- 10,403
- GTP_Spag69
- spagetti69
Shouden, have you taken off the assists now?
My experience as well, aside from the few guys that have somehow been related to Sony and are probably paid to say otherwise.
And you can tell just by the interview. The guys who say iRacing say it as natural as if they're just talking to you or me. The guys who mention anything else say it as if they're looking at the guy on the other end of the camera holding their endorsement check.
It's mainly beccause I've never, ever heard anyone mention GT who's not been associated with GT Academy, involved with GT5 (Sebastian Vettel, for example) or is part of a team which is majorly sponsored by Sony/GT.
Then again, I don't really take this "ZOMG, this game makes you a race driver IRL, like, srsly!!" crap very seriously, in general. iRacing may have it's merrits, but still...
Every real life race I've seen where they care to mention a video game that has helped them in races it's always been iRacing. NASCAR, ALMS, you name it, if they happen to mention a video game it's always the same , iRacing.
Again, why? It's not like every track in Forza is off. But every gear box in GT5 is. And not being punished for mis-shifiting is, I think, affecting the game quite a bit. Couple that with the lack of aero damage, the lack of tyre pressure to name a few, and I'll have to ask: If Forza is no sim for lacking track accuracy, what does that make GT5 for lacking all of that, which directly impacts how a car is driven on whatever road there is and might ever be?
Yeah, just a thought experiment here - I know looking at GT5 involves swallowing some bizarre design decisions, but does anyone think that the lack of the most basic functions to do with basic systems (tyre pressure, brake fade, etc) means it is actually more likely that they do some killer simulation work further up the chain? Because to me this kind of indicates the opposite, that if they couldn't even pull that off, there is not a chance in hell they saved cycles there in order to run some super sophisticated model calculating brownian motion of the coolant in the radiator. Far from it.
*shrug* I don't know. Forza's never really felt like a "sim" to me.
Forza and GT5 have completely different feels to them. You could argue which side is better until you're blue in the face and you can make fair points for both, but...then you look at the numbers and you play them and there's just...a different feeling to Forza.
Forza feels like something you can just pick up an play...Hell the achievements really aren't all that hard to get, either. Forza feels like it's catering towards the more casual gamer, where as Gran Turismo feels like it's more catering towards the hardcore gamer.
And I think the numbers proves this point:
Development:
GT5 - 5 years
Forza 3 - 2 years
Cars:
GT5 - 1000+
Forza 3 - 400+
Completion time:
GT5 - 500 Hours
Forza 3 - 100-250 Hours
And I'm sure Forza's budget was smaller, too.
That kills 50% of the game if the tracks are not 100% identical to the real ones... Why they call it sim then? For what did they work with pirelli and make good physics if they build unreal tracks?
Gear damage and unreal tracks are two different things my friend...
I think gear damage is more of a minor thing compared to realistic tracks.
Plus...you do know that damage models and track models are handled by two completely different sets of people, right?
Sure GT5 doesn't have gear models, but, a lot of what's NOT included in GT5 wasn't included because they didn't want to take any longer than it already did.
That's why the shadows are jaggy in GT5. (BTW, the shadows in Forza aren't perfect, either. I noticed uneven shadows and jiggly shadows today. And when I say jiggly...I thought a part the body work was loose and shaking, but it was just the shadow. I went, "Why does the shadow bounce around like that?")
Also...I will point out that in GT5 you're not pressed up against the glass in the cockpit view. I can't stand Forza's cockpit. At least FM4's will be correct.
Both games punishes the player for using the clutch pedal. All the clutch required in Fm3 was simply pushing two buttons to shift instead of one.Again, why? It's not like every track in Forza is off. But every gear box in GT5 is. And not being punished for mis-shifiting is, I think, affecting the game quite a bit. ....
Both games punishes the player for using the clutch pedal. All the clutch required in Fm3 was simply pushing two buttons to shift instead of one.
Gentlemen, both games are great. One has better graphics , one has better physics , and the list continues....At the end both are great or decent.
To really enjoy and get more SIM experience from Forza and GT5, turn off your assists, especially the Driving/Brake line (D/Bl). To me the D/Bl kills the Sim Experience 30 to 40%. A few examples :
FORZA 3
GT5
oFANTOMASo
To clarify my Sim comment. In the Gaming World, these games are Sim if you compare them to some Arcade Racing Games. Of course in real life these games are not a full Driving Simulators. And again, the driving/brake line take away a huge "Sim" from the these games. My opinion.
oFANTOMASo
To clarify my Sim comment. In the Gaming World, these games are Sim if you compare them to some Arcade Racing Games. Of course in real life these games are not a full Driving Simulators. And again, the driving/brake line take away a huge "Sim" from the these games. My opinion.
oFANTOMASo
Both games punishes the player for using the clutch pedal. All the clutch required in Fm3 was simply pushing two buttons to shift instead of one.
added: The only time I received damage for down shifted too low is when some reason the Microsoft WRW downshifted without me touching the paddles. I've read this is a common problem with this wheel. Because you have no feel to the clutch and shifting it's easier to mis -shift than IRL where you have a lot more feel. This is why even hardcore sims are more forgiving with it comes to the clutch and shifting.
Some general rules of thumb. When discussing clutch you really can't discuss it if using buttons/controllers to work it. NOWHERE near the same as using an actual pedal attached to a pedal set with an actual stick shift. When using my Fanatec wheel this whole statement becomes false. I couldn't tell you with the controller because honestly all the time I played with a controller I never used the clutch. I used the manual seq but using a clutch feature with a controller was ridiculous to me in ANY game so I never bothered.
I also have a GT2. Also you can use a button for clutch on a wheel like the Microsoft WRW. Then there were complaints it's easier in Fm3 ( as in most sims) for the clutch to be mapped on the button instead of the pedals. In FM3 obviously the game was designed so manual clutch was easy on the controller so the controller wouldn't be at an disadvantage.
Spot on. It's pretty easy to go from 5th-3rd or 4th to 2nd in GT5 & have no consequences for doing so.I always race with no assists and damage, if any, on full. One thing I don't like in GT5 is how I'm able to slow down faster by aggressively downshifting along with some braking. So much so that I ping redline like mad. In Forza, and in real life, damage would occur to the drivetrain somehow. This one is a big gripe for me. I taught myself in other racers on all platforms to NOT ping redline so aggressively in my downshifts but GT5 it happens almost on the norm for me.
Enough with this spew. There is no premium & standard models in Forza. It is simply the "premium" model being downgraded during the race unlike GT5 where the 2 categories will always remain different cars.They use premium models for photomode and standard models for driving.) And I could go back and forth. But...the feel of the two just isn't the same...not even close.
Games and wheels doesn't simulate manual shifting that well to punish people for something like mis-shifting or not using the clutch pedals which is why the most hardcore sims don't. (it's alot easy to accidentally tap the paddle and down shift twice using the Microsoft WRW than a real car)And what would a solution look like? Not allowing the clutch to be remapped? Not having a manual clutch in the game in the first place?
All of that would cause more inconvenience than to just ignore that issue, wouldn't it?
1) Good thing you're not in charge of PD/T10 then. Because, really, I'd like a company that creates a game to worry about the features (such as the physics engine, lighting, damage model [including mechanical damage, such as damage to the transmission], online mode and so on) before worrying about the content, like tracks and cars. Content is regularily added with DLC. And, really, going mad with the tracks and cars instead of working one verything else is probably what made GT5 what it is today.What I was trying to say about gear damage is: if I were making a racing game, especially something as large as GT5, gear damage probably wouldn't cross my mind...at all...and if it did...I'd be like, "if there's time, we can add that...or we can put it in a patch." Whereas, with the tracks, I'd go "let's make them as true-to-life as possible." I mean, Turn10 made a conscious decision to make the tracks in FM3 and FM4 wider and longer than in real life. I don't think it was a conscious decision at PD to exclude gear damage.
Probably not. But:Also, you can't complain about me being a GT lover if you're a Forza lover.
And...Forza uses a similar system. They use premium models for photomode and standard models for driving.
Even ISR mention they overrated Forza 3 damage model after they had some time to play it more.1) Good thing you're not in charge of PD/T10 then. Because, really, I'd like a company that creates a game to worry about the features (such as the physics engine, lighting, damage model [including mechanical damage, such as damage to the transmission], online mode and so on) before worrying about the content, like tracks and cars. Content is regularily added with DLC. And, really, going mad with the tracks and cars instead of working one verything else is probably what made GT5 what it is today.
Even ISR mention they overrated Forza 3 damage model after they had some time to play it more.
I... am not sure whether I understand what you're trying to say. Sorry, I don't know what to make out of that post.Games and wheels doesn't simulate manual shifting that well to punish people for something like mis-shifting or not using the clutch pedals which is why the most hardcore sims don't.
I have seen a high end sequential shifter than has real shifter parts that requires you to recenter the shifter completely (a click sound) before change the gear again. This shifter also had the option of removing this knowing in most cases this may put the user at a disadvantage in sims.
I... am not sure whether I understand what you're trying to say. Sorry, I don't know what to make out of that post.
SuperShoudenI mean, Turn10 made a conscious decision to make the tracks in FM3 and FM4 wider and longer than in real life.
Which FM4 track are you referring too?
Let me put it this way; I'm sure glad the manual transmission I had IRL were a lot tougher than those in Fm3. I was pretty rough with my first straight drive and know first hand manual transmission can take a serious beating ( I did wear out the clutch) and it's a lot harder to jam into a low gear at high speed than in any game.And that has exactly what to do with GT5 not simulating damage being done to your transmission?