I'm not exactly clear about the super jump concept. The best example of my Blue Hell jumps can be seen at the end of the
Blue Heaven Video where I repeatedly jump an Esperanto out the end of the abandoned subway tunnel and warp back inside the unfinshed tunnel to try again. To get some extra flips and rotation I smashed into the construction equipment. The best I was able to score was 3 flips, 941º rotation, about 100 or so meters in distance for the triple stunt, and then the warp always scores the perfect landing. I've since been able to equal each of these stats without warps.
During my explorations of the LCS tunnel system, I occasionally fell off the tunnels while driving a vehicle and noted the distance of the warps. The distance is directly related to the warp destination, and must somehow calculate the jump origin, but the warp origin also plays a role I can't quite figure out. Anyway, the scores I posted for Blue Hell distance and face plant are mostly a measure of my longest warps.
I haven't spent much time trying to pad my stats in GTA beyond the surface level except for some racing in SA. Maybe you know some tricks that you'd be willing to share. For instance, how do you pull of such high scores for rotation?
Also, has anyone managed to score the elusive quaduple stunt? For that matter, is there a known formula for calculating the insane stunts? And what are the minimum stats for each catagory? Can a very large score in any one catagory lead to a double or triple stunt? Currently I'm working on the hypothesis that the insane jumps are scored when the minimum is met in the 4 catagories, but I don't have good numbers yet.
Minimum insane distance, 38<67? m
Minimum insane height, >17.2? m
Minimum insane flips, 2
Minimum insane rotation, 360º? (220º<Rotation<437º)