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![[Post New]](/eaforum/templates/default/skins/en_US/need_for_speed/images/icon_minipost_new.gif) 10/02/2009 04:34:30
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Martensen
Joined: 09/20/2009 02:39:27
Messages: 9
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I didnt try it yet, I wanted to share it with u guys. I will try it when I get home. Sounds interesting from what I read about it.
This message was edited 1 time. Last update was at 10/02/2009 20:17:14
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![[Post New]](/eaforum/templates/default/skins/en_US/need_for_speed/images/icon_minipost_new.gif) 10/02/2009 04:46:07
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CylinderQuarter
Joined: 08/23/2009 18:21:43
Messages: 484
Location: Cairo
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Ah that, yeah I tried it. Well, not as realistic as it claims, it's only a mod to match a personal preference really.
So far I prefer SHIFT as is, let's just see what the next update holds for it.
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![[Post New]](/eaforum/templates/default/skins/en_US/need_for_speed/images/icon_minipost_new.gif) 10/02/2009 05:05:47
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INSTG8R
Joined: 09/22/2009 11:34:34
Messages: 60
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Yeah I plan on giving it a spin, described as being more of a GTR2 feel to it which I have always enjoyed. I am wondering if their physics adjustments have helped with the higher level cars.
Frankly I think alot of the handling problems with this game are based on the fact that they have taken basically the "core" of the Gmotor engine(Call it what you will, Gecko I suppose) and injected Nvidia's PhysX into it and well it needs some more tweaking to get them to play happy together.
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![[Post New]](/eaforum/templates/default/skins/en_US/need_for_speed/images/icon_minipost_new.gif) 10/02/2009 05:49:02
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rj3005
Joined: 07/24/2009 03:30:35
Messages: 389
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Less bumps on the track?? => stupid mod
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![[Post New]](/eaforum/templates/default/skins/en_US/need_for_speed/images/icon_minipost_new.gif) 10/02/2009 06:27:19
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INSTG8R
Joined: 09/22/2009 11:34:34
Messages: 60
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Well just having given it a fair shake I will say it has some merits but...
I figured I would use my normal test track I use in most games(Donnington National) and gave it spin in a stock LP640 then my full Works one. The car's do feel alot less beastly and not as tail happy(Okay my Works one was still a bit slippery but I didn't really try any tuning)
Now here is the big BUT.
I had pretty much given up on the Invitational Carrera GT event at Spa so I figured lets see how that ridiculous bump at Eau Rouge is.
It is still there but much less pronounced and while I still feel I have to slow down way too much still to get thru it cleanly(This is one of my favourite tracks and I know it very well) here is the kicker.
By Lap 2 I was literally seeing almost ALL of the AI spun out on the side of the road, even during the first lap going down the straight after Eau Rouge I watched the car's ahead of me fishtailing like crazy.
So yeah seems the AI have serious issues at least with the Carrera GT anyway(again points to physics issues)
I also did the Elimination event at Tokyo with the Lotuses which they all seemed to perform perfectly fine.
This message was edited 1 time. Last update was at 10/02/2009 06:50:42
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![[Post New]](/eaforum/templates/default/skins/en_US/need_for_speed/images/icon_minipost_new.gif) 10/02/2009 09:06:49
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leahcim40
Joined: 09/09/2009 21:17:56
Messages: 61
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nfs.INSTG8R wrote:Frankly I think alot of the handling problems with this game are based on the fact that they have taken basically the "core" of the Gmotor engine(Call it what you will, Gecko I suppose) and injected Nvidia's PhysX into it and well it needs some more tweaking to get them to play happy together.
Personally I doubt the issues have anything to do with physx, but who can say for sure?
The biggest difference this mod makes to the handling AIUI, appears to be changing the tyre slip curves (by copying them from another game, GTR2 I believe) Which aren't curves at all in the shipped file, but linear from 0 to 1.
But as you note later, the AI can't drive very well with this change. Although he's releasing a newer version soon.
As others have said, calling it "real" seems to be making quite a bold statement - especially if what was done is as I described. I'd prefer to see something official addressing the handling, especially if these slip curves are wrong or buggy.
But, at least it demonstrates that it's very tweakable in the absence of anything from SMS.
This message was edited 2 times. Last update was at 10/02/2009 09:09:17
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![[Post New]](/eaforum/templates/default/skins/en_US/need_for_speed/images/icon_minipost_new.gif) 10/02/2009 09:32:15
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CylinderQuarter
Joined: 08/23/2009 18:21:43
Messages: 484
Location: Cairo
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Well we can't depend on modders alone, in the end, they're an option, but not a resort, right?
When I tried the patch I did notice my cars handle more easily and... well, it just didn't feel right.
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![[Post New]](/eaforum/templates/default/skins/en_US/need_for_speed/images/icon_minipost_new.gif) 10/02/2009 19:52:09
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oshaylinux
Joined: 06/28/2008 02:23:52
Messages: 2314
Location: Mississippi
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I would hope that someone would have found a way to change all aspects of the NFSs environments. I've used mods on Undercover and it's still boring. If you could control the environment, one could to some nice things with Undercover.
PS. EA Torque is going to lock this thread. But nfscars.net is a fun site though.
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