Thermex
Regular
One thing I forgot to mention that's very important: the ROLL/TOLL (which should we name it?) cases where the edges are already oriented are just TSLEs, so there's no need generating those. 188 cases is not a rediculous amount of algs to learn for someone looking to get faster, especially compared to ZBLL or even Neuro and Aerma's proposed method, which I believe is around 215 additonal algs (correct me if I'm wrong).Howdy all,
There's only 58 algorithms for each set of Ribbon Orientation (ROLL+ & ROLL-) when you account for symmetry. Add in the 72 from TTLL, and there are 188 new algorithms for someone who already knows full CFOP.
I should be able to make the algorithms soon, starting with the + cases, so expect those to come out in the next few days! It's my first time generating algs, so if anyone would like to help or can give any tips, that would be great!
Also someone who knows both full CFOP and full CT has to learn EXACTLY 100 additonal algs, which is pretty cool. I'm not too worried about the recog, as long as you know what way the DRF corner is twisted after you solve the ribbon the U-face recognition shouldn't be too bad. It's pretty much the same as OLL recog, but there's more cases and of course they look different.
My main tips for cube explorer:
1. Make sure you look through as many algs as possible, don't just stop when you a find a decent 12 move alg towards the top of the screen. There's often some alg down there that's more ergonomic than the first one you go with.
2. When you're really stumped and can't find ANY good algs, put an x or z rotation on the cube and generate some more. You'll sometimes find something really good there.
3. When you set up a case for the FIRST time and gen algs for it, set it so it's only R U and F moves. If you don't find anything there, add in L moves. Then maybe go for a z or x rotation if that's not working.
4. Don't just go for the lowest movecount alg, go for the one that is the most ergonomic (but still pretty short). Always try to avoid string of moves like (R, F) (F, U) that require regrips.
5. As often as possible try to include multiple algs for a case (I'd say I do this for a about a fifth of the algs I've generated for Twisty EG). If you've found two algs and can't tell which is better, time yourself using them.
Okay, so I could probably figure this out myself, but does anybody know how me and JTay would set up these cases? How do you make Cube explorer ignore the permutation of the DRF corner but solve the orientation of all the pieces?
