plotter types, based on the number of bonuses they confer:
  • Plotters that confer two or less bonuses are considered normal
  • Plotters that confer three bonuses are considered rare
The bonuses are also classified in three levels using a specific color coding:
  1. Level 1 bonuses are shown in grey
  2. Level 2 bonuses are shown in light blue
  3. Level 3 bonuses are shown in red
The bonuses can be either stats bonuses or peculiar features, such as the Water Escape ability.
The levels of the bonuses are often indicated with +1, +2 and +3 on their description, it is important to note that when the bonuses are stats increases, those terms do not necessarily indicate how much the stat is increased by the plotter. As an example, the Drift Escape Power +3 of the plotter is higher than the Drift Escape Power +5 given by the Wild Circle. Before the race or time attack starts, the current plotter bonuses are shown in blue stripes on the left of the screen, and some special cubes can be seen floating on the right and on the left of the kart (I assume that those are the plotters):




Parts Mounting

The last subsection is actually identical to the one you can access from the garage, as you can see here:



A first thing to note is that, as far as I know, the mounted parts cannot be removed and put in the inventory again, furthermore, you can equip both permanent and non-permanent karts, which is relevant as you can easily waste precious parts by mounting them on non-permanent karts. Secondly you can mount only one part per class, and if you mount a new one in a class the previous one will be discarded. The four classes are:
  • Engine Patches
  • Handles
  • Wheels
  • Support Kits
The parts are further classified according to their rarity using a peculiar color coding:
  1. Common
  2. Advanced
  3. Rare
  4. Unique
Of course, rare and unique parts tend to bring with them prettier stats bonuses than common parts, although some exceptions might occur if you're looking after a specific stat (such as Left and Right Rotation Angle, that is significantly increased by the Green Racing Steering Wheel, a common handle).
Hovering the mouse over a part will reveal their description as well as the bonuses it confers, this is true both for the mounted parts and for the parts that can be mounted. Dark parts are not yet obtained, you can still see their bonuses so you can do some planning in advance. The number on the upper right corner of each part's window is how many units of said part you have, by the way.
Kart parts confer stats bonuses, peculiar features, such as Bomb Resistance or changing the color of the lamps, or both. When a mounted part is used in a race, it is listed in a green stripe appearing on the left of the screen at the beginning of a race:



It is important to note that this list of active parts might miss some mounted parts, indicating that they are not active in the race. This happens either because the missing part is restricted to certain game modes (such as Speed Mode), or because the feature given by the part is similar to another feature given by something else, such as pets or the kart itself (for example, the Water Escape property given by the Black Gearbox might conflict with the Water Resistance property of the kart, i.e. the probability of being shielded when attacked with Water Bombs or Water Flies).
From what I've seen, on the other hand, the stats bonuses of the parts always stack with the other stats bonuses and don't prevent the activation of the parts themselves.

The introduction ends here! For more information about the subsections, you can check the appendices!

Appendix A: Leveling Up

Before going into some details of leveling up, let's remind a little the various kart series of this game:
  1. C1
  2. E2
  3. G3
  4. R4
  5. PRO (the one of the Practice Kart Pro!)
  6. SR (Sixth Revolution, the karts that introduced the transforming while boosting)
  7. Z7 (the karts that added the lamps!)
  8. HT (the karts that introduced the BGP System, i.e. the recovery of part of the charged gauge when hitting a wall while drifting)
  9. HT+/NEW (known both as HT+ or New -the latter vcurrently being used in Korean KartRider, minor differences with respect to HT as far as I know, they are often obtained with a plotter already mounted)
  10. JIU/9 (JIU should be the name of the engine, while 9 should be the name of the series, those are the karts that introduced drafting and transforming at a certain speed with subsequent autocharging of the gauge)
When dealing with certain tools of the game such as leveling up, these series are condensed into engine grades, which are the following:

  1. C1-PRO
  2. SR
  3. Z7
  4. HT
  5. HT+/NEW
  6. JIU/9
In the case of leveling up, only karts with engine grade higher than Z7 can be leveled up.

Probability of Leveling Up

The probability of leveling up is mainly affected by the engine grade and the level of the kart to upgrade and by the engine grade of the kart used to level up. To this probability, other factors add each a constant probability value, namely:
  • the amount of K-Coins invested
  • the level of the kart used to level up
  • and, apparently, the VIP status of the user
Those constant values added typically become relevant when the probability of leveling up is Very Low.

These tables summarize the probability obtained with various combinations of karts to upgrade and karts used to level up:

Probabilities when the kart to upgrade has a Z7 engine grade:


Probabilities when the kart to upgrade has an HT engine grade:


Probabilities when the kart to upgrade has an HT+/NEW engine grade:


Probabilities when the kart to upgrade has a JIU/9 engine grade:


Rewards for leveling up

Leveling up gives two main rewards: points and, from level 3 onward, coatings. Specifically, these are the rewards for each level:
  1. Level 1: 2 points
  2. Level 2: 3 points
  3. Level 3: 5 points, orange and dark orange metallic coatings
  4. Level 4: 10 points, yellow and dark yellow metallic coatings
  5. Level 5: 15 points, chrome and dark chrome metallic coatings

Appendix B: List of the pre-mounted plotters

Currently, plotters are mainly found pre-mounted on karts. When a vehicle comes with a plotter pre-mounted, its name usually has a special suffix that indicate that. Common suffixes are "S", "B", "H" and "C".
The following is a list of all the pre-mounted plotters with the bonuses they confer, organized according to the suffixes in the names of the karts.

"S" karts' plotters


"B" karts' plotters


"H" karts' plotters


"C" karts' plotters


Plotters pre-mounted on the other speed karts


Plotters pre-mounted on item karts


Appendix C: List of Kart Parts

The parts in each class form groups of similarly looking parts having the following colors:


Red


White


Black


Yellow


Blue


Green


Purple

All the rare parts are red, all the advanced parts are black and white, and all the common parts are yellow, blue, green and purple. It must be noted that the unique parts do not pertain to these groups and have their own appearance instead.

Due to the image limit in the posts, only the unique, rare and advanced will be shown. Furthermore, some names might be outdated, for this reason the color of the part has been added to the name as well.

Engine Patches

Unique parts


Black Cube: Acceleration While Transformed (Boosting) +1, Top Speed +1, Speed Mode Starting Boost Acceleration +1


Ancient Light: Acceleration +1, Acceleration While Transformed (Boosting) +1, Speed Mode Starting Boost Duration +2

Bearings


Red Bearing a.k.a. Formula Ring: Speed Mode Starting Boost Acceleration +1, Speed Mode Starting Boost Duration +1


Black Bearing: [Restricted to Speed Mode] Top Speed +3


White Bearing: Top Speed +2

Yellow Bearing: Top Speed +1, Acceleration +1

Blue Bearing: [Restricted to Speed Mode] Top Speed +1, Acceleration +1

Green Bearing: Top Speed +1

Purple Bearing: [Restricted to Speed Mode] Top Speed +2


Control Sensors


Red Control Sensor a.k.a. Secret Code: Acceleration While Transformed (Boosting) +1, Acceleration +1 (actually, +2)


Black Control Sensor: Speed Mode Starting Boost Acceleration +3


White Control Sensor: Item Mode Starting Boost Acceleration +3

Yellow Control Sensor: [Restricted to Speed Mode] Acceleration +1, Speed Mode Starting Boost Acceleration +1

Blue Control Sensor: Acceleration +1 (actually +2), Speed Mode Starting Boost Acceleration +1

Green Control Sensor: [Restricted to Speed Mode]Acceleration +2

Purple Control Sensor: Acceleration +2

Shocks


Red Shock a.k.a. Electric Shock: Acceleration While Transformed (Boosting) +0.6, Top Speed +2


Black Shock: Acceleration While Transformed (Boosting) +0.4


White Shock: Acceleration While Transformed (Boosting) +0.3, Acceleration +1

Yellow Shock: Acceleration While Transformed (Boosting) +0.1, Top Speed +2

Blue Shock: Acceleration While Transformed (Boosting) +0.1, Acceleration +2

Green Shock: Acceleration While Transformed (Boosting) +0.2, Acceleration +1

Purple Shock: Acceleration While Transformed (Boosting) +0.2, Top Speed +1


Handles

Unique parts


Viking Battle: Corner Acceleration +1. Deceleration While Drifting +5, Deceleration While Steering +13, Grip +13

Cross Handles


Red Cross Handle a.k.a. X Stream: [Restricted to Speed Mode] Deceleration While Steering +4, Corner Acceleration +2, Grip +20


Black Cross Handle a.k.a. Dark Cross: Deceleration While Steering +7


White Cross Handle a.k.a. Holly Curve: Deceleration While Steering +5

Yellow Cross Handle: Deceleration While Steering +2, Deceleration While Drifting +11

Blue Cross Handle: Deceleration While Steering +2, Deceleration While Drifting +8

Green Cross Handle: Deceleration While Steering +3, Deceleration While Drifting +5

Purple Cross Handle: Deceleration While Steering +4, Deceleration While Drifting +3

Racing Steering Wheels


Red Racing Steering Wheel a.k.a. Sharp Liner: Deceleration While Drifting +13, Grip +13


Black Racing Steering Wheel a.k.a. Perfect Black Handle: Grip +7


White Racing Steering Wheel a.k.a. Perfect White Handle: Grip +3, Deceleration While Steering +7

Yellow Racing Steering Wheel: Left and Right Rotation Angle +1

Blue Racing Steering Wheel: Left and Right Rotation Angle +2

Green Racing Steering Wheel: Left and Right Rotation Angle +4

Purple Racing Steering Wheel: Left and Right Rotation Angle -2


Wheels

Unique parts


Cabo Blade: Drift Escape Power +4, Boost Gauge Charging +1, Corner Acceleration +2


The Wild Circles: Drift Escape Power +5, Corner Acceleration +1

Disc Wheels


Red Disc Wheels a.k.a. Dr. R Discs: Boost Gauge Charging +2, Deceleration While Drifting +24


Black Disc Wheels: Boost Gauge Charging +2


White Disc Wheels: Boost Gauge Charging +1, Special ("Animal") Boost Duration +10

Yellow Disc Wheels: Boost Gauge Charging +1

Blue Disc Wheels: Boost Gauge Charging +2, Drift Escape Power -1

Green Disc Wheels: Boost Gauge Charging +3, Drift Escape Power -2

Purple Disc Wheels: Boost Gauge Charging +4, Drift Escape Power -3

Off-Road Wheels


Red Off-Road Wheels a.k.a. Cross Walker: Drift Escape Power +4, Special ("Animal") Boost Duration +10


Black Off-Road Wheels: Drift Escape Power +3


White Off-Road Wheels: Drift Escape Power +2, Corner Acceleration +1

Yellow Off-Road Wheels: Drift Escape Power +1

Blue Off-Road Wheels: Drift Escape Power +2

Green Off-Road Wheels: [Restricted to Item Mode] Drift Escape Power +3, Boost Gauge Charging -1


Purple Off-Road Wheels: Drift Escape Power +4, Boost Gauge Charging -2

Frames


Red Frames a.k.a. Earthquake Lake: Collision Defense +4, Drift Escape Power +2


Black Frames: Collision Defense +3


White Frames: Collision Defense +2, Boost Gauge Charging +1

Yellow Frames: Collision Defense +1, Corner Acceleration +1

Blue Frames: Collision Defense +1, Boost Gauge Charging +1

Green Frames: Collision Defense +2

Purple Frames: Collision Defense +1, Top Speed +1


Support Kits

Unique parts


Golden Rosetta Kit: [Restricted to Speed Mode] Boost Gauge Charging +3, Boost Duration +4


Air Pressure: Slipperiness While Drifting +33, Acceleration +2

Nitros


Red Nitro a.k.a. Rain Water: Special ("Animal") Boost Duration +20


Black Nitro: Speed Mode Starting Boost Duration +7


White Nitro: Item Mode Starting Boost Duration +7

Yellow Nitro: Special ("Animal") Boost Duration +10, Deceleration While Steering -3

Blue Nitro: Special ("Animal") Boost Duration +10, Deceleration While Drifting -13

Green Nitro: [Restricted to Battle Mode] Special ("Animal") Boost Duration +10, Deceleration While Drifting -10

Purple Nitro: [Restricted to Battle Mode] Special ("Animal") Boost Duration +12

Gearboxes


Red Gearbox a.k.a. Gyro Stick: Top Speed +3, Conversion of obtained Bananas into Water Mines with 100% probability


Black Gearbox: Speed Mode Starting Boost Duration +13, Water Escape with 100% probability


White Gearbox: Boost Gauge Charging +5, Bomb Resistance with 20% probability

Yellow Gearbox: Corner Acceleration +1.5, Water Flies Resistance with 10% probability

Blue Gearbox: Acceleration While Transformed (Boosting) +1.5, Bomb Resistance with 10% probability

Green Gearbox: Speed Mode Starting Boost Duration +10, Conversion of Magnets into Boost Items with 20% probability

Purple Gearbox: Acceleration +1.5, Obtainment of Boost Items when using Magnets with 20% probability

Pumps


Red Pump: Boost Duration +3, Team Boost Duration +2, Special ("Animal") Boost Duration +5, Speed Mode Starting Boost Acceleration +1, Item Mode Starting Boost Acceleration +1


Black Pump: [Restricted to Battle Mode]Triple Item Slots


White Pump: [Restricted to Time Attacks]Triple Item Slots

Yellow Pump: Boost Duration +2

Blue Pump: Team Boost Duration +2

Green Pump: Boost Duration +3, Special ("Animal") Boost Duration -1

Purple Pump: Boost Duration -1, Special ("Animal") Boost Duration +3

Lamp Boards


Red Lamp Board a.k.a. Red Craven Lamp: Boost Duration +2, Special ("Animal") Boost Duration +8, Sets the lamps' color to red


Black Lamp Board a.k.a. Black Pink Lamp Board: Sets the lamps' color to a dark magenta


White Lamp Board: Sets the lamps' color to a bright cyan

Yellow Lamp Board: Sets the lamps' color to yellow

Blue Lamp Board: Sets the lamps' color to a light blue

Green Lamp Board: Sets the lamps' color to a light green

Purple Lamp Board: Sets the lamps' color to a bluish purple

Last edited by Mister Wu; 04-11-2017 at 10:13 AM.. Reason: A bit of a cleanup ,adding a few information and moving important parts in the introdcution
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