Tuning nfs pro street. The best cars to play. Damage and markers

Say hello to the eleventh game Need series for Speed. It just so happens that the odd games in this series come out as masterpieces - remember at least Porsche Unleashed or Most Wanted. These games are deservedly recognized as the best in the series. Their even brothers were lucky

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Guides

Say hello to the eleventh game in the Need for Speed ​​series. It just so happens that the odd games in this series come out as masterpieces - remember at least Porsche Unleashed or Most Wanted. These games are deservedly recognized as the best in the series. Their even brothers were much less fortunate - for some reason they always cause a lot of controversy and disagreement. Carbon, Underground 2 is a great example of a game where a good idea has gone the wrong way. Need for Speed ​​Pro Street, to be honest, falls short of Most Wanted, but its very appearance is very important. You just need to figure out what are the shortcomings, and what are the prerequisites for the ideal Need for Speed.

World of professionals

With the light hand of EA, the action of the game moved from the streets to the autodromes. You can immediately forget about the huge city from Most Wanted, and at the same time about the traffic and the police. We will not be allowed to smear another black-and-white sob on a monstrous truck with logs or a concrete mixer. ProStreet is a world of legal racing, fair competition and sporting spirit. It is not very clear what the word “Street” does in the title, because there are no streets, only polygons and tracks. Such a move looks at least strange. All games in the series had streets and roads general use and a chance to smash your iron horse against an oncoming truck or bus. What does the new game offer in return?

Many years ago

Came out almost eight years ago, perhaps Best game series - Porsche Unleashed. Many, however, did not appreciate the work of the developers, believing that due to the bias towards realism, the entire gameplay was lost. All those who liked to touch the wall at a speed of 200-300 km/h got burned painfully, because in the fourth and fifth parts the player was punished financially for injuries. Eight years later, the damage model was returned to us - however, greatly simplified compared to the same Porsche. The car crashes, repairs cost money, but don't empty the player's pocket. The mechanism is surprisingly simple: let's say you accidentally hit a concrete block at a speed of four hundred kilometers per hour. After a couple of pirouettes, you will find out that the cost of repairing a car is equal to your earnings for a couple of dozen (!) Races, but instead of money, local car mechanics accept some markers - prize badges, for which you can both eliminate minor damage and repair a shattered one according to all the canons car beyond repair. Tokens are issued regularly, and you can buy them for a ridiculous price. The choice is yours. If you are a fan of realism, pay only money for repairs, and if you are closer to the spirit of Most Wanted, markers are for you. Fortunately, the damaged car is not too different from the whole - except perhaps in appearance.

Step into the abyss

Recalling Underground 2 and U.R.L. - ring, for four or even six circles, you immediately remember the irresistible longing. Too long "survival" tracks do not really fit the spirit of the game, and in ProStreet they have finally been removed - circuit races are surprisingly dynamic. All types of competitions are built in such a way that the player does not linger on them. Drift tracks have shrunk enormously. Drag now does not aim to dodge an oncoming or passing car, but, on the contrary, forces the player to concentrate on precise gear shifting and maximum acceleration. The new kind competition, named "Speed ​​Race", is the embodiment of the spirit of the series. All the tracks here are as smooth and even as possible, there are no sharp turns, so it is recommended not to lower the mark on the speedometer below 300-350 km/h. Harden your suspension, pump up your tires to the limit, and go for pure speed.

About sad

How much can you patch up the worn-out engine of the same, the first Underground? Initially, of course, it caused a storm of emotions. The owners of video cards with Shader Model 2.0 were especially happy. The game, of course, slowed down, but there were no such effects anywhere else. The crowning achievement was Most Wanted. The breathtaking sun reflecting off the wet asphalt, the roofs of the houses and the sides of the car - the picture in Most Wanted was magnificent. In Carbon, due to the exclusively nighttime driving, the game has lost most of the charm. ProStreet simply doesn't have that charm. Add to this not the best technical performance. For example, I did not notice much difference between 2x and 8x anti-aliasing, but the FPS dropped by about 20%. shader beauties previous versions also not visible - but how I wanted to admire the play of light on the chrome sides of my Lamborghini!

The plot, oddly enough, also falls into the chapter "On the Sad" - it simply does not exist. If in the first games of the series this was forgiven, since the main goal - speed - was clear anyway, then in ProStreet the battle for the driver's crown looks unnatural. What for? Who is this strange man in the helmet? In the same Most Wanted, the player was simply not shown. The camera "out of the eyes" perfectly hid the character, everyone imagined themselves in the driver's seat, and everyone was happy. This technique has been used for a long time, and, to put it mildly, it is strange to see a mysterious figure without a face.

A few words about the main

Like it or not, ProStreet is a real, thoroughbred Need for Speed, you just need to see its virtues behind an unnecessary external husk. Many were waiting for a repeat of Most Wanted, but instead, EA conducted another experiment. The experiment is undoubtedly beautifully and tastefully designed, stuffed with cars and spare parts, but poorly corresponding to the spirit of the series. Perhaps this is a step towards a new Need for Speed, in which the developers will collect all the best from the entire series, and chop off the unnecessary and boring with a big ax. The main thing is that this step should not become the starting point into the abyss of oblivion.

ADVANTAGES LIMITATIONS
Fascination
9
diversity, no matter how strange it may sound in relation to racing the lack of street tracks did not benefit the game
Graphic arts
8
perfectly licked car models the engine is not wine, it does not get better from time to time
Sound
10
the best musical accompaniment in the history of the series not noticed
Game world
7
bright and memorable style of play no plot
Convenience
10
very convenient difficulty settings No

Management and damage

Road

From the previous parts of the ProStreet series is very different. Particularly noticeable changes in the behavior of cars. In my opinion, the differences in the drive are now better felt, and the machines themselves differ not only in the “agility” parameter. Each car has its own stability and stability on the road. Try it for yourself in a BMW M3 E46 and a Dodge Viper after that. Both have rear-wheel drive, but the difference is felt instantly. Truly German rear-wheel drive from the front and you will not distinguish.

All cars in the game are equipped with ABS, SM and TC systems, which can be disabled at any time in the game menu (Options, Gameplay, Mode options). The anti-lock braking system (ABS) prevents the wheels from locking, so when braking the car does not carry where it is not needed and it can be controlled. Considering that most players do not have pedals to adjust the braking force, ABS should be left, as pressing the brakes on the keyboard will lock the wheels. Electronic Stability Control (SM) assists the vehicle in cornering. This system adjusts the suspension on the fly and also prevents rollover. Useful, but not critical, you can turn it off for a thrill. The stability control system helps the car tenaciously stay on the road, preventing skidding and wheel slip. The computer can interfere with the engine at any time to maintain stability. In the game, stability control is better off, because the computer inside the cars has a very strange concept of "danger of slipping." You will simply lose speed where it is not necessary.

It is interesting: A hybrid of stability and stability systems was created by BMW, and it is called ASC + T (Automatic Stability Control + Traction). This system is designed to improve traction on icy or wet roads.

The time dilation mode has sunk into oblivion - that's where it belongs. To be honest, it was not very suitable for a computer. The fact is that the keyboard buttons have only two positions - pressed (on), not pressed (off). There are no half-presses at all, so the wheels of our virtual machine turn immediately to the extreme position, which leads to a huge loss of speed. Yes, and the need for it has disappeared - why slow down time on the circuit?

Opponents

The old schemes for dealing with opponents no longer work. Not only will you crash your car, but you will also lose speed. In ProStreet, you need to get ahead of opponents, as in circuit racing, playing on the difference in speed and passing corners as close to the inside as possible. Don't forget the "air tunnel" that is created behind the car. Attach to the tail of the nearest enemy and, gaining speed, overtake. This effect is achieved due to the fact that the car in front cuts the air masses, taking on air resistance.

In speed races, you can hustle, where going off the track is almost equal to losing. It is especially useful to push near trees, fenders and telegraph poles, as broken car drops out of the race without the right to "reset".

It is interesting: you can hit the wall with a swing and go further, although in real life such a blow would destroy the engine cooling system and the latter would jam in a couple of minutes. However, at the same time, a coup on the roof is the end of the game.

Complexity

because of new system the complexity of the game, I decided to attribute it to management. Previously, this parameter reflected only the behavior of enemy vehicles and the frequency of all sorts of unpleasant accidents, such as drifts, air strikes and civilian vehicles popping out of nowhere. In ProStreet, the complexity was renamed to “assistance level” (Assist), and there are only three of these levels: “beginner” (Casual), “racer” (Racer), “king” (King). On the "newbie" everything is simple. You can forget about the brakes, because the car herself reduces speed in turns, and does it extremely delicately, without resorting to the brake pedal. The revs drop, the speed drops, and you calmly go through the turn. You won't even notice that kind of help if you let off the gas before the maneuver. Computer opponents are more like lost tourists - they do not resist and calmly let you go ahead.

The "racer" level is somewhat more difficult. The car is more obedient, although it still shamelessly slows down in corners.

It is interesting: I wondered for a long time how this BMW M3 can drop speed from 250 to 100 in less than a second, but I attributed it to wonderful German pads. But a few races on highways sobered me up. As soon as the computer slowed down several times without my knowledge, I realized that there are no magic pads.

This phenomenon is very annoying in speeding races, because the computer wants to slow down (and you can’t prevent it) at the most unfortunate moment. Turning off the stability control systems slightly saves the situation, but the effect is still noticeable.

And finally, the last level is "king". This is real hard. Don't expect help from a computer guardian; everything depends on you.

Damage and markers

The damage model has been greatly simplified compared to the fourth and fifth parts. There are three levels of weakness of the iron horse.

  • Light damage. Slight impact on the chipper, wall or enemy. Driving characteristics are reduced slightly.
  • Strong damage. Hitting the corner of a concrete wall at 250 kilometers per hour. Significantly reduces the driving performance of the car, which, however, does not interfere with winning the race.
  • Damage incompatible with life. After the inscription "Totaled" the race ends. That's it, there is nothing to ride on, so there is a repair and restart ahead.

You can smash the car to smithereens, but until you go beyond the level, you will not notice a difference in dynamics. On the other hand, light damage does not necessarily affect driving performance. If you just scratched a door or fender, there will be no loss.

So, we figured out how to take damage. Now let's figure out how to restore ward cars. Let's start with the fact that it is necessary to repair the car. Broken cars can only be used in one competition. There are two types of repairs - for money and for markers. There are two types of markers: the first type removes minor and serious damage, the second restores the machine after complete destruction. These valuable pieces of paper are issued after the end of the "racing days", besides, they can be bought. Buying markers, however, is useless, since with reasonable use they are quite enough. Just don't fix your car between rides. Wait until the cost of damage exceeds the earnings from one race, and then use the marker. In addition, you can drive a damaged car “all the way”, and then repair it. In the later stages of the game, it's even easier - eliminate damage for money, the cost of which is less than the price of the marker.

There is also a third type of markers - it has nothing to do with repairs. Such a marker drops out randomly, it can be exchanged for any car from the store.

Competition

racing days

It would seem that there is still something new to come up with? It's racing! But no, EA invented or modified.

Firstly, now the races are now combined into "race days" (Race day). To pass the "racing day", you need to score a certain number of points, a certain amount of money is supposed to win, and let's not forget the lottery. Remember the markers in Most Wanted after defeating a blacklisted member? There is something similar here, only instead of paying off the police, you can win repair markers or spare parts for cars.

But after the victory, the competition does not end, there is a "second victory", called "dominance". For it, even more money is given and an additional chance to win something useful in the lottery.

Part of the competition takes place on cars provided by sponsors, and the winner can take one of his choice. On the one hand, it is convenient that someone else's car can be beaten as you like, it will still be repaired for free. On the other hand, you cannot customize the provided machine, so you will have to get used to its behavior “on the go”.

Races and points

So, in order to win "race day", you need to score a certain number of points. These points are awarded for winning (or losing) a race, and each type of competition has an additional modifier. For example, in drifting, drift points are added to the total. In addition, an additional bonus is due for the “clean” passage of the race, but it is insignificant and can be neglected.

This is the advice: do not repair the car between races. Between light damage and their absence - one touch. And between light and heavy - a whole abyss of blows and grinding. If during the race you have not reached the level of breakdown, then at the end of the race the prize for the “clean” passage of the track will still be credited.

Races are divided into four types: lap, drift, drag and speed. Each species (except drift) is divided into several subspecies. Let's look at them in more detail.

Circuit racing includes:

  • Circle (Grip)- normal arrival on the ring road. Whoever came to the finish line first, he won.
  • Circle with division (Grip Class)- eight participants are divided into two groups so that the engine power is in the same range. Cars from another group have nothing to do with the player and just get in the way on the track.
  • Sector Shootout- The route is divided into four segments. Starting, you start the timer, but instead of time points. When you cross the sector line, current points are added to your account. If you break your own or someone else's record, points are added again. In addition, the owner of all four sectors is one-time plus 500 points.
  • Time Attack- the usual circuit race, only the lap time is taken into account. All opponents also ride with you, but start a few seconds earlier. If you can outrun them, you are guaranteed to win.

Optimal car: with all-wheel drive. The fact is that front-wheel drive cars are not very powerful, while rear-wheel drive will contribute to skidding in corners - unless you have pedals or a joystick to smoothly adjust the fuel supply.

Additional modifier: target time. If you pass the track faster than the developers expect, you will get extra points

Drag includes:

  • Drag classic 1/4 mile (1/4 mile Drag)- conventional 402-meter drag. The winner is the one who puts the best time of arrival. In other words, the opponent on the right (or left) is only for beauty, because you are chasing time.
  • Drag 1/2 mile (1/2 mile Drag)- the extended version of the drag allows you to apply nitro twice, which is what you need to use. Otherwise, it does not differ from its classic counterpart.
  • Wheelie competition“Willie” is movement on two wheels. In our case, only the rear wheels are taken into account. This is the essence of the competition. You accelerate, turning the nose of the car up to the sky, and drive in this position as much as you can. Naturally, in order to compete in this form, you need a rear-wheel drive car, and a separate one is better.

Before each race, whether it's a classic or a wheelie, you are offered to warm up the tires. It is necessary to keep the engine speed in the specified zone in order to reach the optimum temperature, and therefore better traction. In fact, there is no special effect from this - most likely, this is only to maintain the atmosphere.

It is a myth: Tires don't warm up like that. From such warm-ups, the rubber simply burns out, remaining black spots on the track. Road grip only gets worse as the tire wears out and becomes "bald".

It is important: do not forget that the dredge takes into account the temperature of the engine. If you don't change gear for too long, causing the tachometer needle to dance in the red zone, the engine will seize up. However, this is not damage. Overheating equates to a false start.

Optimal car: for a dredge, you should choose a car with the best combination of power / speed. Popular American muscle cars like the Chevrolet Corvette 67’, for example, are only good in movies. A lot of power, little sense.

Any rear-wheel drive car will do for a wheelie, although many choose the Dodge Charger R/T. Don't be fooled by screensavers! "Willie" is great on the Zonda, you just need to remove the downforce and maximize the grip.

Additional modifier: target time. Each race is given a target time, and if you complete the course much faster, you will get extra points.

Speed ​​racing includes:

  • Speed ​​challenge- a greatly simplified analogue of the sprint, but it did not become worse from this. Even the sharpest turns here are passed at a speed of at least three hundred kilometers per hour. A pleasant competition, where, however, it is very easy to shake the car beyond recognition.
  • Competition for the best speed (Top speed run)- analogue of "Speeding" from Most Wanted. Only the speeds have become higher, and the tracks are smoother. To pass this type of races, I recommend setting the level of assistance to the "king".

Optimal car: rear or all wheel drive. There are no sharp turns, so there is no need to be afraid of drifts.

Additional modifier: target time. Here the target time is the easiest to beat, sometimes it is possible to improve the result even by a whole minute!

  • drift endowed with varieties. In fact, this is the same race as in the first Underground, but now it has become more like reality. It's really hard to make drifts, there are no multipliers, there are no prize points on the edge of the track either, and so on. But hits and damage only affect the prize for "purity", and nothing more.

Optimal car: I advise you to choose a front-wheel drive car for drifting. Machines of this type are better controlled during a skid.

Additional modifier: skid points. They are added to the total. Drifting is the best way to break records.

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MECHANICAL TUNING

Complete Guide

1. Introduction.

Need for Speed ​​ProStreet- the first attempt by EA to move away from the main line of the series genre in the direction of legal competitions in racing disciplines. The game received a lot of feedback, both positive and negative. However, this game still has a sufficient number of fans who liked races of this kind - legalized competitions for street racing fans. But not everyone can figure out and master the tuning system that was implemented in the game; sometimes the names of the settings and hints not only make it difficult to understand the principle of operation, but are also misleading. To rectify the situation, I tried to put together the available material and reveal the veil of secrecy in the intricacies of tuning car parameters.

2. General provisions.

In Need for Speed ​​ProStreet, mechanical tuning is divided into 4 groups:

- suspension tuning - the most extensive and indigestible group of settings, which, nevertheless, has the maximum effect when tuning driving characteristics;

- engine tuning - no less important group responsible for traction characteristics. The settings in this group have a greater effect on vehicle acceleration;

- transmission tuning - another group of settings that affect acceleration and speed;

- brake tuning - a group of settings that optimize the operation of the vehicle's braking system. It may seem like the least important settings, however, the speed and quality of passage of certain sections of the track directly depend on properly adjusted brakes, which affects the final result of the race.


In the next part of the manual, all settings will be described in as much detail as possible.

3. Detailed description settings.

3.1. Suspension.

As already noted, the correct suspension setup is the key to a successful finish. Why this is so - you will understand when you read to the end of this part. It is worth noting that the developers included in this group also the controllability setting (steering sensitivity) and tire pressure adjustment. All settings of this group can be divided into several subgroups, namely:
- adjustment of springs and shock absorbers;
- clearance adjustment;
- adjustment of the stiffness of the cross beams;
- tire pressure adjustment;
- wheel alignment adjustment;
- steering sensitivity adjustment.
Let's move on to a direct consideration and description of the settings of each subgroup.

SPRINGS AND SHOCK ABSORBERS.

Compression level front and rear shock absorbers determines the speed at which the shock absorbers will respond (compress) to interaction with road surface irregularities. Softening the compression level (setting the engine to the left) will smooth out the effect of road bumps, but will worsen the car's handling, and vice versa.

Rebound level front and rear shock absorbers determines the rate at which shock absorbers return to their initial state. For optimal results, the developers recommend setting the rebound levels to be the same as the compression levels.

The stiffness level of the front and rear springs. Two factors depend on the settings of these parameters - the reaction of the car body to bumps and the steering of the car. Stiffer springs will increase steering, but will also increase sensitivity to bumps in the road. Softening the springs will have the opposite effect.

In order to fully understand the mechanisms of action of shock absorbers and springs, as well as the main difference between them, let's draw an analogy. Imagine the usual, most simple ... cart. In fact, this is a car consisting of a body, a wheel frame and no suspension. The wheel frame is rigidly tied to the body, which is why any unevenness in the road surface through the wheels is reflected on the body. To reduce the effect of potholes on the road, we will separate the frame from the body and place springs between them. The difference will be felt immediately: the reaction to bumps will become softer, the body will shake much less, the sensations will be as if you are in a boat. However, according to the laws of physics, any division of a whole object into its constituent parts also separates the physical forces that take place in each of the new parts. Imagine again a cart without springs entering a turn: since this is a single whole, then it will turn quite well. But as soon as the body is separated from the frame, it begins to “live its own life”: when entering a turn, the frame follows the desired course, but the body tries to move straight by inertia! However, the springs fulfill their connecting role and drag the body behind the frame. It can be assumed that the stiffer the springs, the better the steering of the cart will be (the force that, by inertia, tells the cart body to move forward will decrease), but at the same time the sensitivity of the body to bumps and potholes will increase. By softening the springs, we will get the opposite effect, that is, we will reduce the steering of the cart, and at the same time the sensitivity to irregularities will also decrease. Now consider the effect of spring rate on the front and rear of the car (cart). Given the above, it can be argued that softening the front springs will reduce steering and increase the likelihood of demolition of the front of the car on rear-wheel drive vehicles. Increasing the stiffness of the front springs will lead to improved handling, and the effect will be more pronounced in front-wheel drive cars. Softening the rear springs will increase the rear end of the car (which is more favorable for drifting), especially under hard braking. Increasing the stiffness of the rear springs will increase handling (skid control) in rear-wheel drive cars.
Let's get back to our cart. By installing springs, we reduced the impact of road bumps on the body, but after a certain period of time we realize that comfort has not increased to the extent that we would like. Sharp changes in the vertical direction (large potholes or stones) will still be felt by the body. To avoid the influence of irregularities in such situations, so-called shock absorbers - shock absorbers are installed. Their direct task is to reduce the effect of vertical disturbances that occur when driving on the road surface. Despite the seemingly simple function, everything is not so simple here either. The figure shows a combined system that combines a spring (red) and a shock absorber (blue). The principle of operation of a shock absorber is similar to a pump: the piston moves inside a cylinder filled with gas or liquid. The occurrence of unevenness under the wheel causes the piston to move up, which ensures smoothing of sharp blows; then the resistance forces in the cylinder push the piston back, thereby returning the wheel position to its original state. Consider the effect of shock absorber stiffness on handling, as well as the processes during compression and rebound. Setting a soft (slow) compression will reduce the impact of potholes on the car body, but at the same time increase the wheel travel in the vertical direction, which will negatively affect handling, since the wheel will continue to move up by inertia after overcoming an obstacle, until it loses contact with the road surface. Setting a hard (fast) compression will eliminate the sag effect and increase traction, but at the same time increase the impact of bumps on the car body due to insufficient piston travel inside the shock absorber. A hard (fast) rebound will allow the wheel to quickly recover to its original position, which will restore traction, respectively, faster, while a soft (slow) rebound will contribute to the slow return of the wheel to its place, which will also negatively affect handling due to loss of traction with the road. expensive. According to the recommendations of the developers, the compression and rebound levels should match. Whether it is worth following these recommendations is up to you, but practice shows that sometimes mismatched settings lead to much better results. And a couple of words about setting the front and rear shock absorbers. As with springs, the effect is different depending on how your car is driven. In the case of rear-wheel drive, it is desirable to have stiff rear shock absorbers to provide maximum grip on the surface, a similar situation for front-wheel drive cars. Hopefully now everyone understands the difference between springs and shock absorbers: springs provide cushioning for uneven road surfaces, separate the body from the chassis and act in all directions; shock absorbers smooth out elevation changes on the road and work only in the vertical direction.

CLEARANCE.

Clearance determines the distance between the lowest point of the car body (bottom) and the road surface. Despite the seeming simplicity of setting, there are complex physical processes behind this parameter. General principles: high ground clearance will increase the likelihood of a car overturning in corners and worsen braking; too low clearance will increase the likelihood of bottom contact with the road surface, which will lead to problems in handling bumps, however, on flat roads, the stability of the car will increase markedly. Ground clearance adjustment is usually closely related to damper stiffness: stiffer damping systems can significantly reduce ground clearance, and vice versa, increasing ground clearance will allow you to install softer shock absorbers.

CROSS BEAMS.

One of the most mysterious settings. Let's try to figure it out: the cross beams help prevent radial drift of the car when cornering. When the car begins to enter a turn, for example to the left, the body of the car continues its inertial movement forward, thereby counteracting the movement to the left and dragging the car to the right. To compensate for this effect, cross beams were added to the car's design, rigidly connecting the left and right sides of the suspension. When during a turn right part the suspension begins to compress, it tries through the cross beam to cause the opposite effect on the other side of the suspension, that is, to raise it. But this is physically impossible due to the rigid fixation of the other end of the beam. The torsion resistance that occurs in the beam when it is twisted prevents further subsidence of the right side and returns it to its original position.

Based on the above, it can be assumed that an increase in the rigidity of the cross beam will improve the steering of the car, while the effect of demolition of the front end will be less pronounced. However, the excessive rigidity of the beam predisposes the car to rear end skidding, which makes the car uncontrollable in sharp turns.

TIRE PRESSURE.

Tire pressure has a direct bearing on the area of ​​contact between the tire and the road surface and therefore has an impact on the steering performance of the vehicle. According to the formula,

Area = Mass / Pressure

that is, there is an inverse dependence of the contact area on pressure. It is clear that the higher the tire pressure, the smaller the contact area with the road and, conversely, with a decrease in tire pressure, the contact area increases. How does this affect steering? Everything is also simple: the smaller the area of ​​​​contact with the road, the easier it is to make the wheels slide on it. By increasing the pressure in the front tires, we will increase the likelihood of front end drift; by increasing the pressure in the rear tires, we will increase the likelihood of skidding the rear of the car.

A LITTLE REAL MAGIC.

Perfectly this science (adjusting the position of the wheels, or adjusting the alignment) is owned only by a select few who do these things every day in production or tire fitting. Let's try to expose this magic and shed light on the most secret places of autotuning.

So, get acquainted: TOE (convergence), CAMBER (collapse) and CASTER (caster).
First, let's define terminology. Toe-in is the angle between the plane of wheel rotation and the normal direction of travel. Camber is the angle between the vertical and the plane of rotation of the wheel. Custer is the angle between the vertical and the axis of rotation of the wheel. Let's look at each option in more detail.
Convergence determines driving stability and steering when cornering. Positive convergence (toe-in) increases stability in a straight line, but worsens understeer; negative convergence (toe-out) acts in the exact opposite way - it significantly improves control when cornering, but at the same time, increased sensitivity worsens stability when driving in a straight line. It is clear that a positive convergence is better to choose for high-speed fast races with smooth turns, while a negative one is better suited for short race tracks full of turns of varying degrees of difficulty. And yet, front-wheel drive cars should preferably have a slight negative toe, rear-wheel drive - a slight positive, all-wheel drive - neutral. These preferences are determined solely by the physics of the processes during movement and can complement the settings described just above.

collapse determines the quality of tire adhesion to the road. Mostly in all cases, the camber should be neutral, this will provide the maximum contact area of ​​the wheel with the surface of the coating and increase stability in control. It is allowed to install a small negative camber, this will slightly improve cornering. It is believed that positive camber is unacceptable, since it significantly impairs vehicle handling. But a great secret is hidden here: if you approach the issue without too much zeal and with special care, you can increase acceleration and speed, thereby achieving better results in passing the track. But I will not recommend it, because this is the case when stability and control are much more important.
Custer determines the sensitivity of the control. It's just that simple. Positive caster is almost always set (as in motorcycles), which improves straight-line stability at high speeds. However, on short winding tracks, a small negative caster is allowed: this will allow you to go through corners at a slightly higher speed.

STEERING SENSITIVITY.

There is nothing military in this adjustment: setting the engine to the right will make the reaction to the steering wheel turn more responsive, moving the engine to the left position will reduce the sensitivity of the car to turning the steering wheel.
What you should know when choosing the desired position of the engine: approaching the extreme positions can lead to inadequate results, such as skidding the rear and demolition of the front. What it is is shown in the pictures below.

Skid (oversteer)- a consequence of setting high (stiff) control sensitivity.

Demolition (understeer)- a consequence of setting low (loose) control sensitivity.

Wheel position at controlled skid (countersteer). The technique most commonly used in rally racing and drifting.

3.2. Engine.

All settings described below affect vehicle acceleration and driving speed. The main quantities used in this kind of settings are torque (torque) and power, expressed in horsepower (horsepower). In this case, the following relationship takes place: an increase in settings in favor of acceleration (an increase in torque) will cause a decrease in maximum speed (a decrease in power), and vice versa. What to give preference to depends on the type of race and the type of track.

As with the suspension, engine settings can be divided into three subgroups:
- adjustment of the valve timing;
- turbocharging adjustment;
- nitro adjustment.
Let us shed some light on these mysteries.

PHASES OF GAS DISTRIBUTION.

Valve timing is the main component of the balance of power and engine torque. To fully understand the ongoing processes, you need to read a dozen and a half good-quality articles describing the operation of an internal combustion engine. I'll try to do this in a couple of pages. Below is a diagram of a typical four-stroke internal combustion engine. Its working cycle consists of four cycles, successively replacing each other for two revolutions of the axis:
1 cycle - the inlet of the fuel-air mixture into the working area;
2 stroke - compression of the mixture caused by the upward stroke of the piston;
3 stroke - expansion, or stroke, caused by the explosion of a compressed fuel mixture, while the piston moves down;
4 stroke - release of exhaust gases.
Then everything repeats.

Designations:
intake cam- intake camshaft exhaust cam- exhaust camshaft spark plug- spark plug, intake valve- inlet valve, exhaust valve- Exhaust valve, piston- piston, connecting rod- connecting rod, crank- crankshaft fly wheel- flywheel, clutch- clutch, gearbox- reducer (gearbox).

From the above diagram and a brief description of the operation, it can be seen that the distribution phase is the period of time between the inlet and outlet of the fuel-air mixture. To change this time, various technical solutions are used: from changing the initial position of the camshaft to the use of automatic systems for adjusting the distribution phase. I will give an example of one of the simple solutions - replacing the camshaft. The figure shows an example of an oversized camshaft (left) and a conventional camshaft (right). Due to the steeper bevels of the eccentric, the intake valve opens earlier and stays open longer compared to standard shaft. This causes the flow of a larger volume of combustible mixture into the cylinder, which in turn provides a microexplosion of greater power and, as a result, an increase in the rotation speed.
Let's go directly to the adjustment. Setting the engine in the direction of advance (advance) will shift the boundary between the separation of torque and power (see formula above) towards higher speeds. This will lead to an increase in overall power, and, consequently, the speed of the car. On the contrary, setting the engine to the left, in the direction of delay (retard), will shift this border towards low rpm and improve acceleration.

TURBOCHARGING

Strengthening (boost) forcing air into the intake manifold (intake manifold), in which the fuel is mixed with air, affects the resulting mixture: the more air there is in this mixture, the more power can be obtained from the engine's combustion chamber. Start boost affects low engine speeds, thereby improving acceleration. End boost (end boost) affects high speed and contributes to the speedy achievement of maximum speed. Setting the sliders to the right increases the effect, to the left it reduces it. A few words about the difference between a turbocharger (turbo) and a supercharger (super-charger). Despite the equivalent tasks performed by both systems, the differences in the principle of operation are quite strong.

Turbocharger(left) runs on exhaust gases, which, getting from the engine into the turbine compartment (through the brown pipe), rotate it and at the same time the compressor wheel. The compressor draws in air from the atmosphere, compresses it and sends it under pressure to the intake manifold. Supercharger(right) activated by direct connection to the engine via a belt drive: one of the compressor rotors being driven activates the second rotor; untwisting, this system sucks in air and also sends it to the intake manifold. Both systems have their drawbacks: the turbocharger is a power failure at low revs due to a lack of exhaust gases, the supercharger is a rigid connection with the engine, which causes power loss. However, at present, thanks to progress, both problems have almost no effect.

NITRO.

We have all seen cylinders with the inscription NOS and we know what is in these cylinders - nitric oxide, aka laughing gas. This gas is used to produce a richer fuel-air mixture. As a result, such a mixture contributes to a very active increase in engine power. Without going into the intricacies of nitrogen supply systems and the processes taking place at the same time, let's go directly to the description of the settings.
The supply pressure determines the force with which nitrogen oxide is added to the air/fuel mixture. Increasing pressure increases acceleration, but may cause the cylinders to empty quickly; low pressure may not be enough to perform the desired maneuver (overtaking or accelerating).
The exhaust rate determines the amount of nitrogen oxide that will be supplied to the fuel intake system. Increasing this setting also improves acceleration, but may cause loss of control or shift problems; reducing the feed rate will prolong the effect of the nitro, but will also reduce the power of this effect.
The combination of these two settings gives the maximum effect for different types of races: in drifting, it is desirable to reduce both settings to get a smooth and long drift; in high-speed races, a slight increase in pressure and speed will effectively bypass opponents; in dredge, the maximum increase of the two parameters, combined with the optimal setting of the gearbox, will achieve the best results.

3.3. Transmission.

Transmission is a chain of transmission of rotational energy from the engine to the drive wheelset. It starts with a clutch disc that connects the engine crankshaft and the gearbox input shaft, and ends with a differential that connects the driven shaft (in the case of front-wheel drive) or the cardan shaft (in the case of rear-wheel drive) to the wheel axle. The task of the transmission is to optimize the engine speed so that the car can start and move in any situation.
To start, a little introduction.
All interactions in the transmission are carried out with the help of gear connections. Imagine two gear wheels, one with 20 teeth, the other with 10. The initial rotation is reported to the large wheel, and it sets the small one in rotation. In this case, the larger wheel will be driving, and the small wheel will be driven. For one revolution of the large wheel, the small one will make two revolutions, that is, it will rotate faster. The ratio of the number of teeth between the driving and driven wheels is called the gear ratio and in this case will be 20:10 or 2:1. As a result, we will get an increase in transmission.
In the reverse situation, when the initial rotation is reported to the small wheel, and it drives the large one, for one revolution of the driving wheel, the driven wheel will turn only half, that is, it will rotate more slowly. The gear ratio will be 10:20 or 1:2 and we will get a downshift. Thus, by connecting different wheels, you can get different gear ratios. This is exactly what is implemented in the gearbox.

Designations:
clutch - clutch disc, layshaft - intermediate shaft (in two-shaft systems - drive), output shaft - driven shaft, selector fork - gear selector fork, dog gear - gear shift clutch, 1st ... 5th gear - gears.

The gears on the drive (intermediate) shaft are fixed rigidly and rotate constantly (except for gear changes when the clutch is disengaged). The gears on the driven shaft are in engagement with the driving ones, but they are in contact with the shaft itself through bearings. Thus, the rotation of the input shaft and the driven gears does not cause the rotation of the driven shaft. This task is performed by shift clutches, which can be moved along the shaft by means of shift forks. The forks themselves are directly connected to the derailleur. Moving the switch handle causes the corresponding clutch to move along the driven shaft and initiates the engagement of the latter with the driven gear of the transmission. As a result, the driven shaft begins to rotate at a speed proportional to the gear ratio. This is the basic principle of operation of a standard gearbox.

However, the converted rotational speed is still too much for the wheelset. To convert the resulting number of revolutions into an acceptable one (for gripping the wheels with the road surface), a differential is used. Its main task is to coordinate (differentiate) the rotation of the wheels of the driving wheelset during cornering: thanks to the geared decoupling of the axle, the wheels can rotate independently of each other. But we will consider only his work as the last downshift (final drive gear).

Designations:
input pinion gear - drive gear, ring gear - differential rotor, cage - differential box, left/right drive pinion - left/right axle gear, captive pinions - satellites.

The rotational movement from the driven shaft of the gearbox (or from the driveshaft in the case of rear-wheel drive) is transmitted through the input pinion gear to the differential rotor (ring gear). This sets the wheels of the car in motion, but due to the fact that the number of teeth on the rotor exceeds that on the drive gear, the gear is lowered, and, consequently, the speed of rotation of the wheels is reduced. Despite the fact that the transmission is a reduction gear, the ratio is written in reverse, that is, with a 9-tooth drive gear and a 41-m driven gear, we get a gear ratio of 41:9 or 4.55:1. Let's move on to the settings of this group, which are divided into two subgroups:
- setting up the gearbox;
- Differential setting.

TRANSMISSION.

Gearbox tuning comes down to choosing the ratio between gears. Setting the knobs to the left (short) will allow you to quickly reach the high rpm required to shift into the next gear. Setting it to the right (tall) position will increase this time, allowing for faster speed. Frankly, this could have been written about right away, but I wanted to explain how the whole system works to help you avoid mistakes when choosing gear ratios. In conclusion, I note that the first gear is needed only to move the car from its place, while the rest are used for acceleration.

DIFFERENTIAL.

The situation is the same as with the gearbox: reducing (short) the final gear ratio will allow faster acceleration, but can lead to slippage at the start, especially with a powerful engine installed. Increasing (tall) this parameter will result in smooth acceleration and an increase in top speed.

3.4. brakes.

Brakes are needed to stop (or slow down) the car. Unlike the previous sections, I will not give any art and explanation - everything is clear here anyway.

BALANCING THE ACTIVATION OF THE BRAKES.

It is believed that in the neutral position of the regulator, all brakes are activated simultaneously. Theoretically, this should provide a smooth braking distance. Shifting the regulator towards the front brakes (front) will ensure their earlier operation in relation to the rear ones. As a result, we get a skid of the rear of the car and a possible improvement in steering. The result of shifting the adjuster towards the rear brakes will be front drift and more stability when braking at high speeds.

BRAKING FORCE.

In this case, it means the pressure with which the brake pads (calipers) are pressed against the brake drum or disc. Theoretically, the higher this pressure, the faster the car should stop (or slow down). In practice, this is only part of the process, but I will not focus on this. I will only note the fact that in order to cope with the increased braking force, it is necessary to “change shoes” on wheels with better rubber, otherwise the effect will not get the desired result. An important note: it is worth remembering that improving the braking system will allow you to perform more extreme maneuvers - braking at high speed a little later than your rivals. This is what I meant when I mentioned the increase in the results of passing races. An equally important note regarding the handbrake: the handbrake only works on the rear wheels. Its use is useful for drifting and for short winding distances, as it provides a fairly controlled skid. Increasing the pressure of the hand brake will provide a more abrupt operation. This is recommended for normal racing but not recommended for drifting. Applying too much handbrake pressure can cause the rear brakes to lock up and cause you to leave the track.

4. Conclusion.

Many will have a question: why is this all? After all, the game is a “failure”, a lot of graphic glitches, etc. etc. I will answer: the game itself is excellent. The graphical implementation is lame - yes, but the machine control system implemented in the game makes you think about the great work done by the developers. I'm not trying to convince someone to change their attitude to the game - this can only be done by one's own efforts. I just filled in a significant gap made by the developers - the lack of high-quality Russian-language documentation and a concise description of mechanical tuning. Whether I succeeded or not is up to you. In any case, thank you for taking the time to read the material presented.



Genre: Race
Developer: EA Black Box
Publisher: Electronic Arts
Localization: Soft Club
Game site http://www.ea.com
Release date: November 13, 2007 in the US, November 23, 2007 in Europe
Platforms: XBOX 360™, PlayStation3®, PlayStation2™, Wii, Playstation®Portable, Nintendo DS™, PC-CD, Mobile

Game description:
The most expensive cars from around the world, breathtaking tuning, xenon light and unrealistic speeds - illegal racing has always attracted daredevils on the fastest masterpieces of the automotive industry. But over time, culture and fashion change. Fans of fast driving came out into the light and stopped hiding from the police: new competitions are officially held on special tracks in all parts of the world. The hobby of the "golden youth" has turned into an independent sport with its own rules, sponsors and champions.

The new part of the famous racing series Need for Speed ​​changes after the races themselves. No more hiding from the authorities and taking risks in illegal races. Now the most dangerous enemy is not the police, but cunning and swift rivals. They act aggressively and at any moment are ready to cut the opponent's car or push it into a ditch, turning it into a shapeless pile of iron. The era of immortal cars is over! Any four-wheeled horse can be smashed to smithereens: literally everything crumples and falls off - the hood, bumpers, spoilers, roof, fenders, windows and even wheels. ProStreet is not just another episode of the series, it is - new level realism and entertainment, available to everyone!

Game Features:
The damage system will teach caution. Beware of collisions with other cars and hitting concrete blocks, otherwise you risk turning the chrome-plated beauty into a pile of useless trash. You can break, crush or tear off any part. After each race, you will have to repair the car, choosing between replacing old parts or restoring them - after all, new ones cost a lot of money.
Improved tuning system. The slightest change in the appearance of the car affects its behavior. Reducing the angle of the spoiler or the height of the bumper affects the aerodynamic performance. A standard car can be turned into a rocket that develops space speeds, but it will not be easy to cope with it.
Fine tuning of the engine. The motor has received as much attention as external details. It can be carefully adjusted to achieve the desired effect. From now on, it is the “stuffing” under the hood, and not ostentatious delights, that is the most important part of the car.
Licensed car park. You will meet many cars from the most famous concerns. Among them are the BMW M3, Mazda RX-7, Toyota Corolla GTS AE86 and Nissan GT-4 Proto. The game features models from two dozen famous manufacturers.
Cutting edge graphics. Models of cars are so similar to their real prototypes that the line between the game and life is melting before our eyes. Beautiful clouds, sky, spectacular sunsets and sunrises, spectators near the track and clouds of thick smoke escaping from under the wheels further enhance the sense of reality of what is happening.

Question answer

№1 Question: Where can I download music from the game?
Answer: http://www.nfs-zone.net/nfsps-soundtracks

№2 Question: Is there a demo (beta) and where can I download it?
Answer: There is. Mirror 1 , Mirror 2 , Mirror 3 , Mirror 4.

№3 Question: What cars are in the game?
Answer: Here full list: http://www.nfs-zone.net/nfsps-carlist

№4 Question: How many races are there in the game?
Answer: There are four in total:

- GRIP(Close Сircuit) - Closed circuit race (Or simply in the people - circles)
- Drift- Known since the first Underground! Skids, points - VICTORY! Drift mode will be different from that of NFS Carbon thanks to new physics.
- Drag- Race in a straight line from point A to point B with manual gear shifting (Drag)
- Speed ​​challenge- It will take place mainly on long tracks. At high speeds, you will drive on straight, flat roads with almost no turns. But when you try to drive, the game will turn into off-road, as driving at such speeds will be very dangerous.

№5 Question: Does the game support DX 10?
Answer: NO. DX9 only

№6 Question: I heard that the game has a Russian language, how to activate it?
Answer: Download archive -> NFS ProStreet Lang Change(Unzip to game folder)

№7 Question: Where are game saves stored?
Answer: In folder My Documents. Start -> My Documents -> NFS ProStreet

№8 Question: How to pass "Willy"?! Whatever I do, the car does not stand on the "rack"!
Answer: I need to buy a 1969 Dodge Charger R/T car. As a quick option: buy #3 quick tuning kits for power and grip - that's it.
As an alternative: engine, turbine, transmission, suspension, tires level 3, nitro 2nd.
Make settings in tuning: in the engine, the gas distribution phase to a minimum, H2O injection to the maximum, in the transmission, the first gear is 3/4, the rest are 1/4, do not touch the main one.
Advice from vk6666:
the best car for the "Wheelie" mode (in the Russian beaver translation "Willy")
this is a dodge charger r \ t with a maximum dvigla pack (I have a 4th level of turbine, nitra, and dvigla) I think the 3rd level of upgrades is also suitable, but I tried it on 4m, in "tuning" in the "engine" section, all parameters are set to " high", and we get a charger about 974 mares...
in gears, the setting of the first two is short, the third and 4 are normal
the last long one (this is 1/2 mile even better), 1/4 mile - do not lengthen the last gears
then - the car starts, we try to get into the Perfect shift, and we succumb to the nitro at the beginning of the 4th gear, and then we also switch to the green area ...
result: the whole track is on its hind legs, that is, according to game measurements, 409 meters (for some reason, and not 402), he personally scored 409 meters in 3 races in a row ...

advice from nighthorror
In order to win a wheelie - no special costs are needed - enough:
Dodge Charger 1pc.
Engine level 2.
Suspension level 2.
Checkpoint level 3.
Turbine level 3.
Tires level 3.
Nitro level 1.
Next, pull the 5th gear to the maximum.
We adjust the suspension - the front axle is hard, the rear axle is soft.

№9 Question: How to remove PUNK BUSTER which is installed and launched along with the game, taking away some of the resources (Only for pirated version) so that the game does not break on the Internet?
Answer: Uninstall (for Windows XP):
1) Go to Control Panel -> Administrative Tools -> Services, find PnkBstrA and disable this service in properties
2) Go to the c ProStreet folder and delete the PB folder
3) go to Windows/system32 and delete PnkBstrA.exe, PnkBstrB.exe
4) Start -> Run -> regedit -> Edit -> Find -> Punk Buster, there are 2 partitions, delete them (this step is optional)
5) Restart the computer

№10 Question: is it possible, for example, to assign a car for a dredge as a drift car and vice versa?
Answer: each car can be assigned to any type of race: go into the garage, select the car from which you want to change the destination and press the number 2 (but after the change, all packages installed on the car are reset)

#11 Question: Is there a free life in the game like most wanted, when freedom of movement + role system And can you ride anywhere and anytime?
Answer: There is not. You can only ride on trails.

№12 Q: Are there cheat codes in Need For Speed™ Pro Street and where do I enter them?
Answer: Yes there is. They must be entered in the career mode in the column code entry
mitsubishigofar- Adds a Mitsubishi Lancer Evolution to the garage
zerozerozero- Adds a Volkswagen Golf GTi to the garage
worldslongestlasting- Adds a Dodge Viper SRT-10 to the garage
unlock all things- Adds to the garage: Nissan 240SX, Pontiac GTO, Chevrolet Cobalt SS and Dodge Viper (With tuning). Parts of the 4th level are opened in the store (after a reboot, they also disappear, but if you put them on a wheelbarrow, they will remain on the wheelbarrow)
For eternal money you need to download the trainer
collectorsed- Unlocks the options of the collector's version of the game, namely, adds five new exclusive cars:
Acura Integra LS 2001, Acura NSX 2005, Lexus IS350 2006, Audi RS4 2006 and Pontiac Solstice GXP 2006;
Adds four more racing weekends to the game.
After restarting, the code must be entered again.

№13 Question: How to get rid of friezes during the game.
Answer: At the moment, only replacing the processor with a dual-core one helps in this. In some rare cases, friezes do not disappear on Core2Duo. People with single-core processors and Core2Duo owners who have friezes will have to wait for a patch that will fix this problem.

№14 Question: My races are not starting or the weekend is endlessly loading, what should I do.
Answer: This is caused by editing the registry entry into Russian. It is cured by rewriting back to English with

№15 Question: Are there any patches or updates to the game.
Answer: Yes there is:
The patch for Need For Speed ​​Pro Street is finally out today. It fixes a lot of bugs and adds a Lan Mode to the game in which you can play with your friends on-line.
The patch also adds previously inaccessible cars to the game (Bugati Veyron, Honda S2000, Seat LEON, Plymouth Road Runer...) and new tracks (Porshe test site in Leipzig, Tokyo Highway)
The patch size is 230MB.
List of changes and additions:
Fixes gameplay, elimination of glitches and bugs of the game!
Support LAN mode (Ability to play on LAN)!
Promised Booster Pack (2 new tracks and 16 new cars)!
This patch is for the European DVD version of the game!
NFS Pro Street Patch v1.1 (Rest of Europe) 227.3 MB
NFS Pro Street Patch v1.1 (US - English) 228 MB (HKZonda, Reloaded, Vitaly)

№16 Question: After updating the game to version 1.1, codes are not entered
Answer: Need to download This little utility.
After patching the nfs.exe file (version 1.1), start the game, enter the following 4 cheat codes in the career:
SAAM-CE
- open Collectors Edition Pack (5 cars)
SAAM-BP1
- open Booster Pack 1 (7 cars)
SAAM-BP2
- open Booster Pack 2 (7 cars)
SAAM-UNL
- replaces cheat code "unlockallthings"

№17 Question: Where can I download saves for the game
Answer: NFS ProStreet Save 1.0
NFS ProStreet Save 1.1
NFS ProStreet SaveGame Unlock Cars - SaveGame with 178 cars

№18 Question: What should be done if something does not work, or there are departures in a car dealership for a Bugatti Veyron, or any other car?
Reply from vk6666:
1. install patch 1.1 for YOUR VERSION of the game.
2. We put this magic patch on it: PATCH
yes, it seems to be like it is "but CD" but in fact this archive contains 2 files: nfs.exe and the list of cars file, that is, now the cars are displayed correctly, the exe file no longer gives errors, BUT the codes do not work ... and then we put this miracle here:
3. MIRACLE in fact, it gives us the ability to use the new executable, here are the very codes (See above)

№19 Question: What are the "bosses" in Need For Speed™ Pro Street and how to win them
Answer from vk6666:
In the game, as you noticed, there are five "bosses", that is, "kings" of each type of race, plus one main one, for all types of races, and of course everyone wants to defeat them, I offer some tips that allow you to defeat these gentlemen as best as possible faster:

1.Drag King (Karol Monroe)
everything is quite simple with this gentleman - he performs on a frank shed, namely on the Ford Mustang GT 2006, which has only 551 hp under the hood, respectively, if your unit has more than 700 horses - you will defeat him without straining like in half a mile, and in quarter-mile races, but how to win in Wheelie is written above. I’ll make a reservation right away - in this type of race he gains a maximum of 250 meters, and if you followed the advice for passing Wheelie, then 380-409 meters is guaranteed to you, which will give you an absolute victory.

2. Drift King (Aki Kamura)
there are also quite a few tricks here, but if you know how to make a continuous skid on the entire track, then this friend is also not afraid of you. car - Mazda RX7 1995, under 500 horses (very, by the way, clumsy)
He scores from 2800 to 3400 points on any track, i.е. you just need to do at least a little more - and your victory.

3. Grip King (Ray Krieger)
the first time you see him, there is a strong feeling that he either bought the rights, or his friends gave him ... his car is a BMW M3 E92 2008, about 500 horses.
he doesn’t know how to drive at all, moreover, if you scare him with unpredictable idiocy like nitro before the turn, and next to him, then he himself will also catch the roof. and if you don’t touch him, he often doesn’t enter corners .. moreover, in the races on the way to him you will come across a much more harmful rival - Rudy Chen on a Porsche 911 Turbo 2006, which copes much better with turns and straight lines, and if you defeated him, then the flu king is not terrible for you at all. Just remember that the tracks in competition with this king will be winding, and accordingly you need to take something like a Subaru Impreza, Mitsubishi EVO 9 or X, Lancia Delta, or any of the supercars, properly tuned.
a small note: his car is a frank bucket of bolts, it is simply stupid to participate in circuit races on it - the car drives, plus it is clumsy. so sell it as soon as you win...

4. Speed ​​King (Nate Denver)
car - Pontiac GTO 1965, if memory serves - about 700 horses.
this guy drives very well and very fast, almost never makes mistakes, but exactly what is practical: on two races of the Speed ​​Challenge there is his favorite turn with cacti, where he flies every second race, i.e. if he did overtake you, and came to the finish line first (this turn is at the end of the track) - do not be shy, restart the race, and he will definitely glide into the ditch ..
and on Top speed run only 4 checkpoints - just turn on the nitro before each one, and victory is yours (first release the king forward so as not to interfere)

5. Showdown King (Ryo Watanabe)
this is the most harmful organism in the game, car Mitsubishi Lancer Evo IX MR-edition 2006 751 hp
drives very well, competes in all types of races:
a). Drag - there are two competitions with him, Wheelie and a half-mile drag along an uneven track with a mountain in the middle, everything is simple with Wheelie, he gains no more than 200 meters, and look at the rest above, this is the easiest type of racing with him.
on a half mile drag you need to take a very stable car, or four-wheel drive (Lamborghini Murcielago LP640 2006 works well)
or rear-wheel drive, but then turn on the nitro after the exit from the hill, in 6th gear. otherwise he will lead, the "king" himself 2 out of three times catches the roof when passing the mountain, but once he still levels out and arrives with a big delay (although I saw once that he still was not mistaken, and drove as it should, the result he has 12.9 sec)
b) Speed ​​is the most dreary type of racing (IMHO) because the track is full of ditches, and in order to overtake it, you have to drive very fast and carefully, which is not always the case with supercars.
possible options - in one of the 10 races, he catches the roof in a random place on the track, then we just drive to the end at low speed, and we win.
second: we are trying to overtake him, but we need a fast and stable car, which is achieved only by fine tuning.
third: we take any barge and not far from the start we try to dump it into a ditch - it usually comes out from the 5th time, well, then by 150 and slowly we reach the finish line ..
c) Grip - here it is also very strong - only a nimble and VERY fast car will help, with the shortest gears, and maximum brake pressure (done in the car settings) muscle cars will not work here at all, I personally went through this race on a Ford GT (the most maneuverable from supercars).
the tracks are all a mix of straights and 180 degree turns.
d) Drift - here we look at everything that I wrote about Drift King - he scores the same points. only port routes are the most inconvenient ..

№20 Question: Which cars are best for Drift, Drag, Grip and Speed.
Answer from vk6666:

So, I’ll make a reservation right away - we will talk about version 1.1 of the game, and about the most difficult game mode "King" with disabled "helpers", i.e. you can't make it harder.

1. Drift
in this type of racing, any car will suit you in principle, but I will still highlight a few models:
a) "Japanese" - a funny thing 1986 Toyota Corolla GT-S AE86 - cheap and effective at first
the 1998 Toyota Supra and 1999 Nissan Silvia S15 are also very good, just easy to drive and responsive cars.
b) "Americans" - here I want to note the 1971 Dodge Challenger and 1970 Plymouth Hemi Cuda - swing up to 868 and 960 horses, respectively, are very agile, and will pull you out of any turn (in general, like the supra) plus, due to the greater mass of the car, the specifics of control different from the "Japanese", but this is already "taste and color", for example, you can hold the brake and at the same time turn on the gas, winding the glasses around the corner of the skid and behind the smoke ... well, I note that I personally scored against the king of drift and Ryu Watanabe in two times more points on these two muscle cars. and my personal record is 7900 points for the track - on the challenger ..
and a small addition - there are two excellent barges - 1968 Plymouth Road Runner and 1967 Dodge Charger - this is better to use on tracks where the radius of continuous drift is very large - then these armadillos will shove with excellent speed along such turns, and continuous drift, as you know - the longer the better.

2. Drag
in this type of racing, almost all cars can be brought to mind, but I think we need to dwell on a few separately:
excellent solutions for a minimum of money, plus excellent stability throughout the route, this is undoubtedly
2006 Pontiac GTO
1967 Dodge Charger
1998 Toyota Supra
and in a separate article the expensive cheating car 2006 Pagani Zonda F - it has results for 402 meters on average 6.5 seconds, according to some statements it was 5.9 ... but this car costs money, and all records were set naturally on a full upgrade of the 4th level

3.Grip
The undoubted leader is the cheap and very frisky 1991 Lancia Delta Integrale Evo, which, at maximum buildup, gives only 421 hp, but at the same time you can defeat everyone and everything, including Mr. Ryu.
further - attention is deserved by such machines as
2008 Porsche 911 (997) GT2
2006 Subaru Impreza WRX STI

2006 Ford GT
2006 Koenigsegg CCX
The McLaren F1 also stands out, which (with a full upgrade) can enter a 90º turn at a speed of 180 km / h ... the only minus of the McLaren F1 is its price.

these cars, with the shortest gears (done in the "tuning" section), stiff suspension and maximum brake pressure (all the same) - are simply ideal in handling and acceleration, which makes them excellent in this class of racing. But you also need to make one car for the "oval" track, which you will come across towards the end of the game - here any car that can be pumped over 800 hp is taken, its gears are pulled to the maximum, and sluggish steering is made - then on the oval you will be the first. and what to take - it's a matter of taste ..
but for perverts I can advise
two more models:
1967 Chevrolet Corvette C2 (Sting Ray)
2006 Chevrolet Corvette Z06
you can effectively take turns on them only with the help of a controlled skid, and not be afraid, but enter at fairly high speeds, but you still need to be able to do this, but acceleration after the turn is simply diabolical (again, do not forget about short gears and the most powerful brake)

4.Speed
all-wheel drive are good here and fast cars, as well as almost all supercars
I would especially like to highlight the following models:
2007 Audi RS4
1999 Nissan Skyline R34
2006 Lamborghini Murciélago LP640
2006 Subaru Impreza WRX STI
2006 Mitsubishi Lancer Evolution IX MR edition
2008 Mitsubishi Lancer Evolution X
2006 Ford GT
for their excellent stability.

who cares - I passed the king of speed and Ryu on a 2007 Audi RS4, and it was much easier than on my previous 2008 Porsche 911 (997) GT2 ..

and finally, a general comment about the two machines:
1. 2006 Bugatti Veyron 16.4 - no matter how cool she looks, no matter how tempting her 407 km / h is, this is just a show off, she will not be better in any of the classes of the above outstanding cars .. while she is not subjected to any what upgrade, except for the body shape and color. that is, neither tuning, nor improvement of the power unit, nor nitro is available to you ...
2. 2008 Nissan GT-R Proto - Upgradeable, Tuneable, but visual changes are locked. and even though it can be pumped up to 1400 mares, it is also not much better in terms of usability, but somewhere noticeably worse than the above cars.


Thanks to vk6666 and @_lex for help in creating the FAQ. Suspension- As tests have shown, there are only two settings that affect the acceleration dynamics. These are the clearance (Ride height) and the stiffness of the front and rear springs (Spring rate). If you move the sliders to the left, the car will cling to the asphalt, and this is fraught with a loss of speed. If you move the slider in the opposite direction, acceleration will be worse due to a decrease in downforce. These settings need to be selected separately for each track - that is, find the minimum value at which the car does not touch the road, but does not “dangle”

A very important point is the adjustment of the clearance, otherwise called "Ground clearance". Too high values ​​of this parameter lead to a deterioration in cornering stability (due to the “Wing” effect, the air flow lifts the car), and too low values ​​- to a change in suspension geometry and poor handling (too low landing and high downforce require filigree control, otherwise, instead of turning you will fly off the track). But it is worth remembering that for better aerodynamics, it is necessary that the car be streamlined, that is, the rear of the car must be higher than its nose. Since there are quite a lot of parameters in the suspension settings, we will analyze each separately.

Front\Rear Shock Compression Rate (Soft - Stiff)
Compression ratio front/rear shock absorbers (Soft - Hard)

A softer suspension will absorb bumps in the road at the expense of handling. We set the maximum rigidity, since we have racing tracks, not city tracks. In addition, the rigid suspension prevents body roll when turning.

Front\Rear Shock Rebound Rate (Soft - Stiff)
Elasticity front/rear shock absorbers (Soft - Hard)

The speed at which a shock absorber returns to its original state after compression. We put on the most rigid position. The shock absorber absorbs part of the energy of the spring vibration and prevents the car from “loosening” in different directions. Soft suspension is good off-road, and we need maximum rigidity.

Front\Rear Spring Rate (Soft - Stiff)
Front/Rear spring rate (Soft - Hard)

A soft spring is needed for a comfortable ride. She will calmly “eat” the bump, and the body will not get hit. The softer the suspension, the more inconspicuous the bumps, but the worse the handling and stability. The car will "Chat" in different directions, and the behavior on the road will be unpredictable. Therefore, make the suspension as stiff as possible. Yes, this is a risk - the very first bump can lead to an uncontrollable skid, but this is irrelevant on the track, since the canvas is licked to a mirror shine

Ride Height (Low - High)
Clearance (Low - High)

It is important that the clearance matches the suspension settings. The higher the car is raised, the higher its center of gravity and, therefore, the stronger the rolls when turning. In addition, there is a very high chance of rollover. The tighter the car, the lower the center of gravity and the more precise and responsive the handling. In addition, the low landing provides better aerodynamic qualities.

Front\Rear Roll Bar Stiffness (Soft - Stiff)
Roll Stabilizer (Soft - Hard)

The anti-roll bar prevents the vehicle from rolling in a turn. Of course, a machine is not a pendulum. The swing here is barely noticeable, but very important. The fact is that the suspension of the car is designed so that the tire is parallel to the road. In a turn, the car rolls (along with the suspension, of course) and the contact area of ​​​​the tire with the road decreases, which means that the grip decreases. The stiffness of the stabilizer should be set to three-quarters to improve cornering stability, but not to risk it, because an excessively stiff stabilizer can make the car behave unpredictably.

Front\Rear Tire Pressure (Low - High)
Pressure in Front\Rear tires (Low - High)

Tire pressure is an extremely important parameter for a racing car. The formula is simple: at high pressure, the car seems to fly over the road. Top speed and acceleration are better, but grip is worse. If the pressure is low, the area of ​​\u200b\u200bcontact with the road is larger, which means better grip, but speed characteristics are worse. The best option: in the driving wheels, make the pressure lower, and in the driven ones - higher

Camber (Positive - Negative)
Camber

Camber is the angle between the vertical and the plane of rotation of the wheel. To put it simply, when looking at the wheel from the front (with wheels level), the level position is neutral camber. If the top of the wheel sticks out, it is negative camber; if lower - positive. Negative camber is used only in circuit racing on the oval, and even then only on the inside wheels, so that the contact of the tire with the track is maximum. Positive camber improves handling, because the car seems to cling to the road, but the tire wears out quickly in this position of the wheel, and the maximum speed decreases. We conclude that the convergence should be set closer to the "Plus", but not far from the neutral position

toe (Positive - Negative)
Convergence (Positive - Negative)

Convergence - the angle between the direction of movement and the plane of rotation of the wheel. Positive toe is when the wheels point inward, and negative toe out. Negative toe improves handling by providing sharper steering feedback. Positive increases stability on the road. The setting depends on the specific track, but in general it looks like this: if there are a lot of high-speed turns on the track, it is better to give preference to stability. And if there are more slow, tight turns, try moving the slider to a negative position.

caster (Positive - Negative)
Kingpin tilt (Positive - Negative)

Increasing the tilt of the kingpin increases the stability of the machine on the trajectory and the speed on the straight line at the expense of poor controllability. The deterioration is insignificant, so put it in the extreme right position

Steering Response Ratio (Loose - Stiff)
Feedback rudder (Loose - Rigid)

This value adjusts the steering sensitivity. Stiff steering helps to clearly pass a series of sharp turns, but at high speed any inaccuracy will lead to loss of stability and make the car uncontrollable. At speeds above three hundred kilometers per hour, a wrong move will cost you a car.

Tire settings do not affect speed. Higher level packages improve starting acceleration, but more speed is lost in corners (apparently due to different traction). Depending on the route, the necessary packages should be selected, so there are no specific instructions. Try and check.

Engine
For all engine parameters, the optimal position, as in the previous parts of the game, is +10, that is, all the power falls on maximum speed. No wonder, because it is at maximum speed that the whole race takes place.

Nitrous (Nitro)
Nitric oxide has only two parameters - pressure and injection force. We set the maximum pressure and the most high level injection. Both parameters regulate the increase in speed and power of the engine. Too high a value can lead to slipping and loss of control, too small - to the fact that the nitro will burn out, and you will not even notice it

Gearbox (Drive train)
Unlike the Carbon, here the gearbox setting is logical: short gears give fast acceleration and, accordingly, low top speed. Long ones allow you to gain more speed, but the tachometer needle gets to high speeds much longer. Start running the track at the factory settings of the box, and having understood at what speeds it is best to take turns on the track, select the gear ratios.

Brakes
Brake settings do not affect speed, but with the third level package the car is faster than with the factory one. What caused this is not clear. Standard lottery Need for Speed



 
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