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Old 28 June 12, 03:33   #651
FreelancerMar
 
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@Kaerar

What GFX card are you currently running?? There might be some settings you could change to get some better performance out of it.
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Old 28 June 12, 05:19   #652
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Radeon 6950 overclocked to 840Mhz core and 1325Mhz (5.3Ghz) RAM.

My card itself is performing oddly and not due to the overclock either. It's been a question mark since I got it and currently it's just got to be a bigger question mark. I haven't had a lot of luck with gfx cards over the last few years. Last card was a 4890 and it became unstable, now my 6950 is repeating that in less than 9 months. Gonna RA it and get a 7970 to replace it, this time not an HIS XD
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Old 28 June 12, 20:50   #653
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Quote:
Originally Posted by Kaerar View Post
Radeon 6950 overclocked to 840Mhz core and 1325Mhz (5.3Ghz) RAM.

My card itself is performing oddly and not due to the overclock either. It's been a question mark since I got it and currently it's just got to be a bigger question mark. I haven't had a lot of luck with gfx cards over the last few years. Last card was a 4890 and it became unstable, now my 6950 is repeating that in less than 9 months. Gonna RA it and get a 7970 to replace it, this time not an HIS XD
Remind this 3 manufacturers:

Asus, MSI or Sapphire for AMD Cards.
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Old 28 June 12, 22:34   #654
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I will go one further and vote with my wallet.

I will stay with Nvidia GFX cards thankyou very much.
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Old 29 June 12, 00:19   #655
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I will go one further and vote with my wallet.

I will stay with Nvidia GFX cards thankyou very much.
I was to suggest you that, but then i tought you only wanted Amd Cards.

In that case, Asus or MSI are your best choice.
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Old 29 June 12, 04:08   #656
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All good, I'd not get MSI either at the moment. They keep popping caps on their flaship 7970 with supposedly military components! Asus are overpriced for badge buyers. So that leaves me with Gigabyte pretty much. However where I am nvidia are even more overpriced than Asus so I'm sticking with AMD as I can't get $100 more performance from a GTX680 than a 7970.

Back to career mod though, still finding issues with lack of turning lock/understeer. Getting more consistent times after a few long runs on Donnington, but the chuckability of cars is very reduced from UCP 1.099e. Finding the same issue I had with the GTR with the 499 FC and stock S2000. It's a bit too close to the other sims who have too little grip/lock and feel like you are on ice/marbles all the time. So far the best compromise that I've enjoyed racing has been UCP as far as handling goes. I wonder if it's due to real world values vs virtual world that is just missing something in it's use of those values?
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Old 29 June 12, 14:38   #657
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@esmil18

I Believe you have me confused with somebodyelse. I have some friends that have used ATI products before and in each case the GFX card didn't even last a year. Personally I have never had an Nvidia GFX product fail on me. Been using Nvidia products since my first Riva TNT2 Ultra. Good god I just gave away my age group

Ok I am finished going off topic.
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Old 8 July 12, 12:44   #658
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Ok, I've tried the career mod (finally its working), I have some suggestion:
Since you started to separate car and its works converted, I think this will be better if the car only have stock color (or custom color), while the works converted only liveries.

And i want to know how you separate the car and its works converted? I want to try it myself.

on the side note: i found standard sample music of windows 7 in s2000 folder, accidental copying?
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Old 8 July 12, 20:49   #659
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Well about works cars. I'm almost done with those, so saying that i've started it wouldn't be quite accurate
I think I'll stick to the way it is now. Production cars can have both normal car colors and liveries while race cars have liveries only.

Describing how to add works cars as standalone cars would be complicated and i just don't know if you have the skills to do it.

The sample music is just my error clicked the wrong place once and that's what turned up
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Old 9 July 12, 15:16   #660
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Hey tulib, some questions here:

1- Right now you are only working in the cars and how the behave, etc?

2- How much time do you estimate is left so you can move on to the events. Sorry about my rush, is that I have some ideas for events and races and I want to wait to the right moment you start to work on this area so I can show you my ideas.
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Old 9 July 12, 18:38   #661
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Well yes i'm working on car physics right now. I don't blame you if you want to see some event progress, this is after all a career mod.
It's going to take a good moth before i'm done with the cars (about 30 left).
Hope people wont lose interested in this game and this mod till i'm done
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Old 10 July 12, 00:26   #662
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Quote:
Originally Posted by tulib202 View Post
Well yes i'm working on car physics right now. I don't blame you if you want to see some event progress, this is after all a career mod.
It's going to take a good moth before i'm done with the cars (about 30 left).
Hope people wont lose interested in this game and this mod till i'm done
Don't worry Tulib, i'm sure that i'm talking for everyone here when i'm saying that your mod has brought a new breath of fresh air to this game.

Now that we have a rough estimate of the time left, we can get the impatience under control. I doesn't matter how much we have to wait if what you are trying to achieve is pure quality. Keep it up!

EDIT: Maybe you could give us more frequent updates about the mod (And some screens) to keep the thread more alive.
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Old 10 July 12, 13:52   #663
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Originally Posted by tulib202 View Post
Well about works cars. I'm almost done with those, so saying that i've started it wouldn't be quite accurate
I think I'll stick to the way it is now. Production cars can have both normal car colors and liveries while race cars have liveries only.

Describing how to add works cars as standalone cars would be complicated and i just don't know if you have the skills to do it.

The sample music is just my error clicked the wrong place once and that's what turned up
I see, not easy as it sounds, i was thinking just prepare new crd file... So i will leave it to you.

BTW how do you set which HUD go to which car? I'm asking this because editing hud_vehicles.xml gives no effect at all, and it makes all my ferrari cars have standard HUD (which is ugly and annoying).
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Old 10 July 12, 21:33   #664
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By saying HUD do you mean the cars digital display that you can see in the cockpit or the floating hud that you can toggle on/off??
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Old 11 July 12, 04:38   #665
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The floating HUD, when using chase cam
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Old 11 July 12, 14:33   #666
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Well there's no secret behind this. It's just the hud_vehicles.xml.
You need to add an entry correctly there to make it work.
If it doesn't double and triple check, you might have done something wrong, also make sure that the path to the hud textures is correct, and that the textures themself exist in that folder
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Old 11 July 12, 15:09   #667
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I've double checked this, still doesn't work.
Then i try some small experiment. I change Acura NSX's HUD refer to Bugatti Veyron folder, and the result is: It doesn't change anything.

Before i activate career mod, all HUD is okay though.
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Old 11 July 12, 16:16   #668
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Seems your game reads the hud_vehicles.xml from a bff not the unpacked file.
You must have something messed up there's no reason why this shouldn't work. It works in my game so i guess you'll have to figure it out alone
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Old 12 July 12, 17:09   #669
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You're right about the bff file. I found the culprit, it is the floating semaphore disable mod. I remove that and it works like normal again. Thanks for pointing out the problem

EDIT: oh BTW I tried the Nissan Silvia, would you like to take a look to the performance index of that car? I think Nissan Silvia is too slow at stock for C class car.

Last edited by pentaura; 12 July 12 at 18:52.
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Old 12 July 12, 19:45   #670
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There's no mistake, the car is tested on track for it's PI

Anyway what's the PI for the car in your game, it might not be the same as the latest version on my pc, oh and why do you think it's too much

Last edited by tulib202; 12 July 12 at 20:07.
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Old 25 July 12, 18:44   #671
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Id have to agree with pentaura there. The S15's Factory Performance is not on par with a class c rating. of course I am going with an unmodified game too. But seriously???? A Factory S15 in class C??? I guess the car will be seeing nothing but tail lights in it's factory class then.
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Old 25 July 12, 18:58   #672
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Okay, I've tried again, sorry for not replying for long.
I tested 1-on-1 race on riviera on stock, totally owned by BMW M3 E36 (modified i guess, i often meet that car in medium difficulty). At least I need to do weight reduction level 3 to race on par with it.
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Old 26 July 12, 21:23   #673
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where can i get this? Also, how long are the GT series races going to be? 3-5 laps is way to short.
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Old 27 July 12, 09:27   #674
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@tulib202

I am curious as to which track you used in order to determine that the factory stock S15 belonged in class C. Do you have some sort of performance algorithim to help you make this deyermination??? or is it based solely on track times????

I think we all know that different cars handle different tracks differently. For example. I wouldn't expect a sar setup for the 1/4mile to be able to successfully compete on the nordschief taking any of the podium spots. Just like I wouldn't expect a car set up for the nord to be able to tahe the checkered on the 1/4 mile. Very crude I know. IIRC you really cannot do much to the S15 power(Go Faster)wise without bumping it up into the class c anyway. I will have to look at my S15 build(Still in class D at the upper limit) again to see what I have on mine. I still think that bumping the factory Stock S15 up into class c is a mistake. Espically when there are other cars more deserving(worthy) of the auto-reclass bump. Espically when the base car does not cost the player anything at the begining of the career allowing the player to be able to save up some more money before havng to upgrade just to keep up.
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Old 27 July 12, 13:33   #675
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Originally Posted by FreelancerMar View Post
@tulib202

I am curious as to which track you used in order to determine that the factory stock S15 belonged in class C. Do you have some sort of performance algorithim to help you make this deyermination??? or is it based solely on track times????

I think we all know that different cars handle different tracks differently. For example. I wouldn't expect a sar setup for the 1/4mile to be able to successfully compete on the nordschief taking any of the podium spots. Just like I wouldn't expect a car set up for the nord to be able to tahe the checkered on the 1/4 mile. Very crude I know. IIRC you really cannot do much to the S15 power(Go Faster)wise without bumping it up into the class c anyway. I will have to look at my S15 build(Still in class D at the upper limit) again to see what I have on mine. I still think that bumping the factory Stock S15 up into class c is a mistake. Espically when there are other cars more deserving(worthy) of the auto-reclass bump. Espically when the base car does not cost the player anything at the begining of the career allowing the player to be able to save up some more money before havng to upgrade just to keep up.
Well now that I think about it I might have pushed the car to class c even though the lap time showed that it was the top of d class. The track I use for pi determination is nurburgring gp. And it gives a fairly good overall pi for each car. The reason some cars might be a bit lower or higher with the pi then what my lap time indicated is to make them lap closer lap times to other cars at the peak of its class. The Silvia was a different case, I somehow determined before properly testing it that it would be class c(mistake) so I didn't include it as an ai car in class d races and that's why I pushed it to class c, I'll change it to d in the new version though
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Old 10 August 12, 17:20   #676
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Hi Tulib!

Could you give us any detail about what are you exactly modifying to each car. For example: Tires, suspension, transmission, engine, or some glitches with the cars??? Thanks in advance!!
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Old 10 August 12, 19:14   #677
tulib202
 
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Hey !

I've updated the mod description in the first post, check it out and you'll be able to figure out what physics files am i modding

Basically it's:
-tires
-engines
-chassis
-upgrades
-statistics mrdfs
-gearboxes
-turbos
-vehicle vdfms
Pretty much everything except suspension files as i have no knowledge about those

Last edited by tulib202; 10 August 12 at 19:38.
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Old 12 August 12, 11:15   #678
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where it is possible to download new mod?
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Old 13 August 12, 01:39   #679
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friend I am looking forward to trying this mod, when you publish the mod?
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Old 13 August 12, 10:04   #680
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I'm going to release a new beta in a few weeks.
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Old 13 August 12, 11:52   #681
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Quote:
Originally Posted by tulib202 View Post
I'm going to release a new beta in a few weeks.
Awesome!

BTW. I think you did a camera tweak which broke compatibility with another camera mod which I was using: "Virtual mirror - larger & added to cockpit" by matt2380 (http://www.nogripracing.com/details.php?filenr=33120)

I enjoyed using the 0.5 fov cockpit view in the mod. I've tried to overwrite just your camera tweak with matt's mod, but it didn't work.
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Old 13 August 12, 12:54   #682
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Take notice that the mod you are refering to was meant to be used with a packed game, you need an unpacked game with ucp to use career mod, so dont tell me that my mod broke something, in fact you broke your game by using those bffs. Send a pm to matt and ask which files do you need to unpack from those bff's to use his mod with the ucp.
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Old 13 August 12, 21:56   #683
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Quote:
Originally Posted by tulib202 View Post
Take notice that the mod you are refering to was meant to be used with a packed game, you need an unpacked game with ucp to use career mod, so dont tell me that my mod broke something, in fact you broke your game by using those bffs. Send a pm to matt and ask which files do you need to unpack from those bff's to use his mod with the ucp.

I made a custom camera jsgme entry for myself so it would work with the career mod and the ucp. the files I copied from the camera mod are:
cameras/cameraconfig.xml
cameras/collisionblur.xml
cameras/speeddepthoffield.xml

Last edited by MU71L473D; 13 August 12 at 22:05. Reason: +
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Old 13 August 12, 22:02   #684
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Suggestion for improvement: Able to change the rim for works converted gtx cars, since in the game the rim selection is unlocked but nothing changed visually.
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Old 14 August 12, 04:56   #685
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Well in my game the rim selection is locked for every race car, could you tell me which car are you talking about??
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Old 14 August 12, 07:22   #686
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Since I haven't tried all the works cars, the one that I remembered is Toyota Supra..
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Old 17 August 12, 13:56   #687
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Quote:
Originally Posted by tulib202 View Post
I'm going to release a new beta in a few weeks.

Great News !!

Cant wait for this ......
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Old 18 August 12, 02:28   #688
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Quote:
Originally Posted by tulib202 View Post
Take notice that the mod you are refering to was meant to be used with a packed game, you need an unpacked game with ucp to use career mod, so dont tell me that my mod broke something, in fact you broke your game by using those bffs. Send a pm to matt and ask which files do you need to unpack from those bff's to use his mod with the ucp.
Um..... matt has already provided the files for an unpacked version in the download. I'm running an unpacked version with UCP. This camera mod worked with your earlier beta + UCP. Before you did any modifications to cameraconfig.xml - that's the only file that's conflicting with the camera mod at the moment.

Files in the camera mod are:
\cameras\cameraconfig.xml
\gui\hud\hud_common.xml
\gui\hud\hud_common_sd.xml
\gui\hud\hud_lite.xml
\gui\hud\hud_lite_wide.xml
\properties\participants.xml
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Old 18 August 12, 07:10   #689
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Well the mod you posted a link to was for the packed version so don't be surprised that i wrote that, to make things work i'd suggest to copy those camera files after you install my mod
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Old 18 August 12, 07:44   #690
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nice work tulib!

really nice.. this mod (when it's done) WILL make shift2 atleast 10 times better!

keep the brilliant work up.
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Old 23 August 12, 00:19   #691
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Can you do anything to increase the car count? Say to 66, as in some endurance races, like at spa?
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Old 23 August 12, 06:00   #692
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Well i tried, no success yet
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Old 24 August 12, 08:02   #693
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Would be really awesome if the game could track multiple class races during the same race, but that's way beyond Shift 2's capabilities...
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Old 26 August 12, 18:05   #694
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The new beta will also include a fix for the broken speedometers of the audi cars and the vw cars
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Old 29 August 12, 08:17   #695
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Have just got Shift 2, and already enjoying it immensely thanks to the UCP and NTM. A friend on another forum pointed me this way for your career mod Tulib, and I have to say the anticipation is killing me! Very much looking forward to installing it when you post up the next version - looks like it will create exactly the racing game I've been looking for for many years.

I am in constant awe of the many PC gaming enthusiasts who dedicate their time and skill to adding so much value to exisiting titles.

I've only recently become a convert to PC gaming, but there is now no turning back!
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Old 29 August 12, 18:03   #696
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Hey, glad to hear that! Hope you'll find what you'll looking for in this game with my mod.

The next beta features an update on all the game cars, following it will be a new version release that will update my class c events towards the new AI and adjusted cars, some of the events were already updated in the previous beta (retro c single exhibitions and the japanese league)
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Old 1 September 12, 10:45   #697
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Another game bug will be solved by the beta: the flickering (light-dark) guages of the dlc 3 cars when in cockpit view
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Old 11 September 12, 12:05   #698
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I'm exceedingly interested in the 3rd and 4th part of your mod. Just wondering though:

1) Are tyre sizes and hence diameters corrected? I messed around with some gear ratio changes and still could not get the right rpm to vehicle speed for some cars here and there even with the exact gear and final drive ratios. Can't remember which cars had the problem though.

2) How did you manage to fix the VAG speedometers? I was thinking of trying to add another 'speed to needle degrees' line to the cockpit definition file to see if it's possible since higher speeds use another speedo scaling. (Some cars even had 3(!) different speedo scales.)

I believe the Mitsu Evo X, Corvette Z06, Seat Leon Cupra, Gallardo LP560-4 and Bentley Conti SS also suffer from some speedo inaccuracy.

Hope to try out your beta soon.
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Old 11 September 12, 12:28   #699
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1) I didn't correct the tyre sizes i believe that you can control them with editing vdfm files but i remember that JDougNY said that changing those values don't really have a noticable effect on the speed per rpm.

2) Well i fixed it with the most simple method i could think of, by remaking the speedometers themself

Now you are able to set the exact angle of the needle at each speed for the 3rd person view floating hud but you can't do that for the cockpit speedo so i guessed the only way to fix this would be to adjust the scale on the speedos to even values. It's not real world acurate but at least it shows the correct speed. It's just impossible to fix it in any other way.
Tried adding another line with speed and angle values but the game doesnt read it + it stops reading anything after the added line

A big for sms for leaving such a big bug in the final game content.
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Old 11 September 12, 13:55   #700
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The annoying part was that many of these car specific bugs and niggles were carry overs from Shift 1 and ProjCARS does show that SMS can do something decent without EA rushing them.

If I'm reading it right, you managed to edit the cockpit speedo texture or something along those lines. That is brilliant, nuf said.

Shift could've really been the 'Forza Turismo' of PC land... (lots of licensed road cars, solid base physics engine, etc)

Ah well, good luck on the release. The revised drivetrain specs and career/menu bits look great.
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