Shift 2's Physics?

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lengthybaton
I've read several different things here. One thread I read its the same physics engine that they've just tightened up a little and another thread where its a completely new system and a lot more realistic. I watched the entire 20 minute video Insidesimracing did on it, but they never said anything about how they felt it drove. The gameplay looks very promising, but the physics really have to be there. What have you all heard about the physics?
 
What I've heard so far:

1) It's based on an engine SMS (or the guys that worked at it) developed for another game. This engine has supposedly been in deveelopment for a few years.
2) They're the guys that made the GTR games, so they know their stuff and can pull some good stuff of if they can do as they please.
3) Last time around, EA held them back with the realism to cater to the arcade crowd. They have Hot Pursuit as an arcade racer. Having two acrade racers wouldn't be very wise, so they're probably not going to force acradyness onto Shift 2.

The only indication that shift 2's physics are going to suck is because they did in Shift 1. But, as we all know, a series can change under changing circumstances.
So I'm not too worried.
 
It's most likely using the original (unaltered) gMotor2 engine. The original uses modified parameters of the same engine for much of the same reasons stated above. The guys Luminis is referring to is SimBin.
 
Hurm, few things:

1) from modding, there is very little evidence that there was some super duper realistic version of the first game ready to go. Every file you see in there other than what's used already (car specific suspensions for example) looks even more beta/rushed than the ones they actually shipped and is even less functional if it's turned on. Pretty much all of the old data you find is like that.

2) They have said the FFB code is all new in Shift 2.

3) Shift never used an unaltered ISI/Gmotor style engine, the tyre model was all new, the FFB was new, surface contact (road/walls/etc) was all new. A lot of other stuff other than that was the same though :)

4) the issue was never really with the engine - which was a big leap over even most PC sims in a lot of ways - but with the data, and with the terrible job done on testing, which combined to make bugs about 2-3 times as large as any individual buggy component might be.
 
Hurm, few things:

1) from modding, there is very little evidence that there was some super duper realistic version of the first game ready to go. Every file you see in there other than what's used already (car specific suspensions for example) looks even more beta/rushed than the ones they actually shipped and is even less functional if it's turned on. Pretty much all of the old data you find is like that.

2) They have said the FFB code is all new in Shift 2.

3) Shift never used an unaltered ISI/Gmotor style engine, the tyre model was all new, the FFB was new, surface contact (road/walls/etc) was all new. A lot of other stuff other than that was the same though :)

4) the issue was never really with the engine - which was a big leap over even most PC sims in a lot of ways - but with the data, and with the terrible job done on testing, which combined to make bugs about 2-3 times as large as any individual buggy component might be.

The FFB was horridly loose on consoles, there was barely any 'force' involved. You could freewheel all the way to 900-degrees and back. Which is why I preferred using a pad.
 
What I've heard so far:

1) It's based on an engine SMS (or the guys that worked at it) developed for another game. This engine has supposedly been in deveelopment for a few years.
2) They're the guys that made the GTR games, so they know their stuff and can pull some good stuff of if they can do as they please.
3) Last time around, EA held them back with the realism to cater to the arcade crowd. They have Hot Pursuit as an arcade racer. Having two acrade racers wouldn't be very wise, so they're probably not going to force acradyness onto Shift 2.

The only indication that shift 2's physics are going to suck is because they did in Shift 1. But, as we all know, a series can change under changing circumstances.
So I'm not too worried.

The physics still need work.
 
The FFB was horridly loose on consoles, there was barely any 'force' involved. You could freewheel all the way to 900-degrees and back. Which is why I preferred using a pad.

Probably an issue with the wheel you used, T-12. I used a DFGT, and had no problems with the FORCE of the FFB. My main issue was, in a straight line, the 'wobbles' were horribly exaggerated and TOO strong, virtually impossible to overcome. But cornering felt pretty good at about 400º.

I'm just not a fan of the whole 900º thing. You don't see well set up race cars needing that amount of steering lock. Daily drivers, yes, but race cars?

Particularly if you used paddle shifters, having to turn the wheel multiple times for tight-ish corners took away your shifting ability. I prefer more of an F1 type setup, where you NEVER need to let go of the wheel...
 
No, it wasn't the wheel. I was using a G25 at the time and the support for was, I believe, horrible.
 
No, it wasn't the wheel. I was using a G25 at the time and the support for was, I believe, horrible.

Huh? :crazy:

If the wheel wasn't supported well, then it WAS the wheel..!

I'm not saying you had a faulty wheel, I'm just saying that the FFB setup for it was faulty. Therefore, wrong wheel. I believe ALL wheels were very much an afterthought with Shift 1. No side look capability, for instance. How did THAT slip through the cracks if anyone actually playtested it?
 
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