NFS Shift 2 Unleashed - Details

  • Thread starter LittleLefty
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I see...So what you're basically saying is that the model itself is true to life. I suspect then that their calibration of that model may be a bit off. The main thing that bugs me about the FFB, after the patches even and getting the right settings, is how the car behaves on the straight line. There seems to be a lag between the wheel input and the vehicle's response. I'm not sure if this has something to do with the speed of the vehicle but it seems to be present even at lower speeds. :confused:

Yep, basically another case of the engine outrunning the data they could make for it.

Some of the suspensions are more or less accurate. Some of the weights they used for wheels/suspension components didn't suit the drivetrain types. Some of the position adjustment they did to make the suspensions 'fit to' the cars had weird effects on the effective length of the steering arms. I don't think they quite dialled in the effect of the new tyre model on all of this, either - they simulated the contact patch being (literally, as a 3d object) independently movable from the rest of the tyre/car, which really complicates things - not only is the stiffness of the tyre set from several new data points, but the 3d model itself starts influencing how the tyre interprets that data. Some cars were set up better than others in that regard too. So yeah, basically a case of having a great idea and not a lot of time to get it completely right, or so it seems to me.
 
So, I have a theory that just playing the HP demo may be enough to get the bonuses from playing it. It's listed under my games played on the EA site and there are some stats listed on the Hot Pursuit website.

I plan on buying HP later on in the year anyways, but I wouldn't mind having the extra cash and cars from the start.
 
Come on guys, how long can u blame camera angles and fov? There is a preview up at racesimcentral.com and the author makes 2 important points... The second is that the track models are innacurate and, as myself and others were torched for pointing out, Bathurst is too wide.

Despite he used my own own words when describing now apparently true issue regarding widening of the tracks in order to make racing more "comfortable", I am pretty much astonished by the fact he finds a way to relativize it and conclude it is not that important in final. "Racesimcentral"? Yeah, right.

I really do not want to go into another flamewar here on that matter, but I really fail to understand how it can be justified so easily.

I mean, you can call me elitist, arrogant, nitpicker, whatever, but I really do not understand how can such a move, that clearly ruins one of the foundations of the overall experience, remain so untackled by criticism.

But nevermind, I am obviously a minority.
 
Despite he used my own own words when describing now apparently true issue regarding widening of the tracks in order to make racing more "comfortable", I am pretty much astonished by the fact he finds a way to relativize it and conclude it is not that important in final. "Racesimcentral"? Yeah, right.

I really do not want to go into another flamewar here on that matter, but I really fail to understand how it can be justified so easily.

I mean, you can call me elitist, arrogant, nitpicker, whatever, but I really do not understand how can such a move, that clearly ruins one of the foundations of the overall experience, remain so untackled by criticism.

But nevermind, I am obviously a minority.

Mate, if it turns out to be true I think a lot of people will be as up in arms about it as you are. Me included.

I think the problem is that with the information we have, a lot of us are not convinced one way or the other. I'm not ready to accuse a developer of something which is a horrible affront to sim gaming, when the evidence is not clear.

In four days, when real copies are in the hands of actual gamers, it will be easy to test, as I've mentioned before. When there's a screenshot of 8 metres of cars parked side by side across what is supposed to be a 6 metre section of track, I'll join you in the crusade to burn down the SMS headquarters. But not before.

I think this is an issue that we clearly need to keep an eye on. But it's far too early to be proclaiming this as the death of the game when all we have to go on is the perceptions of videos from camera views that are admitted to be distorted to improve perceived speed.
 
Personally i don't care at all about tracks being perfect, i'll take 50 widther tracks over 2 laser scanned super perfect all the times. i'm pleased with the quantity when speaking about tracks, not cars.. just the opposite gt5 done.
 
Personally i don't care at all about tracks being perfect, i'll take 50 widther tracks over 2 laser scanned super perfect all the times. i'm pleased with the quantity when speaking about tracks, not cars.. just the opposite gt5 done.

You can say that about how accurately the bumps and cambers and such are modelled on a circuit, it's certainly easier to to a decent job on a lot of tracks than it is to do an excellent job on a few.

But with width, you're doing the same work either way, except that with a wider track you've dragged the outline of the track out. You could argue that making the track wider is actually MORE work, because now you may have to modify the surrounding scenery to fit your modified track.

Say you're drawing a face. You draw the outline, and then you draw the features inside that outline. You can save time by only drawing major features, eyes, nose, mouth, or you can spend time by detailing every little freckle. But it makes near no difference at all if you draw an outline of a fat face or a skinny face. They're both pretty much the same amount of work.

Width is a thing that is changed for gameplay reasons, not for the sake of saving time. I'm pleased with the quantity of tracks too, but having wider or narrower tracks was not a contributing factor to that.
 
Putting some of the stuff they've said together -

* I would give them the benefit of the doubt on width until we get extracted models, personally.

* That said, they did mention camber/height style changes. From other interviews, they've mentioned the cars can be dropped a lot lower than they could, and that the game is essentially seamless between drift events and race events. Sounds like it could possibly be linked together to prevent cars flipping/self destructing for instant losses if you drop into a track with a bad tune, and avoid needing heaps of separated assets for race/drift.

* RSC is not the site it used to be.

* I am glad to hear people are now so picky about tracks, get ready to jump down the throat of anyone who insists rFactor, nKP, etc, can be considered realistic games, given that you can count the pretty / accurate, let alone pretty AND accurate tracks for these on your fingers and toes at most :)
 
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I m with Amar on that whole track widening issue. In a game that focuses on letting the player feel the thrill and adrenaline of racing it would be very counterproductive to widen the tracks and take away the adrenaline factor of running out of road.

The Nordschleife is the best example for that, is so horribly narrow in some places and you would take away alot of the thrill if you widened it.

Of course sms still have the benefit of the doubt, though. Lets wait and see.
 
Despite he used my own own words when describing now apparently true issue regarding widening of the tracks in order to make racing more "comfortable", I am pretty much astonished by the fact he finds a way to relativize it and conclude it is not that important in final. "Racesimcentral"? Yeah, right.

I really do not want to go into another flamewar here on that matter, but I really fail to understand how it can be justified so easily.

I mean, you can call me elitist, arrogant, nitpicker, whatever, but I really do not understand how can such a move, that clearly ruins one of the foundations of the overall experience, remain so untackled by criticism.

But nevermind, I am obviously a minority.

You are not alone. I for one want accurate tracks and accurate driving on the my console simulator.

They are far ahead of features like livery editor on the priority list.
 
I m with Amar on that whole track widening issue. In a game that focuses on letting the player feel the thrill and adrenaline of racing it would be very counterproductive to widen the tracks and take away the adrenaline factor of running out of road.

The Nordschleife is the best example for that, is so horribly narrow in some places and you would take away alot of the thrill if you widened it.

Of course sms still have the benefit of the doubt, though. Lets wait and see.
In their live Q&A, I believe they talked about adjusting tracks based on driver feedback. 'This hill feels like it should be higher' kind of stuff.

Unless I misheard.
 
If you seek realism, there is a point when the console become a limitation. Why look for a PC sim on console/multi-platform title?

the very nature of console sim imo is to bridge the gap between a hardcore sim and the arcade markets, which means sim-ish physics, nice approximation of tracks and cars, but additional gameplay elements and some bell and whistles. If purism is what one seek just go to a PC sim, Rfactor alone will nodoubt provide you with contents for years of racing, at the price of just $20. It will run on a 6 year old laptop too.
 
If you seek realism, there is a point when the console become a limitation. Why look for a PC sim on console/multi-platform title?

the very nature of console sim imo is to bridge the gap between a hardcore sim and the arcade markets, which means sim-ish physics, nice approximation of tracks and cars, but additional gameplay elements and some bell and whistles. If purism is what one seek just go to a PC sim, Rfactor alone will nodoubt provide you with contents for years of racing, at the price of just $20. It will run on a 6 year old laptop too.

Talking about Rfactor, thought this will make a smile on some faces :dopey: lmao

http://www.youtube.com/watch?v=64vL21smcTQ&feature=fvst

Enjoy :dopey:
 
reaperman

I've also seen that video. They say they have the CAD data and after that added the racer feelings on the track. What you seen on videos, always look a bit "flat" so they've added the "racer feel" to it based on real pilots inputs.

Also, any changes to the track must be reported and approved (also heard this). There must be restrictions on what the changes are (speculating here).

For ME this means track width must be real but for example the angle of Laguna Seca's cork screw might look different but "feel" right.

I hope I've explained this one right.

As usual, its my opinion and I just hope its true. But its not a deal breaker for me anyway because I don't use consoles to learn the track to go there and race it for REAL :D

BTW, if things are not real enough track wise, why those who complain don't talk about the original tracks? They're not even real to start with... not beeing a real track should be more of a problem... but i digress.

anyway, not a deal breaker to me (I am not that picky) and its been said already that one shouldn't approach this game as an "hardcore sim" - whatever this means in consoles...
 
10 Seconds of eargasm :drool:


"The sound is dubbed over the video, it's never going to sound as good in game" was what they said when the Huayra-Trailer was released.
But, damn, this sounds really nice. Should be enough to give an indication of how good the sounds are going to be 👍
 
What happens if you buy the game at the EA store if you're in a country where the game releases on the 1st? Do you still get it on the 29th as a download?
 
"The sound is dubbed over the video, it's never going to sound as good in game" was what they said when the Huayra-Trailer was released.
But, damn, this sounds really nice. Should be enough to give an indication of how good the sounds are going to be 👍

I hope the huayra doesn't sound like that in the game, because the car in the trailer certainly didn't sound like a twin turbo v8...
 
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