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How to enable a clutch in NFS Porsche Unleashed to prevent skidding?

11 posts by 4 people · 28 Mar 2006 16:55 UTC - 10 May 2006 15:11 UTC

(unknown) 28 Mar 2006 16:55 UTC#12306
Hello How to enable a clutch in NFS PU? A car begin to skid during a cornering on high speed when I release an acceleration pedal, not even push a brake pedal. I have to enable the clutch when releasing the acceleration pedal to prevent the skidding. If you release an acceleration pedal during a cornering on high speed without a clutch, an engine rotation drops lower than the car speed and the engine begins to act as an engine brake and the car begins to skid. In real life you can enable the clutch to prevent the engine braking. Without a clutch in the game you have to gues the acceleration level which would not influence the wheels rotations during cornering, which is difficult and unreal.
> How to enable a clutch in NFS PU? A car begin to skid during a > cornering on high speed when I release an acceleration pedal, not even > push a brake pedal. I have to enable the clutch when releasing the > acceleration pedal to prevent the skidding. To cure the problem you're having, move the toe slider all the way left. What toe setting does in NFS:PU is adjust the front to rear grip bias. Moving it all the way left increases rear grip and reduces front grip. Overall grip remains the same. On some cars, like the 1995 Turbo Porsche, and most of the 4 wheel drive cars, you move the toe slider all the way right, and reduce the rear tire pressure a little. Set front tire pressure to 45, and rear tire pressure from 43 down to 41. The GT1 can run with even less rear tire pressure, 40 down to 38. Some lift throttle oversteer is good with NFS:PU. You can enter a turn a bit fast, then lift off on the throttle a little bit and the car will slow down and continue turning in. Without the oversteer setup, this method won't work and the car will just plow off track if you try to slow down while turning. Other tidbits: Front downforce doesn't do anything except slow a car down. The slower speeds can fool a player into thinking that front downforce is improving grip since the same control inputs allow a car to make a turn, but what is really happening is the car is just going slower. Rear downforce doesn't improve grip at all, just keeps a car from going airborne. You can test this on the skidpad. Maximum cornering speed is the same with downforce at 0/0 or 100/0. On the high powered cars, using downforce of 70 to 80 helps keep the cars on the road over bumps and jumps. Setting top gear extremely tall reduces aerodynamic drag. This is only legal on the race cars though. In the case of the GT1, you use the maximum negative adjustments on 6th and final gear ratios, making it useless, but you still have 5 gears to adjust for a track. Top speed increases from about 205mph to 235mph at Zone Industrielle with this trick. The other settings are ride height all the way left, suspension all the way right.
Tango 29 Mar 2006 15:38 UTC↳ reply to (unknown)#12315
[email hidden] wrote in news:1143635762.726194.74130 @i40g2000cwc.googlegroups.com: > Thanks Jeff Reid. > What is the skidpad and "lift throttle oversteer"? > > hi, throttle lift oversteer is when you get off the gas and the engine acts as a `brake`. the weight of the car is moved forwards a touch and hence reduces the grip of the rear wheels.GTL,GPL and LFS model this effect very well, plus countless others which i may not have tried. Tango check out any of the many driving guides on the web for detailed descriptions on the way weight transfer can affect the handling of cars
> What is the skidpad The skidpad is the test track in NFS:PU, used during factory driver, but can also be used to test drive a car. The real skidpad is the inner circle, but to test a car you want to drive on the outside circular track. >"lift throttle oversteer"? Lift throttle By lifting your foot off the throttle, some engine braking force is induced. Oversteer As I used it in the expression "lift throttle oversteer", oversteer is when the back end of a car slides outwards, causing the car to turn inwards while cornering. This is a common usage, but not technical, see below. In the case of NFS:PU, you can setup the cars so that they "oversteer" a bit when you lift the throttle while turning at the limits of traction. The cars slow down, but also keep turning inwards, which results in a decreasing radius direction of travel. With a "non-oversteer" setup, the result of trying to slow down when at the limits results in the radius remaining the same or getting bigger, and the car goes off track. With the oversteer setup, you can enter a corner faster, then lift off the throttle so the car slows down and turns tighter, improving corner entry phase speeds. With a rear wheel drive car, all of the engine braking is applied at the rear tires, so the car has a natural tendency to oversteer already, usually too much in NFS:PU, so you need to reduce this by adjusting the toe slider to the left. With a 4 wheel drive car, the engine braking occurs on all 4 tires, so you need to reduce rear wheel grip relative to front wheel grip in order to get the 4 wheel drive cars to lift throttle oversteer. Usually moving the toe in slider all the way right isn't enough, so you run the front tires at 45 psi (maximum cornering grip in NFS:PU, not in real life), and the rear tires at a slighly lower pressure, like 41 to 43 for the 911's, or 38 to 41 for the GT1. On some race cars, like the cars modeled in Grand Prix Legends, the rear end differential has a seperate locking factor for when the engine is accelerating and for when the engine is decelerating a car. This can be used to modify the oversteer reaction of a car to throttle inputs. NFS:PU doesn't model this. More accurate oversteer definitions: The technical definition is when the rear tires have less slip angle than the front tires. The front tires have to be steered slightly outwards (relative to the car, not to the direction of travel), for a true oversteer condition to exist. "Oversteer" in reference to the setup of a car. A car is driving at moderate speed in a circle, and gradually speeds up. As the car speeds up and nears the limits of traction, the driver may need to change the steering input in order to maintain the same turning radius. Typically in a street car, the steering input is increased, meanging that the front tires have to be turned further inwards, and the setup is called "understeery". If the steering input remains the same, the car is considered neutral. If less steering input is required, then the setup is called "oversteery". If the driver has to completly center the steering, so both front and rear wheels are parallel and all have the same skid/slip angle, this is considered to be a "critical oversteer" setup. In the case of a car on a sliding surface, you can go beyond this where the front tires have to be turned outwards relative to the car, but there's no special term for this, except for the technical definition of oversteer.
Jeff Reid 30 Mar 2006 04:51 UTC↳ reply to Tango#12325
> throttle lift oversteer is when you get off the gas and the engine acts as > a `brake`. the weight of the car is moved forwards a touch and hence > reduces the grip of the rear wheels. The weight transfer isn't always the major cause of the oversteer reaction. The following cases are ones where no weight transfer is required in order to get the oversteer reaction: Rear wheel drive car - all the braking is applied to the rear wheels. Racing class limited slip differentials - Grand Prix Legends is a good example of this. Less rear tire grip than front tire grip - I don't think this method is used in real life. It is used a lot in NFS:PU, some use this method in GTR (harder rear compound tires). Suspension setup with an oversteer bias, bascially a stiffer front end than rear end, typically done with anti-roll bars. Essentially the real world method of change the front to rear grip bias in a car. racing class "traction control" - traction control in racing cars are designed to allow optimal slippage of the tires (instead of none). This is different than the traction control you find on some typical street cars. For Indy Racing League cars, the traction control is driver adjustable during a race. Simple traction control just involves adjusting engine power, more sophisicated systems also use invidual wheel braking. Different racing classes have rules about what is allowed, NASCAR and Champ cars don't allow any, FIA's formula 1 class only allows engine power management, Dutch Supercar Challenge has no restrictions at all, the only rules are power to weight ratios that determine class, and some safety oriented stuff.
Give up in NFS:PU. Its a terrible and unrealistic game... I TRY not to drift in that game but its almost impossible not to and when you are drifting its more of a powerslide than anything else. I mean.. I think on Monte Carlo circuit on the left hander hairpin bend its most noticeable... If you try to drift the hairpin even with a decently powered car you magically regain traction before completely spinning out or making the turn. Its rather annoying... Jeff Reid wrote:
Quoted text (37 lines)>> throttle lift oversteer is when you get off the gas and the engine acts as >> a `brake`. the weight of the car is moved forwards a touch and hence >> reduces the grip of the rear wheels. > > The weight transfer isn't always the major cause of the oversteer reaction. > > The following cases are ones where no weight transfer is required in order > to get the oversteer reaction: > > Rear wheel drive car - all the braking is applied to the rear wheels. > > Racing class limited slip differentials - Grand Prix Legends is a good example > of this. > > Less rear tire grip than front tire grip - I don't think this method is > used in real life. It is used a lot in NFS:PU, some use this method in GTR > (harder rear compound tires). > > Suspension setup with an oversteer bias, bascially a stiffer front end > than rear end, typically done with anti-roll bars. Essentially the real > world method of change the front to rear grip bias in a car. > > racing class "traction control" - traction control in racing cars are designed > to allow optimal slippage of the tires (instead of none). This is different than > the traction control you find on some typical street cars. For Indy Racing > League cars, the traction control is driver adjustable during a race. > Simple traction control just involves adjusting engine power, more sophisicated > systems also use invidual wheel braking. Different racing classes have rules > about what is allowed, NASCAR and Champ cars don't allow any, FIA's formula 1 > class only allows engine power management, Dutch Supercar Challenge has no > restrictions at all, the only rules are power to weight ratios that determine > class, and some safety oriented stuff. > > > > >
Thanks Chang Liu for replying. What is the powerslide? Take a 4 wheel drive car, like the Porsche 996 to prevent drifting. What game is realistic?
I think the physics for the tires are funny. If you have a highly tuned and high horsepower (also decently high in torque) there is no way you cannot spin in circles if you press down the accelerator. Even with 4WD cars I don't think you can drift properly in Need for speed. I think the tires are funny because its kind of cheap programming. When at high speeds you do actually lose traction its not really that easy to regain traction like in NFS. In NFS all you have to do is counter a little or let off the gas for a fraction of a second and your fine. Live for speed is "realistic" according to some people.. But I've been playing Forza for a while and I think thats realistic. At least thats the most realistic racing game out for console right now that not solely GT racing. Live for speed I think is just a drifting game because the braking corner entry is very very strange in the game and cars I believe at times should oversteer when punching the gas but they don't and they continue to understeer... Driftin game also because the only way to enter a corner without braking in that game is just to use your tires to slow you down and still successfully exit the corner. These guys here talk about GTL or GTR or something like that. I think to them thats realistic. [email hidden] wrote: > Thanks Chang Liu for replying. > What is the powerslide? > Take a 4 wheel drive car, like the Porsche 996 to prevent drifting. > What game is realistic? >
> If you have a highly tuned and high horsepower (also decently high in torque) there is no way you cannot spin in > circles if you press down the accelerator. Even with 4WD cars I don't think you can drift properly in Need for speed. There's no power oversteer in NFS Porsche Unleashed. You also can't lock up the tires by braking (when in a straight line). You can set the rear tires to less pressure than the fronts and get lift throttle induced oversteer though. For the 4WD 911's 45 front, 42 rear works ok, and for the GT1, 45 front, 40 rear works well.

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