... is the non-existent car collision physics. It's not just poorly
done, it's utterly non-existent. Smash head on into another car at 150
MPH and ... you stop. Get bumped by a [cop] car from behind, however
lightly, and you go into a wild, canned, fake spin-out.
It's totally annoying, because it destroys the immersion value of the
game every time there's any car contact. It's especially disappointing
given the absolutely superb colision effects in the original NFS 1, a
game that still out classes NFS 3 by a long shot (because of
collisions, realistic physics/driving model, and better tracks).
Other minor annoyances in the game ...
- The super-glue attached to cop cars to make you stick to them at low
speeds. A cheap trick to make up for deficient AI.
- Several tracks are too dark too play at night, and the 2nd aquatica
track is unplayable at any time. Where on earth do these idiot track
designers get the idea that it's fun trying to drive in complete
blackness?
These last ones are just minor flaws, but I fear the horrendous
collision model is going to rob this game of any longevity or replay
value. So here we are going back to waiting yet another year for EA
(or anyone else) to do an arcade driving game right. Now let's see,
where did I stash that NFS 1 CD...
Joe
Need for Speed III's poor collision physics
Joe McGinn criticised NFS3's collision physics, citing instant stops and canned spins after slight taps. Some replied that it is an arcade game where realistic crashes would be annoying, while others preferred the original NFS and recommended Sierra's Viper Racing demo for its physics. Side discussion covered force feedback and analog controls.
Automated summary.
> ... is the non-existent car collision physics. It's not just poorly
> done, it's utterly non-existent. Smash head on into another car at 150
> MPH and ... you stop. Get bumped by a [cop] car from behind, however
> lightly, and you go into a wild, canned, fake spin-out.
It _is_ possible to crash your car, it's really cool with fire and
stuff.. It doesnt happen to often though. But NFS3 is not a simulator
racing game it's an _arcade_ racer, keep that in mind. It would be even
more annoying _if_ the game had real-life collision physics, I for
instance would never have bought it. In Motohead(also a an arcade racer)
for example it's not even possible to crash your car, it's nothing new
that arcade racing games doesnt have real-life collision physics, it's not
the way they are designed to played. If I play an arcade game I want
_fast_ and fun gameplay which wouldnt have been possible with "better"
collision physics. I don't consider crashing as fun(maybe once in a while
as in NFS3, but no to often). That's the whole point with an arcade game;
they're unrealistic, fast and fun unlike a simulator; realistic, slow,
boring.
--
Patrick
> ... is the non-existent car collision physics. It's not just poorly
> done, it's utterly non-existent. Smash head on into another car at 150
> MPH and ... you stop. Get bumped by a [cop] car from behind, however
> lightly, and you go into a wild, canned, fake spin-out.
Yeah. Irritating. Gorgeous graphics, though. I have a feeling that
its going to end up in my "eye candy" bin with Forsaken. Looks great,
less fulfilling.
Its not just the collision physics, either. Even the AI cars can't
stay on the road. I saw a VW Vanagon do a 25-foot jump off the peak
of a hill. On corners, the AI cars drift and run into each other.
When you run into an AI car, they just keep pushing at you.
Just for kicks, I tried the GO01 Miata cheat. The stupid thing goes
0-60 in about 30 seconds, and then can't stay on the road! At 65mph,
I was drifting off even gradual turns.
I originally played NFS1 on the 3DO. Going 190 through the initial
city traffic was awesome. Nothing in the NFS franchise since then has
managed to duplicate that feeling.
NFS3 is much better than NFS2, though. I hated the overly twisty
roads and the lack of cops..
-Roger
Roger Gonzalez Datapult Communications
If brute force doesn't work, you're not using enough brute force.
That depends on what mode you choose.
--
"It says 'Spinach' on the outside, but we all know it's whoop-ass!"
-Me, on Popeye
"I don't think Rob has a problem getting laid at all personally.
He looks like the kind of suave ass f***** that has no problem with it."
-Saxon, on me
http://come.to/amgd - the alt.music.green-day site
snip
snip
Why, why,why,why,why would EA change collision and contact and physics
effects for this game. They may have allowed you to drive the track in the
opposite direction. Gee, thats fun. I have NFS (original) and I have played
it so religiously that all my times are so close (10ths of seconds) on all
tracks. NO ONE,I MEAN NO ONE HAS PLAYED MORE THAN ME!!!!!!!!!! One reason I
have not purchased NFS SE or II or III is because I'm so busy playing NFS.
I have also been too busy to buy Test Drive, or Indy Racing games or any
NASCAR crap, so my only experience has been NFS on PC and Grand Turismo on
Sony Playstation. UPGRADE AND ENHANCE NEW GAMES, PLEASE. Don't *** up
sequels or new releases. Dear Mr. EA, gather player input and satisfy your
audience or shut up. Thats what games are for. I'm so stupidly frustrated
about hearing how my favorite developer is not caring about us.
--
Brad M. M. Winfield "Team LOLA I"
"Happiness is the corner!" -BMsquaredW
Remove "bee-emm-emm-uu-" to reply.
I agree. COOL game, the coolest on the market, BUT ...
it still needs some fixes :)) May be if they have hired the right
people to make it :)))) I mean real maniac players.
Who knows. May be they've hired such people, but i don't think so.
EA -> next time please, make a survey what people want and think of the demo
and the fix the game , then release it.
Regards.
Quoted text (32 lines)
>> ... is the non-existent car collision physics. It's not just poorly >> done, it's utterly non-existent. Smash head on into another car at 150 >> MPH and ... you stop. Get bumped by a [cop] car from behind, however >> lightly, and you go into a wild, canned, fake spin-out. >Yeah. Irritating. Gorgeous graphics, though. I have a feeling that >its going to end up in my "eye candy" bin with Forsaken. Looks great, >less fulfilling. >Its not just the collision physics, either. Even the AI cars can't >stay on the road. I saw a VW Vanagon do a 25-foot jump off the peak >of a hill. On corners, the AI cars drift and run into each other. >When you run into an AI car, they just keep pushing at you. >Just for kicks, I tried the GO01 Miata cheat. The stupid thing goes >0-60 in about 30 seconds, and then can't stay on the road! At 65mph, >I was drifting off even gradual turns. >I originally played NFS1 on the 3DO. Going 190 through the initial >city traffic was awesome. Nothing in the NFS franchise since then has >managed to duplicate that feeling. >NFS3 is much better than NFS2, though. I hated the overly twisty >roads and the lack of cops.. >-Roger >Roger Gonzalez Datapult Communications >If brute force doesn't work, you're not using enough brute force.>It would be even
>more annoying _if_ the game had real-life collision physics,
No it wouldn't. NFS 1 had it, and it was absolutely the best part of a
superb game.
Joe
>NFS3 is much better than NFS2, though. I hated the overly twisty
>roads and the lack of cops..
Oh I agree, it's just no where near as good as NFS1, as you point out.
Maybe by NFS 5 or 6 they will manage to create a game as fun as the
original (but I doubt it).
Joe
> >It would be even
> >more annoying _if_ the game had real-life collision physics,
> No it wouldn't. NFS 1 had it, and it was absolutely the best part of a
> superb game.
Yes, that's what you think because you don't like arcade style gameplay. I
do and I'm quite certain that EA had arcade fantatics in thier mind when
creating this game. I think crashing is annoying because it slows down
gameplay. If I crashed each time I hit something in NFS3 then one track
would take me 20 minutes.... ;-).
--
Patrick
Try Viper Racing by Sierra! It has the most awesome collision physics model
I've ever seen. I just dnloaded the demo from www.Avault.com
You won't be disappointed. Try running into a tree, or drive off into a
pond.
> That depends on what mode you choose.
Nope. There is no "simulation" mode in NFS3. It's an arcade game,
independently of what mode you choose.
--
Patrick
>Yes, that's what you think because you don't like arcade style gameplay.
Bzzt, wrong, thanks for playing!
Joe
I was hoping someone would comment on the force feedback in this game.
Is it any good?
Or just hit the wheelie button over and over agian... :-) Other than that, I
dont see what point the wheelie button has, but it's fun!! :-)
It does get a bit rediculous what you can do to you car :-)
Brian
Quoted text (8 lines)
> >... is the non-existent car collision physics. It's not just poorly > >done, it's utterly non-existent. > Try Viper Racing by Sierra! It has the most awesome collision physics model > I've ever seen. I just dnloaded the demo from www.Avault.com > You won't be disappointed. Try running into a tree, or drive off into a > pond.No such problems here. You using the 3.02 update?
Geo
--
George Mealer
"Let your mind wander / It may never come back." -- Skyclad
> ... is the non-existent car collision physics. It's not just poorly
> done, it's utterly non-existent. Smash head on into another car at 150
> MPH and ... you stop. Get bumped by a [cop] car from behind, however
> lightly, and you go into a wild, canned, fake spin-out.
Yeah, this kind of irritates me too. I get spun into walls pretty
frequently from the slightest tap to my rear bumper. They do seem to
have fudged the physics a little to encourage this sort of behavior.
I have to agree with you here too. If you touch the rear bumper of a
police car, it's a total pain in the ass to get off of it, especially at
very low speeds. If I could figure out how to map a key to slam the car
into reverse, it might be less of an issue, but when I find myself stuck
to a police car's bumper, about half the time I get busted. It's kind of
a cheap trick. I'd like to see them tone it down in a patch, perhaps.
Ok, I ran across this one last night and it bugged the hell out of me.
This track has some very nice atmospheric lighting and everything but,
if you'll pardon my french, what ***in' good are my headlights if they
won't illuminate the track just because I'm driving in "daytime"? I
mean, seriously. I had to drive the track with all the lights turned off
and my nose 4 inches away from my 20" trinitron just so I could see the
faint hint of centerline striping in the dark areas. I managed to take
1st on the track in a beginner's knockout after driving it a few times
and memorizing the track, but I certainly agree that driving in pitch
black is no fun. Your headlights should definitely provide illumination.
The first couple of times through the track, I hit things in the dark
areas and found myself unable to determine what direction I was pointing
or what I'd run into. This is something that REALLY needs to be
addressed in some way because, frankly, it's a pretty fun track barring
the areas where you can't see.
Heh... I still go back and play NFS:SE when I want a fun racing game.
You know, frankly, I'd be thrilled to see EA rerelease NFS:SE using the
new NFS3 engine as long as they replicated the driving "feel"
accurately. I desperately miss my Supra Turbo and my Ferrari 512 in
NFS3. I'd love to see them made available as downloadable cars. But
mostly, I wanna drive the Alpine and Pacific tracks using the new
engine. I've gotta say though that after the departure that NFS2 took
from the magical appeal that the original NFS inspired, NFS3 is
certainly a step back in the right direction. Here's hoping that NFS4
can take us home again. I'll be waiting...
-MikeC
I've got the MS force feedback joystick. It's totally unplayable. For
some reason, whenever a force effect happens, the frame rate halves. It's
ridiculous.
--
Ewan "Bullseye" Fleming
ICQ 6336582
http://www.gameznet.com/universe
>Or just hit the wheelie button over and over agian... :-) Other than that, I
>dont see what point the wheelie button has, but it's fun!! :-)
>It does get a bit rediculous what you can do to you car :-)
I think the wheelie is for when you get stuck, like in the water
On Wed, 30 Sep 1998 21:29:06 +0200, Patrick Andersson
>Yes, that's what you think because you don't like arcade style gameplay. I
>do and I'm quite certain that EA had arcade fantatics in thier mind when
>creating this game. I think crashing is annoying because it slows down
>gameplay. If I crashed each time I hit something in NFS3 then one track
>would take me 20 minutes.... ;-).
Personally, I think implementing NFS1-style crashes in NFS3
would make a messy lap faster. NFS1 had crash-flip-flip-bonk-smoke
then back onto the road. NFS3's crashes are more
smack-grind-grind-grind-reverse-forward-go. On average, the time it
takes to recover from a hit is quicker in NFS1 than NFS3.
Conversely, what good arcade game do you know did NOT include
spectacular crashes? Decelerating from 120 to getting stuck on a
bus's bumper is my idea of frustration, not fun.
Martin
Nigel Mansell RIP!
snip
True, and I was just amazed to see the correct weight of a car in the
Colin McRae demo. This car jumps and drops to the floor...well, just
like
a heavy car.
l8er
ronny
--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
Quoted text (7 lines)
> Promising game, but here are a few rants: > Gravity is lunar-like. You go over a bump, and you keep going, and > going, and going....This seems to be a problem with all games. Come on > people, you're not going to stay in the air for 4 seconds going over a > speedbump, in a *car*. You're gonna go 'bump' then 'oof' and then > 'THUD' rather quickly. 9.8m/s/s people.That is a very strange sound effect. Not sure if its suppose to be a
joke or its just in there on purpose. My bet is its in there cause its
a demo and they didnt take the time to get the proper sound sample in
the game yet.
You do indeed have some points here if they are touting this game as a
true sim; which they kinda do.
The damage modeling is very nice. The gfx are decent. The grip can be
changed for the better if you tweek in the garage a bit. I think if
the sense of speed were high the car would be way to hard to control
since everything would be going faster. That wheelie button is right
up there with the 'sploosh' sound; very strange.
For NFS 4, all they have to do is copy the PlayStation's Gran Turismo,
exactly. That game has everything right, although I would like to an
option to enable car damage modeling (dents and such). The ability to
build up your car (from a huge selection of new and used cars) is
awesome. I don't think I have played any racing game more than Gran
Turismo. That with 3dfx graphics would rock.
says...
>Conversely, what good arcade game do you know did NOT include
>spectacular crashes?
As far as I remember, Sega Rally (and the sequel?).
I personally want, not only "spectacular crashes", but also a damage
model, ie. the car may become undrivable if you keep hitting other
cars, walls etc. I just don't see the point in being able to hit
everything at full speed intact. Such (unrealistic) arcade racing
games like Stunts! and Whiplash had a damage model (your car may break
down), and it still didn't make them unfun arcade racing games.
.
Quoted text (24 lines)
> On Thu, 01 Oct 1998 06:02:02 GMT, "Jeff Jones (remove)" > >>Or just hit the wheelie button over and over agian... :-) Other than that, > >I > >>dont see what point the wheelie button has, but it's fun!! :-) > >>It does get a bit rediculous what you can do to you car :-) > >I think the wheelie is for when you get stuck, like in the water > "Splooosshhhh......" > That is the STUPIDEST THING I HAVE EVER HEARD IN A GAME!! WTF were > they thinking?? "I know, let's make it so when you go into the water, > a guy whispers 'sploosh'!!!" What the hell?! > Promising game, but here are a few rants: > Gravity is lunar-like. You go over a bump, and you keep going, and > going, and going....This seems to be a problem with all games. Come on > people, you're not going to stay in the air for 4 seconds going over a > speedbump, in a *car*. You're gonna go 'bump' then 'oof' and then > 'THUD' rather quickly. 9.8m/s/s people.>Gravity is lunar-like. You go over a bump, and you keep going, and
>going, and going....This seems to be a problem with all games. Come on
>people, you're not going to stay in the air for 4 seconds going over a
>speedbump, in a *car*. You're gonna go 'bump' then 'oof' and then
>'THUD' rather quickly. 9.8m/s/s people.
This is the most annoying thing about all arcade racers. Are these
cars supposed to be made of balsa wood or what?
Joe
>A matter of taste... The low gravity is the thing that I liked best
>about SF Rush...
If it's s matter of taste why not make it an option?
Joe
ON of the driving assists is quick crash recovery.
--
"It says 'Spinach' on the outside, but we all know it's whoop-ass!"
-Me, on Popeye
"I don't think Rob has a problem getting laid at all personally.
He looks like the kind of suave ass f***** that has no problem with it."
-Saxon, on me
http://come.to/amgd - the alt.music.green-day site
snip
snip
No I'm not. Where can I get that?
--
Ewan "Bullseye" Fleming
ICQ 6336582
http://www.gameznet.com/universe
Quoted text (12 lines)
> > I've got the MS force feedback joystick. It's totally unplayable. For > > some reason, whenever a force effect happens, the frame rate halves. It's > > ridiculous. > No such problems here. You using the 3.02 update? > Geo > -- > George Mealer > "Let your mind wander / It may never come back." -- SkycladQuoted text (27 lines)
> No I'm not. Where can I get that? > > > I've got the MS force feedback joystick. It's totally unplayable. For > > > some reason, whenever a force effect happens, the frame rate halves. It's > > > ridiculous. > > No such problems here. You using the 3.02 update? > > Geo > > -- > > George Mealer > > "Let your mind wander / It may never come back." -- Skyclad > -- > Ewan "Bullseye" Fleming > ICQ 6336582 > http://www.gameznet.com/universeHi,
You just say what I desperate to read somewhere.
Common sense says "the most recent sequel of a game is the best." Period.
I disagree with that, and I agree with you.
Found of car sim., I enjoy NFS I much more than NFS II.
Using my Thrustmaster F 1 wheel and pedals, I have much more fun driving the
Alpine full flat out on the Porsche, than finding my way in the NFS II
Mystic track in a dramatically overpowered ( for such an exercise ! ) Mc
Laren F1, even with 3Dfx accelerated graphics.
Moreover, the choice of the cars in NFS II is highly questionable, focused
more on Car Show dram concepts, and cars you never meet at the corner
whoever hit an Isdera by red lights ??? ) than on exciting GT. and
supercars.
I consider NFS I as a fair simulation ( I admit graphically a bit outdated
today ) and the sequels as pure arcade games. And arcade is not my cup of
tea.
I did not buy NFS III yet, and reading what I read here, maybe I will not
buy it at all !!
Joe a crit dans le message ...
Quoted text (8 lines)
>>NFS3 is much better than NFS2, though. I hated the overly twisty >>roads and the lack of cops.. >Oh I agree, it's just no where near as good as NFS1, as you point out. >Maybe by NFS 5 or 6 they will manage to create a game as fun as the >original (but I doubt it). >Joe[SNIP]
[SNIP]
Hmmm, one of the reasons I suggest you get a joystick or a steering wheel is that
it's direction control is completely different from a gamepad. Does analogue
feedback mean anything to you?
The best realworld analogy is a piano and an electric keyboard. If you press a
piano key lightly, you get a softer sound or you can slam that key down and you
get a real loud sound. On a keyboard, it's just an on/off switch no matter how
you hit that switch.
So when you take a long curving bend in NFSIII, you are probably tapping your
gamepad controller every second or so. With an analogue controller, you just move
the stick a little and the car responds a little.
Whereas on those 90 degree bends that stick is way over getting you maximum turn.
Naturally, the gamepad has to set it's amount of turn in between full turn and
gentle nudge otherwise gentle turns would be impossible to negotiate and hard
turns would take forever.
Anyway, game effect being you can't negotiate turns as well with a switch (the
gamepad) as well as something that gives "progressive" feedback Joysticks and
Steering wheels.
Hence your power slides because by default, a gamepad can't do a gentle turn!
It's lowest limit is the amount of time you have depressed the controller (which
is then related to the spring on the system and it's switching system).
Even if there was a configuration system, how would the system know you wanted a
quck hard turn on the wheel or just a slow drift by just tweeking the wheel?
Hope that clarifies things!
Oriental Hero
But lots of electric keyboards have velocity and force sensitive keys which
alter the music waveform. A better analogy would have been a trombone
(slide to change notes) and a trumpet (valves to change notes).
:)
Just to issue a correction:
Not true. Any synth worth it's salt (or over $150-200US) will be velocity
sensitive in the keys. They can detect how much pressure is being applied
and adjust the intensity of the note appropriately :)
Regarding NFS3, ANY racing game requires a good analog joystick for even
decent control. It's just required, man. Don't expect good control from a
gamepad. Although, first company to make an analog gamepad like the
Playstation has gets my money. I played NFS3 with the analog pad on PSX
and the control was amazing. Even better than the PCs with a joystick.
--
smr
[cut]
A couple of gamepads with analog controls already exist (maybe more)...
The Gravis Exterminator (separated analogue thumbstick and Dpad) and the
Thrustmaster Rage3D (switchable 2d/3d ball/thumbstick - you gotta see one
to understand). I personally own the Rage3D, and am quite happy with it.
I tried out the Exterminator at a store recently, but while I do like the
extra throttle control, I didnt like the placement of the Dpad - it's too
damn low! The thumbstick was great though (it looks like the gamepad was
designed for the thumbstick and the Dpad was just thrown in.. similar to
the N64 pad).
AcezE
--
Shahir Al Rashid a.k.a "AcezE" /D.I\ newton's circus, anime, 3D art
kinou / ashita |C.Y| quiddity awaits
iru \S.F/ all


































