demo physics discussion

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the fact you can brake early and then let off the brakes at bit and catch up to someone who brakes late and still enter the turn at 100, and make the turn, tells me something is wrong

I agree !
The same thing I already noticed in GT4 too...

I already found something strange with carrying the speed out of a corner onto a straight.
Read here..
https://www.gtplanet.net/forum/showthread.php?t=124213

The same behaviour (just vice-versa) seems to be in effect while braking.

Strange...
 
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Don't worry guys, physics are just fine.
 
that's besides the point - even when I compare braking to myself I notice this

if you brake as late as possible and brake hard to 100, you should enter the turn before someone who brakes early

the fact you can brake early and then let off the brakes at bit and catch up to someone who brakes late and still enter the turn at 100, and make the turn, tells me something is wrong

It's like the brakes don't slow you down as much after a point. Which I think is also tied in with the lack of engine braking. There is hardly any engine braking compared to real life and other games....
Engine braking should be twice as much in the lower gears compared to what we have in the TT

It also depends on your approach to the corner, i can brake at the exact same time on time and miss the corner entry, depends on how the car is pointing and where your going...

also braking full all the way makes you understeer, you should back off a little as you start turning in.
 
I know what I'm doing so I'm aware of such things, but there is definitely something funky going on there in the Time Trial when braking into that first turn. I don't notice it as much in the other turns.
When you do as many laps as we have, over and over you start to notice such things.
I don't notice such things in the LFS demo which I have also done tons of laps with the same car and track in the demo, on and off line.

I'm beginning to think there is a lot "scripting" going on behind the scenes

and about the engine braking you can brake and not downshift at all and it won't effect things too much. The engine braking is extremely weak, which is why the car hardly gets upset when you downshift into a turn.
Downshifting and and letting go off the throttle in the first two gears into a turn should cause lift off oversteer and lots of engine braking with a large V6 engine in the Z
 
I agree !
The same thing I already noticed in GT4 too...

I already found something strange with carrying the speed out of a corner onto a straight.
Read here..
https://www.gtplanet.net/forum/showthread.php?t=124213

The same behaviour (just vice-versa) seems to be in effect while braking.

Strange...

There's nothing strange or unrealistic about your findings in that thread though.
 
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and about the engine braking you can brake and not downshift at all and it won't effect things too much. The engine braking is extremely weak, which is why the car hardly gets upset when you downshift into a turn.
Downshifting and and letting go off the throttle in the first two gears into a turn should cause lift off oversteer and lots of engine braking with a large V6 engine in the Z

Unfortunately the reason why you cant unsettle the car in GT because they wont let you engage a lower gear unless its below the limiter.

In GT when you shift down too early its like you are automatically holding the clutch in until the lower gear you just selected is below the rev limit (you can tell by looking at the gear number, it goes faint until you are in gear). During this time you are pretty much just rolling.

Personally I would prefer if this only happened with the standard physics and the pro physics allowed compression lock and over revving etc.
 
Unfortunately the reason why you cant unsettle the car in GT because they wont let you engage a lower gear unless its below the limiter.

Really? I've not really tried to make the limiter bounce with downshift but surely if you crash down the gears it will start to bang?

So, tonight I decided to just press and press in the tuned car, not trying for a fast lap but rather seeking out what the physic engine does and doesn't do.

Once I was able to start getting very small 4 wheel drifts going I knew I was headed in the right direction 👍 I was able to slide around turn 2 at about 68mph with a smooth exit and the same for turn 4 most times. It was hard for me to get the car 'lite' into the roundie but I managed it. Drifted the entire turn a few times but the slap coming out of it was too much for me. The Car settles real easy for the hairpins and turn 11 is what it is.

The more I mess with this aproach the more I think this; The cars have too much lateral grip in the rear compensated with unrealistic tire spin. The snap and tank slap is silly.

Still digin it though, hope the full game comes out soon.

:cheers:
Erik
 
talking about turn 1

yeah, if you brake too late you miss the turn, but I have the no.1 player's ghost here, and sometimes I brake too early, and then ease off the brakes and follow his ghost, catch up and enter the turn at exactly the same time he does

and other times I can brake at the same time he does, really hard and enter at the same time....

doesn't make sense at all!!

sorry to bring this back up, but just interested, where do you end up when he gets the the braking marker at the start of turn 3? do you catch him at 1 and loose him through turn 2?
 
Guys...look at the drifting in the new FT-86 trailer. YES!! that's what I want to see. My faith and excitement has just came back for GT5 after seeing that trailer. Woohoo
 
So I unplugged the DFGT wheel last night and tried my hand at this with the controller again. Came within three tenths of a second with the normal car but couldn't seem to get the braking right for the first corner. Maybe try again this weekend. So frustrating how messed up the controller sensitivity is.
 
I wish you would all pack it in!! It is my understanding that PD read these threads and take criticism quite seriously - your gonna freak them out with all these slurs on the driving physics - just let them get release the game then you can winge till your heart's content! It's going to be amazing tho, +1 if you're planning to book a week off work when it's released?
 
It is my understanding that PD read these threads and take criticism quite seriously ...

PD don't give a damn about what we write here.

KY was surprised to hear people were using fixed times to start their races in GT5P in order to be able to race together - after this had been practice for months already, organised in numerous well-frequented threads in the GT5P online racing board here.

No, my friend, we all wish they'd care what we think but the sad fact of the matter is they don't.

Back on topic, in my insignificant and baseless opinion, the demo physics are a vast improvement over GT5P. 👍
 
PD don't give a damn about what we write here.

KY was surprised to hear people were using fixed times to start their races in GT5P in order to be able to race together - after this had been practice for months already, organised in numerous well-frequented threads in the GT5P online racing board here.

No, my friend, we all wish they'd care what we think but the sad fact of the matter is they don't.

Back on topic, in my insignificant and baseless opinion, the demo physics are a vast improvement over GT5P. 👍

Not to mention all the things that were said about the RBE, and until it was mentioned to him in person by a member here after a competition, we never had no-mercy races.

I must say for the last few weeks I've been hating the new physics and struggling with them, regardless of laptime I found it an incredibly difficult physics engine to work with. I'm sure this has more to do with my own driving style and lack of RL experience than any mistake on PD's part, but when the demo was down a few days back I tried GT5P again, Ford GTLM 800PP at Fuji...man, the difference....I couldn't help but notice how much more I feel connected to the car in GT5D, and am more aware of where the limit is.

I realise the LM is not the best representative of GT5P physics, but I had been driving it non-stop for about 4 weeks when the demo arrived, so it was a good comparison for me to make.

Just my personal opinion though :cheers:

All the best
Maz
 
Had a go at iRacing again, and I'm rather surprised how similar it feels to the GT5 Time Trial physics. GT5 has less acceleration grip and too much braking grip though, so the tyre model is just different, but how the car reacts and how it spins, and the way it feels and how you interact with the wheel and pedals is pretty similar. Even though the cars are nothing alike - Radical SR8 and Pontiac Solstice - they could be compared to the 370z Tuned and Normal. Tight and fast vs slower and soft.

GT5 Time trial has a better look, and feel as far as the overall integration goes. I just don't get immersed in iRacing to the same degree, but it does have better force feedback with all the bumps and what not

Whereas something like LFS feels totally different. LFS is a bit more doughy and soft feeling, while the GT5 Time Trial is pretty snappy. GT5 Time Trial has the best throttle response feeling. The cars really feel like they're taking off when you touch the loud pedal, more so than any other driving game I've tried so far

Something I found yesterday, I take way better lines using the cockpit view vs the nose cam.....
 
Looks like the discussion on this thread has nearly ended, and I apologize in advance if this has already been discussed, but I thought I'd ask whether anyone else has noticed that it's much more difficult to control, or rather catch a slide with the G25 wheel vs. the DFGT? I started GT5 TT Demo with the G25 on Simulation, then eventually, turned it "down" to Professional, and finally to Amateur. Each time, correcting a slide became a little easier. Then I switched to the DFGT, and it got a whole lot easier (even on Simulation). I guess there is an advantage to using the officially supported wheel?
 
Looks like the discussion on this thread has nearly ended, and I apologize in advance if this has already been discussed, but I thought I'd ask whether anyone else has noticed that it's much more difficult to control, or rather catch a slide with the G25 wheel vs. the DFGT? I started GT5 TT Demo with the G25 on Simulation, then eventually, turned it "down" to Professional, and finally to Amateur. Each time, correcting a slide became a little easier. Then I switched to the DFGT, and it got a whole lot easier (even on Simulation). I guess there is an advantage to using the officially supported wheel?

Actually the option for "Simulation/Professional/Amateur" is not meant for the DFGT and G25/DFPro. It's just for the GTForce, DF and DFEX. The only options available for the G25/DFPro and the DFGT are the power steering and the FFB slider (1-10) which are incidentally not applicable to the other wheels.
 
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Actually the option for "Simulation/Professional/Amateur" is not meant for both the G25 or the DFGT. It's just for the DFP, DF and DFEX. The only options available for the G25 and the DFGT are the power steering and the FFB slider (1-10) which are incidentally not applicable to the other wheels.

OK, thanks for clearing that up. :) I am still intrigued though by how much easier it is to maintain control with the DFGT over the G25. I don't think the lap times are any better, but it's easier to catch a slide, and I didn't notice all that much difference between the wheels with GT5P. It seems to me that the physics are a bit more like they were initially with GT5P Spec I. Although, you still have to pretty much get both rear wheels off the track to start getting into trouble, unlike with GT5P Spec I, where just dropping one wheel could easily spin you.
 
I must say for the last few weeks I've been hating the new physics and struggling with them, regardless of laptime I found it an incredibly difficult physics engine to work with.
[...]
I couldn't help but notice how much more I feel connected to the car in GT5D, and am more aware of where the limit is.

I couldn't agree with you more. Having played GT3/GT4 for years and having finally bought a PS3 to play the GT5P and TT I feel the Time Trial demo Normal car seems a really punishing choice. It was simply not fun.

This became especially clear to me after going back to GT5P and doing some races again that I wasn't able to gold before, such as the Eiger TT using the Mitshubishi Lancer GSR in B-Class. Having improved my driving on the TT I was able to beat the 1:15 lap time comfortably. And boy was it fun, throwing the car around through those hairpins, accellerating, breaking. It was all driving on the limit, but driving on the limit in a way that did not force you to abort the lap or or your session like the GT5TT.

I would go as far as saying the normal car race in the GT5TT was out-of-character for the GT franchise. It aligned GT more with sims like the ones Simbin did on the PC years ago (GTR, GTR2 etc) and that is not what I personally want GT to be or enjoy.

GT (should) stand for the joy of driving, driving fast if you will, and everything around it. It should not be 100% serious either in my opinion. For example I enjoyed the quirky spoiler GT tune shop and the car wash 'features'. Also remember the great world map that GT3 and 4 had and compare it to the lack lustre generic menus that GT5P has. Granted it looks stylish, but there is no character - unless you think air plane high gloss magazines have character.

I guess the whole point of the TT is to find really fast drivers that can find the limit and stay on it, real race drivers basically. It's a great thing. I agree that GT5 should _support_ and allow to create very realistic and punishing racing conditions such as the GT5 TT but hopefully in won't be the games core experience.

But in order for GT5 to find appeal beyond the few thousand hard-core sim racers out there it needs to match the 'GT formula' of enjoying racing, enjoying cars and enjoying the tracks as well and the GT5 TT mostly did not tick those boxes for me.

Sorry for this long post wich was partly OT, but after synwraiths post I had to get it off my chest... Hopefully others feel the same

M.
 
There is many people that feel oversteering physics of GT5:P were more realistic than with GT5 academy demo. FFB was not supern good with GT5:P but it is quite good with demo.(you feel the road better) Actually i was very happy with GT5:P physics. They are still massivly better than in forza 3.
I like many people feel than those "punishing racing conditions such as the GT5 TT" were not realistic, they were harder than real life.
 
there will be standard physics setting for those that want the usual GT feel

Honestly I played GTR Evolution a fair bit last week, on the a mod version of the Indy road course (which is pretty crap) and I found it pretty "arcadey" feeling compared the GT5 TT. But it does have much better feedback options. You can feel things like engine vibration, braking, road surface and grip levels through the wheel.

The Force feedback on the GT5 TT is pretty numb, only weight transfer comes through and a few bumps
 
Back on topic, in my insignificant and baseless opinion, the demo physics are a vast improvement over GT5P. 👍

I have to agree on this. When I tried to go back to GT5P after the demo it felt similar to going back to GT4 from GT5P. The physics are much improved in the demo and as far as I'm concerned, once you've had a taster there's no going back.
 
I have to agree on this. When I tried to go back to GT5P after the demo it felt similar to going back to GT4 from GT5P. The physics are much improved in the demo and as far as I'm concerned, once you've had a taster there's no going back.

Same here :sly: I found this out after playing Prologue last night :crazy: :lol: It's amazing how much more I enjoy the realistic physics of the demo TT compared to Prologue.

Now it doesn't seem like I'll have much to play until GT5 comes out :(
 
Guess I'm the opposite. Loved playing GT5P with everyone on Saturday night with the R8's and can't wait to do it again next weekend. I did play the TT demo for a little bit on Friday night and after a few spin outs gave up again. It just feels to me like the cars are on ice. Give the tuned car a little too much gas in second gear and around you go. More frustrating for me than it is fun.
 
You just need to not have a heavy foot :)

When I started on it, it was really tough being used to other games, but now it's second nature, and I can make the car dance. I feel much more in control of the cars in the TT vs the cars I have tried in iRacing, where I feel like I'm tip toeing on egg shells

Off course the tyre model still needs work, as it doesn't feel like an air filled rubber tyre
 
I typed this on another fourm - but I thought it's relevant here too

---

Yeah, one of the members of this norwegian F1 forum was in the nordic finals, and he mentioned the unrealistically strong slipstream.
On the Daytona Road Course the second place driver more or less coasted behind the leader until the final turn, and although he made a mistake there, got a tow from 100-150 meters behind, and slingshot past and won by 50-70 meters.
On a track like Fuji a draft buddy reportedly was worth several seconds per lap.

He wasn't impressed by the physics, but then he's mostly used to pc sims, and also races gokarts irl. He said the force feedback was weak and disappointing, at times absent even, and not very consistent from track to track. To get a feel for the grip he then had to listen to the tyres, and we all know how well tyre sound is implemented in the GT series. Constant whining from the tyres, with little to no nuances. He went so far as to say that it felt like the tyres weren't actually rolling on the ground at all.

There was a "time penalty" for hitting the armco or other cars, but more often than not it was the crashee not the crasher who received it.

He also mentioned some server problems and instances of lag (isn't this LAN?)

There is hope though, he was full of praise for the graphics!


I play all the major PC racing sims too and I think the GT5 Time trial compares well, and better the PC games in a few areas physics wise and loses out in some areas. But if you consider where PD has come from and where GT4 was, it's progressive

Physics in each game takes a while to get used to, but once you do they suddenly feel a certain smilarity for a funny reason, when it felt so alien when you first played it :)

Even in all these PC games they all feel different, so who is to say which is correct? I mean none of them really feel like real life.

I played GTR Evolution a fair bit a few weeks back, it feels pretty arcadey and simple compared to the GT5 Time trial so I'll leave it out. R-Factor has the same basic physics engine as it, and I'm not dedicated enough, hardcore and drawn to it enough to go fiddling under the bonnet like I would when it comes to modding other PC FPS and strategy games I love.
NetKar Pro feels very good, right up there with my best, but the cars are hard to relate too and I haven't played it in a few months so I'll leave it out

Now I have played LFS, iRacing and the GT5 Time Trial long enough to get a feel for each, and a week ago I played all 3 back to back.
LFS feels like the odd one out. iRacing and the GT5 TT feel pretty similar with a few differences


-------

Overall the reason why I like the GT5 Time trial the most, because it's the only game that gets me into the zone, locked into the screen like I did when I was churning out laps for 2-3 hour stints, where I really feel like I'm driving a car, banging up through the gears, the engine screaming, steering the car around. And I have good control and connection to the car.

I get that a bit in LFS, especially online. I haven't so far in iRacing, and I've done quite a few official Time Trail events, qualifying sessions and races. The steering feel and force feedback is the best of the bunch, so I don't know why, but something is not right. I never really feel like I'm fully in control of the car or it has much weight. The way it looks, the way it sounds and how it controls plays a part I guess. And the cars you get to drive, or lack of. I really like the debris and smoke effects they added recently though, much like what we have seen in GT5. It really adds to the feeling when you race - eye candy like this makes a difference for all the naysayers out there who poo poo eye candy....


The GT5 TT also seems to be the only game where the rate you apply the throttle makes a big difference, not just how much. It matters a little in iRacing, but not to the same degree. In LFS it doesn't seem to matter wether you mash the pedal quickly or wether you ease into it.
There is not only slip angles, but slip curves to work with.
At first I hated this and it felt alien, and I couldn't figure out why the car was losing control , but like I said before once you get used to the physics it feels second nature and I can read what the car is doing and make it dance.

As far as force feedback goes, you can turn off centre spring force, to make the PC games function like they should but you can't in the GT5 TT, so your stuck with good weight transfer effects (feels exactly like iRacing) and a few bumps, but everything else seems to be masked by the centering force. If you turn the FF up, you just get more centring force.
I can feel a bit of the natural wheel positioning when you over steer, but it's nowhere like as strong in LFS. Maybe LFS is exaggerated though. iRacing is somewhere between the 2.

Most PC games have canned FF to communicate grip, engine vibration, braking and other stuff etc, but a real life car doesn't work like that. You get that with the seat of pants feeling. iRacing has more realistic steering and FF effects, like a real car.
So GT5 TT is more inline with that, but feels somewhat vague and lacking some stuff. I can see the bumps in the cockpit, but I can't feel all those high frequency bumps like in iRacing, except for the major ones and going over curbs etc.
You can feel ABS pulsing in LFS through the wheel, which is pretty cool.

LFS has the best connected to road feeling, and that your actually driving something with air filled rubber tyres, but cars don't feel weighty, and the overall physics feels quite soft and doughy. Throttle response is pretty poor, and you never really feel the power and torque of the engines. I have used the LFS tweak tool to up the engines up to 500-600 hp, and it never feels like it.

GT TT feels like your driving on solid rubber tyres as opposed to air filled ones, but weight of car feeling is good.
Tyre model lacks acceleration grip, and has too much braking grip.
Best feeling of throttle response and screaming engine.

iRacing cars don't really feel heavy, or your driving on tyres to me like in LFS, but it models that skipping across the road surface, when the tyres don't bite properly extremely well. Engine sounds not so good. Tyres make as much noise as the GT5 TT as well :)

Like I said before, if PD improves the tyre model and force feedback, it's gonna be a sweet ride. And best overall package by far.
 
^^ Great post CoolColJ,

I went on the time trial after getting frustrated with MAG, I just used the controller because I was feeling lazy and I must say it was great fun, I could be britual with the throttle and steering. Then when it steps out I can hold it and catch it whenever I want. I never spun and only ever understeered off the track.

Compare that to the wheel and it's amazing, no more uncatchable slides and feathering everything. Maybe that's the way it's setup or maybe because I am always right on the limit with the wheel.

If GT5 is the same as the time trial then I may be using standard physics to get through some of gt mode, or the controller.
 
Well I think the steering on the control pad is too fast, so replays look odd. They should slow it down to match the wheel and real life. Then the physics engine would apply equally to both wheel and controller
 
^^ Great post CoolColJ,

I second that,

If GT5 is the same as the time trial then I may be using standard physics to get through some of gt mode, or the controller.

I also second this. Long or clutch races where my car is a little loose... I will be quite tempted to use standard.

And rallying :nervous: oh man I'm really worried I'll have to use controller for that. Don't know if the DFGT could even hold up to all that spinning around.
 
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