Which is?
You cant just post a video and not explain what it is your trying to prove.
In fact I think Scaff explained this in his first post.
Ditto on the guy who said cars in GT5 with no aids are more difficult to drive than in real-life. I'm not sure how it is with a wheel since I haven't tried it, but GT5 is incredibly difficult to play with ABS off on a controller (and I have mapped the brake and throttle to L2 and R2), the brakes seem to lock up the moment you apply some pressure to the controls. Forza seems a bit better, but still a tad on the oversensitive side.
soheibV12HE (drift ) to prove me torque steer is in FM4, i have done the same and...
While FM4 replays can look a little floaty (I don't agree that they feel that way at all but that's a discussion we have had before) I overall feel that the end result is a lot closer looking to how a car moves and behaves.Cars in Forza 4 replays look too "floaty" to me(which is close to what they feel in game to me). Tone of colors seems also too bright to give realistic look.
Some of the sunny daytime tracks still suffer from this, but its not even close to how saturated it was in previous versions, that GT5 is capable of looking better than FM4 has never really been disputed. A premium car on a premium track is almost no contest in that regard, however the lighting engine can look as good as it wants it still jars for me when you get a close up of a standard car on a standard track.Colors more toned down:
Now aside from my personal belief that lap time comparisons are pretty much worthless, as you can find plenty of examples of stock cars in GT5 hammering real world laps times and also plenty of FM4 lap times that are close to real despite the track inaccuracies.Lap time comparison:
Does that mean that post 2.0 GT5 is now more real than real?
How does this stack up with the difference in physics between on and off line?
Scaff
ScaffNo I put that video together to show the similarity between vehicle dynamics between the real car and FM4. It has nothing at all to do with rear wheel torque steer from a standing start. I've never said anything even close to that. That you believe over-steer in those circumstances is caused by torque steer is worrying in itself. Hell its not even a drift, its a bit of power and inertia created oversteer with a tad of a fishtail on correction, certainly not a drift.
Now find some footage of a real Interceptor and put it against yours and we can start talking.
Ohh don't worry - done it for you
<a href="http://www.youtube.com/watch?v=WESdnyb5M5c">YouTube Link</a>
Scaff
So it's correct but my little drift was too long compared to the real one, i can do an other wich is more close to this jensen if i drift less
Well feel is quite a bit different from virtual and real world. Only way for virtual world to get similar feeling is a really expensive racing rig with simulation software that makes good use of it.Yes I did mention behaviour traits and in that regard would agree that you can get a basic idea of them from a video, however the bulk of my point is in regard to feel.
I don't agree (as you seem to be saying) that feel can simply be ignored.
Colin Mcrae also had a game series with Codemasters as you may well know which taught people basic concepts of rallying. About the part you said about him saying he is not fast in a sim, do you have any article on the internet about that or the year when he said that. I would say though something along the lines that 99% of drivers in GT and FM are not up to the standard of top motorsport drivers (The ones who are fast in sims) in the virtual world.Some people will never get on with a sim, others will. Colin Mcrae always said he was never fast in a sim, Richard Burns on the other hand went out of his way to develop one of the most important rally sims ever and his involvement was very significant. I can't comment on the experience any of these people have had, what I can comment on is my own experience and how it compares.
Your real world point suits GT5 and FM4 (Based on videos) grass fine. GT5 grass is too grippy I would say and I might make a mockery video of GT5 grass if I can be bothered.Let me clarify here because I think my references are getting mixed up here.
Real world - grass doesn't automatically mean a trip backwards into spinny death.
GT5 - grass is too slippery (caused in my opinion by a reduction in the grip co-ef) resulting in little slowdown and control loss that occurs far too easily.
FM4 - grass is too sticky (caused in my opinion by a massive increase in the rolling resistance of the tyre)
Net result - neither do a good job of replicating what grass is actually like to drive on or cut across.
Hopefully what I think is outlined above and makes sense.
I have yet to play FM4 retail, hence why I’m talking mainly about GT5.Have you reviewed the FM4 telemetry for this when it occurs?
The effect has key hallmarks of a combination of torque steer and contact patch changes.
What I would ask you given your comment above is what do you believe is causing the tyre deformation and suspension movement?
However the test you have proposed is an interesting one and as I have all three may be worth a go, but keep in mind that you are making an assumption that none of these titles model torque distribution. Given that titles like RBR and Enthusia were modelling this back on the PS2 its not a big leap.
It would after all take a very brave person to say that GT's low speed physics have not always been one of the series weak areas, and a topic of old....
https://www.gtplanet.net/forum/showthread.php?t=70051
Scaff
Feel is most certainly different between the virtual world and the real world, however that doesn't mean that comparable links can't be made between them. Racing/Driving sims do what they can to simulate that feel, certainly in regard to steering. Other elements of feel come from the car itself and the physical forces acting upon it. For these sims use visual and audio information to a large degree.Well feel is quite a bit different from virtual and real world. Only way for virtual world to get similar feeling is a really expensive racing rig with simulation software that makes good use of it.
I've played every title in the CM Rally series and they are nothing like a sim at all, pretty much pure arcade with a sim look added. They are great fun, but most certainly not a sim in any way.Colin Mcrae also had a game series with Codemasters as you may well know which taught people basic concepts of rallying. About the part you said about him saying he is not fast in a sim, do you have any article on the internet about that or the year when he said that. I would say though something along the lines that 99% of drivers in GT and FM are not up to the standard of top motorsport drivers (The ones who are fast in sims) in the virtual world.
I'm not sure what this would achieve as I'm certainly not the fastest sim driver in the world at all, however I am more than happy to give one of them a go and describe what I feel about the car and its behaviour around a lap.It would be good to know how good you are at GT5 and applying real world driving techniques in that game. Soon as you seem like to like the Cobra 427, maybe you could do a few laps on this combo: https://www.gtplanet.net/forum/showthread.php?t=248347
This one is also good to test how well you can apply your knowledge of vehicle dynamics in the game: https://www.gtplanet.net/forum/showthread.php?t=247008
Dont mind if you dont attempt it, just putting it out there.
You should give it a go, you might be quite surprised.I have yet to play FM4 retail, hence why Im talking mainly about GT5.
Torque steer is torque steer, if a car changes direction based upon unequal torque distribution between the driven wheels then its torque steer. It doesn't matter if the driven wheels in question are at the front or the rear.Torque steer is more a FWD attribute regarding affects of it through steering wheel column. Your example is a RWD based car and it is more to do with the affect of torque changing direction of the car and causing you to correct for torque on launch but if you keep wheel straight, the torque will not affect your steering input.
If you dont correct for torque on launch, then it may result you to spin out like one of your Forza 4 video shows although the same can be done in Forza 2.
In simple terms, it is due to the torque being applied from the driveshaft to the rear axle and this causes some twisting motion. There is some weight transfer going on during launch which affects contact patch and load on tyres on launch. Tyre deformation also plays a part which all results on one rear wheel tyre getting betting traction than the other and thus resulting in a spin due to one wheel travelling faster than the other if not corrected for if I'm not mistaken.
Care to share a video?You can get a similar result on launch in GT5 as Forza but for different things affecting the suspension and traction. If you launch straight from off-track with say the Cobra, you will spin out like in Forza when you go back on to the track.
And if its torque that is steering the car then what would we call it? Torque steer.I would say it is due to torque.
It certainly seemed to me that you were suggesting that this was occurring in FM because of tyre deformation alone, and as you have already confirmed above the main cause of this and the changes on suspension load is down to torque.I am not making that assumption.
Hopefully the thread I linked to provides a bit more insight into the series and alone demonstrates that testing of sims is not a new area of interest to me.I am not that knowledgeable about previous GTs in regards to physics. Really only started playing racing games more than football games when I got a DFGT wheel for GT5P. I think I got first PS2 in Christmas 2004 and I used to play mainly Fifa and PES on that and my brother completed most of GT4 when we got it so missed out quite a bit of the game although I did revisit in 2009 I think. Reason being to gold every mission and license and get up to 100%). Didn't take long in the end, maybe a good few days. It was fun to try it out with a FFB wheel for the first time. The original GTs I have not really revisited. GT3 A Spec is probably the least I have played a GT game as I traded it for a football game after barely starting the game. It wasn't due to the game being bad but more due to it being a very good deal. Actually even GT5P I did not play the actual game part of it much as I sort of cheated by using a game save from online that is 100% so I could compete in time trials with the best cars. My bad.
And does GT5 drive anything like Ehthusia? No not at all.Well considering that GT5 is enthusia 2 (the physics coder that made enthusia is now working for PD and was responsible for GT5 new physics model) I would say you have some sort of personal grudge against GT5
In my opinion F1 CE has better physics that both of them, doesn't stop F1 2010 being an entertaining simcade.And IMO F1 CE has much better physics than the tweeked Grid physics that plage F1 2010 (cant say the same about F1 2011 though)
Given that video doesn't contain anything to do with FM4 you would do well to lay off the inflammatory comments, you've been given a large amount of room in regard to your lack of information and dubious claims. However keep this up and you will find the staff patience runs out.conclusion. forza physics are fake but maybe better than need for speed,
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Would you mind explaining why the real car quite clearly rocks from side to side when it comes to a stop after the handbrake turn and the GT 5 one doesn't?GT physics are real, the point of the game is ''the real driving simulator''it's the point of their work
Get the back of a RWD car to step out of line from a full throttle standing start. I've asked before and you've promised it, yet we are still waiting.you can say me anything, i can do . (sorry for my english)
Actually I'm quite curious about one thing; Have you ever play Life for Speed? and if so, How would you rank the physics on that one?I've played and continue to play a large number of sims on console (and in the past PC as well - however time pretty much precludes that now - I lost too much of it to PC sims in the past, in particular GPL).
Currently my order of regular play would look something like this:
FM4 > Race Pro > Enthusia > GT5 > F1 2010
Scaff
Actually I'm quite curious about one thing; Have you ever play Life for Speed? and if so, How would you rank the physics on that one?
I bring this up because I always felt like the physics on LFS seems to be more realistic than console racers (FM4/GT5 and at some Degree TOCA3), I'm not sure but I always felt like they did accomplished a decent physics model parting from the very basics back in 2006, needless to say it seems like their grip models and some other characteristics of it seem to realistically portrait the real thing(Tire wear and grip depending on temperature, its weight transfer model and some other characteristics like launches).
I've been playing a lot of both TOCA3 and LFS lately, and it feel like LFS did archive some decent driving model, because it feels more challenging than FM4/GT5 in some areas.
ScaffAnd does GT5 drive anything like Ehthusia? No not at all.
First off what we actually know, a person with the same name worked on Physics for Enthusia and for GT5, we don't know for such if its the same person and we certainly don't know what direction they were given by the producers of the titles in question. That is unless you have some information that states they are the same person and that the core of the Enthusia physics model was used to help build the GT5 physics model.
I have no personal grudge against GT5 at all and even a quick review of my posting history over the years I have been here would very, very quickly show that were I to have a bias for any series it would be GT.
In my opinion F1 CE has better physics that both of them, doesn't stop F1 2010 being an entertaining simcade.
Given that video doesn't contain anything to do with FM4 you would do well to lay off the inflammatory comments, you've been given a large amount of room in regard to your lack of information and dubious claims. However keep this up and you will find the staff patience runs out.
The thread doesn't need flame-bait like this at all and you seem to have forgotten the requirements for posting here:
These are not optional.
Would you mind explaining why the real car quite clearly rocks from side to side when it comes to a stop after the handbrake turn and the GT 5 one doesn't?
Also please describe how you initiated the oversteer in GT5 (the first part of your video)?
Get the back of a RWD car to step out of line from a full throttle standing start. I've asked before and you've promised it, yet we are still waiting.
Scaff
I have try but the car doesn't go out: the car can't, maybe when car is damaged, maybe with broken tyre or with comforts hard tyre
conclusion. forza physics are fake but maybe better than need for speed, GT physics are real, the point of the game is ''the real driving simulator''it's the point of their work, you can say me anything, i can do . (sorry for my english)
There is no way anyone could beat forum ninja, he just gets more energy from the hits.
ScaffSo give that I hope you would agree that this statement...
....was un-needed and we can actually move onto a sensible discussion without wild rhetoric.
Neither title gets its right and from that starting point we can sensibly compare both to each other and the real world.
Scaff
I have say that car can go out if: tyre are broken, car damaged or with comfort hard tyre
Something strange I came across in GT5 while trying to take a pic in a Civic hatch on Nurburgring GP's main straight.. I was lining up the car at an angle close to the first walkway bridge. The car would start to roll back by itself when the brake pedal was released. That's not what was strange. What was strange was that turning the wheel going even 1-3mph in reverse rolling back by itself, the car exhibited lean as if it was taking an actual turn! Anyone experience this? Thought it was strange.
ScaffTyres wear/overheating and car damage is a separate issue and nothing to do with torque causing the rear of a car to step out on launch.
I don't personally recall this happening with CH tyres but will give it a go later tonight (work permitting) but again you should not have to go to that level of tyre for it to happen.
Scaff
Tyres wear/overheating and car damage is a separate issue and nothing to do with torque causing the rear of a car to step out on launch.
I don't personally recall this happening with CH tyres but will give it a go later tonight (work permitting) but again you should not have to go to that level of tyre for it to happen.
Scaff
I was with sport hard
ScaffThis is the reason why I'm quite confident in saying that we should be seeing the rear of any RWD car step out pretty much regardless of what tyres are fitted.
Scaff
But who's fault is the lack of torque steer in GT? Tyre model? Incorrect modelling of the diffs? Limitation of the basic physics engine?