NFS Shift 2 Unleashed - Details

  • Thread starter LittleLefty
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1. Can you direct me to the "game comparisons" subforum?

2. By comparing SHIFT2 news (and eventually facts) with what we know about GT5 on a forum populated by a large amount of GT5 owners, people looking for SHIFT2 news will find the going a lot easier. GT5 acts as a known quantity, to which SHIFT2 can be compared.

3. Where in the AUP does it outlaw comparisons?

Quite clearly, when I say keep the thread on track, I am invoking this rule:

https://www.gtplanet.net/aup
You will, if asked by a representative of the forums, cease posting any content.

We do NOT ban game comparisons... which is why if you'd like to know more about how SHIFT compares to GT5, you can go here:

(Thanks for the link)

---

And people can also express disappointments with GT5 in the GT5 forum, where we have a lengthy thread on that subject, as well.

Disappointments with SHIFT, that's borderline. It's better that this thread remain a news thread and discussion of possible upgrades, but not devolve into an in-depth dissection of the previous title's drawbacks.

I understand that mentioning said drawbacks is inevitable when talking about improvements, but if it turns into a wishlist of improvements for SHIFT2, then that's deserving of its own thread.

Thank you.
 
What I hope for Shift 2 is that they remove the transmission whine from stock cars. It was pretty annoying to buy a Ford Focus RS but sounded like some racemachine already. But at all the sound was amazing.
 
About that helmet camera that is supposedly new in a video game is not true. rFactor or a mod for rFactor has a helmet camera. So NFS people, stop saying that it's something new because it has been done before.
 
They did "paste two bits of visor at the top and bottom of the usual view", once you see the helmet camera in operation you can immediately see that this is not quite the same thing :)
 
The only thing that worries me, is everyone is playing with a freaking joystick! How the hell can you calibrate physics based on the joystick feedback vs. a wheel feedback?
 
Did you see the guys using wheels and dboxes down the bottom?

They have said a few times that the game is going to succeed or fail based on how well they can translate control of the sim engine/data onto an ordinary bog standard gamepad, so I'm pretty sure that's a heavy testing priority. But wheel control is left totally alone and unsmoothed/unfiltered.
 
Were they having a dig when they mentioned the headlights. Saying how the trackside details were illuminated ok but ahead was to dark.
Ok they say, well adjust that to give a realistic experience.

The game I sometimes play suffers with exactly the same issue.
 
Were they having a dig when they mentioned the headlights. Saying how the trackside details were illuminated ok but ahead was to dark.
Ok they say, well adjust that to give a realistic experience.

The game I sometimes play suffers with exactly the same issue.

I should think so, it wouldn't be the first time. ;)

__________________________

I'm very impressed by some of the things they mentioned in that blog post, the fact they are working with several racing drivers this time fills me with confidence, I just hope the developers won't forget to remove the little things which helped to make SHIFT1 so bad.
 
About that helmet camera that is supposedly new in a video game is not true. rFactor or a mod for rFactor has a helmet camera. So NFS people, stop saying that it's something new because it has been done before.

Come off it, mods don't count, rfactor is hardly a pick up n play video game anyway is it?

I heard s rumour cars on track is 30+, as I say though, rumour from an earlier hands on.
 
The first game had 16 cars on track. While they haven't said anything about the new game I am expecting to have 16 cars too - I don't believe they are crazy to take a step backwards... ;)

As for the news on physics... AMAZING!... They seem to be very confident about their game in general and in my opinion that's a very good thing... :)

Also somehow they seem to be really excited about their game. ;)
 
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Come off it, mods don't count, rfactor is hardly a pick up n play video game anyway is it?

I heard s rumour cars on track is 30+, as I say though, rumour from an earlier hands on.
Why not? A game is a game! Mod or not! It has been done before, period!
 
Why not? A game is a game! Mod or not! It has been done before, period!

As said by someone else, it also does not constitute a helmet cam, 2 pieces of photoshop on a screen is not the same as the helmet cam SMS are making.

And a mod isnt a game its a modification of a game. The game did not have helmet cam out of the box. Period.
 
Why not? A game is a game! Mod or not! It has been done before, period!


He didnt say that - what he said was that the mods did "paste two bits of visor at the top and bottom of the usual view" but this helmet can isnt estactic - it moves around to see the apex, shakes, etc, etc, its not the same thing.
 
I'm really looking forward to this, the blog on the physics makes me feel quite confident that it'll be a fun game to play and the physics should be relatively good.

Hopefully anyway :P
 
Only bit concerning me at the moment is the dynamic AI levels.
Not to sure about that.

Prefere an ordinary difficulty level.

Other than that this promises to be a good attempt.
 
The first game had 16 cars on track. While they haven't said anything about the new game I am expecting to have 16 cars too - I don't believe they are crazy to take a step backwards... ;)

As for the news on physics... AMAZING!... They seem to be very confident about their game in general and in my opinion that's a very good thing... :)

Also somehow they seem to be really excited about their game. ;)

Lets just hope its not the usual PR ******** us gamers are constantly fed! :crazy:
 
Maybe this has been answered before but how many cars on track?

I remember reading in a preview where the writer described nightracing just like an author of a thrilling book and I remember that there was "30 cars thundering past you".

But I can't find it, anyone else remember this?

Wouldn't take my word for it though.
 
Lets just hope its not the usual PR ******** us gamers are constantly fed! :crazy:

At the very least, they're trying bloody hard to get things right. They're talking to knowledgeable people, and communicating with the consumers about what they're doing. At the end of it all, if there are major issues with the physics we're going to be able to see exactly what they are through the telemetry.

I like the direction this is going. Even if it doesn't end up perfect, they're definitely going about it the right way.

(Also, three cheers for telemetry with tyre temps on the inside, middle and outside of a tyre! No more guessing at camber settings!)
 
I/O/M temps are supported and calculated in Shift 1 as well from what I can see, it's just getting to the information that's a pain :)
 
I/O/M temps are supported and calculated in Shift 1 as well from what I can see, it's just getting to the information that's a pain :)

Yeah, I wish more racing games would display all that information. Most of it needs to be calculated in one way or another anyway, but they choose not to spend the week or so knocking together a display mode for it. Seems like a shame not to showcase all their hard work, quite apart from the usefulness to the hardcore players.

I'm sure pretty much anyone would get a kick out of looking at all the moving numbers and stuff. For about 30 seconds or so anyway, until they realised they didn't understand what the hell it all meant. :D
 
Yeah, from all accounts they had such a thing but I doubt it progressed beyond being used for internal dev. Actually from looking at the HUD we see in the speedhunters preview it seems a lot of that was already in there.

Here's a body status update from the livetrace function:

Code:
Time=204.11  Total Vehicle CG=0.2259  Body-only CG=0.2181
Height(f/r)=(0.0336,0.0000) AirVel=(   1.1,  -0.6, -45.9)
Body LiftCoeff=-0.1920 Z=-0.248 Pitch= 0.0477  DragCoeff=-0.2246 Y= 0.275 Pitch=-0.0609
Stall!  Height= 0.0000/ 0.0100  DownforceMult= 0.0000
FWng LiftCoeff=-0.4842 Z=-2.230 Pitch= 1.0795  DragCoeff=-0.1325 Y=-0.225 Pitch= 0.0303  Height=0.000
RWng LiftCoeff=-0.6593 Z= 1.952 Pitch=-1.2867  DragCoeff=-0.1025 Y= 0.375 Pitch=-0.0381
Totl LiftCoeff=-1.3355          Pitch=-0.1594  DragCoeff=-0.4596          Pitch=-0.0687  OtherPitch= 0.0000  TorqueArm= 0.127
Measured Force:  (    -0.9,  -2814.8,    969.2)
Measured Torque: (  438.83,    -0.08,     0.03)
CG Offset Body:  (  0.0000,   0.0038,  -0.0131)  Measured Arm?  0.125
Sample Engine: 734.7Nm, 5485.5RPM, 566.0HP

and here are the functions I found are displayable on existing huds:

Code:
TURBOBOOSTbar
WATERTEMPbar
OILTEMPbar
OILPRESSUREbar
FUELLEVELbar
RPMbar
SPEEDbar
WaterPressure
OilPressure
WaterTemp
OilTemp
BrakeTempRR
BrakeTempRL
BrakeTempFR
BrakeTempFL
TyreTempRR
TyreTempRL
TyreTempFR
TyreTempFL
Odometer
Fuel
Lap
SplitTime
LapTime
RPM

and here's stuff that doesn't seem to link to internal displays in the same way but is nonetheless still around:

Code:
Brake Temperature
Grip
Wet Grip
Dry Grip
Tire blown
Tire wear
Wheel Disconnected
Tyre Pressure Mult
Tyre Dry Long
Original Dry Long
Tyre Dry Lat
Original Dry Lat
Tyre Damper
Tyre Spring Base
Tire Surface Temperature Right
Tire Surface Temperature Centre
Tire Surface Temperature Left
Tyre Has Blown
Tyre Pressure
Tyre Air Temp
Brake Torque
Brake Thickness

there are a few other things you see going on (tyre bone tracking, suspension etc) around in there as well but nothing that seemed to be set up as an orderly set of outputs.
 
Yeah, I wish more racing games would display all that information. Most of it needs to be calculated in one way or another anyway, but they choose not to spend the week or so knocking together a display mode for it. Seems like a shame not to showcase all their hard work, quite apart from the usefulness to the hardcore players.

I'm sure pretty much anyone would get a kick out of looking at all the moving numbers and stuff. For about 30 seconds or so anyway, until they realised they didn't understand what the hell it all meant. :D

Most racing games don't calculate all that information. Tire simulation is not easy. If a game doesn't inform you about the tire temperatures etc then most probably it doesn't bother to calculate them. ;)
 
Most racing games don't calculate all that information. Tire simulation is not easy. If a game doesn't inform you about the tire temperatures etc then most probably it doesn't bother to calculate them. ;)

Indeed. It's not helped by the fact that to my knowledge tyre simulation is still somewhat of a black art. At best it's very complex, and at worst there are still parts that are poorly understood.

I thought tyre physics was one of Shift 1's strong points. For all it's failures in excessive grip, FFB, and the crazy suspension on some cars, I felt that the way that tyre slip was modelled felt very nice. It could be way wrong for all I know, but I thought it felt nice.

Some interesting outputs there too boxox. Good to see that they have values available for wet weather racing when the time comes for it. And I assume Tyre Disconnected will be the wheel coming off that has been mentioned in a couple of places. Potential for punctures too, although I'm still of the opinion that those add little to gameplay. Events that are not under your control that cause you to lose races are not fun.
 
Is Eero still a part of SMS? If so, than we can expect a pretty accurate tyre model for Shift 2 (withing the boundries of current pc/console and knowledge about tyre physics).
 

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