[360, PS3] Need For Speed: Shift

Wha... my screen ofcourse playing the demo. IMO seems like a fine game except some bugs. Runs like a champ to. Also I think the PC version seems to have more advanced physics and such apart from graphics. :)

SHIFT is still bug infested - it's just that now it is breeding in the retail channel.

Also just browsed through the games archives material. Major modding potential, I mean really major modding potential. :D

I dunno...

I wouldn’t hold your breath on the modding of the game. Looking through the files extracted it’d be a serious amount of work to get a car into the game(even with the proper tools). You also have to figure how it’d be incorporated into the career since the game has no true exhibition/practice mode similar to GTR2/GTL. Add that with the performance tuning/parts/paint etc etc and its a mess. Each car also has its own custom animations, shaders (923 for the exterior of the aston alone!) and more.

– scca1981, VirtualR.net
 
I like your idealism, but that's just not how it works. Marketing overrules everything. Product quality is nigh irrelevant to sales.

But you cannot do this infinitum! At some point you will have to get back to basics – integrity, quality and value - otherwise competitors will help themselves to your share of the market.
 
The graphics could give forza 3 a serious run for it's money.
I will wait for Forza 3 reviews, but I think I'll go with Shift.

Audio and visual fidelity is one of the areas SHIFT nailed. (The other is Andy Tudor's circuit modeling and design.) In this regard, SHIFT will probably wipe the floor with Forza 3. But Forza 3 should be playable. ;)
 
I think EA has been publishing great games lately... Dead Space for one was imo one of the greatest and their FIFA and NHL series are great too.

I have never played Dead Space or FIFA or NHL. I have played racing games though, and this one ain't great. The IP (it is a lot like Mirror's Edge - a first-person experience, as opposed to a camera perspective) will probably transform the genre.
 
But you cannot do this infinitum! At some point you will have to get back to basics – integrity, quality and value - otherwise competitors will help themselves to your share of the market.
Humans are a social kind of creature. We forgive and forget. We hope for the best. That makes us able to form stable societies but also gullible to business. And even beyond that, companies can always rely on birth rates to refill the ranks at roughly the same rate as existing customers turn away in disgust.
 
SHIFT is still bug infested - it's just that now it is breeding in the retail channel.

Is it really that much?

For me only bug is the ocassional "low-rider" phenomena. :LOL:

I dunno...

– scca1981, VirtualR.net

Well it is extremly easy to tweak graphics settings, LODs, shaders etc and fairly easy to tweak physics parameters and sound system going by the files I have played with. As I also use Beyond Compare it makes it easy to cross compare files/folders etc.
 
Audio and visual fidelity is one of the areas SHIFT nailed. (The other is Andy Tudor's circuit modeling and design.) In this regard, SHIFT will probably wipe the floor with Forza 3. But Forza 3 should be playable. ;)

Unlike the console version control lag the PC version is very responsive. Well for me and my 360 pad it is spot on on pro realism mode. Graphically it is a beast and havening just played the 360 version the PC version is kinda a leap forward.

About playability I think people are exagerating wildly. Maybe the dislike some have for EA is clouding their judgement. I will look forward to same track, same car, same base settings F3 vs Shift track racing showcase. Or other 'lower-end' racing sim (I believe iRacing and some others are more correct sims).
 
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Is it really that much?

SHIFT is probably the best comedy F1 engineers have seen in years. (F1 simulators are, of course, renown for accuracy; and F1 engineers are the people who design them.)

There are numerous vehicle modeling and specification errors, with the most blatant being a Chevrolet Corvette whose malfunctioning transmission renders it inoperative. (The gears will not engage!)

http://www.neogaf.com/forum/showthread.php?t=374023


For me only bug is the ocassional "low-rider" phenomena. :LOL:

Chalk it up to faux physics dutifully sweeping reality under the rug. If it does not forget your tuning settings, SHIFT halfheartedly models them. Whether you are piloting a daily commuter or a bona fide racecar, bumps feel equally jarring.
 
SHIFT is probably the best comedy F1 engineers have seen in years. (F1 simulators are, of course, renown for accuracy; and F1 engineers are the people who design them.)

There are numerous vehicle modeling and specification errors, with the most blatant being a Chevrolet Corvette whose malfunctioning transmission renders it inoperative. (The gears will not engage!)

http://www.neogaf.com/forum/showthread.php?t=374023

About modelling errors I've seen some for the other high profile racers on consoles.


Chalk it up to faux physics dutifully sweeping reality under the rug. If it does not forget your tuning settings, SHIFT halfheartedly models them. Whether you are piloting a daily commuter or a bona fide racecar, bumps feel equally jarring.

I think it is a bug becouse looking at physics settings for different cars revels some extensive parameters to calculate phsyics. Then around 400Hz update rate for main physics engine (car physics and road etc while PhysX handles collisions and destruction).

Bug only happens sometimes.

below is a very small part of total physics cvars for Aston Martin DB9.
Code:
FuelConsumption=5.00e-005
FuelEstimate=1.0
EngineInertia=0.250
IdleThrottle=1.0
IdleRPMLogic=(900.0, 950.0)
LaunchEfficiency=0.000
LaunchRPMLogic=(4500.0, 5500.0)
RevLimitRange=(7500.0, 00.0, 0)
RevLimitSetting=0
RevLimitLogic=150.0
EngineMapRange=(0, 1, 5)
EngineMapSetting=2
EngineBrakingMapRange=(0.0, 0.000125, 6)
EngineBrakingMapSetting=2
OptimumOilTemp=95.0
CombustionHeat=40.0
EngineSpeedHeat=12.000e-004
OilMinimumCooling=7.50e-003        // heat dissipated without oil/water transfer
OilWaterHeatTransfer=(3.962e-001,7.925e-005)  // heat transfer from oil to water (base, w/ engine speed)
WaterMinimumCooling=3.962e-003
RadiatorCooling=(1.592e-004, 10.039e-005)
LifetimeEngineRPM=(8000.0, 95.0)
LifetimeOilTemp=(100.00, 3.00)
LifetimeAvg=10800
LifetimeVar=2250

...// Rear wheels (includes half of rear-axle)
[BODY]
name=rl_wheel mass=(26.0) inertia=(1.446,0.875,0.875)
pos=(0.749,0.0,1.35) ori=(0.0,0.0,0.0)

[BODY]
name=rr_wheel mass=(26.0) inertia=(1.446,0.875,0.875)
pos=(-0.749,0.0,1.35) ori=(0.0,0.0,0.0)

// Fuel in tank is not rigidly attached - it is attached with springs and
// dampers to simulate movement.  Properties are defined in the HDV file.

[BODY]
name=fuel_tank mass=(1.0) inertia=(1.0,1.0,1.0)
pos=(0.0,0.0,0.0) ori=(0.0,0.0,0.0)

// Driver's head is not rigidly attached, and it does NOT affect the vehicle
// physics.  Position is from the eyepoint defined in the VEH file, while
// other properties are defined in the head physics file.

[BODY]
name=driver_head mass=(5.0) inertia=(0.02,0.02,0.02)
pos=(0.0,0.0,0.0) ori=(0.0,0.0,0.0)

...AdjustableUpgradeLevel_0=3 //base upgrade level tuning allowed. (ie used so a full racecar has full adjustablity "stock")
Rules=0                         // what rules to apply to garage setups (0=none, 1=stock car)
GarageDisplayFlags=7            // how settings are displayed in garage (add): 1=rear wing, 2=radiator, 4=more gear info
FeelerFlags=0                   // how collision feelers are generated (add): 1=box influence 2=reduce wall-jumping 4=allow adjustment hack 8=top directions
Mass=1750.0                      // all mass except fuel  (1100kg car + 80kg driver weight)
Inertia=(2400.0,2650.0,420.0)    // all inertia except fuel
FuelTankPos=(0.0, 0.200, -0.100)  // location of tank affects center of gravity (very close and even slightly ahead of CG in F1)
FuelTankMotion=(560.0,0.7)      // simple model of fuel movement in tank (spring rate per kg, critical damping ratio)
Notes=""
Symmetric=1
CGHeight=0.300                  // height of body mass (excluding fuel) above reference plane
CGRightRange=(0.50, 0.000, 0)  // fraction of weight on left tires
CGRightSetting=0
CGRearRange=(0.50, 0.005, 0)
CGRearSetting=0
GraphicalOffset=(0.0, -0.03, 0.0) // does not affect physics!
CollisionOffset=(0.0, 0.02, 0.0) // Moves collision mesh independently of G'offset and undertray feelers
Undertray00=(0.95,  0.02, -1.695)  // offset from center of car, and between axles// LF (Left front corner of splitter) (forward is negative, right is negative)
Undertray01=(-0.95, 0.02, -1.695)  // offset from center of car, and between axles// RF (Right front corner of splitter)
Undertray02=(0.85,  0.02, 1.000)  // offset from center of car, and between axles // LR (Left rear corner of floor
Undertray03=(-0.85, 0.02, 1.000)  // offset from center of car, and between axles // RR (Right rear corner of floor)
UndertrayParams=(262500.0,11600.0, 0.0) // undertray spring rate, damper rate, and coefficient of friction
FrontTireCompoundSetting=1         // Front compound index within brand
RearTireCompoundSetting=1          // Rear compound index within brand
FuelRange=(1.0, 1.0, 100)
FuelSetting=49
NumPitstopsRange=(0, 1, 4)
NumPitstopsSetting=3
Pitstop1Range=(1.0, 1.0, 100)
Pitstop1Setting=64
Pitstop2Range=(1.0, 1.0, 100)
Pitstop2Setting=64
Pitstop3Range=(1.0, 1.0, 100)
Pitstop3Setting=64
AIMinPassesPerTick=2            // minimum passes per tick (can use more accurate spring/damper/torque values, but takes more CPU)
AIRotationThreshold=0.12        // rotation threshold (rads/sec) to temporarily increment passes per tick
AIEvenSuspension=0.0            // averages out spring and damper rates to improve stability (0.0 - 1.0)
AISpringRate=1.0               // spring rate adjustment for AI physics (improves stability)
AIDamperSlow=0.5                // contribution of average slow damper into simple AI damper
AIDamperFast=0.5                // contribution of average fast damper into simple AI damper
AIDownforceZArm=0.150           // hard-coded center-of-pressure offset from vehicle CG
AIDownforceBias=0.0             // bias between setup and hard-coded value (0.0-1.0)
AITorqueStab=(1.40, 1.40, 1.40)   // torque adjustment to keep AI stable

[FRONTWING]
FWRange=(0.0, 0.0, 0)          // front wing range
FWSetting=0                    // front wing setting
FWMaxHeight=(0.10)              // maximum height to take account of for downforce
FWDragParams=(0.05, 0.00, 0.000)        // base drag and 1st and 2nd order with setting
FWLiftParams=(-0.120, -0.0, 0.0000)  // base lift and 1st and 2nd order with setting
FWLiftHeight=(0.0)            // effect of current height on lift coefficient
FWLiftSideways=(0.0)            // dropoff in downforce with yaw (0.0 = none, 1.0 = max)
FWLeft=(-0.23, 0.0, 0.0)        // aero forces from moving left
FWRight=(0.23, 0.0, 0.0)        // aero forces from moving right
FWUp=(0.0, -0.50, -0.001)       // aero forces from moving up
FWDown=(0.0, 0.30, 0.001)       // aero forces from moving down
FWAft=(0.0, 0.00, -0.0)        // aero forces from moving rearwards
FWFore=(0.0, 0.0, 0.0)          // aero forces from moving forwards (recomputed from settings)
FWRot=(0.25, 0.25, 0.20)        // aero torque from rotating
FWCenter=(0.00, 0.00, -0.70)    // center of front wing forces (offset from center of front axle in ref plane)

[REARWING]
RWRange=(0.0, 0.0,0.0)          // rear wing range
RWSetting=0                    // rear wing setting
RWDragParams=(0.05, 0.00, 0.00)        // base drag and 1st and 2nd order with setting
RWLiftParams=(-0.140, -0.00, 0.00)  // base lift and 1st and 2nd order with setting
RWLiftSideways=(0.0)            // dropoff in downforce with yaw (0.0 = none, 1.0 = max)
RWPeakYaw=(0.0, 0.0)          // angle of peak, multiplier at peak
RWLeft=(-1.00, 0.0, 0.0)        // aero forces from moving left
RWRight=(1.00, 0.0, 0.0)        // aero forces from moving right
RWUp=(0.0, -0.70, -0.002)       // aero forces from moving up
RWDown=(0.0, 0.40, 0.002)       // aero forces from moving down
RWAft=(0.0, 0.00, -0.4)        // aero forces from moving rearwards
RWFore=(0.0, 0.0, 0.0)          // aero forces from moving forwards (recomputed from settings)
RWRot=(0.08, 0.05, 0.11)        // aero torque from rotating
RWCenter=(0.00, 0.60, 0.80)     // center of rear wing forces (offset from center of rear axle at ref plane)

[BODYAERO]
BodyDragBase=(0.26)            // base drag
BodyDragHeightAvg=(0.22)       // drag increase with average ride height
BodyDragHeightDiff=(0.47)       // drag increase with front/rear ride height difference
BodyMaxHeight=(0.20)            // maximum ride height that affects drag/lift
BodyLeft=(-1.0, 0.0, 0.0)       // aero forces from moving left
BodyRight=(1.0, 0.0, 0.0)       // aero forces from moving right
BodyUp=(0.0, -1.0, 0.0)         // aero forces from moving up
BodyDown=(0.0, 1.0, 0.0)        // aero forces from moving down
BodyAft=(0.0, 0.00, -0.0)      // aero forces from moving rearwards
BodyFore=(0.0, -0.100, 0.00)  // aero forces from moving forwards (lift value important!)
BodyRot=(9.73, 7.3, 4.87)         // aero torque from rotating 
BodyCenter=(0.0, 0.50, -1.30)   // center of body aero forces (offset from center of rear axle at ref plane)
RadiatorRange=(0.0, 1.0, 4)      // radiator range
RadiatorSetting=3               // radiator setting
RadiatorDrag=(0.00)            // effect of radiator setting on drag
RadiatorLift=(0.00)            // effect of radiator setting on lift
BrakeDuctRange=(0.0, 1.0, 5)    // brake duct range
BrakeDuctSetting=1              // brake duct setting
BrakeDuctDrag=(0.000)           // effect of brake duct setting on drag
BrakeDuctLift=(0.00)           // effect of brake duct setting on lift

[DIFFUSER]
DiffuserBase=(-0.500, -0.50, 5.0) // base lift and 1st/2nd order with rear ride height
DiffuserFrontHeight=(0.000)         // 1st order with front ride height
DiffuserRake=(-0.005, -0.0, 0.0)        // Optimum rake (rear - front ride height), 1st order with current difference from opt, 2nd order
DiffuserLimits=(0.010, 0.100, 0.055)    // Min ride height before stalling begins (0.0 to disable), max rear ride height for computations, max rake difference for computations
DiffuserStall=(1.0, 0.5)  // function to compute stall ride height (0.0=minimum, 1.0=average), downforce lost when bottoming out (0.0=none,1.0=complete stall)
DiffuserSideways=(0.0)              // dropoff with yaw (0.0 = none, 1.0 = max)
DiffuserCenter=(0.0, 0.000, -1.20)  // center of diffuser forces (offset from center of rear axle at ref plane)

[SUSPENSION]
ApplySlowToFastDampers=0         // whether to apply slow damper settings to fast damper settings
CorrectedInnerSuspHeight=-1        // instead of moving inner susp height relative with ride height, use this offset (set to -1 for original behavior)
AdjustSuspRates=1                // adjust suspension rates due to motion ratio ( 0=enable, 1=disable)
AlignWheels=1                    // correct for minor graphical offsets
SpringBasedAntiSway=1            // 0=diameter-based, 1=spring-based
FrontAntiSwayBase=0.0
FrontAntiSwayRange=(10000.0, 10000.0, 10)
FrontAntiSwaySetting=6
FrontAntiSwayRate=(1.36e11, 4.0) // not applicable with spring-based antisway
AllowNoAntiSway=1                // Whether first setting gets overridden to mean no antisway bar
RearAntiSwayBase=0.0
RearAntiSwayRange=(5000.0, 5000.0, 8)
RearAntiSwaySetting=5
RearAntiSwayRate=(1.36e11, 4.0)  // not applicable with spring-based antisway
FrontToeInRange=(-2.0, 0.1, 41)
FrontToeInSetting=19
RearToeInRange=(-2.0, 0.1, 41)
RearToeInSetting=22
LeftCasterRange=(-0.0, 0.25, 29)          // front-left caster
LeftCasterSetting=10
RightCasterRange=(-0.0, 0.25, 29)         // front-right caster
RightCasterSetting=10

...[FRONTRIGHT]
BumpTravel=-0.030                   // travel to bumpstop with zero packers and zero ride height
ReboundTravel=-0.200                // these two numbers assume front ride height is 30cm to 90cm with 10cm leeway
BumpStopSpring=125000.0             // initial spring rate of bumpstop
BumpStopRisingSpring=1.25e9         // rising spring rate of bumpstop (multiplied by deflection squared)
BumpStopDamper=1050.0               // initial damping rate of bumpstop
BumpStopRisingDamper=2.19e7         // rising damper rate of bumpstop (multiplied by deflection squared)
BumpStage2=0.090                    // speed where damper bump moves from slow to fast
ReboundStage2=-0.090                // speed where damper rebound moves from slow to fast
FrictionTorque=9.50                 // Newton-meters of friction between spindle and wheel
SpinInertia=1.422                   // inertia in pitch direction including any axle
CGOffsetX=0.000                     // x-offset from graphical center to physical center (NOT IMPLEMENTED)
PushrodSpindle=(0.150, -0.150, 0.000) // relative to spindle
PushrodBody=(0.350, 0.320, 0.000)   // spring/damper connection to body (relative to wheel center)
CamberRange=(-3.5, 0.1, 66)
CamberSetting=15
SpringMult=1.00                  // take into account suspension motion if spring is not attached to spindle (affects physics but not garage display)
PressureRange=(200.0, 1.0, 106)
PressureSetting=60
PackerRange=(0.000, 0.001, 41)
PackerSetting=0
SpringRange=(80000.0, 6666.0, 6)
SpringSetting=0
RideHeightRange=(0.100, -0.005, 6)
RideHeightSetting=0
DamperMult=1.00                     // take into account suspension motion if damper is not attached to spindle (affects physics but not garage display)
SlowBumpRange=(4000.0, 300.0, 10)
SlowBumpSetting=2
FastBumpRange=(2000.0, 200.0, 10)
FastBumpSetting=2
SlowReboundRange=(8000.0, 300.0, 10)
SlowReboundSetting=2
FastReboundRange=(4000.0, 300.0, 10)
FastReboundSetting=2
BrakeDiscRange=(0.035, 0.000, 0)    // disc thickness
BrakeDiscSetting=0
BrakePadRange=(0, 1, 5)             // pad type (not implemented)
BrakePadSetting=2
BrakeDiscInertia=0.001              // inertia per meter of thickness
BrakeOptimumTemp=350.0              // optimum brake temperature in Celsius
BrakeFadeRange=700.0               // temperature outside of optimum that brake grip drops to half (too hot or too cold)
BrakeWearRate=1.215e-011             // meters of wear per second at optimum temperature
BrakeFailure=(1.33e-002,7.20e-004)  // average and variation in disc thickness at failure
BrakeTorque=4500.0                  // maximum brake torque at zero wear and optimum temp
BrakeHeating=0.00045                 // heat added linearly with brake torque
BrakeCooling=(1.910e-002,0.667e-004)   // minimum brake cooling rate (static and per unit velocity)
BrakeDuctCooling=2.000e-004         // brake cooling rate per brake duct setting

..........and a heck of a lot more

EDIT: Just bought the game today but I haven't played it yet but I have patched with latest patch and it changes way more than what the patch readme say if I compare archives. Will be interesting to test though I am enjoying reading a hilarious thread at GAF for the moment! :LOL:
 
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I think the biggest and most annoying bug is not being able to change the settings so a works modified car does not bottom out. (Please bear in mind when I set the ride height to the middle marker I officially lost the will to even bother with it so haven't tried higher levels)

And the joys of trying the shorter london track with the left turn first when you get to the end of the bridge and take flight is one I will never forget.
 
I find I'm liking this game significantly more than expected, looks like a great reboot for the series! I heard there were bugs but I haven't encountered any so far, although I'm just a level 12 driver at the moment. I only have three issues with the game so far, one major and two minor. The major being no rewind feature, it used to be acceptable in the 90s to have a long race totally ruined at the last turn, that just won't cut it anymore. I really hate not having rewind :( The other two are more minor, that driver assist line sometimes doesn't seem quite so accurate, and on the one on one challenges I swear the AI cheats! Aside from that, having fun so far. I originally bought this just as filler until Forza arrives, but I been playing it a lot. Good stuff over all.
 
They've already released a patch at least on PS3, weighing in at 38 mb I guess it's quite substantial.
 
I The major being no rewind feature, it used to be acceptable in the 90s to have a long race totally ruined at the last turn, that just won't cut it anymore.

No rewind = YOU ALLWAYS WIN NO MATTER WHAT

In my eyes that is just stupid. Takes away what little challenge there was (usually not a big challenge to win again AI unless you got a very bad car compared to the rest).

Whats next? Rewind in soccer games? Missed the penalty? No problem...
 
Agreed.

Rewinds just make you less worried about avoiding collisions and you hit the gas more agressively.
 
I love rewind feature in my games... Madden, Grid, FM3... keep it coming.. I reach for it in many games wishing it was there and it does not take away the FUN for me, it takes away the frustration
 
I love rewind feature in my games... Madden, Grid, FM3... keep it coming.. I reach for it in many games wishing it was there and it does not take away the FUN for me, it takes away the frustration

For me its the oposite. The average game out there is already quite dumbed down and not particularly challenging. Being able to rewind just makes it even simpler, makes you not care at all. Took a corner to quickly? No problem, rewind and do it slower. You end up not caring\ being invovled in the game at all.

Same reason as why i dont like playing an FPS game with say God mode on.

Freedom of choice is good however, so as long as i can turn it off i dont really care.
 
Really? Do you think "no-rewind" should be the new "regenerating health"?

I'd leave rewind optional. That way those that don't want it aren't stuck with it, but guys like me that get frustrated when they get t-boned by the AI in the last 5 seconds of a 10 minute race and go from 1st place to last place in an instant, we can use rewind to keep us from having to patch the wall where the controller went through it.


No rewind = YOU ALLWAYS WIN NO MATTER WHAT

In my eyes that is just stupid. Takes away what little challenge there was (usually not a big challenge to win again AI unless you got a very bad car compared to the rest).

Whats next? Rewind in soccer games? Missed the penalty? No problem...

It just needs to be optional. Also, they can make lap times not count for leaderboard if rewind is touched. Right now in NFS if you cut part of the track it doesn't immediately disqualify you, but it does say your lap time won't count. I'm fine with that for rewind as well, so that way the pro drivers can still flaunt their stuff in the leaderboards, and the more noob drivers like me can still have fun.

Oh yeah, I just did the tier 4 all Bugatti Veyron race last night, now that it a sense of speed!
 
For me its the oposite. The average game out there is already quite dumbed down and not particularly challenging. Being able to rewind just makes it even simpler, makes you not care at all. Took a corner to quickly? No problem, rewind and do it slower. You end up not caring\ being invovled in the game at all.

Same reason as why i dont like playing an FPS game with say God mode on.

Freedom of choice is good however, so as long as i can turn it off i dont really care.

I rather not have to do another full lap of the Nring to practice a few corners but to each his own.
 
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