Need For Speed (2015)

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Really? Haven't we had enough NFS games with them?
Let's see how many NFS games have crash cutscenes...(not counting The Run since it automatically totals your car after a crash.) Hot Pursuit 2010, Most Wanted 2012 and Rivals.
 
Let's see how many NFS games have crash cutscenes...(not counting The Run since it automatically totals your car after a crash.) Hot Pursuit 2010, Most Wanted 2012 and Rivals.
IMO the crash cutscenes should have stayed in burnout. NFS never had them until Criterion started making NFS games.
 
so are you referring to the crash cutscenes in the drag races where you crashed, it cutscenes and then you totaled
I think if you had a head on collision with a traffic car in either UG1 or 2 at any time you get it. But it's not as bad as recent games as you A: still have full control of your car and B: they stop as soon as you are on all 4 wheels again.
 
This I didn't expect. Will roll cages increase stiffness? Will adding carbon fibre parts lighten the car more than standard parts?
That was to be expected though, check out the list that @FT-1 posted.

Handling Customisation

Front and Rear Tire Pressure
Changing tire pressure is a way to fine-tune the grip relationships between front and rear. Whether adding more grip to the front or less grip to the rear it will result in a car that initiates drift more easily. Likewise removing grip from the front or adding grip to the rear will result in a car that is less likely to lose its back end when turning.

Steer Response
A fast steer response enables more reactive, twitchier steering suited to drift. A slower steer response is steadier and more controlled.

Steer Range
A wider steer range makes it easier to maintain a deep drift. A narrow steer range produces less lateral slip making it less likely.

Braking Drift Assist
Braking Drift Assist ON increases the possibility to initiate a braking drift. Turning this OFF decreases the possibility to initiate a braking drift.

Drift Stability Assist
Drifting Stability Assist makes maintaining & controlling drifts easier. Turning this OFF disables stability controls when drifting. Proceed with caution!

Launch Control
Launch Control enables stability controls when taking off, reducing fish tailing & wheel spin.

Differential
A locked differential will mean the left and right wheels consistently spin at the same rate. This results in more wheel spin and therefore encourages drifting.

Downforce
Downforce enhances traction at high speeds, encouraging stability when cornering.

Brake Strength
Strong brakes lock the wheels earlier producing slip which can encourage drifting.

Brake Bias
Adjusting the brake bias increases weight transference when braking. When this is moved towards the front it can destabilise the car more easily transitioning into a drift.

Tire Traction
Equipping tires with less/more traction will result in the vehicle transitioning into drift more/less easily when steering.

Handbrake Strength
A strong handbrake makes it easier to turn 180 degrees. A weaker handbrake can be used for drift initiation with less loss of speed & potentially a method for chaining drifts.

Spring Stiffness
Spring Stiffness can be used to tune the squat and dive behaviour of the vehicle. This is its forwards/backwards suspension movement.

Sway Bars
Sway Bars can be used to tune the amount of body roll the vehicle produces. This is its left/right suspension movement.

Nitrous
Tuning towards Power will make the nitrous more powerful, but its duration is decreased. Increasing Duration will make the nitrous less powerful, but it lasts longer.

The level of detail is insane and they haven't even touched performance customisation yet. :eek:
If a sway bar is going to effect the car, It wouldn't be to far off to assume that a rollcage might produce a similar effect. Here's to hoping!

Still, looking at that tuning list brings me hope that we might just get at least a semi-extensive tuning menu.
 
Inb4 Rockstar Lawsuit...

EDIT: Performance parts!

Air Filter
The air filter protects the engine from breathing in dust and dirt particles. Stock filters are generally more restrictive in air flow than aftermarket. Step up to a high performance air cleaner and filter that works more efficiently and helps increase horsepower.

Cooling System
An intercooler is used to cool the air charge before it enters the throttle body. Cooler air is more dense with Oxygen molecules, giving the engine more air and fuel to make more power.

Intake Manifold
The intake manifold allows air to be equally delivered into the cylinders. An aftermarket manifold increases the amount of air being directed into the cylinders, which ultimately produces more engine power.

Fuel System
As you add more air to the engine, you need to balance it with greater amounts of fuel. Upgrading the fuel system will maximise fuel delivery to the engine providing a boost to your car’s power.

Forced Induction
Forced Inductions come in many forms. A Supercharger will be most noticeable at lower RPM’s unlike a Turbocharger which tends to provide less boost until the engine is running at higher RPM’s. In all cases though, installing or upgrading your forced induction will give your engine an excess of torque providing an easy way to get fast, and more importantly, get fast quick.

Electric System
A lighter battery can shed precious weight from the car, while good grounds and electrical connections ensure your ECU and ignition are always working properly.

Ignition
As you upgrade your engine it will need more spark. A high performance ignition produces more voltage to ignite the fuel inside the cylinders, kick starting the combustion needed to get your wheels turning.

ECU
An aftermarket ECU will provide cohesion to all installed components of the engine. The brains of your vehicle; this will make sure all elements work together, increasing efficiency and maximizing output.

Engine Block
The Engine block is the foundation of an internal combustion engine. Upgrading this is a good way to increase your engine’s durability so it can handle more horsepower.

Cam Shaft
The cam shaft operates the valve in the cylinder head. Upgrading to aftermarket changes the character of your cam, mainly defined by the valve’s lift and duration, thus producing more peak power.

Cylinder Heads
Cylinder head upgrades can change the size and design of the ports which define the volume of air and fuel that flow to the combustion chamber. Better airflow is the key to allowing your engine to create additional power.

Exhaust Manifold
Performance exhaust manifolds, or headers, are the first place the exhaust has to go as it exits the combustion chamber. Upgrading your manifolds will allow for increased flow, and in turn will help produce more power.

Exhaust System
Exhaust gasses travel through your exhaust system as they exit the engine. A less restrictive exhaust can wake up the engine and provide extra flow.

Clutch
The more power your engine makes, the stronger the clutch will have to be. An aftermarket clutch will allow the car to shift faster, allowing you to reach top speeds a lot quicker.

Nitrous System
The nitrous system can be upgraded to refill over time or by performing driving actions; drift, near missing, oncoming, air and slipstreaming. Nitrous is perfect for those moments when a quick injection of speed is required.

Suspension
Upgrading your suspension allows you to tune your springs between varying levels of stiffness and softness.

Differential
Upgrading the differential will allow you to adjust between a locked and opened diff in the Handling Tuning section.

Tires
Installing new tires affects your tire traction which changes the characteristics of your handling.

Brakes
Installing improved brakes allows you to increase or decrease brake strength and adjust brake bias between front & rear.

Handbrake
Installing an improved handbrake gives you full licence to tune your handbrake strength between weak and strong.

Sway Bars
Sway Bars are anti-roll bars, and by upgrading yours you’ll open up the amount of body-roll (sideways movement) on your car.
 
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Does that mean no Engine Swaps?

With all the performance mods listed, engine swaps unlikely at this point. Sooner or later we are going to be talking about the Toyota Supra SZ-R again...
 
Does that mean no Engine Swaps?

I'd tweet and see what they say.

EDIT: Looking at the fact that you can upgrade heads and the block, I'd suggest that their version of engine upgrading is the ground up, rather than the Forza "crate engine" type modification.
 
Be cool if they had crash cutscenes that did the cutscene but said wasted like in GTA
Go play The Run.

Inb4 Rockstar Lawsuit...
It's a common slang term.

With all the performance mods listed, engine swaps unlikely at this point. Sooner or later we are going to be talking about the Toyota Supra SZ-R again...
Just put a turbo on the SZ-R. Detonation means nothing in a video game.
 
I'd tweet and see what they say.

EDIT: Looking at the fact that you can upgrade heads and the block, I'd suggest that their version of engine upgrading is the ground up, rather than the Forza "crate engine" type modification.
Huh? How so? The only modifications separating FM and NFS in that list is the electric system and the ECU. Unless I'm just misunderstanding your post.

Just put a turbo on the SZ-R. Detonation means nothing in a video game.
Engine Block
The Engine block is the foundation of an internal combustion engine. Upgrading this is a good way to increase your engine’s durability so it can handle more horsepower.
Considering durability is mentioned here, I wonder if engine failures are going to be a thing.
 
Speaking of Supras and turbos and such, I've noticed that a few of the confirmed cars so far have gone naturally aspirated over their forced induction variants. Camaro Z/28, Corvette Z06, Challenger and Supra could have been ZL1, ZR1, Hellcat and Supra RZ respectively. I'm guessing maybe they're starting out with more N/A cars so players feel a little more satisfaction in turbo/supercharging something that doesn't already have one. A lot more power all at once.
 
Not enough info given to judge the performance customisation, very generic upgrades from the list they have given. We need to know how many options per category ie how many turbo options are there. The info says turbo's kick in at late RPM's while superchargers kick in early, that's only the case if it's a big turbo. Small turbos kick in very early as well and run out of puff at higher rpm's. Would be a shame if they haven't given us the same kind of depth as the visual customisation, but hopefully the info given is just a brief glimpse of what we can expect.
 
Huh? How so? The only modifications separating FM and NFS in that list is the electric system and the ECU. Unless I'm just misunderstanding your post.

Misunderstanding. In FM you're not given a block and build the head yourself as it seems Ghost is indicating here (we wont know until we see the final product). Rather it seems there a different bottom end pieces (different blocks) and top end pieces (cam and cylinder heads probably port and polish) and thus you essentially get to build your engine rather than pick an engine that is popular with the car you're building. So converting say an old Mustang to have the New Coyote engine is something FM would do but need for speed seems to let you build it this time around rather than just buy it yourself. Thus potentially giving more options with simple tuning ideas that any game could do if they say down and thought it out.
 
Could gear-ratio be adjusted in past Underground games ? (it's been far too long to remember), I feel like that was something you could do, and not seeing a mention of it feels odd, no 'shift-kit' stuff either.

I agree with @TiZzla though, very generic descriptions thus far, and if the 'build the engine' idea is where they're going, I'm still going to wonder how much virtual 'overhead' that'll cost Supra players beyond just starting with a 2JZ-GTE.
 
Could gear-ratio be adjusted in past Underground games ? (it's been far too long to remember), I feel like that was something you could do, and not seeing a mention of it feels odd, no 'shift-kit' stuff either.

I agree with @TiZzla though, very generic descriptions thus far, and if the 'build the engine' idea is where they're going, I'm still going to wonder how much virtual 'overhead' that'll cost Supra players beyond just starting with a 2JZ-GTE.
Not in Underground 1, in Underground 2, however, you could tune nearly everything on your car. Camber, ride height, the springs, ECU, Turbo, gear ratios etc. I'm not sure if you could fiddle with the engine, but I know that the tuning was pretty in depth.
 
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