My Conclusion:
Weight shifting in GT5P is as good as in FC, with condition that ABS must be off or ABS=0. Nothing signifficantly wrong with the physics. It's just feel that is lacking, which is the understeer FFB - which does not really bother me. I would rather have more accurate oversteer FFB, which is far better in GT5P. No feel of weight transfer is simply because of too perfected ABS in the game. End.👍
Great post, a very interesting read. 👍
If I understood you correctly, this is your verdict:
1- you find both games equivalent in what concerns the simulation of wheight shifting (if in GT5P ABS=0).
2 - The difference comes from the lack of "physical feel" in GT5P (provided by the wheel)
when the car understeers. That's why (I guess) you ask us to pay attention to tyre noise.
3 - However, because in your opinion the FFB feel
when the car oversteers is better in GT5P than in FC, you finally give GT5P an "overall" edge over FC.
(if this isn't what your conclusion meant, sorry, english is not my native language and sometimes I may have wrong interpretations)
So, here's what I think of it:
1 - You may be right. I must say that I usually drive in GT5P with ABS set to 1, and didn't conduct any particular experiment, but even then, in GT5P I can see (most of all when I compare it to GT4) that wheight transfer is something that plays a significant part of what happens to the car when we are racing with it.
2 - I think you are right here also. In FC you
"feel" understeer, in GT5P you just
hear and
see it. Let me pick a few quotes from myself in this same thread, a few pages back:
One simple example on how GT5P got it wrong and FC got it right:
When you start to lose grip in your front tyres (because you locked your brakes, because of understeering), everybody knows that the wheel of a car IRL becomes lighter. And that happens in FC, you can feel that the front tyres "detached" themselves from the tarmac (and it is a great help to deal with understeering) but not in GT5P, where the FF of the wheel remains constant, or even gets stronger when you start understeering and try to correct it.
And the fact is that last night I had promised a few friends that I would race them in GT5P (after a few days of FC-only). And I found out that the "feel" we get from the G25 in GT5P is very "filtered", therefore making it less pleasant. in FC, you grab your G25 and you feel you have a real car to drive around, you feel its weight, you feel if the front wheels are getting or losing grip, you feel the wheel heavier under braking, lighter on acceleration ... none of this you get in GT5P. All you get is the FF strengh you set, and it remains constant.
I don't get what you're trying to say. You can set FFB Strengh to your liking, if you think it is more realistic to have it "light", you just choose that setting.
However, be it strong or weak setting, how does the wheel behave and inform you about what's going on with the front wheels and the car as a whole?
There is one very simple example about this.
This is the situation: You come to a corner, brake, turn in, but the car understeers on entry. The front tyres lose grip - not completely, because the car still turns, a bit wider but it turns - and they glide a bit until the balance and momentum of the car allows them to grip again.
How does FFB implementation work in this very common situation?
a) in GT5P you hear the screeching noise of the tyres, you see in you screen that the car is understeering, but the FFB remains more or less constant, and if you turn the wheel a bit more the strengh of it will increase, even if the front tyres lost even a bit more of grip because you did it.
b) in FC, the wheel becomes suddenly lighter, almost detached, and when (eventually) the front tyres regain grip it also becomes suddenly heavier.
Pick your choice about what is more realistic. I don't care what others think of it, we're all entitled to our own opinions and "feel".
My point is just this: "FFB Strengh" settings can be changed. "FFB implementation" cannot be changed, so it is distinctive from one game to another. And "FFB implementation" in GT5P is very different from "FFB implementation" in FC.
I won't search more, I posted many times in this thread, but I think we both agree. You call us to hear the tyres because the wheel doesn't tell us anything about them.
3 - So, we come to number 3. And, I'm sorry to say, but I don't know why you think oversteer's FFB is better implemented in GT5P. There's no harm in each person getting a different "feel" from the wheel and the game but, again, I feel that in FC I get a very well recreated feel of oversteer ...
from the wheel (we're not talking about the games simulating wheight transfer, you said they're equivalent and I don't argue that).
I'll ask you to do an experiment also. Pick any car from FC and go to Monza. Now, try to do the "esses" (I don't know the names) before the back straight with speed, not losing momentum. You come down from Lesmo and you have a left/right/left combination, where it is critical to have a good exit speed for the straight that follows. So, after the "first left", you hit the apex of the "right" and, if you did it well, from that point on you're flat out and that's how you do the "second left". In most cars, you'll reach the limit of grip and massive wheight transfer. When the car leans to the right, if you keep full throttle (you must, or the car will balance away into understeer and send you off to the right) you'll get out of there with a strong feel of oversteer (tyres not spinning, just pointing the front into the right direction).
Now, you can do all this in GT5P, of course (not in Monza, but in similar circumstances in any other track, let's say, exiting from Spoon in Suzuka, even if GT5P has a more tendency to understeer). But what does the wheel "tell" you about it? pretty much what it always does in GT5P, meaning, it modulates force feedback to a minimum when the car is moving in the same direction as the wheel is pointing, and increasing it when otherwise. That's what FFB gives you in GT5P.
But what do we get in FC? Well, even if we have the car almost straight, and the wheel pointed in the right direction (almost centered, with a slight pressure to the left because we want to avoid going over the rumble strip at the right), the wheel must remain with a firm grip on it, because the momentum of the car, the wheight of the car, everything else BUT where the car is going and the tyres are pointing ... is leaning to the right. So, the wheel is "wanting" to turn right ... heavily I must say.
This, of course, also happens in extreme oversteer at lower speeds. But where I think we see how well the FFB was implemented is in this "almost limit" situation. It shows a bit of it all, in a situation where considerable speed also comes into play.
So, I agree with
1 (both games simulate wheight transfer), I agree with
2 (FC is superior in providing wheel-understeer feedback), but I don't agree with
3, I think FC is also superior in providing wheel-oversteer feedback.
Sorry for a long post, but I thought yours deserved a bit more thought and consideration than what I could give with a a simple answer.