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Discussion in 'Need For Speed' started by ThrasherDBS, May 27, 2016.
I suppose that there is no mod for the Xbox 360 graphics?
Those pictures were when I didn't have any texture mods and ENB
Well, GrandTheftAero has the developer build of the X360 one, so. It's a possibility that it may happen this year or the next.
oh I understand what you meant now!! Well there could be a mod for it but is the difference between X360 version and PC version all that different?
Why would you want to make it look like the 360 version if you can make it look like this?
There's something about the X360 version that I like. Maybe its the color.
I decided to do a comparison between the Le Mans cars (M3 GTR and Corvette C6.R) because since realistically the C6.R can beat the M3 GTR since they are in a different class but since the M3 is very fast in the game, can the M3 beat the C6.R in Most Wanted?
BMW M3 GTR
Let's talk about their history outside of NFS Most Wanted:
BMW M3 GTR- Designed as a car to compete for the American Le Mans Series, this car would eventually outpace the Porsche 996 GT3 but Porsche pointed out that the M3 GTR doesn't have the V8 engine unlike any regular M3s. So because of that, BMW made 10 road going M3 GTRs costing about 250K euros. Unfortunately with the change in ALMS rules, BMW eventually pulled out of the ALMS series.
Chevrolet Corvette C6.R- Successor to the C5-R, the C6.R retained some of the specs from the C5-R such as same Katech engine, it also lacked a rear window just like the C5-R. The C6.R is classified as a GT1 class car but during 2010-2011, they promoted the C6.R as a GT2 class car. It did have a significant amount of success in Le Mans such as winning ALMS GT back in 2013 including 12 Hours Of Sebring. It also won 24 Hours of Le Mans back in 2011 as a GTE class car.
So we got a car that has been outlawed due to rules and regulations while we got a car that has a good run in multiple classes in ALMS. But what about in Most Wanted? How significant are these two cars?
Now how about their significance in NFS Most Wanted? Let's find out.
Chevrolet Corvette C6.R- This car in cutscenes is Cross' signature car before swapping out with a regular Corvette Z06 for Carbon. Other than that you'll see the C6.R in some races in Career mode. Unfortunately you cannot acquire the C6.R for Career mode through normal methods. The C6.R can only be used for Arcade mode and its unlocked when you finish Career mode. You can drive one right away if you're playing the Black Edition. The C6.R would make its return to Shift 2 Unleashed as GT1 class car.
BMW M3 GTR- The most iconic car of all NFS games. It's your car in the beginning of Most Wanted until Razor took it and eventually you would get it back after beating Razor but unfortunately you would lose the M3 for good when Cross totaled it in Carbon. To acquire it for NFS Most Wanted, you'll need to complete Career Mode. For Carbon, its a reward card. It would eventually make its return for the 2012 release as a DLC car.
So now with its history now shown. Let's go the performance of both vehicles.
So right away you'll notice the handling for both cars. The M3 has a low handling stat but it handles like a beast and can take corners easily in high speeds. As for the C6.R, it handles well and its expected from a race car. As for the top speed and acceleration, the M3 beats the C6 in both stats. But you'll also notice that the C6.R's stats are completely balanced.
I will adding more. The track that I'll be using to test both cars is Hastings. Hastings is the perfect track for both cars since its technical.
Saw this on the Need For Speed subreddit:
You're pizza is cold now, you're late @TwinTurbo LM
I downloaded a save game that had a fully upgraded M3 GTR with Junkman parts (along with other cars such as Mia's RX8, Rog's GTO & Mustang, Ronnie's Supra etc.) and can confirm that the M3 tops out at 242 MPH.
There were multiple versions of the GTR in the save game, one of them had the M livery:
It looked a bit odd without any sponsor decals.
Yup. The vinyl can be put on any of the M3 GTR's except the Street version. The way that I do it is through replacing a string and renaming it UI_DebugCarCustomize.fng, but I believe the Extra Options will hardcore that User Interface in the main menu section soon.
When Blacklist bio videos go too far.......
Found this on YouTube, thought that you guys would like it:
From my recent play through of the career mode (pic heavy lol)
Let's just say that R34 annihilated that Lan Evo
You already know who got left in the dust
Razor never stood a chance
Some cool photo finishes
Your wish has been (partially) granted:
If you guys aren't aware, track editing for MW/Carbon/U2 is coming soon
I'm starting to see X360 graphics now. If it does resemble the X360 graphics by the time I download the mod, then I'm sold.
Indeed. I first read about it a few days before you posted this. I haven't been this excited for a program in a long time!
OH MY GOD
I could imagine people will be modding in beta elements to the NFS games because Toolkit.
Nice to see that this is finally getting somewhere. Now I’m curious how they’ll get stuff like the AI, helicopters, police scanner, etc. to work properly with a new map.
On his blog he said he is working on that right now.
I just cant wait to put the Nordschleife or other real life tracks into the game
Wow, didn't think i'd see this happening as soon as it did! I have to say though, Palmont looks very out of place in Most Wanted, but maybe that's just me having a preference for night racing. Knowing we can even do this at all is thrilling! Rockport in Carbon does sound very interesting though and while I haven't played Underground 2 in many years, seeing Bayview in Carbon would also be awesome!
One thing I wonder is if anything will be done about the PSP titles and PS2/Wii versions of Undercover. I doubt it will be covered, but it would be great if they did since they are very different games.
Granted it even supports the beta games.
I’d like to see a beta Civic Cruiser ported over. Last I heard, they got the textures, but not the actual model.
379Felipe got the model and even posted a download link to it on one of his videos. (Not sure what video it was) I imagine he just used 3D Ripper DX to get it while the game was running instead ripping from the files directly.
Decided to try figuring out how the cop dialog and organization works in this game (short of opening up the actual game files, since I don’t have the PC version) out of curiosity. It’s a shame that the radio chatter in later games aren’t nearly as detailed as this one.
Spoiler: “useless information dump”
Dispatch starts off with notifying a district (based off the player’s location) or radio channel, stating the player’s infractions (reckless driving, hit and run, assaulting a police officer, etc.) and then their location and direction of travel. After being asked by an officer, they will list the color and make/model of the player’s vehicle (when applicable).
District 1: Downtown Rockport
District 2: Point Camden
District 3: Rosewood
Callsigns for ground units typically consist of a phonetic letter (determined by the vehicle used) and then a unit number. Certain units may have a single digit number before their letter, but it’s not clear what this is supposed to represent.
Civic Cruiser/GTO: Bravo, Charlie, Delta, Echo, Sierra
Sgt. Cross: Five-One*
*Five-One is not exclusive to Cross, and appears to be a general code used to refer to any sort of supervisor within the RPD. Cross is the only officer filling this role that will actively join a pursuit and his presence will be announced during backup updates.
An alert tone is played when:
- Dispatch announces a call.
- The player drives through private property (ex: bus station).
- The player destroys a pursuit breaker (10-70).
- Dispatch announces last known location of suspect.
- The player is found by an officer.
- State or federal authorities take control of the pursuit
Units actively pursing the player will report on their location, tactics, motor vehicle accidents, damage to public property, and will make requests for backup, roadblocks, spike strips, air support, and SUV units. Requests will be accepted or denied based on heat level.
There are a secondary set of units that will report on the status of backup units, roadblocks, and search activities during cooldown. They will always use the same call signs (Bravo-27, Charlie-24, Charlie-29, and 2-Echo-12) and remain present throughout the entire pursuit.
Dispatch will notify pursing units on the last known location of the player, details on the search radius, and what radio channel will be used. Secondary units will state their location, request for backup, run license plate numbers, callout suspicious vehicles, and report false positives (on some occasions mentioning Razor and Ronnie by name).
Officers will report a Code 4, indicating that the suspect is in custody and backup is no longer needed. Dispatch will generate a file for the pursuit and send a tow-truck to retrieve the player’s vehicle. The district supervisor, SRU officers, and/or other investigators will be sent to assist officers.
Changes for Carbon:
References to districts and street names in Rockport are removed. All of Cross and Eagle-1’s dialog is removed, although dispatch and other units will still make references to them. Units reading out plate numbers will still identify them as being Rosewood/Rockport license plates. Unused dispatch dialog for Chrysler and Nissan vehicles is now used.
Pizza Time! Im loving the mods on the pc version just got it back and its so awesome to have all these options.
God has uploaded another video
I recommend NFSMW Extra Options
Someone cracked open some unused speech files and it gets pretty interesting. It seems a fair amount of gameplay mechanics were dropped from pursuits.