demo physics discussion

  • Thread starter BLACK86
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The force feedback in iracing is based on maths - its the torque that would be felt at the steering column. The g25 can only output around 2-3nms of torque, so theres a multiplier you can lower to maintain fidelity.

One thing im noticing with the gt5 demo at level 5 force in the options is that the g25 appears to saturate pretty quickly. Ill have to try it out with some lower numbers, see how that feels.
 
I find it funny how some say drifting is wrong and dougnuts is impossible... Just wish I could post a video, im not a good drifter but I dont find it that hard to drift, yesterday I even drove dougnuts AROUND 150m barrier before t7, looks really cool in replay :D Most realistic gt so far by a huge margin! :)
 
[YOUTUBEHD]rG4ZJcKSj6A[/YOUTUBEHD]

With an MR (mid-engined rear wheeled drive), it's cinch as it should in real life. An FR where most of its weight up front, you won't proper donut because of the weight distribution. It doesn't mean you can't- if the surface is wet enough anything goes.

Another thing to consider is the tire's traction- the stickier the compound the harder it is for the rear tire to let loose. And you need to watch the rev since most vehicle comes with rev limiter (IRL).

When I had my R33, even in stock form, it spun donuts just fine, whether it was wet or a hot summers day.

That donut if you can even call it that in the video is very poor, one thing I hated about GT5p but at least you could drift in it which makes up for it. The car doesn't even "spin" around, it looks like it's just...following. Very weird.

Also for those that say a stock car can't drift and whatever other excuses...


I own this dvd and glad I remembered to see if anyone has uploaded it on youtube. I suggest buying this dvd it's great entertainment. God I love Tiff.
 
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It is a lot easier to control drifting using the pad in the demo than GT5P. Almost too eas i'd say. It's almost like the game decides how much countersteer you want when you push the stick

I thought the idea of a racing sim was to take clean lines and axcelerate smothly out of corners not drifting.
 
Engine position does not really matter for donuts. Most important think is that car has a LSD and what is it's setting.
 
I'd like to say that I notice one very important difference between the new and the old physics. Whenever I drove a tuned car in GT5p or any other car with lots of grip, I found it very hard to get adjusted to a slow car or a car with less grip, worse tires. But with the demo I have no problems adjusting to the stock whenever I drove the tuned one before. This makes a huge difference for me, because I hated switching to a slower car in GT5p, resulting in very little variation concerning my car choice after a while. Seen as GT5 will probably have more road cars than racing cars, I think this is a great improvement.
 
I do find the break away beyond a given slip angle a bit unusual as it's not as you would expect from grip that doesn't have a defined biting point.

It really does feel as though the physics are modelled on very coarse sand paper for the tarmac and big rubbery balloons for the tyres...LOL.

This is socialism for you - I believe the physics may have been a deliberate ingredient so as not to demoralise the average punter....just look at the huge difference in lap times when half-difficult GT5P events were run....F430 on N1 tyres.....GTLM lock outs etc.

To introduce physics based on a powerful car/rain tyres/wet road doesn't bare thinking about. Loads of people are complaining about the most stupid things, like er, the clock not working, and that ridiculous paraglider's view of the car.

I would like confirmation about the physics....PD must have input from pro racers on handling, and how cars should feel and break away when exceeding the limit.

Apart from the ABS which spoils the turn-in on GT5P cars, I think the std Elise was great.

At the end of the day, it's up to me to set a fast time, and the fastest drivers doing the business deserve to be there, even though they are about 1 second/lap faster....which is huge in this TT.
 
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Ive never been more pissed off in my life. The whole game is like driving on ice. I hate it!!!! Even with R1's its absolutely horrible.

suck it up buddy thats the way cars really feel. GT has always kinda made the cars have more grip than they really do but not anymore
 
I would like confirmation about the physics....PD must have input from pro racers on handling, and how cars should feel and break away when exceeding the limit.

Well, seeing Kaz is pretty much a pro race driver now, I think he threw in his input just a little bit for the game :D

Kidding aside, the physics have definitely improved quite a bit...and it feels awesome. A little weird at first, but the more I play it, the more it feels like actual driving to me.
 
IMO n3 has more grip in demo then gt5p. But I think it feels more real 👍

I agree. The tire model in the demo seems grippier overall for both the N3s and R1s. However, the "limit" for the new professional physics model is a much finer line. Thus you can push harder but when you cross that line it's over (in GT5P you still had some room for unnatural recovery over the limit, though not anywhere near the levels of GT4).

I like that balance very much. It should make online racing, with fast and clean racers, all the better.
 
yeah there is a massive change from prolouge but is this the finished article or what ? physics wise
 
yeah there is a massive change from prolouge but is this the finished article or what ? physics wise

Doubt it. PD will tweak this until the last minute. Even then they might issues "patches" to "fix" the physics still (like Spec. II to III in prologue).
 
Doubt it. PD will tweak this until the last minute. Even then they might issues "patches" to "fix" the physics still (like Spec. II to III in prologue).

If they do Release updates, I want to be able to choice the one i want (for offline racing)
 
Not to be a smartypants, but... You should walk the walk, brother. Your post contained an example of each of the points mentioned in the AUP's quote. :indiff:
It was a mod that edited that post with the info, thats why it was put there.
 
Great video!

Can you pull off those moves in GT5 demo?

Not a chance in hell, physics won't let you, let alone the small margin for error with a G25. In the video you can see how Tiff is correcting with his steering work, you don't have this finesse in the demo.

suck it up buddy thats the way cars really feel. GT has always kinda made the cars have more grip than they really do but not anymore

Not quite my friend. What kind of cars have you been driving!?
 
I have Enthusia Professional Racing coming in a few days, I'm gonna compare, because you can definitely drift well in Enthusia :)
With a steering wheel, as it is designed to be played with a wheel.

Can GT5 even manage all this that an old PS2 game has done?
that display graph in the centre shows, weight transfer and tyre grip etc


drifting from the outside on that Touge track!


More


Tyre marks!!
 
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Can GT5 even manage all this that an old PS2 game has done?

Short anwer is no. You can drift in GT5 but feel is nothing like enthusia, lfs or forza 3. I did not feel grip limits at all in my 40min that i have had with the demo so far.
 
I love it, we go from people saying it's impossible to drift but when someone clearly shows a video of drifting it's not good enough. Next people say you can't do donuts, a video is shown and it's not good enough.

If you can't do donuts and hold them in the game it's because your throttle and steering inputs are not consistant enough. It's possible. I've shown this, no they are not perfect, but neither can I do perfect donuts in real life.
 
I can do drifts with a gamepad due to the fast lock to lock times, but not with a wheel, where you can moduate the steering and fully control it, and not snap back and oscillate into a fishtail.... especially a 900 degree wheel

Driving with a wheel is what counts

The drifts you do with the controller feel like fake drifts
 
Listen, if you turn the wheels to full lock and just give wot you're not gonna do perfect donuts, or at least I don't think you will. Yes i'm not 100 percent sure, some cars may differ but from my experience (in my corolla) it's not that simple. You gotta modulate the throttle and adjust your steering accordingly. Giving full throttle with full lock is just gonna cause the rear to gain too much momentum at a certain point and spin too fast causing those dumb whipping looking donuts, just like in the game.

yes you can, but it slows down after a few turns, if you do it from a dead stop and starts to flatten out

No, it does not. From a dead stop I can do donuts that do not slow down or flatten out. I just did them for nearly a minute and got really dizzy in the process. :boggled: No, it does not work if I simply apply 100 percent throttle and full lock, but should it?

I can do drifts with a gamepad due to the fast lock to lock times, but not with a wheel, where you can moduate the steering and fully control it, and not snap back and oscillate into a fishtail.... especially a 900 degree wheel

Driving with a wheel is what counts

The drifts you do with the controller feel like fake drifts

These guys are using wheels...


edit: I've just discovered it is possible to do donuts at full lock with full throttle. Try this, find a large open area :dunce:, turn the wheel completely in one direction, hold the brake press the gas fully then release the brake. Now the key here is immediately after you start spinning you must drop the throttle down to around 40 percent or so and modulate from 40-60 percent and you will quickly start doing a decent donut. Then just slowly fully press the throttle and tada. From here you can even straighten the wheels up and still spin. :) I think that should work. Oh and it also helps to be in the chase cam view, gives a much better idea of how you're spinning.
 
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