Nate Denver's '65 GTO, but I made it much better

  Рет қаралды 10,485

A Tomato

A Tomato

3 жыл бұрын

In my previous video, I admitted to fudging up the handling data of the infamous Pontiac GTO '65 just to get it slightly playable, but a new revelation/discovery in 2020-the-sequel has allowed me to keep (mostly) sensible data figures upon changing just one entry through NFS Vlt-Ed.
That would be AERO_COEFFICIENT. It's not entirely certain what it does, but it interacts with all other AERO fields, so either it or the extra entries are a multiplier of the other. AERO_COEFFICIENT greatly increases vehicle stability and predictability. The base GTO '65 in full Speed spec had something like 4 as the value for it, which is on the low side, so I turned it up to 7 for this video, and it's made a world of difference: the car accelerates consistently for its grip, doesn't waver or appear twitchy, and could indeed be a better fit for the AI, namely Nate Denver: as stated before, the better the car, the better the AI.
I raced against Ryo, whose car also gained improvements on all fronts, but the GTO '65 is still overbearingly fast by comparison, so I'll have to experiment with balancing the numbers further, but I'm happy I finally figured out one cause of the awful handling for most cars.
First video exported through DaVinci Resolve. Still getting the hang of this program, so no texts or edited music for now. Thankfully, the issue of grainy audio is entirely gone, so it was either Premiere Pro not liking me anymore (highly likely given that it also threw frame substitution errors constantly and was nigh unusable), or Shadowplay, from which I switched to OBS.

Пікірлер: 48
@Youssefelmoudad7
@Youssefelmoudad7 3 жыл бұрын
can i ask a question? And i would understand if you did not want to answer, because realistically im asking you to write and essay, but can you tell me what value to change to improve car stability, grip, downforce, essentially everything that relate to how a car handles, i would really appreciate and answer, but none the less you earned a subscriber for your brilliant content and im happy i found your channel
@ATomatoIsAFruit
@ATomatoIsAFruit 3 жыл бұрын
Please bear in mind that these are just my limited findings so far; it is not an exhaustive list of car stats or physics parameters by any means. Nevertheless, here are the things I figured out. *A1:* low angle tyre steering grip or something. Major effect on handling before Mu0, directly makes a car take corners faster or slower. *AERO_CG:* center of gravity for all aero/downforce effects. Lower values apply more to the rear of the vehicle, while higher values apply to the front. 0-100 scale. *AERO_COEFFICIENT:* general performance, consistency and "smoothness" of vehicle downforce; this is the big one that made the GTO '65 drivable, as its default value was very low. 0-100 scale, though 10 is the highest I've seen used and the highest I'd recommend if you're going for balanced stuff. *AERO_COEFFICIENT_90_DEG_LOSS:* presumably the lift effect when the car points perpendicular to the direction of travel? Haven't tested sufficiently. *AERO_COEFFICIENT_MAX_GROUND_EFFECT:* modifier for AERO_COEFFICIENT that specifically alters the downforce curve. Actual interactions are yet unknown for me, though obviously higher means more downforce. 0-100 scale, again 10 is the max I use. *AERO_COEFFICIENT_MAX_LIFT:* presumably general lift effect, though again its interaction with downforce and assorted stuff is unclear. *BRAKES:* front and rear brake strength. Some cars have awfully low brake power on the full specs, so I've altered them to have at least 3000 strength. 0-10000 scale. *CLUTCH_SLIP:* presumably the speed of rev settling when "riding the clutch" and how well the power is transferred in the car, but in my testing I've not noticed any meaningful difference, so it could be deprecated. *DRAG_COEFFICIENT:* resistance factor at high speed. Personally I'd make grip/"track_highend" specs have more drag. Small values theoretically have a big effect, but given the wide range of performance difference between cars, some may need inflated values to keep their speed down. *EBRAKE:* same as BRAKES but only applied to the handbrake. *FINAL_GEAR:* differential multiplier to the car's gearing. Lower values make for longer gears without actually affecting individual gearing. I made all specs except drift have a longer final drive. *FLYWHEEL_MASS:* how quickly the engine revs up and down. Higher values make the engine slower to rev. Most muscle cars have very fast revving engines, which is super odd. I make the stage 4 specs have a 20-30% lighter flywheel mass compared to stock, otherwise they rev far too fast. *FORCED_INDUCTION:* presumably the data table for the vehicle to use when it comes to turbo or supercharger upgrades. Needs other data entries to be changed for effective swapping of upgrade trees though, which I don't yet know. *HIGH_BOOST:* fractional multiplier on default vehicle torque when under full boost and at the end of the torque curve. Fun to toy around with and get four-digit horsepower tuners, though mind that most forced induction has lag or other weird properties. *IDLE:* resting engine revs. I set these to between 1000 and 2000 for all cars on top specs; it may not be entirely realistic, but it's just another flavour added to upgrades. *LOW_BOOST:* fractional multiplier on default vehicle torque when under full boost and at the start of the torque curve. Tweak this and HIGH_BOOST across the stock and full upgrade specs to alter the progression rate for each stage of forced induction upgrade (this is only recommended for vehicles with no FI stock). *MASS:* vehicle mass in kg. Has a *huge* effect on performance. Some cars, like the AE86 and RX-8, are especially strong due to their miniscule weight, so they may need weight gain for balancing purposes. *MAX_RPM:* how much you can rev the engine. Beyond 10,000 the speedometer breaks, so try not to go beyond that. *OPTIMAL_SHIFT:* influences the flashing green gear indicator's range in revs, until hitting the redline. Cosmetic, really. *RED_LINE:* rev threshold past which the speedometer shows red, and the gear indicator flashes red too. Also the point where automatic transmissions shift up, where centrifugal superchargers reach max boost, and where dyno/stat readouts show peak horsepower, even if the car is actually capable of much more. I usually raise this so it's within ~500 revs of MAX_RPM. *RIDE_HEIGHT:* ground clearance for handling purposes. Have fiddled with it initially but then decided not to alter it, as most cars are fine with it. *RIM_SIZE:* measured in inches. Haven't touched either. *SHIFT_SPEED:* deprecated. *SHOCK_BLOWOUT:* biggest effect I've seen is that a lower value means the car is less likely to bounce out of control when landing from jumps. *SPOOL_TIME_DOWN and SPOOL_TIME_UP:* I really wanted to think these influence the awful lag times for forced induction, but they don't do anything sadly. I'll label these as deprecated. *SPRING_PROGRESSION:* curve modifier for SPRING_STIFFNESS? Need more testing. *SPRING_STIFFNESS:* self explanatory. Some cars are too soft, so increase accordingly (and also increase SHOCK_STIFFNESS while at it). 0-100 is the regular range. *STEERING_ALIGNING_TORQUE:* the speed at which the steering returns to normal. Part of an unbalanced diet as this is the cause of the sluggish and weird steering Pro Street's cars have. I now use another VLT-Ed script to bring this to zero and jack up the STEERING_SPEED and STEERING values, so cars actually respond. *SWAYBAR_STIFFNESS:* anti-roll bar strength. 0-100 scale. *TANK_SLAPPER_TIMER:* I used a mod to cancel this stuff out entirely on most specs. It hasn't *significantly* improved handling on its own, to be honest. *TORQUE:* this is where it gets fun. It's the rotational force of the engine itself, in lb-ft, before boost, and it translates directly into horsepower. -*MinX* is minimum revs for designating the torque curve. Doesn't have to match IDLE. -*MaxX* is the maximum revs for designating the torque curve. By default, many cars have MAX_RPM or even REDLINE that go beyond this, meaning I can only assume the torque curve levels out entirely past that point. -*MinY* is minimum torque value for the graph. Reduce on high specs to emphasize high rev racing. -*MaxY* is maximum torque value for the graph. -*XValues* is fractions of the rev range designated in the MinX and MaxX values, in which YValues will be applied - 0.25 means 25% of the way from lowest revs to highest revs. -*YValues* is fractions of the MinY and MaxY range of torque applied at each point of the XValues rev points - 0.25 means 25% of the way from minimum to maximum torque. -*Y2Values* is ??? Never tested. *TORQUE_SPLIT_SLOPE0:* presumably curve factor for determining center differential locking speed... I have no idea, I never touched this either, I can only assume such. *TORQUE_SPLIT:* torque distribution between the two axles of the vehicle. 0 is RWD, 1 is FWD, anything between is AWD. *DOWNSHIFT_CLUTCH, UPSHIFT_CLUTCH:* this is where you can actually change shifting speeds. MaxX is the one you want to change - make it lower for faster shifts in auto and manual modes. *DOWNSHIFT_THROTTLE, UPSHIFT_THROTTLE:* you can also change this to influence the auto and manual shifting modes' throttle blips. Again, MaxX is the one to change. For some reason the data is split into an Optional set as well, but I deem these just as important as the normal ones: *DIFFERENTIAL:* three values usually. First is front diff lock, second is rear diff lock, third is center diff lock (in AWD it means the two axles are closer to even torque splits under full acceleration or braking, regardless of TORQUE_SPLIT). 0-1 scale. *ENGINE_BRAKING:* speed at which both the car slows down under neutral inputs in gear, and the speed that revs settle while clutched/in neutral/in gear. I set these to 0.2/0.3/0.4 or 0.3/0.4/0.5 and it's consistently more believable, as car revs don't immediately nor take ages to drop. *GEAR_EFFICIENCY:* how much of the engine's torque is actually sent to the driven wheels. Several cars, bewilderingly, have lower efficiency in several gears - makes things like the Skyline GT-R and Murcielago accelerate faster in 3rd gear than in 2nd, which makes no sense. Setting the stock ones to 1 may make them OP though, so I made them 0.8 at the lowest, and full upgrade specs have 1 across the board. A few outlier cars have some gears reach 1.25 in the highest spec for balance. *GEAR_RATIO:* torque multiplication factor for each gear. Goes as reverse - neutral - first - second - etc. May need a graph visualizer to accurately tweak these. Also bear in mind that cars starting with 3 or 4 gears have very weird interactions with efficiency and ratios when they gain the 5th gear. For instance, it makes the Charger's stage 2 transmission cumbersome because 5th is way too long. *Mu0:* grip multiplier per speed bracket. You have 10 ranges, from stationary to high speed, though what speeds these imply, I am not sure. Ideally, you start with more grip when stationary, then gradually reduce it with speed. Some cars *desperately* need more grip, but not all cars seem to follow the same grip values: 1.5 on one car may be matched with 2 on another. *SHOCK_EXT_STIFFNESS:* damper rebound stiffness? *SHOCK_STIFFNESS:* damper bump stiffness? Change both SHOCK_ values accordingly when you alter SPRING_ values. *SPEED_LIMITER:* I used a mod to set this to 500 across the board, so it's no longer a concern. Measured in mph. *STEERING_SPEED:* how fast your boat turns. Most cars turn way too slowly even with full upgrades. Similar speed brackets to Mu0.
@Youssefelmoudad7
@Youssefelmoudad7 3 жыл бұрын
@@ATomatoIsAFruit thanks a lot man i really appreciate the effort you did its really helpful, thanks again
@ATomatoIsAFruit
@ATomatoIsAFruit 10 ай бұрын
​@@Youssefelmoudad7 During the time since this comment (wow, time flies), I discovered a few more fields and what to change about them. *TORQUE_SLIP_SLOPE0:* Acceleration and launch modifier. It's a massive deal and it allows low-HP cars to out-accelerate big engine muscle cars. Tweak this cautiously. *STEERING:* Actual steering range. Scale of 0-1, from straight to full lock, based on the same speed brackets as Mu0 and STEERING_SPEED. Combine STEERING_SPEED with Steering to make cars actually turn in and straighten out similarly to UG2/MW05, with fast response.
@Youssefelmoudad7
@Youssefelmoudad7 10 ай бұрын
@@ATomatoIsAFruit Oh wow, yeah time do run fast, still I'm really thankful for still remembering my comment and sharing your knowledge, hope you have a great day and hope you're doing well, whatever that you're doing
@jammygamer8961
@jammygamer8961 10 ай бұрын
"Made a bit better" *Proceeds to reach 300kmh in like 7 seconds
@risingstar09
@risingstar09 2 жыл бұрын
Now THIS, is the true speed king!
@K3ntucky123
@K3ntucky123 Жыл бұрын
People didn't know that you can tune your car without resetting your blueprint by going in the practice mode
@silentfrost3645
@silentfrost3645 Жыл бұрын
This game was modded dude, and plus from what I remember. You can't change anything without losing the developer livery.
@oguzok444
@oguzok444 11 ай бұрын
​@@silentfrost3645you cant change parts, but you can tune the suspencion, engine, transmission and brakes in practice mode
@tiagueixon
@tiagueixon 10 ай бұрын
@@oguzok444 car customizer trainer... you can unlock the pre-tuned blueprints and edit them with it
@JinteiModding
@JinteiModding 3 жыл бұрын
Not even Kuru did it And yet, you did. Absolute madman
@ATomatoIsAFruit
@ATomatoIsAFruit 3 жыл бұрын
Kuru's game probably isn't as extensively modded as this.
@the.engineer2514
@the.engineer2514 Жыл бұрын
2:55 max power!!!!
@zingcendlebe3390
@zingcendlebe3390 8 ай бұрын
Massive respect to you for making the wrost car in prospective to smoke Ryo Watanabe with crashing the car. This is the type of car that should have made Nate Denver deserve his crown.
@Lopnawe
@Lopnawe 2 жыл бұрын
The. Speed. King.
@kyle_j_slee
@kyle_j_slee Жыл бұрын
Me making a usable speed GTO: NFS ProStreet but Nate Denver technically drives a Mustang. This popping up 2 days later: ARE YOU SURE YOU DON'T WANT IT TO GO FASTER THAN A KOENIGSEGG JESKO IN FORZA HORIZON 5?!?!
@ATomatoIsAFruit
@ATomatoIsAFruit Жыл бұрын
Balance is tough, making reasonably powerful nitrous and believable drag coefficients would just as easily be unfun to drive with, and many cars already start with the unrealistically low "0.3" drag coefficient which only scales well with the stock specs
@RedRice-ty2zy
@RedRice-ty2zy 4 ай бұрын
NFS ProStreet Lore Accurate Speed King 65 GTO!
@danobernabe5861
@danobernabe5861 Ай бұрын
men, you created the best vertion of prostreet available
@michazmuda1477
@michazmuda1477 Жыл бұрын
POV: You installed Drag corvette z06 engine.
@the.engineer2514
@the.engineer2514 Жыл бұрын
The most epic gto
@epr_official296
@epr_official296 Жыл бұрын
The set is amazing like the sound mod :)
@baratanky1812
@baratanky1812 2 ай бұрын
-"They said the Speed King's GOAT clocks over 220" -512 km/h Yeah, it's pretty much more than what they say.
@ATomatoIsAFruit
@ATomatoIsAFruit 2 ай бұрын
To be fair, the announcer referred to 220 as miles per hour, or roughly 354kmh Still a massive gap lol
@efrain9975
@efrain9975 2 жыл бұрын
can you make this a mod? or can you share the file private? however nice work and vid dude new sub
@ashfeelsbetter18
@ashfeelsbetter18 Ай бұрын
OHH YEHAH!!! THAT'S A BEAST ENGINE V8 RIGHT THERE!!!!
@DepecheGuy99
@DepecheGuy99 17 күн бұрын
This guy GTOs.
@M_ENDES122
@M_ENDES122 9 ай бұрын
Вот он Король Скорости
@hishamhilal8332
@hishamhilal8332 Ай бұрын
Bro I had the Zonda for this. Tuned it up to 1000 hp and got a top speed of 404 kmh. How tf did you manage to do this?!
@ATomatoIsAFruit
@ATomatoIsAFruit Ай бұрын
Modded game
@ALKHAtheHedgehog
@ALKHAtheHedgehog Жыл бұрын
Oh thanks, this is mod or with performance tuning?
@ATomatoIsAFruit
@ATomatoIsAFruit Жыл бұрын
Modded game
@ALKHAtheHedgehog
@ALKHAtheHedgehog Жыл бұрын
@@ATomatoIsAFruit ok, i hope this better than His original car
@ALKHAtheHedgehog
@ALKHAtheHedgehog 5 ай бұрын
The speeeeeeeeeeeeeddddd
@BuuHaruk
@BuuHaruk Жыл бұрын
YEEES!!! I AM NOT THE ONE!!!
@filippf12
@filippf12 7 ай бұрын
Where is this file named AERO_COEFFICIENT that you have change the value. I cant finde a file with this name
@ATomatoIsAFruit
@ATomatoIsAFruit 7 ай бұрын
It's not a file, but a data entry. You have to use NFS VLT-Ed, an external program, to access Pro Street's car physics. It's found under vehicles - (your desired car) - (car specs)
@ALKHAtheHedgehog
@ALKHAtheHedgehog Ай бұрын
@@ATomatoIsAFruit what's the value are you change to?
@bencezavarko7312
@bencezavarko7312 5 күн бұрын
What sorcery is this? 😮
@ATomatoIsAFruit
@ATomatoIsAFruit 5 күн бұрын
Mods
@ANTINATALIST_lewis
@ANTINATALIST_lewis 3 жыл бұрын
Bye 1:20
@ALKHAtheHedgehog
@ALKHAtheHedgehog Ай бұрын
damn man, i want playing your mod but my laptop isn't that good fr, can i have the mod but not the graphics please
@ATomatoIsAFruit
@ATomatoIsAFruit Ай бұрын
The "graphics" are the same as regular Pro Street's with only some optional tweaks like reflections and "always best LOD"
@ALKHAtheHedgehog
@ALKHAtheHedgehog Ай бұрын
@@ATomatoIsAFruit ok
@tiagueixon
@tiagueixon Ай бұрын
unlimiting top speed is basically cheating
@hectorcasanova2311
@hectorcasanova2311 7 ай бұрын
fake
@ATomatoIsAFruit
@ATomatoIsAFruit 7 ай бұрын
as real as it gets
Nate Denver's '65 GTO, but it's actually terrible.
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