The Outlaw
Premium
- 3,042
- Bay Area, California
- GTP_timeattack
I thought I'd start a thread that would accumulate some of the unrealistic physics or features found in GT5 Prologue of which you guys have experienced. Hopefully we can provide some constructive criticism for PD to further improve the final version of GT5 đź‘Ť After all, this game is supposed to be the "ultimate driving simulator". Anyways, hopefully PD comes across this thread shortly.
Here are a few of my criticism:
1. A select group of cars (specifically the Tuned Skyline) brake better when you use massive engine braking to aid in slowing the car. Meaning, while you are under braking you rapidly downshift to the gear you will use at the apex of corner, and allow the engine to bounce of the rev limiter while braking to help slow the car down dramatically. In some cases engine braking can decrease stopping distances in reality, but this is usually just with 4wd cars when braking from high speed, in a STRAIGHT LINE. You're not going to see benefits from bouncing off the rev limiter in a RWD car while braking around a radiused turned, or while trail braking. You would just end up completly upsetting the balance of the car, likely causing a sudden loss of rear grip. Trust me, I've done this a time or two on the track. Luckily I didn't blow the engine or worse yet, spin out and trash my car or myself. I also find it quite strange how only a select few cars in the game do this.
Here's a lap I did at Daytona Road with the Tuned Skyline that shows what I'm speaking of. I did a perfect demonstration of the extreme engine braking going into T4, which clearly shows how quickly the car slowed down under braking thanks to this unrealistic affect.
2. The R35 GT-R when set-up with a 45/55 torque split and proper suspension accelerates dramatically quicker when slightly powersliden out of a corner. It also helps to upshift a bit sooner when using this technique...at least while the tires are still slipping and the revs jump up a bit. This flaw is best demonstrated at Daytona Road, where using this technique can yield a good 1 second a lap advantage. There's absolutely no reason why the GT-R should accelerate quicker in a powerslide/yaw angle versus when accelerating without any slip angle coming out of the corner, especially given the GT-R's rather broad torque curve. I'll try and post a video of this shortly, as it is a bit hard to explain in words unless you've experienced it first hand.
3. Some of the cars in GT5P have extremely unrealistic handling at low speeds. A lot of the cars in the game, including the tuned cars won't even do donuts from a stand still. This is quite unrealistic especially considering these cars certainly have a limited slip or posi differential.
4. The HP/TQ graphs in the tuning department are far fetched when the power levels are adjusted from the stock value. This makes maximizing your gearing among other things a guessing game to an extent. First off, torque and horsepower ALWAYS cross at 5250 rpm, given the engine revs that high. That's just a simple part of the equation in which you take the engines torque curve throughout the rpm range and derive a horsepower curve/plot for the rpm range. After all, horespower is just a calculation of torque. Torque is all a dyno really measures. When you start playing with the power levels, the point in which hp and torque meet, ends up floating all over the place.
Also, it would be nice to have a much more in depth power graph, with 1k increment in rpm's on the x axis. This would help to tell what in the hell we're doing in terms of gearing our cars to really maximize the engines powerband.
5. The tuning in GT5P doesn't really seem to correspond with how certain changes would affect the car in reality. I have a good amount of experience in set-up, from setting up my track car, kart, and rc cars. It's frustrating trying to tune the cars at times, as the particular changes to certain cars don't have the affect they would in reality. It makes for a lot more trial and error than is really necessary. I remember seeing a 430 tune with a 6/2 spring rate that handled quite nicely on S2's at Suzuka. In reality this set-up would understeer like a pig with a spring that hard in the front, and a spring that soft in the rear.
6. A lot of you probably know about the "toe bug" on the Sti's. I believe when you set the toe to F: +.50 R: -.50 the car gains a massive acceleration advantage. I believe this yielded something like 2 seconds a lap at Suzuka. This again is extremely unrealistic, considering having that much toe would only scrub speed from frictional losses. This further helps to prove my point in criticism 5.
Anyways, that's it for now. If I experience or think of anything else I'll be sure to post it. Feel free to share any bugs or unrealistic features that you guys have experienced! đź‘Ť
Here are a few of my criticism:
1. A select group of cars (specifically the Tuned Skyline) brake better when you use massive engine braking to aid in slowing the car. Meaning, while you are under braking you rapidly downshift to the gear you will use at the apex of corner, and allow the engine to bounce of the rev limiter while braking to help slow the car down dramatically. In some cases engine braking can decrease stopping distances in reality, but this is usually just with 4wd cars when braking from high speed, in a STRAIGHT LINE. You're not going to see benefits from bouncing off the rev limiter in a RWD car while braking around a radiused turned, or while trail braking. You would just end up completly upsetting the balance of the car, likely causing a sudden loss of rear grip. Trust me, I've done this a time or two on the track. Luckily I didn't blow the engine or worse yet, spin out and trash my car or myself. I also find it quite strange how only a select few cars in the game do this.
Here's a lap I did at Daytona Road with the Tuned Skyline that shows what I'm speaking of. I did a perfect demonstration of the extreme engine braking going into T4, which clearly shows how quickly the car slowed down under braking thanks to this unrealistic affect.
2. The R35 GT-R when set-up with a 45/55 torque split and proper suspension accelerates dramatically quicker when slightly powersliden out of a corner. It also helps to upshift a bit sooner when using this technique...at least while the tires are still slipping and the revs jump up a bit. This flaw is best demonstrated at Daytona Road, where using this technique can yield a good 1 second a lap advantage. There's absolutely no reason why the GT-R should accelerate quicker in a powerslide/yaw angle versus when accelerating without any slip angle coming out of the corner, especially given the GT-R's rather broad torque curve. I'll try and post a video of this shortly, as it is a bit hard to explain in words unless you've experienced it first hand.
3. Some of the cars in GT5P have extremely unrealistic handling at low speeds. A lot of the cars in the game, including the tuned cars won't even do donuts from a stand still. This is quite unrealistic especially considering these cars certainly have a limited slip or posi differential.
4. The HP/TQ graphs in the tuning department are far fetched when the power levels are adjusted from the stock value. This makes maximizing your gearing among other things a guessing game to an extent. First off, torque and horsepower ALWAYS cross at 5250 rpm, given the engine revs that high. That's just a simple part of the equation in which you take the engines torque curve throughout the rpm range and derive a horsepower curve/plot for the rpm range. After all, horespower is just a calculation of torque. Torque is all a dyno really measures. When you start playing with the power levels, the point in which hp and torque meet, ends up floating all over the place.
Also, it would be nice to have a much more in depth power graph, with 1k increment in rpm's on the x axis. This would help to tell what in the hell we're doing in terms of gearing our cars to really maximize the engines powerband.
5. The tuning in GT5P doesn't really seem to correspond with how certain changes would affect the car in reality. I have a good amount of experience in set-up, from setting up my track car, kart, and rc cars. It's frustrating trying to tune the cars at times, as the particular changes to certain cars don't have the affect they would in reality. It makes for a lot more trial and error than is really necessary. I remember seeing a 430 tune with a 6/2 spring rate that handled quite nicely on S2's at Suzuka. In reality this set-up would understeer like a pig with a spring that hard in the front, and a spring that soft in the rear.
6. A lot of you probably know about the "toe bug" on the Sti's. I believe when you set the toe to F: +.50 R: -.50 the car gains a massive acceleration advantage. I believe this yielded something like 2 seconds a lap at Suzuka. This again is extremely unrealistic, considering having that much toe would only scrub speed from frictional losses. This further helps to prove my point in criticism 5.
Anyways, that's it for now. If I experience or think of anything else I'll be sure to post it. Feel free to share any bugs or unrealistic features that you guys have experienced! đź‘Ť