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Old 2 June 12, 18:50   #601
tulib202
 
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Well yeah i read about that on the other threads. It needs to be done.
BTW the post you quoted is indeed quite old but i starteted reducing car transmission sounds months before that. I never delivered a complete package though. Adjusting those sounds and surface sounds, engine sounds, upgraded engine sounds is part of my car overhauling. There's a lot of work with this as I'm driving each and every car to test those sound adjustments not to mention car physics. I'm going to release it once I'm done with all the game cars.
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Old 12 June 12, 18:13   #602
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Quote:
Originally Posted by tulib202 View Post
Well yeah i read about that on the other threads. It needs to be done.
BTW the post you quoted is indeed quite old but i starteted reducing car transmission sounds months before that. I never delivered a complete package though. Adjusting those sounds and surface sounds, engine sounds, upgraded engine sounds is part of my car overhauling. There's a lot of work with this as I'm driving each and every car to test those sound adjustments not to mention car physics. I'm going to release it once I'm done with all the game cars.
When this mod is finished this is going to be a new entire game.

Please don't give up! keep the good work!!
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Old 12 June 12, 21:35   #603
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No worries the mod will be done, no doubt about it
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Old 12 June 12, 23:25   #604
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Quote:
Originally Posted by tulib202 View Post
No worries the mod will be done, no doubt about it
I'd like to ask you something about the mod and the possibilities that it opens.

Is it possible to modify the number of cars that can participate in a race? i mean, the default max is 16, could it be modified?
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Old 13 June 12, 07:18   #605
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I never really tried changing that. I'd have to really try and mess around to say for sure if it's possible or not
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Old 14 June 12, 20:22   #606
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Hi tulib202,

Two things:

1- I'm playing the Class D races and i've detected that te infinity g35 is kinda overpowered for that class, it has a low PI in stock, so it let you make more upgrades before it reaches de 499 PI hence giving it a little advantage over the others class D cars.

2- A question, while playing the D class races, you can't almost make any upgrade to the cars throughout the races. I mean, once you reached the 499 PI you can't make any upgrades so the rest of the races you are stuck with the same car without any improvement. Is it the way its planed?
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Old 14 June 12, 21:01   #607
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Hey

1-It's been said a couple of times that the infinity g35 and the lotus elise shouldnt be driven in class d races. That's why the current version is a beta. It's my fault really that you didn't know that cause i didn't take my time to make a documentation for the mod. Those cars will be class c once im done with the next update. The next update will be a big one fixing nearly all the issues with the game cars. Not only physics wise but visual too (texture corrections).
Some un-upgradable game cars will be made upgradable like the ford gt mk1 or the ford capri or the 75 bmw csl or the ford mustang terlingua, .
After that one it will be time to work on the events again

2- I don't think i really understand what do you mean. You can't go over PI 499 for class D if you go over 499 you'll have a class C car, so what are you trying to say exactly?
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Old 14 June 12, 21:34   #608
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Isn't the Infinity G35 usually on par with the Nissan 350z and if so shouldn't they be in the same class anyway???

Ifn I am not mistaken, the 350z is a C class car.
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Old 14 June 12, 22:03   #609
tulib202
 
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Yes it is and it should have been but as you know it's not in vanilla shift2
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Old 14 June 12, 23:22   #610
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Quote:
Originally Posted by tulib202 View Post
Hey

1-It's been said a couple of times that the infinity g35 and the lotus elise shouldnt be driven in class d races. That's why the current version is a beta. It's my fault really that you didn't know that cause i didn't take my time to make a documentation for the mod. Those cars will be class c once im done with the next update. The next update will be a big one fixing nearly all the issues with the game cars. Not only physics wise but visual too (texture corrections).
Some un-upgradable game cars will be made upgradable like the ford gt mk1 or the ford capri or the 75 bmw csl or the ford mustang terlingua, .
After that one it will be time to work on the events again

2- I don't think i really understand what do you mean. You can't go over PI 499 for class D if you go over 499 you'll have a class C car, so what are you trying to say exactly?
Oh ok, i understand now. Sorry i've been reading the entire thread and i see what you mean with the G35. Again, my bad.

What i mean with the second question is: The Class of the Cars is based on the performance index of it or in the car model itself? i dunno how to make it more easier to understand (The english is no my native language )

Edit: You are making a "Gran Turismo For PC" version of this game, keep it up!
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Old 15 June 12, 00:40   #611
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esmil18, are you talking about in the mod, or in the original version of the game?
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Old 15 June 12, 01:23   #612
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Quote:
Originally Posted by usfwoody View Post
esmil18, are you talking about in the mod, or in the original version of the game?
I mean in the mod. I'd like to know the way the class is defined for a car.
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Old 15 June 12, 09:00   #613
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You mean what method i used to calculate each cars PI rating??
Or just the PI for each class.
The car class is based on the Performance index, nothing changed from normal shift2. (0-499)class D, (500-999) class C, (1000-1499) class B, (1500-2xxx) class A.

The Pi rating of each car is determined by its lap time on a certain track

Last edited by tulib202; 15 June 12 at 09:49.
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Old 16 June 12, 10:08   #614
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hey great work tulib!

i have nevertheless some questions:

-i can't add the "Default Camera plus Visor Mod for Patch 1.01 v1.2 + Look to Apex" mod. the race is just loading forever. and when i replace the proper files of your mod it works fine.

how can i do to add new cockpit views because i don't like the look to apex but i really enjoy the helmet view?

-another point: i saw on some tracks like spa that i mastered 23 corners on 14
i haven't that issue before. it's nothing but maybe there's an explanation.

keep going man, your work is amazing
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Old 16 June 12, 14:13   #615
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tulib202,

Shall we report any problems we encounter in the beta now or should we wait 'till you release the latest beta?
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Old 16 June 12, 16:33   #616
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Feel free to report any bugs

jacks fuhrer :i never actually encountered the second bug you wrote about.

post a link for the camera mod you're talking about, i can't see it in the download section
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Old 16 June 12, 19:42   #617
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@tulib202:

darkcyde provided a UCP-compatible repack of a nice camera mod in the old UCP thread -- maybe that's the one? I linked to it in post #165 in the UCP thread btw.
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Old 19 June 12, 13:59   #618
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Hey Tulib, I just wanted to pop in and say thank you for this mod! It makes playing this game so much better than stock.

I can't wait to see the final (if ever) version
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Old 19 June 12, 16:46   #619
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tulib202, perhaps you still busy completing the current mod, but are you still accepting ideas for your career mod? (well only of possible, if my ideas is not possible then you can ignore that)
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Old 19 June 12, 18:01   #620
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i was talking about this mod:

http://www.nogripracing.com/details.php?filenr=32916

it changes 2 files: bootflow and IGPHasactivate

i will try the other camera mod: speed DOF OFF and cockpit cam" by kosmopila to see if the issue remains.
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Old 19 June 12, 19:51   #621
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Perseus AWC: thank you, the final and last version isnt anywhere near on the horizon

pentaura: well sure you can give me your ideas

jacks_fuhrer: any mod that works on the old packed system wont work with this mod.
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Old 20 June 12, 08:30   #622
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well if its possible perhaps you can add some "mini-game" events, i mean like complete a lap on a certain car, reach certain speed with specific car, overtake 5 rivals, just drive around without hitting anything or DO A BARREL ROLL (kidding ;p)

anyway, anything that can prolong the gameplay but optional to complete.

(if this is possible, perhaps adding license test a la GT will be possible too, right?)

btw the qualifying session is great addition in this mod, i like that. you're the best, mate.
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Old 21 June 12, 04:33   #623
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Please no license tests...

However doing some drives for a different team to get access to the GT3/GT1/Enduro championships might work. Similar to the 5 lap early access races from the original. Except this time with a more logical reason. Similar to how you got invited to race for other teams in GRID to make extra cash.
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Old 21 June 12, 15:36   #624
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If you can do it, please make a new car lot/garage filter to search for A/B/C/D cars. It's much easier to find the cars you are looking for.
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Old 21 June 12, 18:26   #625
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Hi,

I'm finding that some of the events have three rounds as opposed to the expected two (qual. and actual race). Is this a bug on my end because of using an edited unlockables.xml or something, or is it known and documented?

It's bugging me because sometimes I have to qual. to race and then race again the same circuit (Class D Exhibitions races).
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Old 21 June 12, 18:34   #626
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I'll see what i can do. I was thinking about a new mode like the driving missions in gt. Overtake x opponents in x laps with x car.
i was also thinking about the driver license test. But not sure if i should work on it as not everyone would want those. I remember they were a ganuine pain in the ass in gt.
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Old 21 June 12, 18:34   #627
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Quote:
Originally Posted by rasolercrespo View Post
Hi,

I'm finding that some of the events have three rounds as opposed to the expected two (qual. and actual race). Is this a bug on my end because of using an edited unlockables.xml or something, or is it known and documented?

It's bugging me because sometimes I have to qual. to race and then race again the same circuit (Class D Exhibitions races).
It's supposed to be this way.

In some tracks, you have to do one race in the day and one in night time.
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Old 21 June 12, 18:51   #628
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Quote:
Originally Posted by esmil18 View Post
It's supposed to be this way.

In some tracks, you have to do one race in the day and one in night time.
Thanks!!!
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Old 21 June 12, 19:00   #629
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Quote:
Originally Posted by tulib202 View Post
I'll see what i can do. I was thinking about a new mode like the driving missions in gt. Overtake x opponents in x laps with x car.
i was also thinking about the driver license test. But not sure if i should work on it as not everyone would want those. I remember they were a ganuine pain in the ass in gt.
oh my you're reaching level beyond awesome!
ahh, too bad if nobody likes doing license test (or perhaps i'm too masochist, i like over-difficult games ^^, it makes game longer to be finished) but well, i'm waiting for that! take your time so the mod will be perfect! best of luck!
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Old 21 June 12, 19:21   #630
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Hey guys,

Is the Dr. Pepper car (Camaro SS which the UCP unlocks) locked by the use of this mod? Asking to make sure it isn't an unknown bug, or if it is indeed a consequence of this mod (just as the Dr. Pepper events become locked).

Thanks,

EDIT: Checking more carefully, the NFS HP cars also don't appear. On another note, that License idea seems very sweet.

EDIT2: Enabling the Hidden Cars mod included in the UCP brings back all the cars, but on the process doubles up some of the cars (such as the Toyota Supra Twin Turbo). Some of them copy exactly such as the Supra, but others like the Seat Leon Cupra only change in type (one is Modern and the other Modern Road). Any idea what might be going on?

EDIT3: I switched the order of installing the Hidden Cars Mod and the Career Mod and here is the result:

First HIDDEN CARS and then Career Mod: All the HP cars, Dr. Pepper and Porsche Auto Bild do not appear in the car lot.

First CAREER MOD and then Hidden Cars: ALL cars appear, but some of the stock cars double up for no specific reason. Some of them change only in car type (as described above) but other become identical copies. I don't find where I can delete this second copy, or what may be causing it. Just thought I'd report and let you know.

Apart from the missing Dr. Pepper events (which you are aware of) all the events appear just fine. I presume the easiest fix would be for you to modify your unlockable file to include these cars, or is there any way I could go on about modifying your files to include the missing cars (to avoid this car doubling effect)?

EDIT4: Testing even further (don't I have something better to do...) I found that a new install of Career Mod with Hidden Cars mod on top gets the game to go haywire (starts on Car Lot, can't access Career, etc), and an old save file where you apply the Hidden Cars Mod also will go FUBAR over time. So, it seems, the only way to get the unlockables will be to actually modify your mod files.

And I forgot to mention if you need some bug/beta testing, I'm more than happy to help.

Last edited by rasolercrespo; 21 June 12 at 22:13.
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Old 22 June 12, 06:11   #631
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@rasolercrespo
Hidden Cars and this Career Mod as you found out the hard way are not Compatible with each other. AFAIK tulib will be making all the hidden cars accessible as reward unlocks as you progress through the Career Mod.

It's also suggested that you start a new game with Career Mod. Using a saved game with Career Mod has been known to corrupt the Saved Game. Not to mention other oddities like showing you have Mastered more corners than a given Track actually has.

What I have done on my copy is rename the save file for Vanilla Career and Hidden Cars mod then started a new game after Hidden Cars was deactivated and Career Mod was activated.
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Old 22 June 12, 06:30   #632
tulib202
 
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Quote:
Originally Posted by rasolercrespo View Post
Hey guys,

Is the Dr. Pepper car (Camaro SS which the UCP unlocks) locked by the use of this mod? Asking to make sure it isn't an unknown bug, or if it is indeed a consequence of this mod (just as the Dr. Pepper events become locked).

Thanks,

EDIT: Checking more carefully, the NFS HP cars also don't appear. On another note, that License idea seems very sweet.

EDIT2: Enabling the Hidden Cars mod included in the UCP brings back all the cars, but on the process doubles up some of the cars (such as the Toyota Supra Twin Turbo). Some of them copy exactly such as the Supra, but others like the Seat Leon Cupra only change in type (one is Modern and the other Modern Road). Any idea what might be going on?

EDIT3: I switched the order of installing the Hidden Cars Mod and the Career Mod and here is the result:

First HIDDEN CARS and then Career Mod: All the HP cars, Dr. Pepper and Porsche Auto Bild do not appear in the car lot.

First CAREER MOD and then Hidden Cars: ALL cars appear, but some of the stock cars double up for no specific reason. Some of them change only in car type (as described above) but other become identical copies. I don't find where I can delete this second copy, or what may be causing it. Just thought I'd report and let you know.

Apart from the missing Dr. Pepper events (which you are aware of) all the events appear just fine. I presume the easiest fix would be for you to modify your unlockable file to include these cars, or is there any way I could go on about modifying your files to include the missing cars (to avoid this car doubling effect)?

EDIT4: Testing even further (don't I have something better to do...) I found that a new install of Career Mod with Hidden Cars mod on top gets the game to go haywire (starts on Car Lot, can't access Career, etc), and an old save file where you apply the Hidden Cars Mod also will go FUBAR over time. So, it seems, the only way to get the unlockables will be to actually modify your mod files.

And I forgot to mention if you need some bug/beta testing, I'm more than happy to help.
Just stop using that darn hidden cars mod. If you want all the cars in the car lot so badly i can make a file that will enable you to have them. Just a matter of editing a text file. Anyone can create a "hidden car mod" in 10 sec (if they know what they're doing). I'd say it's a small tweak rather then a mod

EDIT2: there is a particular reason that the cars get doubled. Those doubled cars are actually cars created for AI use in certain career events.
They are upgraded to a certain level when stock. That way the AI doesnt use it's buggy upgrade system for them.

So yeah stop using that hidden car mod. i'll post a file today that will unlock all the addon cars for you.

Last edited by tulib202; 22 June 12 at 06:40.
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Old 22 June 12, 06:44   #633
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No rush in getting the cars! Don't worry about it, just tried to go in a reporter role. I also took out the Hidden Cars mod after my "playtesting" since I noticed it's not worth the hassle.

I was actually more concerned with spreading the word, since I noticed the trend in UCP unlocking them, and then Career Mod hiding them, but if they'll be made available in the future (be it by unlocks or whatever!) then I am more than a happy customer!

So far I'm truly enjoying this mod (and getting my ass handed down to me). It's hard to resist the temptation of using the Infiniti or Lotus cars because some of those goals seem downright impossible at this moment. I'm trying right now to get the Monzo Jr. 1:01 lap time side goal in the pocket, and boy is it proving hard without even taking into acount the AI. Thanks for your amazing job.

EDIT: Ooooh, that totally makes sense with the "car doubling" effect. Thanks for your answer and input!
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Old 22 June 12, 07:04   #634
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Glad to hear that you like it. Try a honda s2000 and give it level 1 tires. That's what works for me.
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Old 22 June 12, 15:25   #635
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And I continue reporting my findings (or pestering):

In the KERS Upgrades, specifically the Mechanical KERS upgrade, it has a typo in its description:

"Stores the energy from baking. More efficient tha* electrical KERS."

So it seems the than is written as tha*. I'm willing to bet this had to do with the NFS Shift 2 Engine, but just reporting it just in case.

And I'm still getting owned in races XD. But at least I got my race time down to 1.02:050. Going to try the Honda S2000 you recommend.
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Old 22 June 12, 18:54   #636
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Quote:
Originally Posted by rasolercrespo View Post
And I continue reporting my findings (or pestering):

In the KERS Upgrades, specifically the Mechanical KERS upgrade, it has a typo in its description:

"Stores the energy from baking. More efficient tha* electrical KERS."

So it seems the than is written as tha*. I'm willing to bet this had to do with the NFS Shift 2 Engine, but just reporting it just in case.

And I'm still getting owned in races XD. But at least I got my race time down to 1.02:050. Going to try the Honda S2000 you recommend.
sorry to point it out (because it looks hilarious ) but is it real typo in the game too or it just you?
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Old 22 June 12, 19:16   #637
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Baking is not my error, it's rasolercrespo's typo
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Old 22 June 12, 20:44   #638
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Oh crap. XD

Trying to point out a typo, I get a typo. Smooth job! XD

On the plus side, I finally got the lap time down! 1:00:965 with a crappy run. Thanks so much for this mod tulib. It has really re-sparked that love for Shift I lost a while ago.
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Old 24 June 12, 05:34   #639
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Sorry for the double post, but anyone has any hints for beating Ambush Canyon in Retro under 1:45? I'm using right now the Nissan 200SX with Tyres Level 1 and a couple of other upgrades to the engine, but the most I can get is 1:47:050.

Also, would it be a good idea to make a separate thread for discussion using this mod (if tulib agrees)?
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Old 24 June 12, 06:35   #640
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Well i was using a bmw e30 to beat the retro events. Create a thread if you want
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Old 25 June 12, 21:16   #641
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Another thing I found and would like to put up here.

TRYING to beat the Brand Hatchs GP Class D race with my Honda S2000, I noticed the qualifier lap goal time was set at 1:47. The actual race, however, had its lap goal time set 1 second later at 1:48. Is this done by design, or a slip up?

Also, do you have any recommendations for a noob struggling with getting some of the lap goal times under the belt. I think possibly I might be doing sucky tuning (as opposed to the one you used to get those times you used), or I might just suck badly. Did you use different cars in each track, or the same car for all races? Anything would be of help to make the transition from the easy stock system to actually knowing the tuning system and going in depth into the game.

Thanks again!
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Old 25 June 12, 21:23   #642
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Well.. I used the bmw e30(PI 499 or so) for all the retro d races, no tuning (stock settings) and i used a honda s 2000 level 1 tires (PI 499 or so) for all the modern d races, no tuning. Was a challenge to nail those races and i loved every moment of it . Don't really have any secret to tell, though.
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Old 25 June 12, 21:24   #643
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Holy molly. No tuning. I congratulate you! Must be the fact I am driving on this shithole keyboard...

Can't wait for my wheel and pedals to come in... >.>
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Old 26 June 12, 04:49   #644
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Yeah tulib202 is one of the few people I know who can beat me at this game XD

Very very talented virtual racer
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Old 26 June 12, 04:57   #645
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With no doubt. I had to tune my car somewhat to get those times (with no upgrades but tires) but if no tuning was performed. Just wow.

However, I did notice turning off the assists I had (even on keyboard) and the best line helped a lot. Normally, I would have off 6-7 seconds in a time attack lap. Now, that comes to 8-9 seconds. Which is what I would need to get some of the lap times he got. :p
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Old 26 June 12, 06:25   #646
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Keyboard control... thats your problem right there. You really, really need a Wheel and pedal set to get the fast and consistent lap times. Not to mention sim racing will be much more enjoyable. I always get a big goofy grin on my face while racing. Especially if its on Laguna Seca or Willow Springs as I have ran those tracks in real life. Mastering the Cork Screw or the Omega on those tracks is one of the best feelings in the world.
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Old 26 June 12, 06:37   #647
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I tend to use an Xbox controller (no money for Wheel after upcoming computer upgrade), but keyboard for this game is really damn hard. Assists really slow you down but for keyboard low level traction control and ABS are pretty much needed.
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Old 26 June 12, 07:34   #648
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Even with a Wheel and Pedal set I use ABS and Low Traction Control on Production cars all the time since most of the real cars come equipped with that feature. Actually I find the R35 GT-R completely un-drivable without Traction Control on. Hell they allow Traction control on FIA GT cars now. Auto Braking and Stability Control features however I always have off.
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Old 26 June 12, 11:02   #649
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Lol, I use a pad and have all aids turned off. Was hard to get used to, but much more rewarding. When being lazy it's a lot of fun as sideways action becomes the norm
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Old 27 June 12, 19:13   #650
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Well having just had a quick run, the handling is very different to the UCP. That Nissan feels like a Pig in the career start section. Drove me mad trying to haul it's fat ass about Suzuka! I dunno if it was due to steering lock or understeer but it didn't like corners at all. Basically I resorted to being a bastard and basically Scandi flicking it to get through the tighter corners properly and use the 4WD to pull it through

The RX-7 FC though was a very different beast. Got it going on Ambush Canyon. My choice of mods was obviously poor though as the other RX-7 FC in the race was much faster than mine. Handling wise it was pretty good though and power wise very close to a real life '86 model with Turbo. A bit slower than I expected actually, but then speed is relative and I think the engine actually feels slower than reported speeds.

Other than that it crashed a fair bit more than stock UCP. Dunno why, both crashes were on track load. Once track had loaded it would crash on rendering. However that could be a fault with my gfx card.
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