Need for Speed Shift - Time Trial Championship ** Season 3 ** (Multiplatform)

Great combo mercyless. Love this car & track

Struggling to get/string good corners together for one lap.

T-1 - Sometimes get this right in 3rd, but find I have to drop to 2nd if I get the entry wrong. The problem is 9 times out of 10 I get this corner right on the start lap.

T-4 The Old Hairpin - Same as T-1 really. Get it right I'm in 4th with good revs, Get it slightly wrong however & I drop too many revs to stay in 4th so drop to 3rd loosing time.

T-6 The right hander - Suffering corner exit understeer here. Carry just a little too much speed here on corner entry & gonna run wide on exit.

T-7 The right curve before the long straight - This car handles this corner quite well. Good grip levels for a wide or narrow line.

The other corners, the 'S' bend & hairpins are more about getting your braking point correct. Nothing to challenging here. Saying that though, you can have a good lap upto this point a be a bit too brave on the brakes & going deeper into the corner on entry than you would have liked.

Anyways improvement from me
SHIFT2010-04-1812-08-48-31.jpg
 
OK, in the 23's, let's see where this goes.

Am I right in thinking you can't alter the car settings with the loaner car?

Thanks for the advice above btw NIKAZ.

Post a screen shot Alex. That's a good time.

Yeah, no tuning on Reward, Loaner or Stock cars.

No problem.
 
A little faster:

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This car is an absolute dog in the tight corners, Nick are you taking the hairpins in 2nd? I find I'm having to drop right down to first to get any sort of decent line.

Yeah, I'm taking the hairpins (& chicane) in 2nd.
Where I'm losing time is in the first two sectors compared to wheel users I believe. S2 is about 48's, not sure S1.
 
I'll upload if I get a respectable time, but I've cracked out the DFGT, currently fiddling with settings.

What degrees of rotation does this game use? Can it use above 270? Just wondering what's best. I'm using some G25 settings atm, but it's still a little twitchy for my liking. Can't get a clean lap in yet though.

Is there a difference between driving modes i.e. normal and pro etc? Is it just the available settings? If so, which is best?

Sorry about all the questions. On the upside, no more silly car pivoting with the wheel. Must be the way I use the pad (not gently!), but the wheel is actually almost OK for small corrections, though fairly often still goes a bit mad. Just needs dialling in I guess.

EDIT: I just can't match the pad times with the wheel. Still feels like I'm driving a car with zero downforce. I'd appreciate any help with DFGT settings if anyone is using one.
I don't use a wheel myself Alex. I'll see if I can find some settings used by others. I'm pretty sure rotation is dependant on the wheel you use.
I'd suggest starting with Normal or Experienced for both pad & wheel, Pro is 100% for wheel/peddle users only as Pro others the most realistic handling model where finesse is required that only a wheel can provide.

Guide to SHIFT Settings

A quick definition is provided below to help determine what's good to touch or best-left unaltered. Don't forget to use the DEFAULTS option if settings get tweaked too far.

Steering Deadzone - The smaller the value the smaller the deadzone. For steering wheels it is recommended to have this value at 0%. | NOTE: These next few deadzone settings for a gamepad are best-left unaltered.

Accelerator Deadzone - The basic description for all the deadzones are the same. For the initial range of motion no input is reported, and then starts when the end of he deadzone has been reached. On top of these additionl recommendations can be added.

Brake Deadzone - As above - For the initial range of motion no input is reported, and then starts when the end of he deadzone has been reached. On top of these additionl recommendations can be added.

Steering Sensitivity - This setting adjusts how sensitive the steering across the input span. With 50% sensitivity it is equally as sensitive at the beginning of the range as at the end of the range. This can make the steering feel twitchy on a game pad, thus it is recommended to have a lower sensitivy setting which makes the steering a bit less sensitive for small inputs. For a steering wheel it is recommended to have this setting at 50%.

Acceleration Sensitivity - Same as above, a value lower than 50% means the input is less sensitive in the beginning of the input span.

Braking Sensitivity - As defined above. If the default setting is not responsive enough (may well become car & performance specific), it's recommended to make slight adjustments & test.

Speed Steering Sensitivity - This setting reduces the sensitivity of steering at speed. A high value applies maximum effect to make the car stable to drive down straights with a gamepad. Lowering the value will make the car feel sensitive and twitchy at higher speeds. For a multiturn steering wheel it is recommended to set this value to 0%, for other wheels a value around 50% is recommended.

Inverse Shifting - Reverses the default controller shift buttons.

Camera Y Axis - Inverts the R-stick camera movement in game.

Wheel Lock - This determines how much of the available turn to turn lock to use for the steering wheel. On consoles this is set in degrees measured from lock to lock. On PC it is set as a percentage of the steerings wheels available lock. This can be fine tuned to suit the players preference, with less lock giving more sensitive steering, with too much lock the car will feel unresponsive.

FF Strength - Determines the strength of the force feedback effects, 0 means effects are muted, 10 gives the strongest effects.

This was posted by a Shift Developer regarding wheel setup
Shift Developer
My steering wheel feels unresponsive
It is recommend that you set the wheel to 360 degrees of turning lock and 0% speed sensitivity. We also recommend that you do not set the steering lock to anything higher than 450 degrees without then also adjusting the lock settings for your car in the advanced setup screens. Using the Logitech control panel set the steering lock to 360 degrees, then in-game select the appropriate preset for the wheel. Also using the in-game options set the speed sensitivity to 0% and ensure the steering deadzone is set to 0%. We recommend this as a good starting point however you may want to spend some time tweaking these values to better suit your driving style.

Couple of examples of user DFGT settings

Steering - Deadzone: 0%
Accel - Deadzone: 0%
Brakes - Deadzone: 0%
Steering Sensitivity: 50%
Accel - Sensitivity: 25%
Brakes - Sensitivity: 12%
Speed Steering Sensitivity: 0%
FFB: 10
Steering lock: 360
Reverse shifting: Off
Y-axis: Normal

or

Steering - Deadzone: 0%
Accel - Deadzone: 0%
Brakes - Deadzone: 0%
Steering Sensitivity: 70%
Accel - Sensitivity: 25%
Brakes - Sensitivity: 50%
Speed Steering Sensitivity: 0%
FFB: 10
Steering lock: 360
Reverse shifting: Off
Y-axis: Normal
 
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Thanks a lot for that clarification. I did have a trawl through of the thread and found some G25 settings that were an improvement, though still not great unfortunately.

At the moment, I'm running all deadzones on 0% (and clutch 100% - DFGT doesn't have one).

Acceleration and brake sensitivities I've been varying between 50 and 0, especially acceleration. 0 gives a lot smoother power output from a corner compared to 50, so less spinning of the wheels and less need for aggressive TC. Braking I'm undecided, 50 was probably fine.

Steering sensitivity is a difficult one. It's actually OK on a value of around 15%, though does need maybe a little more, but the general twitchyness of the cars makes having 50 a little difficult to control sometimes. I think changing the degrees of rotation may help stabilise this, but it'll take a fair bit of testing it.

Wheel lock I'm leaving on 100%, I don't want the game to scale the wheel lock, it should be more predictable like that I think.

FF strength I've got on 5 or 6, tangible force but not wrenching out your hands. Sometimes a bit lower can help for fast laps I've found.

So normal/pro does actually change the handling model. OK, I think I was on experienced, but now I'm on normal, but I think experienced gave a better feel to the wheel movement, hard to describe. What I want really is to feel the car want to actually stick to the road a bit, rather than moving around so much. Not sure how this is achieved, may just be the quirk of the handling model. I thought the game would be a good balance of arcade and sim, but it doesn't really do both particularly well for me so far.

Normal - Entry level for pad users. Slightly more grip, forgiving than Experienced.

Experienced - I use. Experienced pad user - Entry Wheel user. This setting gives a better feel than Normal imo. Bit hard to explain in words, sort of how I expect the car to behave in certain conditions. Like on a powerful RWD the rear has to be controlled (throttle control) to avoid excessive sliding. More concentration required when picking braking points, putting the power down especially out of corners.

Pro - Experienced Wheel users ONLY. Least amount of grip.
100% concentration required not only braking points, acceleration etc but also positioning the car on the track to strings perfect lines together. Very demanding.
 
FINAL STANDINGS Season 3 Week 10 Leaderboard

Pos Lap--time Split-Tm Pts Driver
01. 01:20.640 +00.000 25 danswan
02. 01:21.060 +00.420 20 NIKAZ
03. 01:21.310 +00.670 16 inam22
04. 01:21.440 +00.800 13 mercyless
05. 01:22.490 +01.850 11 Marine Iguana
06. 01:23.460 +02.820 10 CK61938
 
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Just can't break the 21 barrier.
SHIFT2010-04-2120-37-16-14.jpg


Excellent time Dan. I won't be beating that unless I get a perfect lap which is near to impossible.
 
Regarding Season 4.
I had intended to start a Season 4 as normal but due to the lack of numbers I've decided to leave it be for the moment. I'm not saying there won't be a new season from me, just with the good weather just around the corner I can't see many new recruits coming on board.
Also I'd personally like a break from this game to free up a bit more time to spend on other games I've not played due to this excellent comp.

I know it's been said numerous times, but if it wasn't for this comp this game would have been uninstalled as soon as I completed it months ago. Certainly got my money's worth out of it and some.

Big thanks to all participants over the last 20 weeks or so, especially those who took part week in week out.

I've thoroughly enjoyed this comp.

Now to give it one last go to see if I can get in the 20's.
 
Ahh all good things come to an end..

Thanks to all involved for loads of fun over the past 30 (!) weeks. Especially to Nick for the hard work keeping things updated, and Wedge for the website. Nick your performances over all 3 seasons have been out of this world and you are surely the official OCUK NFSS Champion..

It's a shame about the DLC, I think with a whole host of new tracks & cars like other platforms have had this would go on and on..

Cheers Dan. It sure has been fun.
I think that's another reason in the back my mind, no DLC for PC. I'm sure console users would feel restricted in the fact they can't nominate a combo not available to the PC. Maybe the DLC will come to PC eventually, not holding out much hope though.

I'll be keeping an eye out for any new race games in the future, e.g Codemasters F1. Maybe we can do something similar again. I do hope so. I'd be more than happy to host a similar thread.
 
Well done Dan, excellent time.

Big thanks to Wedge for the website & everybody who took part. I'm sure we'll be back doing something similar in the near future.
 
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F1 2010 looks promising so far. Would be cool if the multiplayer is good and we can all get on the grid together too.

Yeah it does look promising. Just hope it's not too arcadey.
Multi player racing would be cool. 20+ car grid heading for eu rouge @ Spa would be immense. I'm up for some of that.
I must say the excellent thing about this comp was you all didn't need to be online at the same time. You can pick your time slot unlike online multi player. Sure we can sort something out though. Late Sat early Sun maybe.
 
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