haven't tried it yet. Hopefully the car physics are improved from the
first demo:
ftp://ftp.avault.com/win95/nfs3demo.zip
Joe
ftp://ftp.avault.com/win95/nfs3demo.zip
Joe
The physics and driving model is still horrendous, it feels like the
car is floating, and ramming a cop side-on at 100 mph does nothing to
his car, just stops you like hitting a brick wall. The ony thing that
might save this game is that the car files are editable - by adjusting
the turn grip and downforce multipliers I was able to make it feel at
least *sort* of like driving a car. The downforce multiplier is
actually kind of interesting, as it seems to perhaps be a way of
changing the gravity level - jumps seem somewhat more realistic. Of
course, to make finish this edit you'd need to increase the car's
power as well, something I don't know hoe to do yet.
Joe
Joe
SLG
(All spelling errors are intentional and are there to show new
and improved ways of spelling old words. Gramatical errors are
due to too many English classes/teachers)
>>The physics and driving model is still horrendous, it feels like the
>>car is floating, and ramming a cop side-on at 100 mph does nothing to
>>his car, just stops you like hitting a brick wall.
>Played the demo a little more, and noticed another flaw - the physics
>of all car collisions are hopelessly unrealistic. For example, just
>being tapped lightly from behind always sends you into a random, wild
>spin that has nothing to do with your steering or direction (your
>steering has no effect when in one of these "fake spins", you can't
>countersteer until it's done spinning). This seems to be a cheat to
>make it easier for AI-deficient cops to catch you. Either that or they
>were too lazy to implement physics-based spinning, so they just hacked
>it. Either way it's extremely annoying.
Seriously, though, what a huge disappointment it is when my
last hope for the game is crushed like this. I wouldn't mind the
vague feel of the steering so much if it meant being able to slide the
car semi-realistically (as in Screamer 2/Screamer Rally). As it is,
the current driving model (an exact copy of the Playstation's "arcade"
driving model, by the way) ranks just below Interstate '76's. You can
slide the car, yes, but recovery has nothing to do with how you adjust
your steering or throttle. In fact, using the handbrake (as opposed
to lifting off the throttle or braking while turning) gives you a
quicker recovery from slides! That's unlike any handbrake I've ever
used, though I've never tried a handbrake turn at 80mph in the dry...
Some people might tell you to wait and try the "simulation"
mode of the full game. From my experiences with the Playstation
version "simulation" is even worse than "arcade". If you're familar
with the simulation mode of NFS2/NFS2SE then you should expect more of
the same (i.e. severe fishtailing when trying to exit a turn with
power on, canned spins as you described, etc.) However, if someone
with the warez version can prove me wrong, please speak up!
For now I don't even want to talk about the "improved" cop AI,
the differences of wet weather driving, collision detection, or the
whole dashboard issue! With every demo of NFS3 I seem to move closer
to getting Gran Turismo or waiting for Speedbusters. Of course, GPL
will probably help me forget all this when it comes out!
Martin
Nigel Mansell RIP!
>>>The physics and driving model is still horrendous, it feels like the
>>>car is floating, and ramming a cop side-on at 100 mph does nothing to
>>>his car, just stops you like hitting a brick wall.
Paul
Peter
>>>>The physics and driving model is still horrendous, it feels like the
>>>>car is floating, and ramming a cop side-on at 100 mph does nothing to
>>>>his car, just stops you like hitting a brick wall.
> I can`t understand how they can***this up. I still find the 3do
version
>of NFS the best of the lot.
>NFS3 may look gorgeous but it plays terrible.
>Paul