I'm thinking of getting this as its quite cheap now... does it have a very active fanbase online?
I think the comparisons are well deserved and have posted a similar comment on the IGN message boards about being honest with myself concerning the GT series. I have had every single GT game and am very good at all of them, but I have started to be very honest with myself starting with the purchase of my own real Elise and then with the introduction of Forza and finally when i got to play F1 Championship Edition. I notice that GT is not very accurate and seems uninspired, almost sterile. The 1st is the sound when you hear the cars in Forza and F1, they sound like you expect them to sound. I have a Lotus so i don't want to hear well Forza is overdone and GT5P is just right. Its not, period. Even Forza misses the top end 7k plus itself. There is a terrific change in exhaust note and noticeable increase in acceleration.
The second thing is the physics. GT seems almost borderline marketing BS to me lately. I have done some track time in my Elise, not significant but that, added with the fact that I drive it everyday makes me a very accurate source. The cars in GT5P and less so in Forza are too damn tail happy and i dont know why. I have driven at some retarded speeds around some corners, some on track some on public streets all on stock tires and never, never have I seen the pronounced mushiness of brakes and under steer or the stupid back end sliding that apparently is hard as hell to correct. The car always feels planted and it irritates me that GT5P cannot get it right.
I feel as though we all give the game too much credit, granted i will be waiting in line for the game but I am tired of hearing this is just like a real car, when its not a close representation of it at all. I am starting to think of GT5P like Madden in the sense that they hype their numbers and stick to one marketing tactic and it sticks. GT is all about numbers and "saying" it is a real life sim when its not really close at all. Its sort of like great artist who do something retarded like kick a hole in a canvas and then the public is all like he must be deep because he just kicked the easel. But when you really look at it, its just some terrible crap that people hype up because its "supposed" to be this grand thing.
Sorry for the rant but I just feel a little let down after experiencing some more accurate, and 1 completely accurate representations of real cars.
I think the comparisons are well deserved and have posted a similar comment on the IGN message boards about being honest with myself concerning the GT series. I have had every single GT game and am very good at all of them, but I have started to be very honest with myself starting with the purchase of my own real Elise and then with the introduction of Forza and finally when i got to play F1 Championship Edition. I notice that GT is not very accurate and seems uninspired, almost sterile. The 1st is the sound when you hear the cars in Forza and F1, they sound like you expect them to sound. I have a Lotus so i don't want to hear well Forza is overdone and GT5P is just right. It’s not, period. Even Forza misses the top end 7k plus itself. There is a terrific change in exhaust note and noticeable increase in acceleration.
The second thing is the physics. GT seems almost borderline marketing BS to me lately. I have done some track time in my Elise, not significant but that, added with the fact that I drive it everyday makes me a very accurate source. The cars in GT5P and less so in Forza are too damn tail happy and i don’t know why. I have driven at some retarded speeds around some corners, some on track some on public streets all on stock tires and never, never have I seen the pronounced mushiness of brakes and under steer or the stupid back end sliding that apparently is hard as hell to correct. The car always feels planted and it irritates me that GT5P cannot get it right.
I feel as though we all give the game too much credit, granted i will be waiting in line for the game but I am tired of hearing this is just like a real car, when it’s not a close representation of it at all. I am starting to think of GT5P like Madden in the sense that they hype their numbers and stick to one marketing tactic and it sticks. GT is all about numbers and "saying" it is a real life sim when it’s not really close at all. It’s sort of like great artist who do something retarded like kick a hole in a canvas and then the public is all like he must be deep because he just kicked the easel. But when you really look at it, it’s just some terrible crap that people hype up because its "supposed" to be this grand thing.
Sorry for the rant but I just feel a little let down after experiencing some more accurate, and 1 completely accurate representations of real cars.
A completely different point of view:The second thing is the physics. GT seems almost borderline marketing BS to me lately. I have done some track time in my Elise, not significant but that, added with the fact that I drive it everyday makes me a very accurate source. The cars in GT5P and less so in Forza are too damn tail happy and i dont know why. I have driven at some retarded speeds around some corners, some on track some on public streets all on stock tires and never, never have I seen the pronounced mushiness of brakes and under steer or the stupid back end sliding that apparently is hard as hell to correct. The car always feels planted and it irritates me that GT5P cannot get it right.
A Racing Driver's Perspective of Gran Turismo 5: PrologueIt's important to remember that a car's handling depends on how the weight of the engine shifts between the front and rear of the vehicle. A mid-engine car has a very neutral balance when not accelerating or braking, a state known as "even throttle." Therefore, when you step on the throttle in a mid-engine car, you force the majority of the car's weight onto the rear tires, generating grip. Conversely, if you lift off the throttle, you force the weight of the car onto the front tires, losing traction in the rear. For this reason, you almost always have to be on-throttle before you even enter a turn (especially in fast corners) for the car to maintain maximum grip and control. In a turn, "lifting-off" will cause the car to spin; simple as that. Add to this the fact that on slick racing tires grip doesn't break very progressively, and you realize how easy it is to do something stupid in a formula race car.
Light, mid-engine cars are the ultimate test for a simulation game then. They change direction quickly, and balancing them properly is a detailed affair. There are several cars that mimic this performance in Gran Turismo 5: Prologue, but none do it better than the '96 Lotus Elise. Its power may seem modest at 120bhp, but weighing in at just 720 kg (1587 lbs), the car is still quick and incredibly nimble; and because it has no bulky weight at the corners to betray its mid-engine design, it's a real freakin' handful.
You see, this is where I am most impressed with Gran Turismo 5: Prologue. No other racing game has this level of physics detail. Playing on "professional" mode (real-world physics) with no electronic aids, if you lift off the throttle mid-turn, the rear of the Elise quickly breaks loose. If you snap back onto the throttle, the rear end squats down on its rubber and the car straightens itself out, just like it would out on a real racetrack. It's amazingly impressive, because most racing games, even previous GT titles, just don't have the same accuracy that GT5: Prologue does. The level of precision you can achieve is surprisingly accurate, meaning you can generate big, controllable slip angles. The limits feel both progressive and exploitable, but take it too far and you will pay the price, just as you would in a real car.
http://ps3.kombo.com/article.php?artid=6055
Few things to pick up on. First of all you dont mention what physics you drive in. Standard or Professional? You also dont mention which Elise you drive?
Although I agree with you in some points you have made, like PD are playing catch up with their latest release, there is a lot I dont
You talk about the Elise being to tail happy. I strongly disagree with you. If anything the Elise is very reluctant to step out of line and I think it should be more 'wild'. Having not driven one myself I dont have a reference point, but I think the car needs to be more loose. An example of this is Dan (Holl01) lap in IFTC:
*snip*
The car is very tidy and smooth through the whole lap, with none of these oversteer or understeer moments you talk of.
I also think that the sounds in Forza are actually better than in GT5. I believe this is on major area PD need to improve and Forza are better (based on Forza 2 and GT5).
To get a fast lap I have to learn by rote where to brake, how hard, how long, when to turn when to accelerate etc.
With Ferrari Challenge I get more feedback so I don't rely so much on memory. The Ferrari Challenge physics engine is, in my opinion, more basic but can be more enjoyable because I get more feedback.
But that's down to driving style. In the enhance your skills comp, Holl01's replay of the Amuse around fuji on S2s had little to no wheel spin. If I wanted, I could probably do that too - and Holl01 probably wasn't trying to get understeery, oversteery moments - smooth was the key.
On the other hand, if I'm arcading in a 111r on s3s, I can get the tail out just about anytime I want. It's not drifting or anything, it's more about the aggressive entries into corners sparking some lift off oversteer that hangs around when you put the power down. These characteristics are of course amplified in the tuned version.
I remember taking the stock one round HSR reverse for the enhance your skills comp. Try it. On S2s, the back will become a bit lively if you put the power down too early on the S bend - and that's at speed.
I have driven at some retarded speeds around some corners, some on track some on public streets all on stock tires and never, never have I seen the pronounced mushiness of brakes and under steer or the stupid back end sliding that apparently is hard as hell to correct. The car always feels planted and it irritates me that GT5P cannot get it right.
The fact is, it's possible to drive very fast in GT5P, but only by learning precisely where the braking points are by multiple repetition (which everyone has had LOTS of opportunity to do because there are so few tracks!) NOT by "feel".
It's not an absolute, but a relative thing: there is feel in GT5P's FFB, but not to the same degree as in FC.
I'm just wondering Jay; have you tried FC with a FFB wheel?
It's not an absolute, but a relative thing: there is feel in GT5P's FFB, but not to the same degree as in FC.
I'm just wondering Jay; have you tried FC with a FFB wheel?
I have and I bloody hate it.
Scaff
Gran Turismo and Ferrari Challenge do FFB for different aspects of the car.
For FC, the feedback is on the tires grip of the road, as you lose grip/understeer, the FFB gets lighter and as the grip comes back, it gets heavier again, giving you an understanding of what the tires are doing in relation to the contact of the road.
The disadvantage to this, is that all the cars 'feel' the same, they all have very tight FFB until they start to lose grip where the wheel gets lighter, and then comes back again. This is fine for FC as its a game about Super cars/Racing Cars, so very high end, high performance vehicles.
If I recall correctly, your wheel is a Logitech DF. I know from personal experience (I have one too, as you know) that FC doesn't work properly with 200º wheels, but the game gets transformed with a DFP, DFGT or G25.
Brave indeed :-) However as an MR2 (mk3) owner I would tend to agree.
It seems to me that GT5P has taken many steps forward in modelling more elements which effect the cars handling but hasn't managed to increase the feedback at the same time. This leaves me driving by memory and not feel. To get a fast lap I have to learn by rote where to brake, how hard, how long, when to turn when to accelerate etc.
With Ferrari Challenge I get more feedback so I don't rely so much on memory. The Ferrari Challenge physics engine is, in my opinion, more basic but can be more enjoyable because I get more feedback.
I drive with Professional physics of course, and I am not bashing the game I have just been more honest with myself after having some much better comparisons. I cannot attest to someone else "saying" that a mid engine car snap over steers without saying they have driven this car. I drive the 111r and in fact it suffers from a known under steer issue, go to elisetalk if you want documentation. This is further proved by the fact that Lotus has built in removable shims on the wheels to allow for up to 3/4 of an inch of increased camber, which means they intentionally built under steer and its at the users discretion to remove them for more over steer. Nothing against the poster himself just discrediting the source he noted in his post.
I see a distinct problem in the F430 as well as most of the other cars where they are just too hard too drive normally. What i mean by that is I can get in any car, drive it very spiritedly and not feel as though I am going to die. Somehow in GT5P every corner requires way too much attention even if I am not racing. A good comparison is Top Gear, if you've seen it, you know they are talking and being funny the whole time and are not trained racers. Yet they manage to drive the car fairly effectively, drifting and everything (although not racing) without too much trouble, but at a very decent pace. When I get in the same car in GT5P I cant get near the amount of effectiveness and simply spin out, can't control a spin etc... if i try any of the same maneuvers.
While on the steering wheel topic real quick, does anyone know if you can limit the amount of wheel turn on the G25, i tried to adjust the settings on the PC but I can't get it to stick in GT5P, I am trying to get it to only turn 180 degrees to no avail.
. The fact is, it's possible to drive very fast in GT5P, but only by learning precisely where the braking points are by multiple repetition (which everyone has had LOTS of opportunity to do because there are so few tracks!) NOT by "feel"
As I had said multiple times in many threads I rarely use braking markers at all, I go by feel. I have no troubles what so ever with GT5P and feel. Some people have stated in this thread that they do, well thats unfortunate but it's hardly "fact" that you can't drive by feel in GT5P.
I have and I bloody hate it.
It also has some factors, like the necessity to match engine revs when changing gear, & balance the car under braking, that just don't seem to be modelled at all in GT5P.
There's surely no "feel" to the braking points in any racing game, you need to either use brake markers or some other visual point of reference
Well, The Jenius re-opened the can of worms.
I agree with this statement. From reviews I have read and reading information through different magazines and websites, I have a basic idea of how the car may react. From not driving the car I dont know first hand, but with the information I have collected, the 111r tends to push its nose wide when attacking corners, then lift off oversteer mid corner, excatly how it is in the game. Not horrible as you said earlier.
Remember Top Gear is an entertainment programme based for the lower / average car fan. It made to attract numbers not to give information (the later programmes anyway). The programme is edited together to give the best looking shots from a whole day of testing. They show 10 drifts from a 4 hour film. They have been practicing TV driving for 7+ years so catching drifts isnt a problem for them. They are rarley on the limit and pushing the car to an extreme due to the fact they are journalist not race drivers. These are 2 very different arts. If you practice drifting it takes time to slide (in game or in real life) and the same for racing
No. The G25 isnt made for GT5 so it has to stay at the maximum.
I personally wouldn't have said a word if you didn't post GT5P has no 'feel' as fact,
I was mainly referencing the people that say they can't drive without markers and need to check speed all the time to judge how to take corners and brake.
I've retracted that. GT5P does have "feel", just not as much as I would like.
I'm pretty sure that most experienced sim racers judge their braking points the same way you do - it IS visual, but is based on knowing, almost sub-consciously (from brake markers, tire marks, distance from objects etc.), what the correct point is. When you switch to another car you need a few laps to adjust the braking points. This is the same with all sims, I believe. I think with FC the FFB gives you more information about your tires are doing while you are cornering, which allows you to make ongoing adjustments to steering & throttle through the corner, based on the feel of the FFB.
Given that FC is so cheap now, I would invite you, or anyone else, to buy it & see what you think (that was the whole reason for this thread in the first place). If you reach the point where you can get a top 20 - 30 time in a car like the 355 Challenge at Spa, for instance, & you still say you don't like the feel of FC, then I will totally respect & accept that difference of opinion...
As far as The Jenius is concerned: I don't any sim is really that close to the experience of driving IRL. I've never come across anyone who could jump into any sim for the first time & feel immediately comfortable with it. Also, I think experienced sim racers are pushing the car MUCH harder than they ever would IRL, so it is natural that there would be some "twitchiness" to the handling.
I have no problem driving by markers as thats how any true racer consistently knows when to break. To that point there is no "feel" involved IRL, its simply, you must break by this point to be most effective. What I don't like is, there are countless times where someone out brakes someone else or goes around the outside IRL but in GT it seems as though any deviation from the determined "perfect" braking and turning point often results in disaster not just running slightly wide as is commonly the case. I would like to be able to manipulate the line a little more even as I am in the corner.
I remember spending 4 or 5 hours running hot laps in an online Eiger event & posting top 20 times, which gradually got whittled down until I ended up just outside the top 100. Then Rudi admitted that he had put in about 30 hours into his top 10 time. At that point I gave up!
If you reach the point where you can get a top 20 - 30 time in a car like the 355 Challenge at Spa, for instance, & you still say you don't like the feel of FC, then I will totally respect & accept that difference of opinion...
Try it on the F40, Suzuka (preferably N3's), Full Clutch/H shift and then make that statement again, also, post your time