Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Maxaxle

Pages: [1] 2 3 ... 17
1
News / Re: NFS World Offline
« on: December 24, 2017, 09:47:13 pm »
Indeed. Try out the Offline version and then imagine that you'd be able to do most events with other players.

2
Car Talk / Re: Best non-American Muscle Cars?
« on: November 20, 2016, 11:31:52 pm »
You guys really need to see this documentary!

http://www.imdb.com/title/tt1284028/


Oooooh. I'll definitely add it to the list.

3
Suggestions / Re: Efficiency? Running out of gas? Towing?
« on: October 25, 2016, 12:42:04 pm »
Not sure what baffles are I think we call them moth balls.
On that topic.  What about fueling a d fuel additives?  Toulene, xylene, racing fuel,  avgas, methanol etc...

Also any chance we can warm up the tyres/ do a burnout to warm up the tyres.....

Performance-enhancing burnouts? I approve.

4
Development / Re: The Vega Project
« on: July 30, 2016, 09:16:21 pm »
Maybe one day I'll be that good with Blender...As for Nova blueprints, have you tried searching online? I haven't found anything free (yet), but these are fairly cheap:

https://www.the-blueprints.com/blueprints/cars/chevrolet/page/8/

5
Suggestions / Found Parts
« on: April 26, 2016, 01:33:36 pm »
Every so often, usually when I'm driving around, I'll see a discarded hubcap or a chunk of a bumper laying in the gutter or on the sidewalk. What if you could find twisted exhaust pipes, torn-up exhaust pipes, and the occasional bumper or car wheel while exploring the city?

6
General Talk / Re: What car handling do you prefer in games?
« on: March 03, 2016, 12:15:01 am »
For example, is it really possible to know the effect of a mod in real life?
...No? /s

Being serious, there's probably some large amount of math involved in estimating and/or simulating the effects of a mod.

7
General Talk / Re: Voting 1934 Ford Cabriolet (convertible)
« on: January 13, 2016, 11:36:55 pm »

8
Car Talk / Re: Cars you'd like to see ingame, if only to point and laugh.
« on: November 28, 2015, 12:03:30 pm »
*falls out of chair*

Uh, hey Venomous. Nice necrobump.

9
News / Re: NFS World Offline
« on: November 26, 2015, 08:11:48 pm »
The game is totally arcadey (in a way that's simultaneously good and bad), but at least muscle cars seem to handle differently from lighter vehicles, and assorted vehicles can be differentiated through twitchiness and how heavy they are.

10
News / NFS World Offline
« on: November 19, 2015, 01:38:32 am »
The F2P game "Need For Speed World" died four-ish months ago, so it's being brought back in a way that brings it out of the tyrannical domain of EA. It's being brought back as "Need For Speed World Offline". Current version is a modded listen server and client bundled into the same .exe, with all sorts of cheats (like infinite money) enabled and no way to pay for anything (none of the ingame activities reward the player, and none of the links to buy more ingame currency with IRL currency work).

TL;DR "If you were ever interested in Need For Speed World, but wanted everything for free, here's your chance."

Currently NFSWO is singleplayer-only, but multiplayer without EA is being worked on.

Facebook page: https://www.facebook.com/offlinenfsw

Official page: https://sites.google.com/site/djnfswo/home

11
Street Rod 3 Discussion / Re: Hello
« on: September 03, 2015, 08:46:02 pm »
We're not dead yet!

*checks pulse* Yep, still alive.

12
Street Rod 3 Discussion / Re: Part failure, etc.
« on: August 10, 2015, 10:51:09 pm »
Perhaps we could something where forged parts wear a little less and hold together better at higher RPMs so less chance of blowing the engine or something like that.
That actually makes a lot of sense.

13
Street Rod 3 Discussion / Re: Part failure, etc.
« on: July 13, 2015, 01:30:48 pm »
ones thing that could be added to the time element is depending on experience and or if you have beat the game before or how many cars or engine installs you've done certain tasks and can less time as you "level up" or gain experience.
What if the experience was for one model in particular, and leaked over to similar work on other cars?
Example: I buy a rustbucket of a '75 Camaro and replace the engine. Replacing the engine gives me 100 XP for '75 Camaro engine replacements and 75 XP for engine replacements.

Alternatively, what if the XP gained from one job carries over more or less directly to jobs that are similar, and less so for jobs that aren't similar?
Example: I buy a muscle car with a bad transmission. Replacing the transmission gives me 100 XP for transmission replacements, 75 XP for drivetrain work, and 50 XP for exhaust work and engine replacement?

14
Street Rod 3 Discussion / Re: Part failure, etc.
« on: July 07, 2015, 11:02:56 pm »
i didn't know time went by when you installed parts in sr1 and 2.
I should definitely recheck this; it could just be related to buying/selling parts (time seems to explicitly pass when selling parts) or it could be related to installing parts, I'm not sure.

15
Street Rod 3 Discussion / Re: Part failure, etc.
« on: July 04, 2015, 05:20:56 pm »
Hot Rod American street drag took it a step further and certain part installs took more time out of your calendar. perhaps having it take time to have parts reconditioned might be an idea worth considering?
If we have that feature, I'd like estimates and such. I know I always seemed to loose time in SR1 and SR2 whenever I installed parts.

Pages: [1] 2 3 ... 17