The SHIFT physics thread

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The point isnt that it can or can't be avoided, the point is that it can happen at all. It shouldnt be able to happen, period, driver input out the window. My main personal difficulty right now, is MAKING my input's, based on what I know the game drives like, and ignoring my knowledge of car physics and angles, because when I see my car at these angle, and handling the way they do, instinct leads me, and it leads me to counter-steer, at times in this game when it will magically straighten itself out.
I do not try to avoid anything, it just use the input I have been using for sims like RBR, iRacing, nKpro, EVO, etc.,. I think that a lot of people just are not used to the agressive momentum/weight shift and keep over doing their input, because that's how they do it in other games they played.

(Or are you playing in 3rd person view, because that camera is fixed to a central pivot point en lags with updating, which make driving (at least for me) with that cam almost impossible.)
 
I do not try to avoid anything, it just use the input I have been using for sims like RBR, iRacing, nKpro, EVO, etc.,. I think that a lot of people just are not used to the agressive momentum/weight shift and keep over doing their input, because that's how they do it in other games they played.

(Or are you playing in 3rd person view, because that camera is fixed to a central pivot point en lags with updating, which make driving (at least for me) with that cam almost impossible.)
Before I continue, I must ask, are you defending Shift's physics?
 
Before I continue, I must ask, are you defending Shift's physics?

What does it mather, I react to your statement how you think you have to do unnatural things, to get the cars around a track, I dispute that.

You do not have to learn a trick or forget what is normal, just accept the "agressive" momentum switch under decelaration and be RBR like quick with your steering input/corrections and you will soon find out it all drives naturally, that's ofcourse in my humble opinion.

,
 
I just have this sneaky feeling that, in Shift, that could (theoretically) be done - that the code is there, but has been "overwritten' (whatever the hell that means! :dunce:). It's like the cars start to react in a sim way ... & then stop at a certain point so that it's "easier" & "more fun". :ouch:

Now there's a thought... What if SMS coded the "unremovable" traction control in to test the sim waters, and did so in a way that they can easily lift it with a patch if things didn't go well?

Hmmm... If this is true, I hope they purposely put in the glitches in as well for a laugh or two. Then when the patch arrives, I'll be happy!
:sly:
 
What does it mather, I react to your statement how you think you have to do unnatural things, to get the cars around a track, I dispute that.

You do not have to learn a trick or forget what is normal, just accept the "agressive" momentum switch under decelaration and be RBR like quick with your steering input/corrections and you will soon find out it all drives naturally, that's ofcourse in my humble opinion.

,

I agree with Markao on this. Every game has its own physic engine and it's up to you (gamer) to learn the ins and outs of the game. Trust me, the physics on this game isn't bad at all...yes it has its flaws but I know once they fix some of the glitches, like rubber band and the over/under steering issue, I can see this game become a super challenger for Forza and GT in the near future. Sequel won't hurt you know and it will only depend not just on them but on us you know! :P
 
I agree with Markao on this. Every game has its own physic engine and it's up to you (gamer) to learn the ins and outs of the game. Trust me, the physics on this game isn't bad at all...yes it has its flaws but I know once they fix some of the glitches, like rubber band and the over/under steering issue, I can see this game become a super challenger for Forza and GT in the near future. Sequel won't hurt you know and it will only depend not just on them but on us you know! :P

Yes! There is no "right way" or "wrong way" to do physics. Driving a virtual car is NOT like driving a car IRL, & a racing sim is never going to be like racing IRL. Each game chooses its own set of physics parameters. Forza, GT, Enthusia, FC, SCC, F1CE, Shift, GRiD, DIRT, RBR, iRacing, RFactor, GTR etc. each has its own version of "physics" that may emphasize one element over another. GT5P, for all its crisp HD graphics & precise steering inputs, doesn't do a good job with braking inputs & FFB & fails to communicate the visceral thrills of racing.

The thing is, TrievelA7X, you don't even use a wheel! Get a wheel! Then at least you will be able to talk (knowledgeably) about the FFB effects of each game, which are a BIG part of the driving experience. Shift's physics are far from "perfect". Personally, I would prefer that they were more "sim", but in spite of that, driving in Shift is both challenging & fun because it does a whole bunch of other "sim-like" things quite well - a lot better than GT5P, in fact.
 
Anyone who thinks there is a "safety net" built into Shift's physics should really take some of the more high performance stock RWD drive cars out for a test at the Ring and try to push the cars as hard as you would in Prologue and then come back and tell everybody about Shift's physics.

The V8 M3 is a pain to drive in GT5P. It requires more precise throttle modulation than in Shift, and is a complete dog to drive without ABS. It's very easy to kick the tail out... either on purpose or accidentally. In Shift, it's easier to "lean" on the M3's grip going into corners, and easier to mediate slides going out.

And also, to put it as nicely as I can, those of you playing this game with a Sixaxis are only playing half the game at best and most of your comments reflect that. I used a Sixaxis in the GT series, so I can empathize with you. But this game really must be played with a wheel in order to get the most out of it and fully appreciate the depth and complexity of the physics. Prologue is much more forgiving for Sixaxis users--again, not very realistic.

Sixaxis user. Guilty. But then, my G25 is still broken. And... oddly... I find the Sixaxis perfectly adequate for gaming.

Even with the Sixaxis, you could feel the difference between two different cars in the way they behaved... as far back as GT4. Here... well... you can tell that the Zonda is twitchier... that the Porsche GT2 doesn't like oversteer very much (not that it doesn't... it's just that when it lets go, it lets go...) that front-drive cars tend to snap oversteer... but in Shift, unlike GT5P, I find myself driving the track, more than the car. That's an important difference, really.

That's my daily screed in support of Shift. I think I'm about to lose my give-a-**** trying to convince people of the brilliance of this game.

Brilliance is a completely different quality from realism. I agree the game is brilliant. I've just spent a nice couple of hours familiarizing myself with the Porsche GT2... a challenging car to drive... and the sound is heavenly.

EDIT: Just ran a 6'36.xxx in the Zonda R. It was clean, but sloppy. Always difficult to tell at the Ring, but I think another 2 or maybe even 3 seconds can be trimmed off that pretty easily :) I don't know how that even stacks up as a laptime, but it was really fun. And I think it's pretty representative of what the Zonda R could do in real life on slick tires--It's basically a 1.8 Million Euro LMP/Street car :scared:

The Apollo Gumpert is not "basically" an LMP/Street car... it's a racecar... period... that just happens to be street legal. It set a 7:11.

One of the factors that may be detracting from the realism of Shift... tires. I've noticed that supercars get an insane amount of grip, as according to the tuning menus, on stock tires. Maybe this is part of Tier differentiation, but it's annoying. I'd like to try them out on the base rubber, please. Goodyear supercar tires aren't really that much grippier than the stuff you'll find on a Japanese market Evo... and probably not even as grippy as on the Elise/Exige.

Even the devolopers from EA has said they didnt try to make a full sim physics, but they did say that they used a very realistic base and then simplyfied some parameters to make it easyer to drive. But really I dont care, really fun anyway :)

I actually do. I played Shift on normal. Too watered down. I played it on Experienced... better... say... equal to "standard physics" in GT5P (of course, the physics engine is much better than GT5P standard, but the gameplay is similar!)... I wanted more. In Pro mode, everything off, including ABS... much, much better... entertained for about half-an-hour... then the worry started creeping in... tested a few different cars... confirmed it... still slightly unrealistic.

Like Tired Tyres, I wish they had put in a real pro mode... no matter how difficult it would be. Maybe if you get all stars, you can unlock it! 💡

What does it mather, I react to your statement how you think you have to do unnatural things, to get the cars around a track, I dispute that.

You do not have to learn a trick or forget what is normal, just accept the "agressive" momentum switch under decelaration and be RBR like quick with your steering input/corrections and you will soon find out it all drives naturally, that's ofcourse in my humble opinion.

,


Forget what is normal? Meaning... when you're understeering, dial in more steering lock instead of trail-braking and unwinding (although both strategies seem to work... errh... you don't need to unwind when trail-braking until after you start to oversteer, though...)? It takes a ridiculous amount of speed in this game to elicit terminal understeer (and yes, I know what terminal understeer is... firsthand), and it's very easy to deal with. Mashing the brakes, even with ABS off... will actually slow the car down. I don't even need to threshold brake or cadence brake like in GT5P. And that isn't even a control sensitivity issue. With ABS off, mash the brakes on most anything at high speed and the car will not slow down. At all. That's the biggest disappointment, given how detailed the tire models seem to be.

Oversteer... now, that there is... in abundance. And it's quite realistically modelled as to when it happens. But here's the funny thing: the window in which the car will not significantly understeer or oversteer is wide... incredibly wide. Once you've figured out the car's limits (takes just a few laps), you can lean on it very hard (in real life, you'd never "lean" on a 911, not unless you're Walter Rohl) and it won't bite. In fact, once you've overdone it and the car starts to fishtail, it's quite easy to bring it under control... sometimes... depends on the speed.

As a consequence... I can take every single corner with a slight jink, a scandinavian flick, and a corner slide (25 easy Aggression points!). In fact, the game encourages you to do so... which is the opposite of most "sim" games. That's how I played GT3. GT4 wouldn't let me do it, because GT4 didn't know what oversteer was (a joke, a joke, but you know what I mean) and if I tried it in GT5P, my success rate in corner negotiation would be quite low.

Again... I don't hate the game. Now that I've got the controls calibrated, I love it. May try more tweaks to make it more responsive... and see if I can't leave tiremarks a hundred feet long into every corner... :lol: I think other games can learn from this level of control sensitivity calibration. A lot of us hardcore players still use the pad, and I'm miffed that GT5P is so damn twitchy on the Sixaxis.
 
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I don't know if you'll find this video interesting. It's the new record at the Ring. What is nice is that you've got live telemetry.

http://www.evo.co.uk/videos/planetevovideos/242347/ring_lap_record.html

He seems to be able to get on the throttle very early.

I know the car isn't in GT4 or NFS but I felt it's fun to compare how his car moves, turns and what kind of vibration he gets. As I say the telemetry is also interesting.
 
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U know the only issue i have with this game knowing that the physics isnt quite there yet compared to GTR2 is that all cars have too much grip, maybe causing the cars to understeer way pass its limits. Yes doing the oversteering thing helps but its just not fun or realistic, so i am learning the limits of every single car and now i barely hear the tire noise on the turn while still mantaining a good speed. My lap time proves it as well. I just wish the FFB was like FC and F1CE, man would this game come to life. I know EA will do it maybe not with this one but i am sure there will be a sequel and EA if u read the forums, give us a true Sim mode and make sure the online has an option that if you crash into someone take precision points away from them. The end!
 
U know the only issue i have with this game knowing that the physics isnt quite there yet compared to GTR2 is that all cars have too much grip, maybe causing the cars to understeer way pass its limits. Yes doing the oversteering thing helps but its just not fun or realistic, so i am learning the limits of every single car and now i barely hear the tire noise on the turn while still mantaining a good speed. My lap time proves it as well. I just wish the FFB was like FC and F1CE, man would this game come to life. I know EA will do it maybe not with this one but i am sure there will be a sequel and EA if u read the forums, give us a true Sim mode and make sure the online has an option that if you crash into someone take precision points away from them. The end!

Yes, it's a "simcade" - not trying to be a true sim. You can understeer aggressively into the corners, knowing that at a certain point the grip will kick in & the car will straighten out on the correct line. You just have to learn where that point is with each car. It's still a lot of fun, but not as complex & interesting as it could be. So far, I have found my first car - the 135i - to be the most responsive to both controlled understeer & oversteer.

As far as the FFB is concerned: F1CE, FC & Shift all have something slightly different to offer. I guess it's too much to hope for that one game (GT5? - probably not!) will combine all these elements in a single, brilliantly responsive FFB model. :indiff:
 
And no other game I've tried has the FFB effects of F1CE, where the wheel bucks, kicks & rattles as the car reacts to bumps in the road. It's just an amazingly immersive effect - why does no other game do this???

Completely agreed. In our latest F1 CE championship, the next round is Monaco so i've been practicing there and it's really the first time i've tried it properly since I've started using a wheel with manual gears and it's absolutely superb 👍

Seriously, the way the wheel 'bucks, kicks and rattles' as you perfectly described is just amazing. As you go up Beau Rivage it doesn't just rattle randomly, it reacts to individual bumps in the road that you otherwise wouldn't have noticed. Likewise it's superb after Casino corner when you're on your way down to Mirabeau. You can hear the car struggling for traction and by taking the realistic line -veering to the right to avoid the big bumps- you probably do go slightly faster. The effects are most pronounced at Monza and Monaco but riding over the kerbs in general is recreated very nicely. SCC has decent FFB, but nothing compared to this in terms of feeling the track underneath you.
 
FC (& I assume SCC) communicates the feel of the tires alternatively gripping or sliding as the car corners, but does not give much sense of the actual bumps in the road. F1CE is the exact opposite - great sense of the road surface, not much sense of the traction as you corner. Shift has pretty good FFB as far as the traction is concerned, though not as good as FC/SCC, & great visual cues with the way the cockpit moves around with cornering forces & bumps, but it doesn't actually convey the bumps through the FFB the way F1CE does.

Would be nice if a single game combined all these effects in a single uber-immersive driving experience.
 
So I'm kinda not up to date with the happenings of this game..
Was there a patch/update released?
Did it solve any of the issues?

I'll definitely rent this game first to see how I like it,
as I've been reading about how some people despise this game..
 
I haven't had a patch yet (360), but it would be nice because the aforementioned videos keep happening to me a lot. Usually I'd be able to just do a clean pass, but the AI is so aggressive that it just isn't possible most of the time.
 
Here's an interesting thing I just noticed about Shift: the bumps in the track are there regardless of how fast you're traveling. If you cruise around at 20 mph the car bucks up & down like a boat on the ocean when it passes over the "bumps". A bit odd...
 
Only if you have a sports suspension. Actually... for street sprung cars... the bound-rebound amplitude should get lower as you go faster over a bump... but it doesn't.

The patch didn't fix the physics... just damage.
 
I'm totally fed up with the physics now. At first I was willing to give it a chance, but it's just too bad. I'm really achin to put GT5P in again for some better car handling. In this game you can't seem to enter a corner without having to put up with a 4 wheel drift. This is especially after the kemmel staight at spa. When you enter les combes. It's terrible. And especially on autopolis, doesn't matter if it's in the game, the game stutters, or goes in slow-motion. Also, the bumps are totally unrealistic. It's like there are jumps all over the place for skateboarders. I'm sick of it. And then there's the AI, they make mistakes occasianally, but they're glued to the track and the bumps don't have any effect on them. Also, on a nascar-like oval, I'm drifting all the way and I'm stuck in thesame speeds all of the time. the AI overtakes me there too, with ease. Is anyone else also so dissapointed with all of this?

As for online, everybody has to deal with the absurdly difficult/wrong physics, so you don't have a feeling you're being cheated like from the AI. I'll play GT5P anytime over this game even if GT5P has fewer tracks and no damage and whatever. It's a bug-free game with ace graphics and it runs at a stable 60fps, with amazing physics. I'm still shooting for the 280 stars, then see what the game has to offer with the NFS Shift tour, and then only do online races, or go back to GT5P.
 
I'm totally fed up with the physics now. At first I was willing to give it a chance, but it's just too bad. ...Is anyone else also so dissapointed with all of this?

Yeah. :banghead: :grumpy: :indiff:

I really wanted to like this game. And in a way I still do. It does a lot of things right. But when it comes to the very central part of the game...I consider it broken. I'm really disappointed.
 
The amount of drift, actually... is ridiculous. Like I've said elsewhere, GT5P pummels you if you even start to think about powersliding on an oval, in Professional mode.

NFS:Shift seems halfway between GT5P Pro and Standard... it'll punish you for pushing the car far out into a spin, but encourages you to perform "speed" drifts at every.single.corner.

Seeing as how I love four-wheel drifts... not a big problem for me... :lol:
 
Indeed. Holding a drift at 100+ mph is ridiculously hard in real life. Not that i've tried it myself, but ive seen race drivers try to save their cars from spinning out to no avail.
 
if you drive well and you know how to setup your car... physics are great in Shift - on PC (look at my video and see how the great GTR2 physics works : mass transfer, snaps, springs work under throttle and braking) and do you see me slide? :sly:

http://www.youtube.com/watch?v=dmesRI2-swM

Clearly the PC version is the one to get. But the point is, if you tip-toe around, you can even manage a lap like this on the PS3 version. IF you tip-toe around. If your intention is to win races against the AI, it's much quicker to slide the car through every corner, treating the steering wheel as a toggle switch between oversteer and understeer. And that's just not how a real car behaves. It really infuriates me because this game could have been SO much more.

I recently had an email exchange with somebody who had the chance to test an early build of Shift while it was still in development and he claims the the physics and handling model of the finished product is completely different from what he played in the early Spring. He claims the early build was much more realistic and the release version has gone very arcade like. Assuming this is credible, I truly believe this game is capable of much more and the decision to dumb it down was made by EA and perhaps even some of their NFS Legacy beta testers or maybe even input from Blackbox--who knows. I have my doubts if the console version will receive a patch to correct this, but with some tweaking, I'm betting the PC version could be a very, very different game. And a LOT better.
 
I can't understand why people use the cockpit cam, is this the "sim" way, really? The player already has a wheel in his hands and IS in the cockpit, using the cockpit camera makes the player drive from the backseat of a car that has no front seat. I have tried the cockpit camera and I can't seem to drift from cockpit camera as I'm not feeling the car well. The realistic way is to use the bamper cam, I can definitely feel the car %100 in any situation and is never awkward, the cockpit cam is awkward imo.
 
This "mass transfer" at corners is very cool looking because it's realistic. GT5:Prologue doesn't have it and I wonder why. In real life when a car is thrown in a slide you can see this mass transfer from a side to a side, in GT5:P I can't see it in replays. Neither in Forza. GTR Evolution does it, I suppose Shift is using the same phisycs engine as GTR:Evolution, only it is more advanced yet a bit tweaked not too be too sim-like. There are things Shift does better than GTR Evolution.
 
360 version

The driving physics were very strange like driving on ice with a center axis. The drifting physics used the same horrible drifting engine that was in Pro Street. Its truly a shame none of the developers listen to the community at all. I could not belived Shift used the same drifting engine as Pro Street. Everyone hate that drift engine.

NFS needs to go back to its roots with NFS: Hot Pursuit 2. Still the best game of the series. Or at least go back to the drifting and physics engine from the Underground series.
 
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