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Old 29 May 12, 22:28   #51
offom
 
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Quote:
Originally Posted by SternRav0R View Post


Actually I found this tire mod to be more to my taste with 720 degree in Logitech Profiler and In Game settings. I like my steering a bit faster.
Approving does not count, tell your critisms
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Old 30 May 12, 11:13   #52
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I use about 400 degrees of rotation in Logitech profiler, and leave lock at 360 degrees in the game.
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Old 30 May 12, 14:48   #53
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Default A new version is uploaded

Version 1.5 of "NTM Tire Mod" is uploaded. View the file details
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Old 30 May 12, 14:58   #54
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Thanks for the version 1.5 update

Hopefully others can chime in with their feedback to help out with the testing process.

Last edited by dev_null; 30 May 12 at 18:24.
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Old 31 May 12, 10:05   #55
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Default A new version is uploaded

Version 1.55 of "NTM Tire Mod" is uploaded. View the file details
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Old 31 May 12, 11:33   #56
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I had about 20 minutes to play around with version 1.5 late last night. Semi-slick tires didn't have enough grip, so hopefully you have rectified that in version 1.55.

Otherwise it's getting closer
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Old 31 May 12, 13:37   #57
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Default A new version is uploaded

Version 1.60 of "NTM Tire Mod" is uploaded. View the file details
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Old 31 May 12, 15:06   #58
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How about drift mode, with PTMU latest version, it was better.

However, with your NTM, it's back to stock feel, spinning out as soon as the car accelerates.
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Old 31 May 12, 15:19   #59
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Originally Posted by H3ll$pawn View Post
How about drift mode, with PTMU latest version, it was better.

However, with your NTM, it's back to stock feel, spinning out as soon as the car accelerates.
Are you drifting using controller ? Drift and historic cars are not included by now. As soon as I make my facts right, I will continue with those tires.
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Old 31 May 12, 15:38   #60
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can someone tell me how to install this mod shortly?

do i need the ucp for this? where can i download the ucp? i cant find it.
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Old 31 May 12, 18:14   #61
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can someone tell me how to install this mod shortly?

do i need the ucp for this? where can i download the ucp? i cant find it.
Follow the readme file, It should direct you. If you encounter any further problems, just ask.
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Old 31 May 12, 23:56   #62
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I like the feel of version 1.6, well done offom !

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Old 1 June 12, 02:04   #63
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Originally Posted by dev_null View Post
I like the feel of version 1.6, well done offom !
Lets improve it more !

Thank you for your great friendship dev_null
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Old 1 June 12, 11:19   #64
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My pleasure I am glad I can be of assistance.

I will get some more testing done this weekend, but if others reading this thread could kindly give their feedback as well, it will help in the testing process.
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Old 1 June 12, 18:31   #65
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Well done Thanks
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Old 1 June 12, 21:01   #66
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overall im very happy with the progress seen in a short period of time,only thing i can feel is wrong is its lacking in front end grip a little.
i use laguna for my testing and ive discovered,with this mod,that a little scandinavian flick can make for a lot more fun than ive had with any mod ive tried before.
keep up the good work,the cars i enjoy the most (porsche,bmw,cat,lexus) are much improved now
Tango
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Old 2 June 12, 11:26   #67
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Default A new version is uploaded

Version 1.70 of "NTM Tire Mod" is uploaded. View the file details
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Old 2 June 12, 11:27   #68
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Quote:
Originally Posted by H3ll$pawn View Post
How about drift mode, with PTMU latest version, it was better.

However, with your NTM, it's back to stock feel, spinning out as soon as the car accelerates.
I reworked drift behaviour with steering wheel.
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Old 2 June 12, 14:55   #69
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First of all thanks for this good mod ! Great work on drift physics, but I think the over all grip level in race mode is reduced too much
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Old 2 June 12, 15:03   #70
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Originally Posted by Dmitrij85 View Post
First of all thanks for this good mod ! Great work on drift physics, but I think the over all grip level in race mode is reduced too much
Try upgrading your tires or tuning for lateral performance. Tuning, driving and upgrading is awarded more than ever.
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Old 2 June 12, 15:41   #71
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I realy enjoy the stock cars, almost never drive upgraded
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Old 2 June 12, 15:44   #72
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Quote:
Originally Posted by Dmitrij85 View Post
I realy enjoy the stock cars, almost never drive upgraded
Yes, by the help of UCP I'm tuning stock cars and racing too
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Old 2 June 12, 15:56   #73
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what are the plans for the next update of this mod ?
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Old 2 June 12, 16:18   #74
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Quote:
Originally Posted by Dmitrij85 View Post
what are the plans for the next update of this mod ?
Car response latency.
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Old 2 June 12, 19:20   #75
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One more thing. After isntalling Your mod the wheel on all MAZDA`s are shaking and game started to crash. Installed it on fresh SHIFT 2 with latest community patch
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Old 2 June 12, 23:07   #76
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Quote:
Originally Posted by Dmitrij85 View Post
One more thing. After isntalling Your mod the wheel on all MAZDA`s are shaking and game started to crash. Installed it on fresh SHIFT 2 with latest community patch
I will check Mazdas then. That CTD happened before too, I will solve it.

Edit: I checked, only BMW M1 causes to crash, am I right ? Next update will include it. If you notice that specific car causes to crash, inform me. Mazdas are light they tend to be quirky on the steering wheel a bit more. But I will include them in the update too.

Last edited by offom; 2 June 12 at 23:38.
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Old 3 June 12, 06:09   #77
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Hey I'm kind of new to this forum but I have to say that this is great work, I used to have PTMu which felt like a huge improvement over the original game but then again this felt like a huge improvement over PTMu hehe

Now for the feedback, the cars feel really good. I haven't tried lots of them but most of them feel like they're about right. I even drove a lap on the nordschleife where my r32 is almost in sync with the 2011 record holder Nissan GT-R r35, if anyone wants to see it I'll share it but I don't know if I
should be posting it here since it might be advertising.

If anyone would be so kind to share his 360 controller settings I'd like to have it, Thanks in advance and thanks offom for this great mod!
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Old 3 June 12, 07:55   #78
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Quote:
Originally Posted by offom View Post

I will check Mazdas then. That CTD happened before too, I will solve it.

Edit: I checked, only BMW M1 causes to crash, am I right ? Next update will include it. If you notice that specific car causes to crash, inform me. Mazdas are light they tend to be quirky on the steering wheel a bit more. But I will include them in the update too.
Great thing that You pay so much attention to small details. I will be reporting bugs that I will find. I have spend yesterday all evening checking this mod, great improvement, but as I have said earlier the grip level is reduced too much (only mine opinion).
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Old 3 June 12, 09:34   #79
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I "feel" that we are used to keep pedal-to-the-metal in NFS series. Originally Shift 2 was designed in a way that "if the car is sliding, turn the wheel and push the gas pedal more !" manner. I remember the days that I began playing GTR 2, it was so hard not to over "or" under steer. I am keeping that thoughts on my mind when working with Shift's GT1 and GT3 classes and by the help of dev_null, street-track-semi-slick tires are being modded.
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Old 3 June 12, 10:56   #80
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Quote:
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I "feel" that we are used to keep pedal-to-the-metal in NFS series. Originally Shift 2 was designed in a way that "if the car is sliding, turn the wheel and push the gas pedal more !" manner. I remember the days that I began playing GTR 2, it was so hard not to over "or" under steer. I am keeping that thoughts on my mind when working with Shift's GT1 and GT3 classes and by the help of dev_null, street-track-semi-slick tires are being modded.
Is it just me or is the AI a bit buggy? some tracks they drive like the STIG and some tracks they just spin out or drive into me.

I used to play the gran turismo series from when I was 8 years old, and I like to break corners and drive a smooth lap. When I played the nfs series you indeed didn't need to break but when need for speed pro street came out they finally worked on their handling. After the nfs:shift series they brought back the pedal to the metal handling and it's shit tbh .

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Old 3 June 12, 11:20   #81
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Quote:
Originally Posted by ShawnNL View Post

Is it just me or is the AI a bit buggy? some tracks they drive like the STIG and some tracks they just spin out or drive into me.

I used to play the gran turismo series from when I was 8 years old, and I like to break corners and drive a smooth lap. When I played the nfs series you indeed didn't need to break but when need for speed pro street came out they finally worked on their handling. After the nfs:shift series they brought back the pedal to the metal handling and it's shit tbh .
Which cars spin out when used by AI ?
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Old 3 June 12, 12:16   #82
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Quote:
Which cars spin out when used by AI ?
The maserati gran turismo flips over and I believe one of the astons spins out.
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Old 3 June 12, 12:33   #83
reach
 
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Great mod, but i think the cars still feel a little too "boaty". Cant descripe it better though
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Old 3 June 12, 12:48   #84
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Quote:
Originally Posted by reach View Post
Great mod, but i think the cars still feel a little too "boaty". Cant descripe it better though
Is it compared to original (default) tires ? With this mod, proper tuning (other than upgarading) is strongly encouraged.
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Old 4 June 12, 13:38   #85
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Also, using the latest UCP so you have the physics updates is essential to get the most out of this mod.

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Old 4 June 12, 18:46   #86
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Dear Kazumi, I noticed that (verifying on the ADAMS/Car Multibody Dynamics Simulation) datas are just silly (other than tire data). I will try to build just one test car with real datas. I already corrected out Lotuses' suspension problem.
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Old 5 June 12, 00:21   #87
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Default A new version is uploaded

Version 1.80 of "NTM Tire Mod" is uploaded. View the file details
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Old 5 June 12, 12:35   #88
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Offom , thank you once again for updating this mod.

In terms of testing, I will continue with AWD on the Evo IX and Evo X, but if someone could lend a hand with some of the FWD and RWD cars, it would be greatly appreciated.
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Old 9 June 12, 15:28   #89
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Default A new version is uploaded

Version 1.90 of "NTM Tire Mod" is uploaded. View the file details
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Old 10 June 12, 00:03   #90
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So with this mod I could drift normaly with my 900' Logitech DFGT? Can someone write is drifting good?
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Old 10 June 12, 07:45   #91
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Quote:
Originally Posted by skillman View Post
So with this mod I could drift normaly with my 900' Logitech DFGT? Can someone write is drifting good?
Not totally normal, It is still weird but at least drifting is possible with steering wheel.
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Old 10 June 12, 10:26   #92
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Default A new version is uploaded

Version 1.91 of "NTM Tire Mod" is uploaded. View the file details
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Old 11 June 12, 17:13   #93
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I have a question, offom. Can i switch between your mod and the PTMu using the JSGME? I'm using the unpacked version.
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Old 11 June 12, 21:08   #94
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Quote:
Originally Posted by esmil18 View Post
I have a question, offom. Can i switch between your mod and the PTMu using the JSGME? I'm using the unpacked version.
Yes you can, in fact if you compare and tell us your oppinions, it will be great.
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Old 11 June 12, 23:12   #95
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Quote:
Originally Posted by offom View Post
Yes you can, in fact if you compare and tell us your oppinions, it will be great.
Actually i have a opinion to bestow. I've tried your mod for a few days and, with the correct wheel settings the game is getting pretty good but i have two things:

1- If i have the stock tyres on the majority of the cars it feels very floaty and i don't feel any conection with the car but when i upgrade to the racing slicks it's another story the car feels very responsive and i feel conected to it. My point is, that i think the levels of grip between tyres should be a little bit less drastic.

2- The AI is struggling with some cars, an example is the Lotus Elise, every time i do a quick race they are dancing around the track and losing control.

These are my two opinions by now. I'll keep testing and giving feedback because this games has "Something" that keeps trying but it really need these kind of changes to keep going. Keep up the good work.
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Old 12 June 12, 05:48   #96
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@esmil18

Tire grip levels were changed in respect to mine and dev_null's track driving experiences. The problem is on FFB creation but grip levels are very close to real I think, disconnectivity problem lies beneath. I'm working on FFB edit but don't know if it is legal.
I'm trying to catch buggy cars, keep me updated, thanks so much.
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Old 12 June 12, 12:47   #97
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Quote:
Originally Posted by offom View Post
@esmil18

Tire grip levels were changed in respect to mine and dev_null's track driving experiences. The problem is on FFB creation but grip levels are very close to real I think, disconnectivity problem lies beneath. I'm working on FFB edit but don't know if it is legal.
I'm trying to catch buggy cars, keep me updated, thanks so much.
Hey Offom I've been switching a lot between PTMu and NTM, and there are some things
why I like NTM and some things why I like PTMu.

for instance your mod has great physics, imo better than PTMu, especially the suspensions are realistic. some cars still have the floating problem like the classic
911. I believe the biggest reason I use PTMu now is that NTM has better physics but
is almost unplayable on a 360 controller. it's still too responsive and with PTMu it is not.
problem in PTMu is the tight corners which are really hard to take.

I wish I had a wheel but for now I just hope you can make the steering a bit less responsive, or post some recommended settings for the gamepad.

Great work though, I'm going to try out v1.91 right now .
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Old 12 June 12, 13:44   #98
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@ShawnNL

Are you referring to 911 that comes from Legends Pack? Their tires are not changed. Also I may develop a side mod suitable for controllers, I have Rumblepad 2 controller. Also, reduucing steering sensitivity and adding 8-10 tick deadzone on steering can help controller's handling.
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Old 13 June 12, 14:03   #99
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Quote:
Originally Posted by offom View Post
@ShawnNL

Are you referring to 911 that comes from Legends Pack? Their tires are not changed. Also I may develop a side mod suitable for controllers, I have Rumblepad 2 controller. Also, reduucing steering sensitivity and adding 8-10 tick deadzone on steering can help controller's handling.
Yeah the DLC 911 drives ok but I seen it floating when on the cutscenes with the pit crew.
Also I tweaked my settings as good as I can and it is still a bit hard to race with a controller, A friend borrowed me his 360 steering wheel so i'll check that out tonight..Heard
it has no force feedback on the pc (its the wireless xbox wheel).

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Old 14 June 12, 12:41   #100
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The joys of testing

Can anyone on here with real world experience help out with the FWD and RWD cars?

I am handling the AWD (non supercar) part of testing right now, but it would be great to get some more testers helping out as well.

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