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- Sydney
I have no idea what they have or haven't done for GT5. But before its released I thought I'd put up some simple things the game needs to have as options.
-Adjustable dead zones for the steering and the pedals, especially the brake pedal.
I have the Driving force GT wheel, and notice that on GT5P if the brake is even slightly pressed, it registers as significant braking force and it affects the car a whole deal, on all cars. Most real cars don't behave like this, there is almost always a significant zone in the first movement of the pedal where its literally dead movement and then it gradually kicks in depending on the car.
Reason I say this is some people such as myself like to hover over the brake in certain points, and don't want minute first few possibly accidental movements of the pedal to matter much or affect the car.
-The wheel also needs to have optional very very slight adjustments for a dead zone in the centre
And now my biggest Peeve with sim racing games. PLEASE MATCH ALL "DRIVING AID" characteristics of the cars in game, to their REAL LIFE COUNTERPARTS not just slap the same attributes across all cars without a thought.
What I mean by this is I have noticed in almost Every racing sim released to date, they attempt to match driving physics and mechanics to very precise levels, and go into great effort and detail with this which is great, but then they do something baffling like implement TCS and ABS and AWS and ECS and EBD and ABS, basically any of these driver aid technologies the game has (which are based on real life implementations), evenly across ALL CARS. I have always found this is massively detrimental to the realism of the game, especially when it should be a relatively simple things to resolve at least to a basic level!
A 1980s dodge does not have the same driver aids as a modern Lancer Evo, yet the games make no distinction between these! You select a car and whatever your settings for the driving aids are that's what ANY car you drive magically now has!?
You suddenly have ABS TCS and AWS on a car that didn't even come with power steering!
It seems the developers are making no correlation to what cars actually has in real life, and just slap all these driver aids equally across all cars, when in fact these are major differences between cars which should be replicated intricately in the game, not ignored entirely.
If I had my way I would even implement minor details like for example a GTR compared to a GTR Vspec II has different driver aid characteristics, even if all the other components of the car can essentially match. It is this level of detail I want to see. It will really add life and realistic character to each car.
Also some cars allow you to turn of TCS, some don't, and some allow you to set varying degrees of driving aids and combinations, for example the Ferrari f430 has the Manettino dial, the GTR has racing normal and off for VDC, tranny, suspension .
It is really a must that the stock cars match the stock car characteristics in the game. For the sake of customisations to these attributes, since it does happen in real life, making changes to them can be done in the form of upgrades, but these should be strictly though and through and controlled to match what you would be able to realistically with a real life counterpart.
For example no matter how hard you try you cannot implement the same driving aids on a old car that you can on a modern car. There is no point just having an upgrade like (install stage 3 TCS and stage 3 ECS on just any car you want. It essentially eliminates any point to what I am proposing as it brings you back step step one again where you have the unrealistic behaviour that all cars are equal in terms of driving aids, which is not the case in real life.
It is next to impossible to implement good driving aids to cars that were not designed for it from the ground up unless you throw a lot of cash and development into it, and even then the results are crude. So you should never be able to have your Buick have radar assisted braking or anything fancy like that. Even with mods I would like to see realistic control of what can and cant be done with cars, and I think most people should be happy that the way their car is behaving in game is in harmony with what you would get if you jumped in that car in real life.
The steering feedback also needs to be finely paid attention to. Some cars have very heavy steering to them some don't. Every car I drive in Prologue feel the same in terms of force feedback?
If the car has light steering in real life I want it to have light steering in the game. If its an old car with heavy steering and no power steering I think it should be reflected in the game without the user having to change any feedback settings by guessing. If a cars steering gets lighter when its accelerating and gets nose light I want it to be reflected in the feel of the steering wheel.
Im not sure but I think the current force feedback does none of this, it is is very static.
In real life the steering wheel on some cars snaps back a lot when you let go of turned wheel and drive straight and on some it straightens up slower. Some older cars with higher profile tires and loose suspension and chassis, don't even respond to short quick movements of at all or respond later to steering input. I think all of these can be implemented in the game. They don't have to match in detail exactly all 900 cars but at least an honest attempt at trying to match such steering characteristics roughly..If the car didnt come with power steering you should have to fit it to be able to use it.
Anyway so far it looks like teh dev team are fantastic and I wish them luck. Looking forward to the game since I think even prologue is 9/10, and this looks much much better. I wonder if the dev team are taking onboard suggestions such as this and if there is any way to pass such suggestions on. 👍 I don't even know if these are the right forums to post this.
-Adjustable dead zones for the steering and the pedals, especially the brake pedal.
I have the Driving force GT wheel, and notice that on GT5P if the brake is even slightly pressed, it registers as significant braking force and it affects the car a whole deal, on all cars. Most real cars don't behave like this, there is almost always a significant zone in the first movement of the pedal where its literally dead movement and then it gradually kicks in depending on the car.
Reason I say this is some people such as myself like to hover over the brake in certain points, and don't want minute first few possibly accidental movements of the pedal to matter much or affect the car.
-The wheel also needs to have optional very very slight adjustments for a dead zone in the centre
And now my biggest Peeve with sim racing games. PLEASE MATCH ALL "DRIVING AID" characteristics of the cars in game, to their REAL LIFE COUNTERPARTS not just slap the same attributes across all cars without a thought.
What I mean by this is I have noticed in almost Every racing sim released to date, they attempt to match driving physics and mechanics to very precise levels, and go into great effort and detail with this which is great, but then they do something baffling like implement TCS and ABS and AWS and ECS and EBD and ABS, basically any of these driver aid technologies the game has (which are based on real life implementations), evenly across ALL CARS. I have always found this is massively detrimental to the realism of the game, especially when it should be a relatively simple things to resolve at least to a basic level!
A 1980s dodge does not have the same driver aids as a modern Lancer Evo, yet the games make no distinction between these! You select a car and whatever your settings for the driving aids are that's what ANY car you drive magically now has!?
You suddenly have ABS TCS and AWS on a car that didn't even come with power steering!
It seems the developers are making no correlation to what cars actually has in real life, and just slap all these driver aids equally across all cars, when in fact these are major differences between cars which should be replicated intricately in the game, not ignored entirely.
If I had my way I would even implement minor details like for example a GTR compared to a GTR Vspec II has different driver aid characteristics, even if all the other components of the car can essentially match. It is this level of detail I want to see. It will really add life and realistic character to each car.
Also some cars allow you to turn of TCS, some don't, and some allow you to set varying degrees of driving aids and combinations, for example the Ferrari f430 has the Manettino dial, the GTR has racing normal and off for VDC, tranny, suspension .
It is really a must that the stock cars match the stock car characteristics in the game. For the sake of customisations to these attributes, since it does happen in real life, making changes to them can be done in the form of upgrades, but these should be strictly though and through and controlled to match what you would be able to realistically with a real life counterpart.
For example no matter how hard you try you cannot implement the same driving aids on a old car that you can on a modern car. There is no point just having an upgrade like (install stage 3 TCS and stage 3 ECS on just any car you want. It essentially eliminates any point to what I am proposing as it brings you back step step one again where you have the unrealistic behaviour that all cars are equal in terms of driving aids, which is not the case in real life.
It is next to impossible to implement good driving aids to cars that were not designed for it from the ground up unless you throw a lot of cash and development into it, and even then the results are crude. So you should never be able to have your Buick have radar assisted braking or anything fancy like that. Even with mods I would like to see realistic control of what can and cant be done with cars, and I think most people should be happy that the way their car is behaving in game is in harmony with what you would get if you jumped in that car in real life.
The steering feedback also needs to be finely paid attention to. Some cars have very heavy steering to them some don't. Every car I drive in Prologue feel the same in terms of force feedback?
If the car has light steering in real life I want it to have light steering in the game. If its an old car with heavy steering and no power steering I think it should be reflected in the game without the user having to change any feedback settings by guessing. If a cars steering gets lighter when its accelerating and gets nose light I want it to be reflected in the feel of the steering wheel.
Im not sure but I think the current force feedback does none of this, it is is very static.
In real life the steering wheel on some cars snaps back a lot when you let go of turned wheel and drive straight and on some it straightens up slower. Some older cars with higher profile tires and loose suspension and chassis, don't even respond to short quick movements of at all or respond later to steering input. I think all of these can be implemented in the game. They don't have to match in detail exactly all 900 cars but at least an honest attempt at trying to match such steering characteristics roughly..If the car didnt come with power steering you should have to fit it to be able to use it.
Anyway so far it looks like teh dev team are fantastic and I wish them luck. Looking forward to the game since I think even prologue is 9/10, and this looks much much better. I wonder if the dev team are taking onboard suggestions such as this and if there is any way to pass such suggestions on. 👍 I don't even know if these are the right forums to post this.
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