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Post by rcgldr on Jan 30, 2010 6:17:55 GMT
Note, none of the upgrade and setups in this save came from the Inner Circle section (some one mentioned this in a thread at ea forums). rcgldr.net/nfss/nfss.zipYou can extract this savegame into NFS Shift's save directory under documents and settings, then switch between NFSS and your savegame to copy upgrade and setup info. Thanks to some feedback from a player named samlex, I changed the damper values on all cars to the middle settings, which reduces the bouncing. On most tracks, it doesn't make much difference, but at tracks like Ambush Canyon or Dakota Tri-Oval it's helping. I also added a CCX, setup for Dakota Tri-Oval, the only track it's good for. I'm able to get just under 30.5 second lap times with this setup. I have to slow to about 160 mph in turn 1 and 175 mph in turn 2 and 3, with smooth steering on turn 3 to keep from bouncing into the wall. The tuning I'm using is generic and minimalist. Fine tuning could probably improved lap times a bit, but not by enough to make the difference between winning or losing a position in an online race. I deleted the Cobalt SS from the save since the 71 Challenger is in a class by itself for the 6.0 events, probably because adding a stage 2 turbo doen't increase the car's rating. Recommended cars. I have other cars in the save as alternate cars, mostly to use as "handicap" cars when running against slower players. One car you'll have to get yourself is the Coke Viper from the UK site if you want a "handicap" 14.0 rated car. unrestricted: Pagani Zonda R - low downforce for faster tracks. unrestricted: Lamborghini Murcielago LP640 - high downforce for shorter tracks. unrestricted: CCX only for Dakota TriOval. 14.0: Lamborghini Gallardo LP540 14.0: Reward Falken Mustang is fastest at Dakota Tri Oval 10.0: 1967 Corvette StingRay 6.0: 1971 Dodge Challenger 4.0: Mazda MX5
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Post by TomasT (PC) on Jan 30, 2010 17:04:18 GMT
It would be interesting to see some master tuner try out both the 71 and 69 dodge challenger for rating 6. As for now I got my 69 at rating 6 and the 71 at 5,99.
Perhaps I got the wrong parts but theres alot of potential there.
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Post by rcgldr on Jan 30, 2010 23:10:05 GMT
It would be interesting to see some master tuner try out both the 71 dodge challenger and 69 dodge charger for rating 6. It's a 69 Charger and 71 Challenger. The 71 Challenger ends up being faster because there's no increase in rating when you install lthe stage 2 turbo, allowing it to have more upgrades than the Charger. Try the Challenger in my savegame (link in first post of this thread).
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Post by TomasT (PC) on Jan 30, 2010 23:20:20 GMT
That seems to be the same for both cars in my game.. I actually get the feeling that the 69 feels faster. The 71 has better handling though as far as my tuning experiments go.
Perhaps we should make a thread for this in inner circle and try to get more people to try out and find the best upgrades and tuning.
My thought for those cars is that I use and tune both cars in rating 6, one for acceleration and the other for speed, different tracks.
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Post by rcgldr on Jan 31, 2010 20:02:53 GMT
That seems to be the same for both cars in my game. ... inner circle I'm trying to make a savegame for all players, so I won't look at any inner circle stuff for now. Will consider setting up both to see if Charger can be setup to be faster than Challenger at some tracks. I don't do the 6.0 events much, and I'm trying to make generic cars for all tracks rather than certain type tracks, with the exception of the unrestricted cars. For the 14.0 class, is there any track where the SpecV can compete with the LP560 with downforce 8/8? The works Camaro has higher downforce, so could be better at smaller tracks. I left it as an "alternate" car. update - I setup a Charger. After doing the same upgrade as the Challenger, there's another .18 left over (5.82). Installing race part increased boost will bump the Charger to 6.00, but there's little change, and it still ends up a bit slower than the Challenger. Using other upgrade combinations instead of the increased boost to use the the spare .18 of rating doesn't seem to help much either. link is the same as before, and includes a seperate "setup.txt" file that shows the upgrades and tunings for all cars in my savegame. rcgldr.net/nfss/nfss.zip
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Post by rcgldr on Feb 2, 2010 4:31:53 GMT
I actually get the feeling that the 69 feels faster. The 71 has better handling though as far as my tuning experiments go. With max downforce and max speed on the final gearing, at Road America on the back straight, the Challenger will exceed 150 mph before reaching the downhill section, while the Charger ends up a few mph slower. I also got similar results doing a drag race test at Nordschleife Aremburg. Gearing doesn't help much. I checked and there already is a 6.0 thread. The last post was from December 5, and about the Cobalt SS, so there doesn't seem to be much interest. I added a post about my savegame to that thread in case someone wants to bother. I tried fine tuning, but the problem is my lap times aren't consistent, as they keep improving as I learn a new car and track combination. It would take more time than I care to spend to get my times consistent enough to eek out that last 1/2 second per lap or so out of a setup.
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Post by rcgldr on Feb 18, 2010 13:18:40 GMT
I've done another round of updates of my setup guide and savegame. Link is still the same: rcgldr.net/nfss/nfss.zipLP640 - changed downforce from 24/24 to 22/24 to get rid of high speed oversteer. LP560 - removed stage 3 suspension (stage 2 suspension allows same values). Added stage 3 drivetrain and seam welded chassis (it just seems to change default sway bar settings, so no real effect, but it makes for a pretty 14.00 rating). Challenger - switched from body kit 3 to body kit 2, added stage 3 drivetrain. Although I didn't mention this in setup.txt, for 14.0 at Dakota Tri-Oval, the reward Falken Mustang is the fastest car, slow starter, but enough power and 6th just tall enough to outrun the other 14.0 cars.
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rob17
ISRC Recruit
Posts: 28
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Post by rob17 on Apr 22, 2010 16:39:05 GMT
Hey guys,
after being absent for several month, today i take a look again and it's great to see that shift and this community are still alive.
this is a great thread rcgldr, but unfortunately my ingame records got overwritten by your profile (setup). does somebody has an idea how i get my recorsd back?
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Post by Grnkjr0 on Apr 22, 2010 18:34:08 GMT
Hey
Rob17 did you not make a backup of your career file before you installed Jeff´s career file? The best way to go about using another's career file is to make a new career file in Shift and just call it whatever Jeff called his - then you just copy Jeff´s career file into your Shift savegame directory and you can now "Shift" between his career file and your own.
If you did not make a backup of your own career file but unfortunately renamed Jeff´s career file into the name you were using - then you can not get your own back unless your PC automatically do a backup of all your PC files. If that is not an option then you can try to restore your PC to another restore point. That means of course you will lose whatever work or files your PC has on its hard drive from the restoration point and up till now.
Poul
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rob17
ISRC Recruit
Posts: 28
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Post by rob17 on Apr 22, 2010 23:38:18 GMT
Hello,
no i put his savegame into \documents and settings\...\my documents\nfss
so i had two folders. after deleting the nfss folder the ingame records are these from the deleted nfss folder.
thanks for helping!
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Post by TheGreenMonster (PC) on Apr 23, 2010 1:05:18 GMT
if you had two folders at one time, before deleting one of them.. then you might be able to retrieve your old game file by looking in your recycle bin...
Just a thought
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Post by rcgldr on Apr 23, 2010 6:45:34 GMT
Turns out a Viper upgraded to 13.97 or so is slightly faster. What I used was: stage 3 - drivetrain, engine, turbo, aero - cockpit, weight reducton, race - exhaust, seam welded chassis, wider tires. You could sell the wider tires (and seam weldec chassis?) and get a stage 3 suspension for a 13.99 car, but I saw very little difference.
He means online lap records. I was careful when making that savegame to run through the career mode and race without ever logging in to try and avoid this issue. However a while back, when you log in, the servers pull lap data from a save and upload it to the leaderboards. Someone PM'ed me about time attack lap times from my save showing up on the leaderboards when he used my savegame. I don't know if quick race times also get uploaded.
Previous to this, only lap times run while online would get posted. I'm not sure why they changed this.
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Post by kyoa on May 18, 2010 23:05:05 GMT
to rcgldr
I would like to try your setups. Could you please let me know which controller you use?
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Post by TheGreenMonster (PC) on May 19, 2010 2:38:15 GMT
To Jeff
(Someone PM'ed me about time attack lap times from my save showing up on the leaderboards when he used my savegame)
if that someone didn't rename the game file to match his career name, then his lap times would show up as your lap times.
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Post by rcgldr on May 19, 2010 5:25:20 GMT
I would like to try your setups. Could you please let me know which controller you use? I use two joysticks, using the left joystick as a throttle/brake controller, and the right stick to steer. This is similar to "classic" transmitters for radio control cars. I have a few radio control gliders, and it's similar control functions, right stick for pitch (elevator) and roll (ailerons), left stick for camber/flaps and yaw (rudder). I use minimalist setups, only chainging key parameters. I set all damper values to middle settings, to reduce the bouncing issue in NFS Shift. My guess is that in the last few months the servers were changed to pick up lap times from a save file instead of only recording actual live lap times. I don't think the savefile name would make a difference, since you supply a new login (and there is no login information in my savefile as it's an offline only savefile, never used for online play). I'm not sure how to fix this, other than to just use the text file to update your own save file, and/or to only use my savefile for offline testing.
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