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    Wednesday, January 27, 2021

    Need for Speed An illegally imported S15.

    Need for Speed An illegally imported S15.


    An illegally imported S15.

    Posted: 26 Jan 2021 06:55 PM PST

    Credits to random guy named DeFy. This is some hilarious shit

    Posted: 26 Jan 2021 06:46 AM PST

    An illegally imported S15.

    Posted: 26 Jan 2021 06:55 PM PST

    Time to refuel

    Posted: 26 Jan 2021 01:46 PM PST

    Why Are Still Here just to suffer

    Posted: 26 Jan 2021 04:14 PM PST

    What are the races with exclamation points in Heat??

    Posted: 26 Jan 2021 09:07 PM PST

    I cannot figure it out....came in first multiple times. How do I get past them?

    submitted by /u/23andburnside
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    Here's a bit of info on how Criterion/Ghost's drifting works. Lots of technical stuff, so beware!

    Posted: 26 Jan 2021 02:42 AM PST

    This was originally gonna be a response to u/LManD224's comment, but I figured I should probably just make it a post since it has a lot of info that others might wanna know:

    Do you think you could make a loose summary of what DriftComponent does exactly? In the slides from Criterion's GDC talk about their approach to vehicles there's a bonus slide talking about how a "maintain speed force" is applied in the opposite direction of friction based on the cars angle to a "ideal drift angle" but the video of the talk doesn't go into this much further.

    I've been putzing around with trying to make some "more arcade than simcade" (think like, I dunno, PGR or GRID 1) vehicle physics stuff in Unity and I've been specifically looking at approaches to drift assistance. The recent NFS stuff has been somewhat mixed as far as the quality of its results but given there's been a whole bunch of research/datamining on that front I figured it'd be worth looking at.

    I was actually planning on making a tutorial series on how to replicate DriftComponent in UE4 eventually, so I can try to explain loosely how it works. Surprisingly I think I've been the only one really researching the handling in NFS games, at least in the modern era, so there's not a whole lot to go off of if I'm wrong about anything here.

    So the "maintain speed force" is just the effect that everyone used to call the "drift speed boost" before Heat "removed" it (it wasn't really removed, they just lowered the param that controls its strength in every car's drift config, and they also increased a param that reduces the drift forward speed). That speed retention is based on a few things, and I'll try to explain it as best as I can. If you have Frosty and any Ghost game, you can open that up to check out any of the config params I mention in here. The first part of it grabs the vehicle's current speed and then checks to see if it's less than or equal to the maintained speed. If it is, it checks to make sure that all wheels are on the ground, then checks to see if the gas is being pressed, if the brake is not pressed, and if all the wheels have traction. If not it just sets the maintained drift speed to the current forward speed. I won't get too specific with the math here but right after that is when the Reduce_forward_speed_amount param, Max_speed_difference_for_maintain_speed param, and vehicle mass are factored into the equation. Then, the game takes the vehicle body transform and the front left wheel transform including steering (that part is important if your physical steering is separate from your visual steering), and does some vector math to get what I believe is the drift angle (the maintain speed function is the one I've looked the least into out of all the drifting stuff so I apologize for not being too detailed here). Afterwards, the rigid body's linear velocity is retrieved and there's some more vector math to calculate the speed retention, which is all finally multiplied by the Maintain_entry_speed_amountparam. Lastly, there's a little bit more vector math to calculate the final speed once the result from above is multiplied by the average ground normal, gas input, and tire grip before being multiplied by 60 and then they add the resulting force to the vehicle's rigid body.

    The drift scale stuff is pretty straightforward at least from my understanding. For that it just seems to add simDeltaTime * driftScaleMul each frame, where driftScaleMul is just whatever drift scale multiplier from the drift config is chosen based on the current inputs (I believe multiple drift scale multipliers are used at once if multiple inputs are being used, but I might be wrong). When there are no inputs other than either the throttle or steering, then simDeltaTime * Drift_scale_decay is subtracted every frame. If you wanna see a somewhat simplified implementation of this and a few other things, I've been working on a custom DriftComponent plugin for NFS 2015 over here.

    Drift yaw torque and side force are also covered in the project at that link, but I'll just cover them here anyway. Back in MW12 and Rivals (probably HP2010 as well but I haven't checked), donut yaw torque was also included in the drift yaw calculation but that has been moved over to the DonutComponent as of NFS15. Basically the game blends through the min, mid, and max yaw torque values based on the absolute drift scale. Then as the presenter in that GDC talk mentioned, they remap the steering input (not at the controller level, but just in relation to how your steering input interacts with the yaw torque) so that when you're not steering a lot of your drift angle can still be maintained. There's a bit more stuff that goes unused regarding blending down the yaw torque, before performing the final calculation where it all gets multiplied by the average surface grip factor, average tire grip, and the vehicle body's up vector. Finally, it's applied as torque to the vehicle body.

    Side force is probably the most simple drift force out of them all. First it takes the current speed in MPH, and does an inverse lerp using that, Speed_for_no_sideforce, and Speed_for_maximum_side_force to calculate the side force speed ratio. Then the counter steering side magnitude is calculated which is (obviously) only applied when counter steering. This calculation once again uses the absolute drift scale, which is then multiplied by bodyAngularVel * 0.5 clamped from 0 to 1. The result of that is then multiplied by the Side_force_multiplier param, and then that gets multiplied by simDeltaTime * 2 and subtracted from the current counter steer side magnitude. Next up is the side force factor. This uses a couple ratios to determine the function output, one of them being the aforementioned side force speed ratio, and the other is a ratio based on the current absolute drift angle, Minimum_drift_angle_for_side_force, and Drift_angle_for_side_force. The end result is influenced by the average surface grip factor as well as the counter steer side magnitude and then clamped to a maximum of 5. The last part just takes all of that and does something similar to what the maintain speed force function near the end, except this force is multiplied by the left vector of course, and the main constant in this calculation to get the force is the Side_force_magnitude param. The last thing that's done regarding yaw torque and side force is to dampen those forces, because without that the resulting forces from these calculations are VERY big

    Hopefully this was informative and you were able to learn a bit from it even though it's kinda all over the place and also obviously very simplified. There's more to the drifting than just that but I figured the rest of it should be pretty easy to figure out, while the drift forces are much more important to the feeling so it's probably more crucial info for anyone looking to make a system like this.

    submitted by /u/Brawltendo
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    I can't find any distinguishable point at which the car sounds loop, so I have come to the conclusion that EA doesn't use loops. How does Need for Speed make their cars sound so god damn realistic?

    Posted: 26 Jan 2021 12:10 PM PST

    I saw a video of an RB20 engine revving, and the R32 GT-R in NFS:Heat and NFS Payback sounds exactly like an RB20 from the hood cam. Granted, the GT-Rs all had RB26s since the R32 and before the R35, but that RB20 sound is on point.

    submitted by /u/bruhblaster
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    In your opinion, what are the best things/features about the most disliked/hated NFS games?

    Posted: 26 Jan 2021 06:12 AM PST

    I'll start:

    NFS Undercover:

    -The soundtrack: It's honestly one of my favorite soundtracks out of the whole series, just fits the game and atmosphere so well, and not to mention it has some absolute bangers.

    -The map: While it feels kind of empty, I love the variety and the sort of different vibe that each section of the map gives off.

    -The atmosphere: I really love the warm and sunny atmosphere of the game, I think they nailed that at least.

    NFS Rivals:

    -The soundtrack: Just like UC, I think Rivals' soundtrack was just overall very good.

    -The scenery: It's one of the most diverse and beautiful scenery out of the whole series, and also generally out of a lot of games.

    -The visuals: Despite being 7-8 years old (which isn't THAT old really), the graphics still hold up and even if it was released today it'd still hold up quite well for the most part. It honestly blends perfectly with the scenery, making it one of the best looking racing games out there.

    submitted by /u/Skyline_Fanboi
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    What is the fastest car in nfs 2015 stock and the fastest car with upgrades I cant get passed this one amy mission?

    Posted: 26 Jan 2021 04:46 PM PST

    Windowed black screen on start up. If anyone knows what to do please let me know! :)

    Posted: 26 Jan 2021 04:29 PM PST

    Heat not been launching since Saturday for me anybody else having this problem or know how to fix

    Posted: 26 Jan 2021 12:57 PM PST

    which NFS should i download?

    Posted: 26 Jan 2021 12:16 PM PST

    i have some spare time and i want to download one of the games, the thing is that i can only play offline since i dont have internet connection there, so im looking for one that has a nice story mode and develepment througout the game, i also care about the graphics so im looking for one of the newer ones, any suggestions?

    submitted by /u/Morias4
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    NFS Payback roaming racer is missing.

    Posted: 26 Jan 2021 12:03 PM PST

    Guys i just playing the NFS Payback now. Before I Raced with the Cletus. Then I can't found the Leanne now. It just a bug? Or something? Thank you.

    submitted by /u/TolgaFX
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    How to change to controller in Heat?

    Posted: 26 Jan 2021 11:50 AM PST

    The game automaticly switches to steering wheel but i want to play with controller

    submitted by /u/SproxCZ
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    Twitch Streaming

    Posted: 26 Jan 2021 11:29 AM PST

    I currently want to stream HP Remastered and Rivals on Twitch, but due to the copyright crackdown on music played while live, I wouldn't want my account to get taken down. Does anyone know if they are safe to stream? I've tried searching around and haven't found any solutions to my question anywhere else. Thanks!

    submitted by /u/SummerPlasma
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    Shall we create a JDM car group on Need For Speed Payback? PC

    Posted: 26 Jan 2021 08:42 AM PST

    Hi y'all, i'm new here. I was wondering if there was anyone who likes JDM. I mean if we can create a group we can do street racing, drifting and we can put on a tiny car show. Let me know <3

    submitted by /u/VandalaDoubloons
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    Can someone explain the engine swapping to me? Need for speed heat

    Posted: 26 Jan 2021 07:30 AM PST

    I noticed I unlocked the 385 hp 4.9l flat 12 engine but my power goes from 357 to 157 I notice the engine only has pro+ parts on it not my super+ parts on it If I purchase this engine and add my parts will it be much better than my current engine currently have the Acura NSX stock engine.

    submitted by /u/Rocko19936793
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    Help with PC Versions of Most Wanted (2005) & Carbon

    Posted: 26 Jan 2021 02:18 AM PST

    I really, really wanted to get into these games again after not owning the consoles to play them for a very long time, but I'm having 2 very perplexing bugs that keep plaguing me and I'm all out of ideas trying to fix them.

    Both Bugs Effect Both Games!!!!

    Bug #1:

    My PC is more than powerful enough to run both games at maximum settings whilst holding them at 60fps but my Anti-Aliasing options in both games are greyed out, and no matter how hard I try, I can't get it to work. Games look great but everything looks jagged even worse when I blow it up on my 55" TV. I cannot turn Anti-Aliasing on at all.

    Bug #2:

    I downloaded the Wide-screen & PC Controller fix for both games but the controller support is busted, I don't know why so many people were recommending this patch if the controller support is busted so bad. For Example:

    When I press X that does Circle

    When I press Square that does Triangle

    When I press R2 that does Start!?!?

    That last one's the weirdest, I tried remapping the buttons but it just doesn't work at all plus even if I can get the game into a playable state ot doesn't remap the buttons uses out of gameplay, they're still messed up in the main menus.

    2 very weird bugs for 2 otherwise great games but I'm on the verge of uninstalling and giving up, I know these games are old now but can anyone out there give a hand?

    submitted by /u/UnchainedGoku
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    Can anyone explain to me why wrap corruption on nfs heat occurs. For me by this point I have two accounts that will have there wraps corrupt on me ever two weeks.

    Posted: 26 Jan 2021 12:45 AM PST

    Heat is the only nfs game that I have had constant issues with from launch to now and I don't get it. From inventory syncing issues, to wrap corruption, to random error codes, to unnecessarily long loading(in general, sometimes to the point where it takes a whole minute to load after purchasing upgrades sometimes.). At least I don't seem to get inventory syncing issues anymore but I still get error codes occasionally, loadings always been an issue but it's not game breaking. Wrap corruption is the only real issue I have and I don't get it. So I wanna understand why? I realistically didn't do anything wrong. Even though I have been told on multiple occasions by a friend of mine that it is my fault but yeah I don't think it's my fault that the game seemingly can't handle not having limitations on inventory. I will say I have searched online multiple times about the subject and nobody knows? Hopefully the next game isn't like the past four where they just seemingly just start dying on themselves for no acceptable reason.

    submitted by /u/Sparkcore-725
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    Should 2021 be a “chill” or “intense” NFS?

    Posted: 25 Jan 2021 10:09 PM PST

    Hello

    So NFS is a unique series in terms of its almost bipolar mood swings. Some installments are intense, with blockbuster storytelling as well as heart pumping and unforgiving police chases.

    However, some are more down to earth as a celebration of car culture, with a cheerful atmosphere and underground vibe.

    What would you prefer for 2021? I was reviewing my top NFS and noticed they were all chill except for 2 of them (Hot Pursuit '10 and Heat). My top 7 (all the ones I like) goes like this:

    1. 2015
    2. Pro Street
    3. Hot Pursuit 2010
    4. Underground 1
    5. Heat
    6. Underground 2
    7. High Stakes

    Yes I know Forza Horizon exists but the mood is quite different to Underground/2015 and visual customisation is extremely limited. I'm honestly hoping 2021 is Underground 3 or similar. I'm not a fan of over-the-top storytelling and incredibly difficult cop chases but there's a chance it could bode well with me i.e Heat.

    What is everyone hoping for vibe-wise?

    submitted by /u/Neggy5
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