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Really? Haven't we had enough NFS games with them?Actually, crash cutscenes are back. Try watching AR12Gaming's NFS2015 Gamescom Gameplay.
Really? Haven't we had enough NFS games with them?Actually, crash cutscenes are back. Try watching AR12Gaming's NFS2015 Gamescom Gameplay.
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.Really? Haven't we had enough NFS games with them?
IMO the crash cutscenes should have stayed in burnout. NFS never had them until Criterion started making NFS games.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.
Underground 1 had them. They looked cool, but got annoying really quickly.IMO the crash cutscenes should have stayed in burnout. NFS never had them until Criterion started making NFS games.
I think it was optional.Underground 1 had them. They looked cool, but got annoying really quickly.
I believe you could turn them off in UG1 & 2. Not for PS though (although that's only when you wreck completely)I think it was optional.
I don't remember a crash cam from Underground 2 but, I do remember a slow motion jump cam.
so are you referring to the crash cutscenes in the drag races where you crashed, it cutscenes and then you totaledI think it was optional.
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.so are you referring to the crash cutscenes in the drag races where you crashed, it cutscenes and then you totaled
That was to be expected though, check out the list that @FT-1 posted.This I didn't expect. Will roll cages increase stiffness? Will adding carbon fibre parts lighten the car more than standard parts?
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!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.![]()
But said wrecked or totalled instead.Be cool if they had crash cutscenes that did the cutscene but said wasted like in GTA
But said wrecked or totalled instead.
I'm guessing they're going for UG2's performance mods.Does that mean no Engine Swaps?
Does that mean no Engine Swaps?
Does that mean no Engine Swaps?
Go play The Run.Be cool if they had crash cutscenes that did the cutscene but said wasted like in GTA
It's a common slang term.Inb4 Rockstar Lawsuit...
Just put a turbo on the SZ-R. Detonation means nothing in a video game.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...
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.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.
Just put a turbo on the SZ-R. Detonation means nothing in a video game.
Considering durability is mentioned here, I wonder if engine failures are going to be a thing.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.
I'll definitely be right there along side you.I'm probably gonna be that one person who keeps the Supra N/A.
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.
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.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.