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So in other words this helps solidfy what I thought if PD made a bridge with certain groups to get their data real world side, it would help improve the game simulator side.
LMSCorvetteGT2So in other words this helps solidfy what I thought if PD made a bridge with certain groups to get their data real world side, it would help improve the game simulator side.
Indeed. I Hope PD sign a Deal with a tire Company. Would be awesome
The "floaty" is still there. And I'm not the only one who feels it. The cars simply do not sit/stick to the road as they should.
See there is your problem, you are used to the unrealistic amounts of grip GT5. Cars don't stick to the ground. There is massive movements in chassis, tyres, suspension and that's why it takes a professional driver to get the best out of them. We all play these so called sims but in reality 99 percent of of us would not be able to recreate what we do in a game on a real track without being taught by professionals. Look at any slow motion replay of a car going round a corner, it looks as though the tyres are gliding over the track rather than sticking to them. The floaty sensation you are talking about is the realistic loss of grip that happens when you push a car beyond its limits. You only have to look at the grip levels of the Ferrari F1 cars in game to no that PD needs to take a serious look at the tire model for GT6
LMSCorvetteGT2Exactly, it just seems that the current model was changed to a degree that make them have much more grip when it comes to F1 cars or even the X2010 and X2011 cars.
You are aware that in both Arcade and online mode "grip" is far less?
Search me why things are different in A-spec, but PD obviously ditched the "standard physics" option in the retail version compared to the demo I played at GamesCom.
You are aware that in both Arcade and online mode "grip" is far less?
Search me why things are different in A-spec, but PD obviously ditched the "standard physics" option in the retail version compared to the demo I played at GamesCom.
Could you expand on exactly what you are referring to here, as any car on any tyre is when subject to the right forces capable of exceeding the limit of grip and under or oversteering. That happens in GT5 (once you ignore the totally daft grip levels RM and RS offer) and the real world.Finally got around to buying Forza 4 (even with my banned Xbox ), and is ok.
As with every Forza - no matter the tire compound - EVERY car will slide, even with slicks on a 150hp car. I just don't get it.
I still like Forza (despite not being able to play it online), but their "best sim" claim just doesn't hold true IMO.
I wish I could factor my truck in as a comparison, but it's not in ether game. :/
LMSCorvetteGT2Since I bought my game pre-release and still own it I've never once played Arcade mode. So in all honesty can not comment on it. As for online I play that all the time, and thus I've known for quite some time the variation in grip. To be honest, I don't know one person that doesn't know of the differences between the two so the question to me is somewhat rhetorical.
Yes I don't get why you ask to be honest, and to have such a variation to me is somewhat counter productive to the end of the day.
cuco33So which 'grip' is the real one? A-spec? Seasonals? Arcade? Online?
The other question I have is WHY is there a difference in physics and grip dependent on the game mode you are in, in the first place???
ghsnuAs with every Forza - no matter the tire compound - EVERY car will slide, even with slicks on a 150hp car. I just don't get it.
I prefer online and Arcade by far as I feel driving is more challenging and a far richer experience. Why PD chose to do this, I have no idea.
cuco33Do you feel it's more challenging because it has less grip? And why a far richer experience, because of less grip?
Personally, I don't understand why there's a difference in physics in the first place...
As with every Forza - no matter the tire compound - EVERY car will slide, even with slicks on a 150hp car. I just don't get it.
cuco33Sorry but I don't follow at all. To my understanding the only difference is grip level difference and how certain modes take into account tire wear and fuel consumption. The game still feels relatively the same outside of going from 1 mode to the next with the same car and setup.
one thing is for certain, gt6 needs a fresh tire model
Your first comment goes a long way to explain your second comment.I can't argue which one has the most realistic physics model as I haven't driven a car in real life anywhere near the levels I have in game. But one thing that "ruins" Forza's physics to me is how the cars feel exaggeratedly "drifty" but at the same time incredibly forgiving. It takes away a lot of the excitement for me.
GT5 has far too many of them, the Shelby Cobra being a good example, even look at one on something close to 'real' tyres in GT5 and it will lose traction with almost zero progression. It may be 'exciting' but its certainly not accurate.I've had many brown trouser moments in GT5. Virtually none in F3 and 4.
I can't argue which one has the most realistic physics model as I haven't driven a car in real life anywhere near the levels I have in game. But one thing that "ruins" Forza's physics to me is how the cars feel exaggeratedly "drifty" but at the same time incredibly forgiving. It takes away a lot of the excitement for me.
I've had many brown trouser moments in GT5. Virtually none in F3 and 4.
Shalashaska523I also hate how if you go off the track in f4 it slows you down. Though helpful it takes forever to get back onto the track
I also hate how if you go off the track in f4 it slows you down. Though helpful it takes forever to get back onto the track
Just like real life you mean ?
I believe he is referring to the parts of the track where it almost stops you completely, which is no where close to being realistic.
Parker