That's what the real drift cars run for drifting too.OK, thanks for the info.Ĭoncerning the car weight it seems to me that discussion doesn't make much sense as it is considered OK by dev.Ī single user (me) won't change their attitude to that.īut I find it's just so obvious when you compare gameplay videos with real life videos (e.g. You can't have that IRL either.įor better control of the drifts, especially on this car, I'd recommend dropping the rear wheel pressure to 0,75 - 0,80 bar. Need for Speed SHIFT is an award-winning authentic racing game that combines the true driver’s experience with real-world physics, pixel-perfect car models, and a wide range of authentic race tracks. If it works correctly, you wouldn't need a separate set of physics in the game. The smoke was volumetric during development, but it had to be dropped due to power limitations on the consoles and many weaker CPU's.Īlso, there isn't some thing like "drift physics". The car was tested by MadMike and his team - they approved it, so I don't think it is too light or way off in other ways. Yes the MadMike RadBull IS a drift car, but is still is partly meant to be driven as a road car. Under the heading balance move the slider all the way to. Drifting isn't really a "thing" in Project cars. At the main menu enter CAR GARAGE-> TUNING, press Y to enter quick tuning mode. Or is there some configuration that could cure that odd behaviour?ĮDIT: At least for PC there seems to be some work in progress (mod): I don't want to offend and surely it's not easy to model a realistic drifting behaviourīut it seems for me like the drifting physics model is still work in progress?!? The following video demonstrates all points and compares it to real cars behaviour:
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