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Post by GTRB(GameCube/PC) on Oct 16, 2009 21:14:41 GMT
I was just messing around in Carbon and though, "Wow , it would be cool if there were people who could help other people get better at NFS." So I was thinking different people for specific games could post a thread for other people who need help with the game and post their problem or what they're struggling with and the "teacher(s)" could answer the question and guide them through the basics of their situation. Before anyone is chosen I would like to see how many people think this is a reasonably good idea.
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Frederik (PC)
ISRC Senior Member
†ISRC Dedicated Since 2006
Posts: 380
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Post by Frederik (PC) on Oct 17, 2009 10:28:52 GMT
With all due respect, I believe this is not a good idea. The most efficient way to get this done would be for all members to be teachers and "askers" at the same time. Thus, if any member knows the answer to a problem, they can simply say it. Also, doing it where all members are teachers will not give any one person the ultimate responsibility of always having to check that topic. So I'd have to say no on that suggestion. Sorry.
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Post by GTRB(GameCube/PC) on Oct 17, 2009 10:50:13 GMT
Good point.
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Frederik (PC)
ISRC Senior Member
†ISRC Dedicated Since 2006
Posts: 380
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Post by Frederik (PC) on Oct 17, 2009 10:59:41 GMT
Thanks for understanding. I hope more people can voice their opinions, as this is a good idea. It's just like the way we have Bravoman setup his own performance shop. It's just that I don't think this is the most efficient method.
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Post by NFSMWLamborghini on Oct 18, 2009 19:10:53 GMT
True not to mention if that person doesn't have that game because many of the NFS games have different driving handling and steering quickness of I'm not mistaken, am I? and if they don't have online game system like PC or PS3 hey can they really learn how to actually do it right.
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Post by GTRB(GameCube/PC) on Nov 30, 2009 23:38:49 GMT
Hmm, more like giving them suggestions than actual teaching. I'll reply later, I don't have much time tonight on the PC.
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Post by rcgldr on Dec 1, 2009 0:55:45 GMT
I've created some career walkthoughs or savegames that include suggested cars, setups, and general tips for various games. I usually post links to these in the appropriate game section.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 2, 2009 3:44:28 GMT
Only way to get better is to spend time playing the game.
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Post by GTRB(GameCube/PC) on Dec 2, 2009 20:11:04 GMT
I meant things like what rcgldr said. Recommendations, and little tricks individuals use while playing on a specific track/car/mode/etc. And of course spending time is antoher very effective way to get better.
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Post by rcgldr on Dec 2, 2009 22:59:29 GMT
Only way to get better is to spend time playing the game. Except for the quirks and exploits of a game. In the case of NFS Shift, launches are dragster like if you turn off autoclutch as well as traction control and use manual shift. Cornering speeds in Shift are higher if you drive your car like it was a drift event. Also finding the best 14.0 car, best 10.0 car, ... would take a long time. I made a savegame, now updated for patch 1.02 (the setups changed a bit). rcgldr.net/nfss/nfss.zip
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Post by NFSMWLamborghini on Dec 3, 2009 0:32:58 GMT
well considering world online is coming out you can literally teach online
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Post by TheGreenMonster (PC) on Dec 3, 2009 4:30:08 GMT
The only problem with your idea is, Who can remember 4 years ago back to Carbon Copy or Under Ground I and II to reply to the thread. I like Carbon Copy and can I remember everything about it? Nope, I can't remember what I had for dinner last night. After a new NFS game comes out I usually un-install the older game and give it to one of my nephew. I already gave away two steering wheel. and all my old NFS games. When they ask me a question I tell them figure it out. A lot of those older games will not run on a fast computer, they were build for the PC's of there times.
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Post by rcgldr on Dec 3, 2009 8:33:44 GMT
A lot of those older games will not run on a fast computer, they were build for the PC's of there times. I'm able to run ever NFS game since NFS2SE on my system with Windows XP. There are XP compatable patches for the games that need it. That's why some of us are NFS historians. NFS trivia examples: NFS2: One subtle difference between NFS2 and NFS2SE is that going uphill and downhill affects how fast the cars can accelerate in NFS2SE, but not NFS2. Mystic Peaks was modifed a bit to open up the first right turn in the purple cobble stone section where the AI cars almost always piled up. At Mystic Peak, the Lotus GT1 was faster than the otherwise dominant car, McLaren F1. NFS3 + NFS4 - High Stakes - There's a yeti off to the side near the top of Summit: rcgldr.net/nfs4/n4yeti.gifNFS5 - Porsche Unleashed - Front downforce only slows a car down. Rear downforce only makes a car more stable, but doesn't improve grip. At Zone Industrielle, there's false wall that cars can drive through to go off track in to what we called "twilight zone": www.youtube.com/watch?v=Ntri7eDzsBU&fmt=22NFS6 - Hot Pursuit 2 - First NFS to not have replays or in car view. NFS7 - Underground 1 - The AI opponents cars were limited by the top speed of the players car. Using a fully tuned Miata, but with stock transmission, resulted in a low top speed that slowed down the AI, making it easier to deal with the faulty catch up mode. NFS8 - Underground 2 - When setting up the fastest car in the game, the Corolla, for Outer Ring, setting front height low and rear height high (actually all frotn suspension stuff low and all rear stuff high) improved the high speed performance. Using the stock 5 speed tranny (no differential or 6 speed tranny installed), also improved top speed performance. rcgldr.net/nfs8/n8orep.wmvNFS9 - Most Wanted - Introduced the cool visual effect that when you went into tunnels they started off dark and slowly got brighter, simulating your eyes adjusting to the darkness. For time based pursuits, the ramp at the Bus Station was a safe place to wait where the cops almost never went. rcgldr.net/nfs9/n9fpbstn.wmvNFS10 - Carbon - At Starlight sprint track, making a left uturn then going through the archwa allowed you to get off track and do free roam mode online. www.youtube.com/watch?v=4K2jG3t-b-A&fmt=22NFS11 - ProStreet - The 911 Turbo had the highest relative handicap of all the grip cars. For drift mode, using stock suspension and tires allowed for long sideway skidding which boosted drift points. NFS12 - Undercover - At Bay and Alena sprint track, at about 1/3rd through the track, players can uturn left up a dirt hill, go through a large concrete tube, then bear right going down the hill to go off track. Continue bearing right until you get to the freeway to get into free roam mode online. www.youtube.com/watch?v=uWkqoLT3H6s&fmt=22The background sound you hear at 30 seconds into this video of Ryan Cooper being arrested was first used in Underground 2 and was used in every NFS from U2 to Undercover. www.youtube.com/watch?v=RkbFBsp6-Yg&fmt=22Also at 30 seconds into this video of views from Carbon, most of the background sounds you here are from U2: rcgldr.net/nfsc/nfscview.wmv
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Post by TheGreenMonster (PC) on Dec 3, 2009 9:20:14 GMT
Look what I did, replied to an old thread and brought life back to it. rcgldr remember everything. You know Jeff if you would have posted your thread earlier I'd never even replied to it. I think you have the order wrong on when the games came out. Porsche Unleashed & High Stakes came out after hot pursuit. but then again what did I eat for dinner last night "who know's" Before NFS I use to race NASCAR 2000 made by a company called "Par-pie-suis" Anyways EA bought that company back in chit 1999 -2000 do you remember that? There was NASCAR 2001 -2002 etc, etc I also use to race Test Drive which was fun game 1995, they were DOS games in those days Hot Pursuit was my first NFS game, In old days NFS use to have Ferrari in it. I bought my first steering wheel in 1997 I think. in order 1. 1999 Hot Pursuit 2. 2000 Hot Pursuit 2 3. 2001 Porsche Unleashed 4. 2002 High Stakes 5. 2003 Under Ground 1 6. 2004 Under Ground II 7. 2005 Most Wanted 8. 2006 Carbon Copy 8. 2007 Prostreet 9. 2008 Undercover EA bought Papyrus to get the NASCAR series, by buying up there completions after Papyrus was gone EA starting making NASCAR games. EA first NASCAR game was NASCAR SIM 2003
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Post by rcgldr on Dec 3, 2009 9:30:50 GMT
Porsche Unleashed & High Stakes came out after hot pursuit. NFS3 was Hot Pursuit. NFS6 was Hot Pursuit 2. Papyrus. EA never bought them out though. Instead EA got the rights to Nascar in 2004 and made their own series of games. Papyrus also made Grand Prix Legends, and Nascar Racing Season 2003 was their last game. iRacing bought the rights to NR2003, and used the code as the base for their online simulation racing game. EA F1 series was one of the first to use ISI physics, the last of this series was F1 Challenge 1999-2002. rFactor, the GTR series, and now NFS Shift use the 'gmotor 2' physics and/or the data file structure (the .bff files).
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