Need For Speed (2015)

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I feel like a moron but I just can't seem to understand the drag race mode. It's impossible to keep the revs in the perfect range because it is such a tiny window. I can't seem to get a good start no matter what I try. Any suggestions? I feel like I'm not doing something right at the initial burnout or something. I don't really understand the directions I guess.

Your good start window is dependent on how well you heat up your tires at the start. Do you look at the gauge when doing a burnout? Make sure you stop when only the last lights on either side are not lit up (you have to react quickly, it only stays at this point for a split second) ensuring you get a perfect burnout. You will then notice the perfect start window is much larger, making it easier to get a good launch.
 
Your good start window is dependent on how well you heat up your tires at the start. Do you look at the gauge when doing a burnout? Make sure you stop when only the last lights on either side are not lit up (you have to react quickly, it only stays at this point for a split second) ensuring you get a perfect burnout. You will then notice the perfect start window is much larger, making it easier to get a good launch.
@CleanCut let off the gas before the last lights illuminate. The first are slow to switch on but the last are almost instantaneous.

Thanks guys. I assume you are talking about the tiny little dots that show up above the Tach during pre-stage? If so, I never saw them light up at all, only the center one lit up a few times and a message popped up "Good!" and then it went straight to the staging lights. I just didn't understand what it was that I was supposed to be looking for, and without a redline indicator on the Tach itself, I was having trouble controlling the pre-staging. Once the green light was up, I just sat there and burned through 1st and 2nd gear spinning my tires. I'll try again when I get home tonight.
 
I feel like a moron but I just can't seem to understand the drag race mode. It's impossible to keep the revs in the perfect range because it is such a tiny window. I can't seem to get a good start no matter what I try. Any suggestions? I feel like I'm not doing something right at the initial burnout or something. I don't really understand the directions I guess.

I had trouble understanding the drag system at first, but once you get the hang of it it's really easy. There are 3 stages:
1. Move in to the box
This is self explanatory, you drive in to the box and stop
2. Heat tyres
For this you hold the shoulder buttons to spin the wheels up. The little blue dots above the tach will light up one by one and will move in an outwards direction. The more blue dots lit up the more your 'perfect start window' will increase. You must ensure that you let go of the throttle before they reach the end though or you'll overcook your tyres!
3. The launch
This is where you hold the revs inside the 'perfect start window'. The size of this window depends on how well you warmed your tyres up. The better the warmup the larger the window.

After this it's just a case of making sure you switch up through the gears fairly quickly. There is no redline indicator so it will take a few goes to get used to where the optimum shift area is on your car but your best bet is generally to change up quite quickly until you reach higher speeds.
 
I had trouble understanding the drag system at first, but once you get the hang of it it's really easy. There are 3 stages:
1. Move in to the box
This is self explanatory, you drive in to the box and stop
2. Heat tyres
For this you hold the shoulder buttons to spin the wheels up. The little blue dots above the tach will light up one by one and will move in an outwards direction. The more blue dots lit up the more your 'perfect start window' will increase. You must ensure that you let go of the throttle before they reach the end though or you'll overcook your tyres!
3. The launch
This is where you hold the revs inside the 'perfect start window'. The size of this window depends on how well you warmed your tyres up. The better the warmup the larger the window.

After this it's just a case of making sure you switch up through the gears fairly quickly. There is no redline indicator so it will take a few goes to get used to where the optimum shift area is on your car but your best bet is generally to change up quite quickly until you reach higher speeds.

Thanks for this. Last night I tried a drag race in my new '32 Ford and I was able to win for the first time. I actually played before seeing your detailed explanation, and I'm still not sure that I totally have the hang of it. The one thing I'm still puzzled about: When heating up your tires, are you supposed to pull on both shoulder (in my case with a 360 controller it's the two analog triggers) buttons equally and simultaneously, and feather them both based on your rev limits and the light indicators? Or are you supposed to hold the LT trigger (brake) constant and feather the throttle using the RT trigger? Because it seemed more intuitive to hold my foot on the brake (so to speak) and feather the throttle only, but it just wasn't doing any good. The one time I had a successful launch I was pulling on both triggers equally and not holding on the brake.

If you can just clear that up for me I would greatly appreciate it :D
 
Hold both fully down at the same time, release the throttle before your tyres overheat (all the lights illuminate)

The game will hold your car for you in the countdown to launch.
 
Thanks for this. Last night I tried a drag race in my new '32 Ford and I was able to win for the first time. I actually played before seeing your detailed explanation, and I'm still not sure that I totally have the hang of it. The one thing I'm still puzzled about: When heating up your tires, are you supposed to pull on both shoulder (in my case with a 360 controller it's the two analog triggers) buttons equally and simultaneously, and feather them both based on your rev limits and the light indicators? Or are you supposed to hold the LT trigger (brake) constant and feather the throttle using the RT trigger? Because it seemed more intuitive to hold my foot on the brake (so to speak) and feather the throttle only, but it just wasn't doing any good. The one time I had a successful launch I was pulling on both triggers equally and not holding on the brake.

If you can just clear that up for me I would greatly appreciate it :D

Just hold both buttons down fully during the tyre warm up stage but let go before the blue lights reach the end. The engine will be screaming and bouncing off the limiter but that's fine :)
When it comes to the actual start you just feather the throttle, as The Stig Farmer mentioned the game will hold your car for you during the countdown.
 
^^^ Okay I think I got it now. Thank you very much.

Is it just me or does it seem like some of the features/controls on the game are not that intuitive? Meaning, there's a lot going on, but not that clear of direction on making it work.
 
^^^ Okay I think I got it now. Thank you very much.

Is it just me or does it seem like some of the features/controls on the game are not that intuitive? Meaning, there's a lot going on, but not that clear of direction on making it work.

It's not just you, there are several areas that are more difficult to understand than they should be. The wrap editor is one area that suffered from this but it's got a bit better now.
 
Just a heads-up, it seems that the "Win 2 Drift Contests in a Row" daily requirement needs you to finish 1st on the track as well as on points.
 
There's a rumor going around on Reddit saying that this update is going to be the biggest update for NFS 2015 yet. No mention of new content still but if true, this will sure hype up a lot of people. :D

I'm wondering what this update will be though. I'd be really surprise if Ghost takes all of the mods that people have made so far for NFS 2015 like the cinematic tool, *probably will most likely work like a video editor if officially added* an improved Cockpit mode which people were able to get using the cinematic tool but looked glitchy since cockpit were not meant to be accessed, and I doubt it they will do this, Day/Night cycles and turn them into a update.
 
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There's a rumor going around on Reddit saying that this update is going to be the biggest update for NFS 2015 yet. No mention of new content still but if true, this will sure hype up a lot of people. :D

I'm wondering what this update will be though. I'd be really surprise if Ghost takes all of the mods that people have made so far for NFS 2015 like the cinematic tool, *probably will most likely work like a video editor if officially added* an improved Cockpit mode which people were able to get using the cinematic tool but looked glitchy since cockpit were not meant to be accessed, and I doubt it they will do this, Day/Night cycles and turn them into a update.
Cockpit view? Obviously after they saw Theo's last video on the cinematic tool, you'd think that they will put into consideration that cockpit view works well despite the physics.
 
How come when I'm turning sometimes (especially when I'm drifting), the steering input just dies, and the car attaches like a magnet to the wall? It's really annoying.
This is the reason why I'll never get the mental unblock achievement.
 
There's a rumor going around on Reddit saying that this update is going to be the biggest update for NFS 2015 yet. No mention of new content still but if true, this will sure hype up a lot of people. :D

I think this could be true, especially as the last update was pretty big (2.3GB on PS4/1.9GB on X1) but the only piece of new accessible content was the 2017 GT-R. That update probably contained the foundations for whatever is coming next.
 
Cockpit view? Obviously after they saw Theo's last video on the cinematic tool, you'd think that they will put into consideration that cockpit view works well despite the physics.
BlackPanthaa didn't really struggle much with the cockpit view on his last video about it but almost all of the time, he wasn't driving at high speeds since he was mostly doing drift train events which requires you to stay close to your opponents. Depending on how well you're familiar with the handling, then I don't see the physics making the game impossible to drive with Cockpit view.

Also did they responded to his video on twitter or through YouTube? Send me a screenshot of the comment if you can and if it was from twitter, send me a link.
I think this could be true, especially as the last update was pretty big (2.3GB on PS4/1.9GB on X1) but the only piece of new accessible content was the 2017 GT-R. That update probably contained the foundations for whatever is coming next.
Don't forget about Eddy's challenge. That one was a big one, added a ton of new decals and new events, plus new songs from older NFS games and wraps as well. Including Eddy's R34 as well.
 
There's a rumor going around on Reddit saying that this update is going to be the biggest update for NFS 2015 yet. No mention of new content still but if true, this will sure hype up a lot of people. :D

I'm wondering what this update will be though. I'd be really surprise if Ghost takes all of the mods that people have made so far for NFS 2015 like the cinematic tool, *probably will most likely work like a video editor if officially added* an improved Cockpit mode which people were able to get using the cinematic tool but looked glitchy since cockpit were not meant to be accessed, and I doubt it they will do this, Day/Night cycles and turn them into a update.

It would be cool if they added a cockpit view, but I'm one of those few people who don't really care about it one way or another. I think it's just because I've played so many NFS games over the years that don't have it.

What I would like to see, and what I would think would be easier to implement, is changing the HUD gauges to match the vehicle being driven. Or at least an approximation. That may be a little more difficult on some vehicles that use a full LED screen for gauges like the Ferarri Italia and Lamborghinis, but they could at least make an analog approximation of the designs. Another badly needed update is to add a redline indicator to the tachometer.

I would still like to see some modifications to the wrap system. In order of priority:

1) Breaking the vehicle down into zones is helpful in some instances, and counterproductive in others. This needs to be a function that can be toggled on and off at will. For instance, perhaps it is more efficient to paint the car and then wrap it with a semi-transparency texture, etc. As it stands, you must wrap and match up at least 5 different sections. It would be so much easier to turn the zoning off and apply the wrap to the entire vehicle. Another example is with the transition from the hood to the front bumper - trying to place stripes or any other object which cross that boundary is a headache. It would be nice to toggle off the zoning and place the object there in one step instead of multiple steps attempting to match them up.

2) They need to bring back the possibility of painting/wrapping spoilers and mirrors independently of the body color like in Prostreet.

3) A grouping function. It's frustrating when making a complex design using several shapes, but then realizing that the final product is not exactly positioned where it would look best. There's no way to fix that without moving every individual object.

4) They need to allow for a 'skew' feature like in Prostreet. In Prostreet, even sponsor decals were able to be manipulated. Not just in color, but in size, stretch, and skew characteristics as well. They need to allow this on all decals regardless of category.

Those are my suggestions. I realize Ghost doesn't follow this thread, but I'm just expressing my wishes here for the sake of conversation.
 
BlackPanthaa didn't really struggle much with the cockpit view on his last video about it but almost all of the time, he wasn't driving at high speeds since he was mostly doing drift train events which requires you to stay close to your opponents. Depending on how well you're familiar with the handling, then I don't see the physics making the game impossible to drive with Cockpit view.

Also did they responded to his video on twitter or through YouTube? Send me a screenshot of the comment if you can and if it was from twitter, send me a link.

Don't forget about Eddy's challenge. That one was a big one, added a ton of new decals and new events, plus new songs from older NFS games and wraps as well. Including Eddy's R34 as well.
They didn't respond to Theo's last videos on the cockpit view but I'm 100% sure that they saw the video and asked Theo how did they do that.
 
It would be cool if they added a cockpit view, but I'm one of those few people who don't really care about it one way or another. I think it's just because I've played so many NFS games over the years that don't have it.

What I would like to see, and what I would think would be easier to implement, is changing the HUD gauges to match the vehicle being driven. Or at least an approximation. That may be a little more difficult on some vehicles that use a full LED screen for gauges like the Ferarri Italia and Lamborghinis, but they could at least make an analog approximation of the designs. Another badly needed update is to add a redline indicator to the tachometer.

I would still like to see some modifications to the wrap system. In order of priority:

1) Breaking the vehicle down into zones is helpful in some instances, and counterproductive in others. This needs to be a function that can be toggled on and off at will. For instance, perhaps it is more efficient to paint the car and then wrap it with a semi-transparency texture, etc. As it stands, you must wrap and match up at least 5 different sections. It would be so much easier to turn the zoning off and apply the wrap to the entire vehicle. Another example is with the transition from the hood to the front bumper - trying to place stripes or any other object which cross that boundary is a headache. It would be nice to toggle off the zoning and place the object there in one step instead of multiple steps attempting to match them up.

2) They need to bring back the possibility of painting/wrapping spoilers and mirrors independently of the body color like in Prostreet.

3) A grouping function. It's frustrating when making a complex design using several shapes, but then realizing that the final product is not exactly positioned where it would look best. There's no way to fix that without moving every individual object.

4) They need to allow for a 'skew' feature like in Prostreet. In Prostreet, even sponsor decals were able to be manipulated. Not just in color, but in size, stretch, and skew characteristics as well. They need to allow this on all decals regardless of category.

Those are my suggestions. I realize Ghost doesn't follow this thread, but I'm just expressing my wishes here for the sake of conversation.
And also better quality decals, increased limit, and also improvements to scaling so you can get as much small details to your wraps done as possible. The scaling was one of the many reasons why I was struggling with my Renamon wrap *Digimon wrap btw* for my R34. There were so many times when I had to make Renamon bigger in order to get the eyes right and also made different unfinished versions of the wrap. It was easier on the hood and thankfully the wrap turn out pretty aggressive looking though maybe it would have been better having Renamon on the sides but i'm not going through the trouble again.

Talking more about wraps, I have 2 wraps planned for the weekend on NFS 2015. A fictional Genki Racing Project wrap for the R34 and a Avenged Sevenfold wrap. *Car unknown* The R34 will carry some inspiration by one of Genki's other bad boys including their IS220R. Ideas I have in my head right now are looking very bright. :)
 
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And also better quality decals, increased limit, and also improvements to scaling so you can get as much small details to your wraps done as possible. The scaling was one of the many reasons why I was struggling with my Renamon wrap *Digimon wrap btw* for my R34. There were so many times when I had to make Renamon bigger in order to get the eyes right and also made different unfinished versions of the wrap. It was easier on the hood and thankfully the wrap turn out pretty aggressive looking though maybe it would have been better having Renamon on the sides but i'm not going through the trouble again.

Talking more about wraps, I have 2 wraps planned for the weekend on NFS 2015. A fictional Genki Racing Project wrap for the R34 and a Avenged Sevenfold wrap. *Car unknown* The R34 will carry some inspiration by one of Genki's other bad boys including their IS220R. Ideas I have in my head right now are looking very bright. :)

Yes, once you scale down to a certain point some of the decals just turn into a blur which sucks.
This weekend I'm planning on at least getting my Nissan 180SX finished... I'm a little on the fence with how it's looking so far. Hopefully I don't have to start over. Color pallet and appearance is going to be similar to Boba Fett's armor and mask. Not really trying to make a Boba Fett car though, something crossed between his appearance and a fighter jet.
 
The 1 thing I'd really like to see on the wrap editor is an option to 'cut out' the current shape. So you place a shape over an existing vinyl then select 'cut out' and it removes that shape from the vinyl below it.
 
The 1 thing I'd really like to see on the wrap editor is an option to 'cut out' the current shape. So you place a shape over an existing vinyl then select 'cut out' and it removes that shape from the vinyl below it.

Hmmm, interesting. That's a feature I've never thought of before. What kind of examples can you give me as to how you would utilize it?
 
This is the reason why I'll never get the mental unblock achievement.
I didn't have difficulty with this trophy from what I remember.

Oddly enough, I think Ken Block's mustang was the best handling car in the game for me. I wish I could tune my drift cars to drive like it. I hope I am thinking of the correct event here.
 
Hmmm, interesting. That's a feature I've never thought of before. What kind of examples can you give me as to how you would utilize it?

I'd put down a pattern layer in a particular area and then put a solid shape on top. Then on the next layer I'd put a logo but would cut it out of the solid shape revealing the pattern below :)

This is the sort of style I'm imagining:
STRENGTH-Patterned-Text.jpg
 
This is the reason why I'll never get the mental unblock achievement.
Also, I can try and help you with that section through remote play if you want? I think it took me a few tries too.

I love trophies so I wouldn't mind helping lol.

Unless you're on Xbox.
 
I'd put down a pattern layer in a particular area and then put a solid shape on top. Then on the next layer I'd put a logo but would cut it out of the solid shape revealing the pattern below :)

This is the sort of style I'm imagining:
STRENGTH-Patterned-Text.jpg

Gotcha. Yeah that would be a cool feature!
 
Also, I can try and help you with that section through remote play if you want? I think it took me a few tries too.

I love trophies so I wouldn't mind helping lol.

Unless you're on Xbox.
I'm on Xbox lol. Thanks for offering to help though~
 

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