Talk:Need for Speed: Porsche Unleashed

message: Does anyone know if the NFS:PU tracks are based on real-world tracks or roads? Dze27 06:20, 29 August 2006 (UTC)
replies: text: Most of them are based on real locations by name, but I'm not sure if the tracks themselves are (Monte Carlo is a partial exception). ╫ ２５ ◀RingADing▶ 12:09, 13 October 2006 (UTC)

text: the places are real,though zone industrielle ma be based on any industrial port city in germany.so it may not be that specific to a particular city.But its a game, so no worries der.no game ever has the geographically complete details in gameplay.always something is to be left to the imagination of the creators(-: talkative :-)</font></sup> 12:42 am, 26 august 2012talkative (talk) 19:15, 25 August 2012 (UTC)
thread_title:  Are the tracks real? 

message: Why is the PS1 version reduced to only a passing mention? It should be denoted that the PS1 ver. lacks several features of the PC version (like car modification and many parts of the HUD). Also, the incredible graphics part seems off, as it's NPOV.--Axe995 (talk) 03:00, 6 February 2008 (UTC)
thread_title:  PlayStation version 

message: www.porscheliga.estranky.sk
NFS : Porsche Unleashed championschip (czech/slovak)  —Preceding unsigned comment added by 91.191.95.16 (talk) 07:55, 16 October 2009 (UTC)
thread_title:  porsche online 

message: Now, it's been a while since I played the game, but I distinctly remember Police also being present in Club events (Traffic on roads, the aforementioned Police) in Evolution Mode, however the article states that they only appear in Factory Driver mode. Jdenm8 (talk) 14:22, 1 December 2010 (UTC)
thread_title:  Police Pursuits 

message: Against this article's recommendation the game uses DirectX 7 (and 3DFX as well). I think the recommended 300Mhz system must not carry directX 9.
Tubybb (talk) 12:49, 14 December 2011 (UTC)
thread_title:  DirectX 

message: The gameplay section needs to be corrected. First after I created 3 sections in Wikipedia_talk:WikiProject_Video_games it's not clear what is allowed to be included in a gameplay section. If actual gameplay can be used as a self reference, then more about the game could be included in gameplay. The original version (at least for PC) of the game included a manual, which could be used as a reference. I don't know if any strategy guides for NFS:PU exist.
Police chases - unlike previous NFS games, the player can not be "busted" by the police (I never witnessed this on the PC version). The police only appear in some of the factory driver events (unless a cheat code is used). On the PC version, the police cars only attempt to block and slow down the players car. Rather than getting busted, the police cars could slow a players car down enough to run out of time and having to restart the factory driver event.
Handling of the cars - it's different than prior NFS games, but whether it's more realistic is a matter of opinion. As for the opinions on the games handling, which probably should not be included in the gameplay description, it's not realistic compared to simulation oriented games of that era, such as Grand Prix Legends or EA's original F1 series (1999, 2000, ...). Details: Maximum tire grip occurs at maximum tire pressure (45 psi). Front downforce has no effect other than to slow down a car. Rear downforce has no effect on cornering grip and instead only reduces how much a car goes air borne when going over a hill top or bump. Anything that increases suspension stiffness or reduces roll (swaybars) increases grip. Toe in visually adjust toe-in, but the effect is to change the front / rear grip balance for understeer / oversteer. There is no throttle induced oversteer (similar to stability control, the game will reduce throttle to prevent throttle induced oversteer), although there is lift throttle (engine braking) induced oversteer, if the car is setup to oversteer, based on its default front/rear grip handling, the toe in setting, and tire pressures (generally rear tire pressures have to be less than front tire pressures to get lift throttle oversteer). Aerodynamic drag is affected by the overall gear ratio of the top gear of a car. For the race cars, setting overall and top gear to the tallest possible setting (lowest overall gear ratio) reduces drag and increases top speed, which renders top gear useless, but allows for the remaining gears to be set as needed for a track, and increases the top speed, for example the top speed of the GT1 at Zone Industrielle can be increased from around 205 mph to over 235 mph using this glitch.
It's unlikely that the cars were "studied in detail in terms of driving mechanics", but it could be a claim made in the game manual (I have mine in storage so I can't access it now). One issue is the performance of the race cars is not matched by the game, even though some real world performance numbers are included in the in game race car descriptions. For example the 1978 935 race car has a stated 0 to 60 mph time of 2.8 seconds (which is realistic), but due to limitations of the games physics, no car can accelerate from 0 to 60 mph in much less than 4 or 5 seconds. Rcgldr (talk) 07:28, 7 May 2018 (UTC)
thread_title:  Gameplay