The MODDING THREAD: make SHIFT experience even better!

  • Thread starter Dude27
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Canada
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Guynemer27
Little mods to make the PC game more realistic. and more enjoyable! The big advantage of this game is to have a TRUE physics engine under his arcade hood... GTR2 modding community is at work to reveal the Beast inside the arcade shell.

Too much oversteering go into quick tunning, and put the slider to OVERSTEER (EA misplaced the words Oversteer and Understeer ;-) )

Don't like the music in the replay? In the Audio/music folder, remove (and backup) racemusic.fsb : no more music in the replay!

Setup G25: MUCH better Setup for this wheel, search for MigF1 posts!
www.nogripracing.com...

Less Arcade AI
Go there to find mods to make the AI race cleaner (reducing their agressiveness) and change the grip ratio
forum.racedepartment.com...

Don't want the ignominous blur in cockpit at high speed?: go there:
http://forum.racedepartment.com/downloads/need-for-speed-shift/68/modified-speed-dof-effects-1708/
 
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"Hi Guys,

this MOD reduces adboards, graffities, tents, flags, and some metal constructions around the track itself. Helicopter, Planes, Balloons and moving circusparts are completely removed from the racetrack.
All real racetracks in Shift are patched, the fictional tracks lacking only some generic things (planes, some ads, etc).
"

Information here (I have no idea how it will impact your online gaming, so always back-up first and do it at own risk ;)



Spa 👍


RA 👍


Silverstone 👍


Willow Springs 👍
 
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Download link at end of this message)

This mod enables damage for cars in NFS:SHIFT. This is v2.00 and requires full game and it is recommended to use only on patched game (latest v1.1 patch).

What it does?

Enables...

1)Gearbox damage, tyres can blow, engine can blow/damage, tire fall off

2)Front/rear aero affection, 'sharp object' damage on car (impact)

3)360Hz physics tick rate

4)Tweaked damage values to be more realistic and make the driver value carefull driving


Engine will detoriate with time according to damage it has and radiator damage preventing proper cooling. Wheel base can get bent, wheels fall off, deformation of car affects aerodynamics and more to provide a more realistic driving experience and the cautiousness of a realistic driving experience at blazing speeds!

Download link
http://www.megaupload.com/?d=RXKBT8AX

Modder: Myself aka "Nebula" or "YodaStar"
 
EA included all of this in the game engine and turned it all off?
This is even more :lol: worthy than when they included a functional and fairly realistic (for the time) damage model in Sports Car GT and then made it so cars only took mechanical damage.
 
EA included all of this in the game engine and turned it all off?
Actually, Shift uses a modded GTR2 engine, so theoretically, everything you can do (or mod) with GTR2 can be done with Shift. That means (for PC version anyway) modded physics, modded (or new) tracks, modded (or new) cars, etc. etc.
 
Quote:
Download link at end of this message)

This mod enables damage for cars in NFS:SHIFT. This is v2.00 and requires full game and it is recommended to use only on patched game (latest v1.1 patch).

What it does?

Enables...

1)Gearbox damage, tyres can blow, engine can blow/damage, tire fall off

2)Front/rear aero affection, 'sharp object' damage on car (impact)

3)360Hz physics tick rate

4)Tweaked damage values to be more realistic and make the driver value carefull driving


Engine will detoriate with time according to damage it has and radiator damage preventing proper cooling. Wheel base can get bent, wheels fall off, deformation of car affects aerodynamics and more to provide a more realistic driving experience and the cautiousness of a realistic driving experience at blazing speeds!

Download link
http://www.megaupload.com/?d=RXKBT8AX

Modder: Myself aka "Nebula" or "YodaStar"


Regarding the physics tick rate. I've been experimenting myself with this and I have come to the conclusion that it's actually doubled internally.
So specifying a physics tick rate of 360hz means that it's actually running at 720hz.
Might be useful information for others tweaking this value.
 
Regarding the physics tick rate. I've been experimenting myself with this and I have come to the conclusion that it's actually doubled internally.
So specifying a physics tick rate of 360hz means that it's actually running at 720hz.
Might be useful information for others tweaking this value.

Very helpful info. Thanks! 👍

Is this frequency per thread (per core), or just doubled?
I remember an interview with Ian Bell, where he said that NFS Shift engine works at 400Hz, but he wasn't specific if this is per thread or for the whole engine.
 
I think its the whole engine then again i might be wrong. I know Forza 3 will be running 720 still, i llayed the demo and to be honest it still feels like forza 2 engine, except for the rollover. GTR2 engine is powerful and i am glad they are tweaking this already. Trying to sell my current rig to get a better one for this game and soon other sim games for the pc.
 
Shift runs off the GTR2 engine?!!!!

Wow, I had no idea... Does this apply to the console ports too?

Indeed, a modified GTR2 engine. It was originally supposed to be developed by both SMS and SimBin, which is why the idea of NFS going "hardcore" was first hinted at, and would have been true. However, EA decided to take a stab at it instead.

If you've never looked at the Wikipedia page for Shift before it was released, one of the bullet points were "Physics calculations are more accurate to play in then GTR2."
 
My old PC died a few months ago. Wondering if I should try and fix it and upgrade it for this, or just buy a new PC. :confused:
 
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