I am still working on this. Just taking longer as 0 to 60 times for each car takes several hours. Doing the 0 to 60 times from when the Car starts to go from idle to something in the RPMs. vs from the brake lights.
I'm about 50% the way through traffic, cop, and race cars.
Still working on this. I got a new monitor 2K 32" 144 Hz and graphics card RTX 3070 and times are changed,
I found that 120Hz is faster than at 144 Hz. Game seems to run only at 60 FPS So 120 Hz is double the frame rate, which probably has something to do with it. So running in a window at 1080p at 120 Hz and setting speeds to that.
Tried the NFSMostWanted.WidescreenFix.ini set to -1 and d3d9.ini at 120 fps and there is a lot of chop/duplicate frames. So using 0 and 60 fps.
him i was wondering what you used to convert back the video file to the original format. i want to make my own ''remastering'' of it in 4k. but i cant find a way to put it back. thanks
Real sh*t. Expected more for all this setup fuss. The car jumps like a brick all the time, the initial BMW shakes from side to side. The third initial race on a BMW (against a black Mercedes) is not passed - this is some kind of overhaul nfs darksouls mod for bdsm like cu*olds. I passed the opening opponent in a black Mercedes - only when he took a wrong turn on his fifth attempt. I feel like it's a fun balance of difficulty, but even though the easy AI stages are still mindlessly boring - you get ahead and ride first to the end all the time.
The chases are amazing - the cops aren't one shot anymore, the helicopter almost immediately and this "boss cop" in a sports car is also chasing you almost from the first levels. But you still leave easily, it doesn't make it too difficult, it just makes it more interesting.
I really love jumping blue pickups like a lowrider (traffic bug in this mod) - they add fun, you can make time and drive under an overturned pickup like in a cool action movie =) How did you do it? What leads to this? I had an idea to make a meme mod for mv with similar features.
Now I'll have to "have a love" with changing models in a modified version of game where i can broke everything. And i cant add car models (from nfs mods . xyz). Some parameters are missing there, in short, vlted gives an error. Is it pretty boring without your cars? Are there any instructions on how I can transfer CHASES, AI RIVALS and PHYSICS from your mod to my version of the game?
This include F4-F5 hack: Absolute trash- you can't use boss cars, I have two, the game just skips your car when you select a tokenized car.
Okay, this is fun. There, at first, a reworked career history system and this is more interesting than replaying a raw MW.
Trash - this moder replace 4. FOUR 4 [IIII] cars in shop at FOUR 4444 identical [BMW M3 GT3], [BMW M3 GT3], [BMW M3 GT3], [BMW M3 GT3]. I HOPE THEY JUST ADD THIS CARS (there is some difference in upgrades). I want more variety, why would I want a 2005 game from the last millennium with LESS content?
Okay, so since trying to figure out the Acceleration Stat Line, I've finally decided to tackle the unrealistic acceleration.
So here is how I go about testing the Acceleration. Decided on 0 to 60 MPH since I can find the listed spec online. 1. Go into Quick Race -> Custom Race -> Sprint -> Seaside & Power Station (First One) 2. I Set it to 0 Traffic / No Cops / and Max Racers (Why? Keep Reading Step 4)
Now for a 0 to 60 MPH you want a flat long straight surface.
3. Drive to after the first the double humps. There is a long straight with fences on both sides, narrow, and the water on the right. 4. Clean it up (So the extra traffic plus you going through cleaning out boxes and barrels so it's a clean straight.) ?With a quick enough car and you can skip this part, as you'll hit 60 before you hit anything if you start on the right side. 5. Turn back around and go back to the beginning. Line up for the straight, freeze with Brake/Emergency brake. 6. Start recording video capture software (I use OBS Studio since I used to Stream.) 7. Do your acceleration, I have the CPU do it F6. 8. After 60 MPH I hit stop recording. I run NFS MW in a window for this. 9. Take video into Editing software. I use VirtualDub2. Edit out before start. Easy sometimes as the brake lights go off right before, so I start count there and end frame at 60 mph.
I then write the time down in my spreadsheet. I use real torque figures in VLT ED for testing. Knowing the Posted 0 to 60 online and what the game gives with actual torque values.
For Example the Toyota Supra Advertise 0 to 60 is 6.2 seconds With correct torque figures, using ft-lbs, the 0-60 in game is 4.5 seconds.
Adjusting is a simple % because we know acceleration is linear. F = ma Force being torque Mass = constant We know we need to change acceleration
a = V/T change in velocity over time Change in velocity is the same for both 0 to 60mph so we know it's only the change in time.
So it's 4.5/6.2 for 72%
Then I adjust the torque in game by 72% for the base and top engine for the Supra. Then run a 0 to 60 test again and see if it's good.
This is what I'm doing now for each car in the game. Which means I will have to edit the times again for the Challenges. Grrr. Also will know to do for each new car I add.
FYI when I do the Engine top, I research and try to find a dyno chart or someone posting actual HP Torque figures and use those if it's a legitimate possibility. Some are ridiculous race car values. But it's been years and can find most figures online.
It's a lot of research and math and testing. So why not share with the world.
May be a bit before next release. But working on it.
I've done the 0 to 60 for all the Cars. Now editing the Challenges. Resorted Cars so will be different again. About 2/3 thru the Tollbooths, will still have to edit the Pursuit challenges after as well (Initial Player Speed and Pursuit Vehicles.)
Still probably going to play this (~10 minutes in). I love the idea of nerfing the early cars for a better sense of progression, but the Punto can barely go up a hill and maxes at like 70 mph. It's not a Porsche, sure, but it's not a dump truck. Also the stat line for the acceleration for each car at the car dealership is like 9/10.
Didn't notice the Acceleration Stat, weird. It's not something that can be edited, it's calculated in game. I loaded the Stock 1.3 Black Edition for comparison and see it's much lower. I'll look into it. Bothers me too.
As for the Punto, I just drove it on the First Quick Race Sprint and it broke 100 MPH and was in the 90+ MPH range going up the steep hill so not sure why you're getting something different.
I'm not nerfing anything, using real stats. As for the Punto I have two choices. 1.4L Inline 4 cylinder with 94 hp @ 5800 rpm 94 ft-lb @ 4500 rpm or what I went with, which was the diesel 1.9L I4 Turbo 128hp at 4000rpm 206 ft-lb at 2000rpm
But the game has issues with cars that have low rpm, and the diesel has a 4400rpm redline. I think that was in the okay range. I may have to test the 1.4L non turbo regular gas engine with it's 6000 rpm rev limiter. But that's a huge drop in HP.
Did a ton of testing and tried just adding cars on the Black Edition. Seems to get to that high stat line for a lot of cars.
Went back to the my version and reloaded all the car stats again. Going to stick with this file as going from Black Edition to My Version there were a ton of changes that weren't saved in a separate file.
Unfortunately going to have to live with that line being on a high average, but it does go low for cars that have low acceleration.
I figured out the acceleration stat line being so high. If I add Handling Ratings to the Traffic cars, it was throwing it off. So removed handling ratings for the traffic/police cars.
Instructions are listed here: https://nfsmods.xyz/mod/688 Look for: "! Before installation, make sure that you're using v1.3 speed.exe (5,75 MB (6.029.312 bytes))."
Also the speed.exe Should be Set for Win XP SP2 Compatibility in Win 7,8,10 or 11.
29 comments
Doing the 0 to 60 times from when the Car starts to go from idle to something in the RPMs. vs from the brake lights.
I'm about 50% the way through traffic, cop, and race cars.
I got a new monitor 2K 32" 144 Hz and graphics card RTX 3070 and times are changed,
I found that 120Hz is faster than at 144 Hz. Game seems to run only at 60 FPS
So 120 Hz is double the frame rate, which probably has something to do with it.
So running in a window at 1080p at 120 Hz and setting speeds to that.
Tried the NFSMostWanted.WidescreenFix.ini set to -1 and d3d9.ini at 120 fps and there is a lot of chop/duplicate frames.
So using 0 and 60 fps.
Seems the files are still there.
And the install file take you to Mega to download and is still working.
Rename your installation folder and then reinstall the game.
I passed the opening opponent in a black Mercedes - only when he took a wrong turn on his fifth attempt.
I feel like it's a fun balance of difficulty, but even though the easy AI stages are still mindlessly boring - you get ahead and ride first to the end all the time.
The chases are amazing - the cops aren't one shot anymore, the helicopter almost immediately and this "boss cop" in a sports car is also chasing you almost from the first levels. But you still leave easily, it doesn't make it too difficult, it just makes it more interesting.
I really love jumping blue pickups like a lowrider (traffic bug in this mod) - they add fun, you can make time and drive under an overturned pickup
like in a cool action movie =)
How did you do it? What leads to this? I had an idea to make a meme mod for mv with similar features.
Now I'll have to "have a love" with changing models in a modified version of game where i can broke everything. And i cant add car models (from nfs mods . xyz). Some parameters are missing there, in short, vlted gives an error. Is it pretty boring without your cars?
Are there any instructions on how I can transfer CHASES, AI RIVALS and PHYSICS from your mod to my version of the game?
This include F4-F5 hack:
Absolute trash- you can't use boss cars, I have two, the game just skips your car when you select a tokenized car.Okay, this is fun. There, at first, a reworked career history system and this is more interesting than replaying a raw MW.
Trash - this moder replace 4. FOUR 4 [IIII] cars in shop at FOUR 4444 identical [BMW M3 GT3], [BMW M3 GT3], [BMW M3 GT3], [BMW M3 GT3]. I HOPE THEY JUST ADD THIS CARS
(there is some difference in upgrades).
I want more variety, why would I want a 2005 game from the last millennium with LESS content?
So here is how I go about testing the Acceleration.
Decided on 0 to 60 MPH since I can find the listed spec online.
1. Go into Quick Race -> Custom Race -> Sprint -> Seaside & Power Station (First One)
2. I Set it to 0 Traffic / No Cops / and Max Racers (Why? Keep Reading Step 4)
Now for a 0 to 60 MPH you want a flat long straight surface.
3. Drive to after the first the double humps. There is a long straight with fences on both sides, narrow, and the water on the right.
4. Clean it up (So the extra traffic plus you going through cleaning out boxes and barrels so it's a clean straight.)
?With a quick enough car and you can skip this part, as you'll hit 60 before you hit anything if you start on the right side.
5. Turn back around and go back to the beginning. Line up for the straight, freeze with Brake/Emergency brake.
6. Start recording video capture software (I use OBS Studio since I used to Stream.)
7. Do your acceleration, I have the CPU do it F6.
8. After 60 MPH I hit stop recording. I run NFS MW in a window for this.
9. Take video into Editing software. I use VirtualDub2. Edit out before start.
Easy sometimes as the brake lights go off right before, so I start count there and end frame at 60 mph.
I then write the time down in my spreadsheet.
I use real torque figures in VLT ED for testing.
Knowing the Posted 0 to 60 online and what the game gives with actual torque values.
For Example the Toyota Supra
Advertise 0 to 60 is 6.2 seconds
With correct torque figures, using ft-lbs, the 0-60 in game is 4.5 seconds.
Adjusting is a simple % because we know acceleration is linear.
F = ma
Force being torque
Mass = constant
We know we need to change acceleration
a = V/T change in velocity over time
Change in velocity is the same for both 0 to 60mph so we know it's only the change in time.
So it's 4.5/6.2 for 72%
Then I adjust the torque in game by 72% for the base and top engine for the Supra.
Then run a 0 to 60 test again and see if it's good.
This is what I'm doing now for each car in the game.
Which means I will have to edit the times again for the Challenges. Grrr.
Also will know to do for each new car I add.
FYI when I do the Engine top, I research and try to find a dyno chart or someone posting actual HP Torque figures and use those if it's a legitimate possibility.
Some are ridiculous race car values. But it's been years and can find most figures online.
It's a lot of research and math and testing. So why not share with the world.
May be a bit before next release. But working on it.
Now editing the Challenges.
Resorted Cars so will be different again.
About 2/3 thru the Tollbooths, will still have to edit the Pursuit challenges after as well (Initial Player Speed and Pursuit Vehicles.)
This time 3 runs and averaging to be more accurate
Doing the testing for ranking the Unlocked values.
Then going to do the Blacklist again.
Then going to do the Challenges.
Just FYI still in progress.
I loaded the Stock 1.3 Black Edition for comparison and see it's much lower.
I'll look into it. Bothers me too.
As for the Punto, I just drove it on the First Quick Race Sprint and it broke 100 MPH and was in the 90+ MPH range going up the steep hill so not sure why you're getting something different.
I'm not nerfing anything, using real stats.
As for the Punto I have two choices.
1.4L Inline 4 cylinder with 94 hp @ 5800 rpm 94 ft-lb @ 4500 rpm
or what I went with, which was the diesel
1.9L I4 Turbo 128hp at 4000rpm 206 ft-lb at 2000rpm
But the game has issues with cars that have low rpm, and the diesel has a 4400rpm redline.
I think that was in the okay range.
I may have to test the 1.4L non turbo regular gas engine with it's 6000 rpm rev limiter.
But that's a huge drop in HP.
Either way it's not a Sports car by any means.
Seems that it's the Punto that throws off the Acceleration / Speed bars.
May leave the EA Punto and create a new one and see if that fixes the Acceleration Bars.
Seems to get to that high stat line for a lot of cars.
Went back to the my version and reloaded all the car stats again.
Going to stick with this file as going from Black Edition to My Version there were a ton of changes that weren't saved in a separate file.
Unfortunately going to have to live with that line being on a high average, but it does go low for cars that have low acceleration.
So removed handling ratings for the traffic/police cars.
Look for: "! Before installation, make sure that you're using v1.3 speed.exe (5,75 MB (6.029.312 bytes))."
Also the speed.exe Should be Set for Win XP SP2 Compatibility in Win 7,8,10 or 11.