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Old 12 September 12, 04:06   #701
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Quote:
Originally Posted by bt48 View Post
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)
Problem is that EA would have never allowed that to happen as long as there is an NFS Badge attached to it.
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Old 12 September 12, 15:38   #702
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There are really much more issues then just "lots of licensed road cars, solid base physics engine"

Let's see how much this mod here improve and not complain about the past which can't be changed
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Old 13 September 12, 13:57   #703
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A bit off-topic but to reply^

The points I bracketed are positive aspects of Shift and not issues.

To clarify, what I meant was that the game can become genuinely good with a bit more work, whether by devs or modders. It's excellent that the big guys in physics modding here can identify and fix outright problems or bugs that negatively affect realistic car behaviour. Along with other niggles as seen with the UCP.

This particular mod also seems to fix some major car specification issues with the game that involve UI and drivetrains, hence allowing a much improved licensed car sim experience on PC. Like Forza or GT on the respective consoles.
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Old 13 September 12, 15:57   #704
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Ah, yes, my post doesn't make much sence. I just thought to point out we don't have to discuss and EA again when (at least on PC) a lot can be modified

Quote:
Originally Posted by bt48
This particular mod also seems to fix some major car specification issues with the game that involve UI and drivetrains, hence allowing a much improved licensed car sim experience on PC. Like Forza or GT on the respective consoles.
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Old 14 September 12, 08:17   #705
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@tulib202:

Using CarFactory, can you shed some light on whether the inertia values it computes is generally lower than the stock S2U values across all cars?
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Old 14 September 12, 08:47   #706
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Ok, so from what i've seen the roll values are generally much lower than stock, the pitch values are a bit higher and the yaw values are higher too. I'll post an actuall value comparison later
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Old 14 September 12, 17:57   #707
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A few questions:
1. Why do you decrease the effects of tuning?
2. Some tracks have overly eager cut detection, like Brno or Silverstone. Are these made more tolerable?
3. How does it handle electronic speed limiters? I hope it ignores them.
4. Does it contain for the first time in the game a daylight race at Spa?
5. Longer endurance races (1 or 2 hours)?

Thx.
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Old 14 September 12, 18:30   #708
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1. What do you mean i dont reduce the effects of tuning
2. Well i think i reduced some overly eager track cut detection on the london tracks but i don't recall any more
3. It ignores them
4. umm it does include a lot of spa races in daylight
5. Try to read what this mod actually does and what not i didn't say that i've changed anything more than class d and c races, yet
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Old 14 September 12, 21:51   #709
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Quote:
Originally Posted by tulib202 View Post
1. What do you mean i dont reduce the effects of tuning
2. Well i think i reduced some overly eager track cut detection on the london tracks but i don't recall any more
1. You wrote that you decrease the effects of tuning, so they wouldn't be as powerful. What's the point in it?
2. In Brno if I leave the track at the exits of turns 3 and 7 (as marked by the program) just by centimeters, the program gives a warning. So I don't really dare to be aggressive in these corners. It's about the same in Silverstone GP in turns 7 and 8, where I get a warning even if you don't leave the track at all.

As for point 5: do you intend to make longer endurance races? (Yes I read earlier posts and it was on posters' wishlist.)
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Old 14 September 12, 22:15   #710
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I meant that i decresed the power of engine related upgrades not tuning options.

The reson is becouse the game itself isn't designed well for huge power increases. I won't bore you with the details just believe me when i say so. Anyway It's not as bad as it sounds, you'll see. For instance a stock rx7 fc3s turbo has 178hp and 246 NM PI-364, now a fully upgraded fc3s will have 310 hp and 437 Nm (level 3 upgrades) PI-1182

I'll check out brno and overhaul it as needed when i'll be working on the remaining class c events.

Once the beta is released check out silverstone and tell me if the problem is still there.

Well of course i plan to make longer endurance races, but we're not there yet

Last edited by tulib202; 14 September 12 at 22:27.
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Old 14 September 12, 22:57   #711
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Okay, all sounds great. Keep up the good work.
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Old 15 September 12, 07:58   #712
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OK so here is an inertia comparison: Aston martin db9 vanilla: 2400 2650 420 kangaloosh: 2043 2648 605
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Old 15 September 12, 11:10   #713
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Quote:
Originally Posted by tulib202 View Post
OK so here is an inertia comparison: Aston martin db9 vanilla: 2400 2650 420 kangaloosh: 2043 2648 605
.. and to complete this comparison - more or less correct inertia values based on pure box inertia (Niels idea posted somewhere on this forum; used just the averages without balancing).

Car dimensions from wiki (2008 model):
Mass of the car (kg): 1750
Length: 4,712
Width: 1,875
Height: 1,27

Inertia=(3126,3338,628)


Quote:
Niels post (about inertias of few different cars): Pitch: 90% of pure box inertia (min 81% 280Zx, max 104% Quattro)
Yaw: 89% of pure box inertia (min 81% volvo240 & 280Zx, max 101% 83Civic)
Roll: 84% of pure box inertia (min 77% 280Zx, max 89% MR2 & 91Accord) Taking just the car box inertias and wisely using between 75% and 105% is probably as 'accurate' a guess than using any other tool..
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Old 15 September 12, 15:25   #714
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Quote:
Originally Posted by tulib202 View Post
OK so here is an inertia comparison: Aston martin db9 vanilla: 2400 2650 420 kangaloosh: 2043 2648 605
Yaw doesn't look bad and they both kinda agree

Differences in Pitch and Roll are pretty big though.
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Old 20 September 12, 16:51   #715
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Tulib, I am sorry bud as I cannot hold it in any longer, but ............ When is it due ?!?!?????

Every time I see a new post in this thread I jump for joy only to be disappointed it is not you posting a link to the latest version

Can you tell I am looking forward to it ?
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Old 20 September 12, 20:19   #716
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Quote:
Originally Posted by nick05 View Post
Tulib, I am sorry bud as I cannot hold it in any longer, but ............ When is it due ?!?!?????

Every time I see a new post in this thread I jump for joy only to be disappointed it is not you posting a link to the latest version

Can you tell I am looking forward to it ?
Yeah well a little more patience please, there's not much work left but things still need to be done. I still have the Alfa romeo cars left + i'm adjusting a couple of cars i've already done.
I'm really satisfied with the way the cars handle now, love driving each one.
Handling is sharp, responsive but you're still able to control and counter your slides, even with a supercar like the cinque roadster.

Last edited by tulib202; 20 September 12 at 20:33.
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Old 20 September 12, 21:43   #717
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Sounds like it's worth waiting for indeed!
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Old 20 September 12, 22:29   #718
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Quote:
Originally Posted by tulib202 View Post
Yeah well a little more patience please, there's not much work left but things still need to be done. I still have the Alfa romeo cars left + i'm adjusting a couple of cars i've already done.
I'm really satisfied with the way the cars handle now, love driving each one.
Handling is sharp, responsive but you're still able to control and counter your slides, even with a supercar like the cinque roadster.
Tulib,

Do you have plans in the future to add to your mod the cars that are being ported to the game and modify their physics accordingly so there's more options of cars and even new events?!
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Old 21 September 12, 06:00   #719
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Well all of Bregels cars have my physics right now. Later on i plan to do an update on the ferrari cars - visual + add the AI sound + physics after that i could add some events for them etc.
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Old 21 September 12, 13:25   #720
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Thanks for reply Tulib, I am sure I can hold it in a little longer
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Old 4 October 12, 05:07   #721
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Thanks man, looking forward to this. Especially if the physics are so good. Shift 2 attracts me every now and then with all the cars and customization options, not to mention the career, but driving it never felt as good as other sims.
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Old 4 October 12, 06:43   #722
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Kind Reminds me of Tai-kwan-leap-boot to the head.

"Ed gruberman you must learn patience (ya ya ya patience how long will that take????)"

Some folks on here are like Mr Gruberman. However they can hardly be blamed in some cases. .
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Old 10 October 12, 22:40   #723
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The beta is almost finished just need to do some testing on a new install.
Meanwhile here are few screens on some of the texture fixes and adjustments + some new liveries:















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Old 11 October 12, 13:12   #724
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WOW !
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Old 11 October 12, 16:56   #725
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Is that a Gumpert with no screwed up shadows

Awesome work Tulib202
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Old 13 October 12, 14:47   #726
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Yeah, it's looking increasingly likely that tulib will release not just a career mod, but THE overhaul mod for S2U.

What, specifically, am I looking for in those pictures?
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Old 13 October 12, 16:29   #727
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Quote:
Originally Posted by ermo View Post
Yeah, it's looking increasingly likely that tulib will release not just a career mod, but THE overhaul mod for S2U.

What, specifically, am I looking for in those pictures?
Well you can figure it out if you select the same car in your game and look for differences

The first second and sixth photos show updated chassis texturing, before it was all too bright and looked like there's no body covering the chassis.

Third photo shows the new/updated rims for the gumpert the model was adjsuted as well as the texture.

The fourth foto shows the new stock paint for the catherham

The fifth shows a new livery for the ford

and the sixth shows new black rims for the maserati gran turismo

Last edited by tulib202; 13 October 12 at 16:48.
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Old 14 October 12, 19:35   #728
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Here is the new beta :

http://www.mediafire.com/?3ao6c3ok23ddm31

Now i can finally work on those events
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Old 15 October 12, 08:49   #729
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Excellent !!

Cannot wait to try this ....

Quick question Tulib, do you use an fxaa or smaa injector etc to get those sharp edges in your screens posted above ? if so would you mind uploading them ?

Many Thanks

Nick.
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Old 15 October 12, 09:02   #730
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Yes i use an fxaa injector i was just thinking about uploading it but i decided not to cause of legel issues etc. it's not my work, you know. I'll try to dig in and find a readme for it and leave credits to the original author.
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Old 15 October 12, 09:13   #731
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Quote:
Originally Posted by tulib202 View Post
Yes i use an fxaa injector i was just thinking about uploading it but i decided not to cause of legel issues etc. it's not my work, you know. I'll try to dig in and find a readme for it and leave credits to the original author.
Thanks Tulib, I appreciate it !
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Old 16 October 12, 12:03   #732
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thanks a lot tulib.
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Old 16 October 12, 12:47   #733
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Just to let you know i've found a problem with the AI on Enna pergusa, seems i acidentaly packed the physics.bff with a very old aiw file, so right now the ai level on that track is pretty bad, it's been like that for all the mod versions based on ucp. It will be fixed offcourse. It would be good if i could get my hands on an older version of cmod or i'll have to work on that track all over again.
If anyone has a version of cmod that was uploaded to megaupload just before it got shut down or to filefactory i would apreciate it.

Last edited by tulib202; 16 October 12 at 12:59.
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Old 16 October 12, 13:15   #734
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Thanks for the beta.
Really like the adjusted physics and the lot.
I only tried out some cars with an old save and not the career.

Quick genuine bug report:

1) Speedos of the Corvette Z06, Evo X and 918 Concept are inaccurate as well. The first 2 have the same VAG problem while the 918's is simply off a bit (even scale of 50 km/h throughout).

2) The gear ratios of the LP640 and LP560-4 seem to be switched round.
The Gallardo does 120-ish in 1st gear while the Murcielago redlines and struggles to top 320 km/h.

3) The works Megane RS has the same price as the normal one.

Some concerns:

1) The '87 FC rx7 may not be a turbo model. There is no hood scoop and the wheel design is different.

2) It feels weird that the Zonda f has more performance points than the Huayra. Likewise with the Giuletta against the Megane RS. (Stock cars, not the works.)

3) Production Ageras have a 7th gear. Someone else mentioned elsewhere that the game one could be a pre-production model though.

(If you'd like to fix the assorted visual 3D models of the cars, the main eyesores are stock wheels. The key issues are wheel diameters, then wheel offsets.)
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Old 16 October 12, 13:23   #735
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About the agera and ccx they have 6 gears acording to my data. check out automobile-catalog dot com
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Old 16 October 12, 14:51   #736
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Curiously enough, none of the articles on the Agera I've read since 2010 mention the number of gears too.

Well, being stupendously powerful yet light, it doesn't need 7th anyway.

('13 models are confirmed to have 7th so it probably confirms that SMS gave it 6 based on pre-production data from Koenigsegg themselves back in 2010.)
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Old 16 October 12, 15:45   #737
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tulib202, tell me please - what should I do to make the AI ​​is not used upgrades. I make PI similar on some cars, but even with similar PI AI uses body kits and rims.
There are too fast Chargers in your mod. Nordschleife in 8.57. Like V8 Range Rover

Last edited by dequaded; 16 October 12 at 16:45.
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Old 16 October 12, 18:32   #738
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Quote:
Originally Posted by dequaded View Post
tulib202, tell me please - what should I do to make the AI ​​is not used upgrades. I make PI similar on some cars, but even with similar PI AI uses body kits and rims.
There are too fast Chargers in your mod. Nordschleife in 8.57. Like V8 Range Rover
Nordschleife dosn't have the AI done yet, that's why.
Anyway about your question do you want the AI to stop using the upgrades for a career race or do you want the Ai to stop using upgrades in every race ?
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Old 16 October 12, 20:44   #739
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Quote:
Originally Posted by bt48 View Post
Thanks for the beta.
Really like the adjusted physics and the lot.
I only tried out some cars with an old save and not the career.

Quick genuine bug report:


1) Speedos of the Corvette Z06, Evo X and 918 Concept are inaccurate as well. The first 2 have the same VAG problem while the 918's is simply off a bit (even scale of 50 km/h throughout).
I'll fix thosr too then


Quote:
2) The gear ratios of the LP640 and LP560-4 seem to be switched round.
The Gallardo does 120-ish in 1st gear while the Murcielago redlines and struggles to top 320 km/h.
Not sure about this need to check it out

Quote:

2) It feels weird that the Zonda f has more performance points than the Huayra. Likewise with the Giuletta against the Megane RS. (Stock cars, not the works.)
Well it laps faster than the huyara it's as simple as that. It's 120kg lighter than the huyara and it's got 100 less hp. That makes it possible to be faster + the huyara has a massive max torque which makes it harder to drive + i just noticed that the handling rating on the huyara was typed in wrong - should be 4.19

Same thing goes for the megane vs giulietta. The giulietta is 67 kg lighter and it just has 14 less hp so i'd say that's a no brainer.
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Old 17 October 12, 05:09   #740
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I dunno, but the RS is a renowned as a track monster.

Also, 2 sources indicate that the RS is lighter.

http://www.fastestlaps.com/cars/rena...rs_mk_iii.html
http://www.fastestlaps.com/cars/alfa...lio_verde.html

and

http://www.zeperfs.com/en/fiche3413-...ta-1750-qv.htm
http://www.zeperfs.com/en/fiche2906-...ane-iii-rs.htm

Now, these could be off as the game's RS isn't the Cup, (has heavier 19 inch wheels)
but 1320 kg for the QV seems too light. No biggie though.

I suppose in the context of lap times the Zonda f could be better on certain tracks.

The 2 Paganis have never competed in lap times on the same track, but data on fastestlaps.com suggests that the Huayra would be faster most of the time in reality (using a Superleggera as a benchmark) with its advanced design, better tyres, active aero and sequential 'box.

Cinque should keep up with Huayra without much trouble.

Really hope you don't feel I'm undermining your hard work.

Last edited by bt48; 17 October 12 at 08:13. Reason: embarrassing typo
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Old 17 October 12, 10:17   #741
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Quote:
Originally Posted by tulib202 View Post
Nordschleife dosn't have the AI done yet, that's why.
Anyway about your question do you want the AI to stop using the upgrades for a career race or do you want the Ai to stop using upgrades in every race ?
In every race. I want the AI used the exact PI as I do. And as I put the same PI for multiple machines, they have to get into the race unchanged. Let's say I have a Leon, Scirocco and Megane and all the index 280. I'm going on pure Leon and Scirocco and Megan use kits and tire upgrades. Which file prescribed dependence on the AI car PI of the players car PI?

PS Even without proper AI driving at NS is very exciting. Much better than in original game. Computer opponents is very smart and drive safely.

Last edited by dequaded; 17 October 12 at 14:54.
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Old 17 October 12, 14:08   #742
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Another minor bug report:

1) Lamborghini LP560-4's speedo is broken with the uneven scale VAG-style bug.

2) Same price bug with works Corvette C2, 190E Cosworth and modern Shelby GT500.

P.S. I think your speedo fixes would be a welcome optional addition to the UCP, if you'd prefer your work to be together it is alright though.
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Old 18 October 12, 14:39   #743
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Seeing as the '87 RX-7 ingame is actually a stock NA version initially it's true. But really it should be a GTX as the NA ones were known as lawn mowers for a reason (dead slow...). Dunno about adding the scoop, however the wheels are stuck with the NA ones for now.
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Old 18 October 12, 15:41   #744
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Heh, still gotta give the AE86 and S13 some fighting chance, no?

But if SMS's intention was for a NA model, then shouldn't it remain so?

Alternatively, a kind modeler could do up the rims, hood scoop and other turbo model bits. Mixing up the spec would be like having a GT3 with a GT2 engine.

(The FD is already making me confused with the LHD, MPH speedo, R1/R2 spoilers, foglights, rear wiper yet no sunroof or Bose sound system. US spec base model with borrowed parts?)
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Old 18 October 12, 21:35   #745
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amazing work tulib202! i'm currently driving all of the cars with the new physics and they're a blast to drive
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Old 20 October 12, 12:29   #746
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Hello.

I have a problem with jsgme. When i click to enable the mod it just does nothing, in the task bar the program dont answer. Do you have any idea?
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Old 20 October 12, 13:14   #747
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Quote:
Originally Posted by Shaal View Post
Hello.

I have a problem with jsgme. When i click to enable the mod it just does nothing, in the task bar the program dont answer. Do you have any idea?
You need to wait about 5 mins. Just wait until it gets enabled.
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Old 20 October 12, 15:21   #748
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One uninterrupted day of random fun err.. testing later...

Taming the Agera with a wheel is awesome.

Moar observations:

-The E86 Z4M's speedo is very broken. A combination of uneven scale and poor settings. (SMS and their dang cockpit speedos! )

- The E92 M3's DCT should have 7 gears. Only '08-onwards models can have DCT too but that's a very minor detail.
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Old 20 October 12, 15:24   #749
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Thanks for answer.

Yes, the mod is enabled but i have an other problem. When i start my career is 0 percent and i cant see nothing in the career menu, i cant start it.
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Old 20 October 12, 16:47   #750
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Read the readme and do what it says in install that's all i can say. The install procedure is already too easy as it is and nobody reported this problem to me, so you must have done something wrong
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