The SHIFT physics thread

  • Thread starter Biggles
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I think the physics allow you to go forward when, based on your (excessive) speed, you should be going sideways, that's the problem - you don't have to slow down enough, & keeping the car under control at speed is too easy.

I think there are two separate physics issues there.

Firstly whether there is too much grip, which allows you to take corners at excessive speed compared to RL (someone has said it is modeled at 120% but I can’t confirm). Okay, maybe not realistic, but people seem to like grip, especially based on the number who would slap R3s on their Honda Integra in GT5P.

The other issue is when you pass the point of grip. In Shift, just keep turning the wheel in and powerslide around the corner. Again not realistic, but I don’t have a real problem with that from a game point of view, as long as it is faster to take the corner properly, thereby rewarding the better drivers.
 
Firstly whether there is too much grip, which allows you to take corners at excessive speed compared to RL (someone has said it is modeled at 120% but I can’t confirm).

Cannot be 100% sure for the PS3 version of the game, because for all we know it is different from the PC version ;) , but these are two multiplayers that are applied to the grip levels and Centre of Gravity Height in the game.

<prop name="CGHeight Scale" data="0.6;0.6;0.75;0.825" /> (last value is pro mode)
<prop name="grip level" data="1.45;1.3;1.3;1.2" />


I enjoy the game, with those to values at 1.0, a higher physics rate and a custom G25 settings file a lott more, but that's one of the plus points of a modable PC version and unfortunately not possible on a console.
 
I enjoy the game, with those to values at 1.0, a higher physics rate and a custom G25 settings file a lott more, but that's one of the plus points of a modable PC version and unfortunately not possible on a console.

This may be slightly off-topic but, what happens when somebody with a physics modded PC version of Shift races online with console players using the original program? Whose physics rule in that case? The host? I have no idea how this works so be gentle if this seems a stupid question. :)
 
Jay
First I will say I haven't played it yet, though I have looked through tons of footage deciding if I should. One thing I noticed throughout the videos is the excessive yaw generated with quite minor inputs, for example look at the "dirty overtake" video post #6, when the BMW gets to the first corner he steers into it and look at the yaw, the front wheel is well into the grass yet the rest of the tyres are well off just from a bend like that. Even the twitches he make proir to the corner show a lot of yaw angle.

Give the impression the car rotates on a fairly fixed axis quite freely (like old rally games) to take turns.

Totally true. I've only played the demo but I was even gently moving my analog stick and the car would move around alot with a lot of bouncing. I'm bombing down the back straight on that London circuit and in any car, it takes a lot to straighten up your car even with really small inputs.

And no, I'm not a crap driver.
 
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