Now, I'm certainly no expert on what constitutes a sim, and what doesn't, but
perhaps these words from someone more knowledgeable than me will shed some light
on just how good this game is:
As arcade-oriented this game is, it certainly makes an honest effort to
encompass many sim-like handling qualities (something that has always made NFS
games stand-out among other pure arcade drivers in the past). I just wanted to
list all the neat handling behaviors I've experienced in the game so far.
�power-on understeer (even more so on AWD vehicles)
�brake-on understeer
�power-on oversteer
�trailing throttle oversteer
�trailing brake oversteer
�massive balanced powerdrifting
�lifting the inside rear wheel causing it to overspin with power application at
speed, with resultant gentle oversteer (you also get the resultant rpm flash and
inside tire trail mark)
�at low speeds while tight turning, you can lift the inside rear wheel, visibly
lock it with light brake application, and then do a donut style oversteer with
throttle application
�observance of slip angles when it comes to turning traction in the front as
well as lateral control in the rear
�increase in launch traction and general off-axis stability on AWD vehicles
�lateral squirm as the drive wheels hook-up while launching hard
�increased turning traction after brakes are applied to cause a forward weight
transfer
�observance of rotational inertial causing the car to wag like a pendulum (if
not, spin out entirely) due to overcorrection
�naturally, there is an observance overall car mass when it comes to general
mobility and collisional contact between cars
�observance of a difference between rolling traction and sliding traction
�I'm pretty sure there is an observance of increased downforce with speed on
certain cars (though drafting seems to be missing, as far as I can tell).
�it appears that independent tire loading is in effect front-to-rear and
side-to-side (the variable gradiations of tire tracks left by extreme manuevers
are convincing if not interesting, at least)
There's probably a few more, but just this seems like a pretty full plate giving
way toward extremely varied handling experiences and responsiveness to many
driving tactics. I wonder if there are any handling features that are missing,
such as those that appear in your typical full-sim driving games? Anybody care
to comment?
--
"Life is what you experience between racing games"
Galley
This game (demo) is awesome!. Sure no hardcore sim, but i never thought NFS
pretended to be that either.
The tracks are pretty NFS to me, with lovely graphics (running full details
everything, 32bit, 800*600, and gets 25fps on my Duron 800 + GF3.
I can also feel the poweroff oversteer in the car, etc. Well,
very fun to get chased by the cops thru a beatiful landscape :)
Wished those tracks got converted to F1 2002 instead of boring chicanes ;)
"Galley" <[email hidden]> wrote in message
news:[email hidden]...
> Now, I'm certainly no expert on what constitutes a sim, and what doesn't,but
> perhaps these words from someone more knowledgeable than me will shed somelight
> on just how good this game is:
>
> As arcade-oriented this game is, it certainly makes an honest effort to
> encompass many sim-like handling qualities (something that has always madeNFS
> games stand-out among other pure arcade drivers in the past). I justwanted to
application at
> speed, with resultant gentle oversteer (you also get the resultant rpmflash and
> inside tire trail mark)
> .at low speeds while tight turning, you can lift the inside rear wheel,visibly
> lock it with light brake application, and then do a donut style oversteerwith
> throttle application
> .observance of slip angles when it comes to turning traction in the frontas
> well as lateral control in the rear
> .increase in launch traction and general off-axis stability on AWDvehicles
> .lateral squirm as the drive wheels hook-up while launching hard
> .increased turning traction after brakes are applied to cause a forwardweight
> transfer
> .observance of rotational inertial causing the car to wag like a pendulum(if
> not, spin out entirely) due to overcorrection
> .naturally, there is an observance overall car mass when it comes togeneral
> mobility and collisional contact between cars
> .observance of a difference between rolling traction and sliding traction
> .I'm pretty sure there is an observance of increased downforce with speedon
> certain cars (though drafting seems to be missing, as far as I can tell).
> .it appears that independent tire loading is in effect front-to-rear and
> side-to-side (the variable gradiations of tire tracks left by extrememanuevers
> are convincing if not interesting, at least)
>
> There's probably a few more, but just this seems like a pretty full plategiving
> way toward extremely varied handling experiences and responsiveness tomany
> driving tactics. I wonder if there are any handling features that aremissing,
> such as those that appear in your typical full-sim driving games? Anybodycare
> to comment?
>
>
> --
> "Life is what you experience between racing games"
> Galley
Quoted text (9 lines)
> list all the neat handling behaviors I've experienced in the game so far. > > .power-on understeer (even more so on AWD vehicles) > .brake-on understeer > .power-on oversteer > .trailing throttle oversteer > .trailing brake oversteer > .massive balanced powerdrifting > .lifting the inside rear wheel causing it to overspin with powerWell, unlike NFS3 (HP1), it does make a gesture in the direction of a car-
like driving feel. But NFS5 (Porsche) was much more realistic, so it's
expected that many people would see this as a step backwards. I understand
that simulation isn't the goal of these games, but for my taste NFS5 struck
the perfect balance -- for an arcade/console-type game -- between realism
and gameplay, and sort of represents the minimum degree of realism that a
game can have and still be compelling.


































