hi to all.. im new to GT5, i always played forza games, i recently bought a PS3 and a copy Of Gt5 XL edition, and i well surprised on gt5 enviroment, graphics and so on... but the physics seems to be unrealistic in some cases e.g when u crash a car in front of u on a tight corner after a hard braking... hmmm it feels like bumper cars or something, or when u crash your with a barrier its the same feels SO arcade... i know gt5 and FM4 ARE NOT raicng sim, (for that its Iracing, or rFactor...) I also triend my momo logitech with gt5 and i have to say that itsnot good as original microsoft racing wheel and fm4 maybe because my wheel is not fully supported on this platform, I think Gt5 its most like atradition a legacy... i used to play gt and gt2 all night on my childhood, thats why i wanted to return to GT.
erosas87hi to all.. im new to GT5, i always played forza games, i recently bought a PS3 and a copy Of Gt5 XL edition, and i well surprised on gt5 enviroment, graphics and so on... but the physics seems to be unrealistic in some cases e.g when u crash a car in front of u on a tight corner after a hard braking... hmmm it feels like bumper cars or something, or when u crash your with a barrier its the same feels SO arcade... i know gt5 and FM4 ARE NOT raicng sim, (for that its Iracing, or rFactor...) I also triend my momo logitech with gt5 and i have to say that itsnot good as original microsoft racing wheel and fm4 maybe because my wheel is not fully supported on this platform, I think Gt5 its most like atradition a legacy... i used to play gt and gt2 all night on my childhood, thats why i wanted to return to GT.
Really? All of them?Says every person that comes from Forza, at the end of a games life.
Its not.I also dont think a Microsoft wheel is the best choise for gt5.
I think you miss the point being made, which is not to do with is driving, but to do with how GT5 reacts when you hit another car. Which does have issues with it, now as for his driving, are you saying you have never hit another car or been hit with one at all when playing a driving title?Then the comment about unrealistic accidents in turns. Next time your on the highway tap the car next to you on their inside corner and watch them spin like a top if they dont know how to drive. If you want real, stop playing a game and buy a saturday night racer.
Also hitting barrires in turns means your to fast in, so slow down so you can make the turn, sounds pretty real to me, not at full throttle like other games.
Really? All of them?
I think you miss the point being made, which is not to do with is driving, but to do with how GT5 reacts when you hit another car. Which does have issues with it, now as for his driving, are you saying you have never hit another car or been hit with one at all when playing a driving title?
I doubt it.
The wheel is a better option because it's closer to the control system used by the car, but it in no way enhances the physics so when it comes to judging physics, controls don't matter.
Because it models more areas of physics correctly than GT5 doesJust played Forza 4 again, and I still don't get how anyone can find the handling physics realistic.
In comparison to what?There is way way too much slip........
Difficult =/= Realistic......and it's too easy to control.
Because it models more areas of physics correctly than GT5 does
In comparison to what?
Difficult =/= Realistic
And overall FM4 models more areas better that GT5, the fact that GT5 doesn't even model tyre deformation and still uses simple grip multipliers for tyres are enough to put it behind FM4 (and don't get me started on just how wrong the physics engine works for RR).Yes and no. Some areas F4 is better and others GT.
Neither gets slip 100% right, however the progression in GT5 is pretty much digital, with self-aligning torque not appearing in the model and once the slip limit is exceeded its far from realistic in regard to to difficultly in recovery.In comparison to real life. The amount of slip the tires get, is not realistic. Especially with race tires, you don't get these slip angles let alone as effortlessly as you do in F4. Street tires give you the gradual increase in slip angle along with lots of room to correct, you don't have that with race tires.
This might help clarify. It's not that I don't agree with the physics regarding how the car initiates the slip angle, that part is fine, it's how it responds after that point. It's as if (and T10 alluded to this) the game then inputs nannies to help you keep the slip angle and simplify the correction process, probably overriding the physics engine to allow for a "fun experience".
With a wheel FM4 recover is not 'easy', its simply not as absurdly difficult as GT is. What FM4 does get far more accurately is that dependent on drivetrain and situation some will be easier to recover that others, a distinction that is almost lost in GT5.I didn't say that difficult equals realistic. I said it's too easy to control in F4, and this was in reference to real life.
And in real life correcting a car at 10/10 at speed, it tends to be tricky, this is not the case at all with F4. GT isn't perfect either, it's a bit too aggressive with the oversteer in some cases, primarily lower speed, but high speed is pretty good.
And overall FM4 models more areas better that GT5, the fact that GT5 doesn't even model tyre deformation and still uses simple grip multipliers for tyres are enough to put it behind FM4 (and don't get me started on just how wrong the physics engine works for RR).
Neither gets slip 100% right, however the progression in GT5 is pretty much digital, with self-aligning torque not appearing in the model and once the slip limit is exceeded its far from realistic in regard to to difficultly in recovery.
With a wheel FM4 recover is not 'easy', its simply not as absurdly difficult as GT is. What FM4 does get far more accurately is that dependent on drivetrain and situation some will be easier to recover that others, a distinction that is almost lost in GT5.
The tire deformation def goes to F4, BUT the fact that F4 has added a form of nanny destroys all the work they did. What's the use of a good physics engine if you then dumb it down for the general public.
I've not ignored the point at all, I just don't consider it to be as big an issue as you do.No it's not. I've got lost of seat time with many different track cars running slicks, and frankly Forza is a joke in how they replicate the slip limit/progression of race tires. GT5 does this a lot lot better.
I can see you ignored my point about the clear driver aid that F4 is using to counter the physics engine. IMO had they not done this, their physics engine would win due to other advantages. BUT because of it, it destroys all the hard work they did.
Totally and utterly disagree, GT5 has understeer that doesn't model the reduction in self aligning torque via the steering (which makes its on-set virtually digital) and once the slip limit is passed recovery from understeer is totally unrealistic. Not to mention the complete lack of lift-off oversteer should you wish to correct for that it in FWD cars.The same goes for understeer, GT5 exaggerates it, but it's still closer to real life than F4 due to nannies. They dumbed down a solid physics engine. You simply don't get punished in F4 for mistakes like you would in real life.
Again our subjective opinions will have to differ on this, but I've never had anything like the trouble I do in GT recovering from small yaw angle oversteer as you get in GT5.With a wheel it is VERY easy to save in F4, sorry but I can save pretty much everything without breaking a sweat. I don't even have to be very quick with my corrections to save, which brings us back to the very clear driver nannies that have been put in place for casual gamers.
With GT5, using a wheel, I find the high speed corrections much more accurate with race tires. There is very little room for error and you have to react quickly........just like in a real car.
Again we will have to disagree, particularly in regard to RR models, the lower torque ones in particular do not act as they should in GT5 at all (something that even PD have acknowledged and demo'd with the Alpine video - understeering on a steady throttle increase rather the always on oversteer GT5 has).If real life was as easy to save as in F4, my co-driver wouldn't have stuck our 800hp Porsche into the wall at the top of Eau Rouge. As soon as it rotated it was gone......nothing at all like F4.
And in GT5 I easily notice the difference between chassis and layout. IMO F4 exaggerates this.
Control methods on both titles are an issue, but I would rather take a good physics engine with a small number of aids than one that is very basic in three key areas and a minimal aids.
I've not ignored the point at all, I just don't consider it to be as big an issue as you do.
In regard to real world experience vs GT5/FM4 I would have to disagree (and I have plenty of my own), however subjective opinion is just that. In terms of what is modelled by both engines I don't personally think its even close.
Totally and utterly disagree, GT5 has understeer that doesn't model the reduction in self aligning torque via the steering (which makes its on-set virtually digital) and once the slip limit is passed recovery from understeer is totally unrealistic. Not to mention the complete lack of lift-off oversteer should you wish to correct for that it in FWD cars.
Again our subjective opinions will have to differ on this, but I've never had anything like the trouble I do in GT recovering from small yaw angle oversteer as you get in GT5.
Again we will have to disagree, particularly in regard to RR models, the lower torque ones in particular do not act as they should in GT5 at all (something that even PD have acknowledged and demo'd with the Alpine video - understeering on a steady throttle increase rather the always on oversteer GT5 has).
What's the point of having no aids if the core engine doesn't simulate things correctly? That works both ways.I would rather have my core areas done well and not have aids destroy a otherwise solid physics engine. F4 has more "inputs" for the physics engine to use, but what's the point if you go and disregard the inputs and assist with under/oversteer?
You mean just as you then 'ignored' at least one specific point I raised. You know, people.....glass houses.....Not responding is ignoring.
In your opinion.The aids are a HUGE issue. We are talking about which game "simulates" the real world cars more realistically. By employing aids to help with under/oversteer F4 destroyed what would have been a good sim. Yes GT5 doesn't have as in depth of a physics engine, BUT it doesn't use aids to dumb it down, and in the end it ends up being a more realistic simulation.
And in my opinion its a better sim despite the aids.Remove the aids and F4 would be the better sim due to the tire and suspension model.
Quite wrong in regard to experience I'm afraid. Also in regard to slicks not having a progressive slip angle either, it may not be as progressive as a road tyre, but its still not digital, and just as with road tyres it will vary from compound to compound, size to size, brand to brand, etc. (and odd that you should mention it given that between the two - race tyres in GT are actually more progressive than road tyres)Then you clearly don't have experience with slicks because they do NOT have a progressive slip angle like F4. This is all easily proven with a quick google search regarding slicks. The racing world disagrees with you, it's not subjective at all.
GT5 punishes you too hard and FM4 doesn't punish you enough, that I would agree, however for my money FM is still the closer of the two, particularly when it comes to recovering from the understeer.I'm not saying GT5 is realistic with understeer, but that F4's "aids" remove a lot of understeer that should be there. Because of this GT5 is more "realistic" in what happens when you go in too hot. In F4 you don't get punished for this mistake.
Could you let me know exactly which ones in GT5 have lift-off oversteer, because cars that I know categorically have it (and I have plenty of experience with) simply do not demonstrate it at all.In regards to FWD, some have LTO in GT5, but like in real life not all FWD cars allow LTO. Manufacturers usually setup the suspension/chassis to NOT have LTO.
And yet cars that should be nice and leasurly in reality to catch are still snappy when correcting.I don't have any trouble correcting small yaw angle oversteer in GT5, but I'm also quick to catch it and can anticipate it. But I can't be leisurely about it like I can in F4.
All of them?One thing I notice, is the cars inF4 have the reaction to slip angle at low speed as they do high speed, slow and progressive. This is not realistic and a clear example of the aids at work.
The GT6 launch video that showcased the new physics.Which video?
Dp you have a link for that? Oh and I'm not handpicking a car.I could also handpick cars from F4 that act nothing like the real world cars, and T10's response to this is hilarious. They input the specs into the system and if the car handles like crap (unlike its real world counterpart) their response is "the system doesn't lie"........sorry but if it's not handling like the real car then you've obviously messed something up.
And if the physics were wrong in the first place it would not matter how many aids were removed/reduced either. Its a question of which set of compromises works best, for you its GT's and for me its FM's (funnily enough I'm running neither right now).The bottom line is there are aids helping you in F4, and it destroys the "realism/simulation". Think of it this way, if the F1 teams were to alter their simulations to counter/ignore every bad input the drivers did.......it would no longer be a realistic simulation. The physics involved would be fine, but the way it compensates for inputs would be a big problem.
Good for them. Personally in the years of using sims as a training tool for track drivers I found all of them to be highly flawed for anything but the basics.Another thing I notice, I have a few F4 friends and a few GT5 friends. When the F4 friends play GT5 they are constantly making big mistakes/spinning etc due to the bad habits they got from F4........and when we go to a real track they make the same mistakes while the GT5 guys are much quicker/consistent in real life. It's not a coincidence. The real world doesn't help you out on the track, it doesn't compensate for your mistakes or spoon feed you.
What's the point of having no aids if the core engine doesn't simulate things correctly? That works both ways.
Lets also be clear here, both title use aids depending on the input method used.
You mean just as you then 'ignored' at least one specific point I raised. You know, people.....glass houses.....
In your opinion.
And in my opinion its a better sim despite the aids.
Quite wrong in regard to experience I'm afraid. Also in regard to slicks not having a progressive slip angle either, it may not be as progressive as a road tyre, but its still not digital, and just as with road tyres it will vary from compound to compound, size to size, brand to brand, etc.
GT5 punishes you too hard and FM4 doesn't punish you enough, that I would agree, however for my money FM is still the closer of the two, particularly when it comes to recovering from the understeer.
Could you let me know exactly which ones in GT5 have lift-off oversteer, because cars that I know categorically have it (and I have plenty of experience with) simply do not demonstrate it at all.
And yet cars that should be nice and leasurly in reality to catch are still snappy when correcting.
All of them?
The GT6 launch video that showcased the new physics.
I'm not handpicking a car.
In reality in a RR car on a constant radius if you keep applying the throttle gradually without reducing lock what should the balance be? Understeer or Oversteer?
And if the physics were wrong in the first place it would not matter how many aids were removed/reduced either. Its a question of which set of compromises works best, for you its GT's and for me its FM's (funnily enough I'm running neither right now).
Good for them. Personally in the years of using sims as a training tool for track drivers I found all of them to be highly flawed for anything but the basics.
No the core engine doesn't simulate most things correctly at all, it misses out quite significant areas, in particular the tyre model has significant flaws in it (one of which is radically different cars having the same lat-g on the same compound - a point you still have not fully addressed a year and a half on) as does the suspension model (damper modelling in particular).The core engine simulates most things correctly/close actually. It lacks a few inputs F4 has, but it doesn't have the bogus aids. One is far worse than the other in terms of simulation IMO.
While FM4 may have aids its a stretch indeed to say they render the physics engine moot.Let's be clear I'm talking about wheels, and the aids I'm referring to are a arcadish "help" being applied to the physics of F4 in terms of understeer and oversteer, and it renders all the rest of its nice features a moot point.
The entire point about RR cars and a question you still have left un-answered for a year and a half.Care to share which point I "ignored". You can't call someone out and then neglect to be specific.
What? I was talking about the package as a whole, as was the part of your post I quoted!In reality the effect on oversteer is not really a opinion.
I will say again.....While FM4 may have aids its a stretch indeed to say they render the physics engine moot.So let me get this straight. You find it a better sim because of the tire model/suspension model etc.........all of which are supposed to improve the physics engines application of car dynamics/oversteer/understeer...........which is then neutered and rendered pointless because the designers applied a arcade handicap to it.
I hope you see how flawed this logic is.
Your going to need to explain then, as your statement here doesn't make any senseNot as progressive as a road tire? That's a ridiculous statement, they are not even in the same galaxy in terms of being progressive.
I'm not skirting around any issue, but I do notice that you didn't address the point on slicks being more progressive in GT than road (comfort tyres), its not a little to agressive in GT - when viewed across the board its far too aggressive.And in F4 it's progressive like a road tire, this is not realistic. You try to skirt the issue with comments like it not being digital as in GT5. I've already said its a little too aggressive in GT5, but it's still miles better than the fake progressive tire in Forza. This all comes back to the arcade handicap in F4, this is the root of the problem.
With oversteer I think a balance between the two is needed, but leaning further to the GT5 side.
With understeer I will agree that recovery is closer with F4, but that it is too difficult to initiate understeer in the first place. Again it's a balance of the two.
So you passed comment without any great degree of experience on them!I honestly rarely drive FWD, not my preference. I've noticed it on older civics, Type R. I've driven these in real life, limited time though as I really hate FWD haha.
Agreed in terms of high speed, but GT will try and do it at moderate speeds as well.Depends, at high speed nothing should be "leisurely". But at low speed I agree, I actually find F4's low speed oversteer dynamics to be better for most, it's the high speed I have a issue with.
Granted with both games having 600+ cars, there will be cars that behave wrong.
OK, you seem to have a rather different experience to me.Yes, I've found it to act a bit like a constant.
I discussed a point about an entire drive-trains worth of cars (RR), using a single example to illustrate a point I made about all of them is not cherry picking a single model!Agree to disagree.
Why would such a simple and basic example of RR vehicle dynamics need more clarification?Depends on the variables, how you entered the corner etc.
But I'm going to assume you mean starting at a slow speed in a constant radius turn and gradually adding throttle. Pretty much all cars should be neutral until they reach the limit of the tires at which point it switches to either understeer or oversteer. Doing a constant circle in a high HP car you usually are neutral followed by oversteer eventually.
But my question is why would you have lock applied in this scenario? Can you clarify the test.
I agree 100%It's not so much as the physics being wrong or right. As there is no "right" apart from reality.
Which I would agree with if GT5 did have a solid physics engine, but it doesn't. The flaws it has are quite significant.With GT5 you have a good physics engine without aids, and with F4 you have a better engine due to more variables being accounted for, but they then apply a bit of arcade handicap.
Id rather have fewer variables and no aids, and you prefer the aids. IMO it's a contradiction but I digress.
Pick a sim and I will provide you with quotes of pro-drivers/instructors saying its great/rubbish, at best its anecdotal, at worse its paid marketing.The point of my comment was correlation though.
No the core engine doesn't simulate most things correctly at all, it misses out quite significant areas, in particular the tyre model has significant flaws in it (one of which is radically different cars having the same lat-g on the same compound - a point you still have not fully addressed a year and a half on) as does the suspension model (damper modelling in particular).
While FM4 may have aids its a stretch indeed to say they render the physics engine moot.
The entire point about RR cars and a question you still have left un-answered for a year and a half.
What? I was talking about the package as a whole, as was the part of your post I quoted!
I will say again.....While FM4 may have aids its a stretch indeed to say they render the physics engine moot.
Your going to need to explain then, as your statement here doesn't make any sense
I'm not skirting around any issue, but I do notice that you didn't address the point on slicks being more progressive in GT than road (comfort tyres), its not a little to agressive in GT - when viewed across the board its far too aggressive.
So you passed comment without any great degree of experience on them!
FWD cars in GT do not exhibit lift off oversteer like they should, you mention manufacturers engineering this out, but one I worked for (and is represented in GT5) engineered in into its cars and that doesn't get recreated accurately at all.
Agreed in terms of high speed, but GT will try and do it at moderate speeds as well.
OK, you seem to have a rather different experience to me.
It came off like it as there was only one example.I discussed a point about an entire drive-trains worth of cars (RR), using a single example to illustrate a point I made about all of them is not cherry picking a single model!
Why would such a simple and basic example of RR vehicle dynamics need more clarification?
Static balance of a RR is at least 60% rear 40% front (many have a much greater rear bias), almost all have more rubber at the rear than the front.
Under gradual acceleration around a constant radius the load will shift to the rear outside (which would already be the load and roll centre), as acceleration continues the degree of load to that area will increase. Only one handling balance will result from this. Understeer.
In GT5 it never does, I have tested every RR in the title and not a single one of them exhibits understeer under these circumstances (yet even Porsche go to great lengths to get drivers at the Porsche Driving School to understand this nature balance).
Which I would agree with if GT5 did have a solid physics engine, but it doesn't. The flaws it has are quite significant.
Pick a sim and I will provide you with quotes of pro-drivers/instructors saying its great/rubbish, at best its anecdotal, at worse its paid marketing.
But what would you be testing if you were comparing the game to reality?Things like throttle input with pedals, or very tiny steering inputs, you can't experience these with a controller. With a controller you can test many things in the physics engine, BUT it is limited in how much you can test/feel (not FFB) vs a wheel.
So long as I can turn the front wheels at 5 degrees per second for a total angular change of 15 degrees, the car will act exactly the same no matter what is being used to control it. Doing that is going to be easier on a wheel though.Think of it this way. We take two identical cars in real life, but we setup one with a controller rather than a wheel. Now I want you to do a test and give me impressions/notes on the dynamic handling traits of the vehicle. With the controller you will be able to give me the basic traits, but nowhere near as detailed as you will with the steering wheel.
A strong hint. If your attention span doesn't allow you to both reading a post fully, then you would be best waiting to reply until you can.Disagree, it get's most of the basics and fundamentals correct. And I address the "year and a half on" below, aka I never saw it because I got bored of the discussion
Accuracy is an issue without a doubt, however if the methodology employed is consistent (it was) and enough tests are carried out (they were) then the results can certainly be used as indicative.But let's comment on the lat-g while were here. This is based on the assumption that the g meter on GT5 is accurate or precise, something we don't know. The other problem is skidpad numbers are not always indicative of maximum lateral g's that can be achieved on a track, this is because it's a very one dimensional test. There are many cases where one car pulls higher g's on the skidpad but lower peak g's on the track.
More testing?Another thing to note, there is a case of the law of diminishing returns with the skidpad. You will also find a lot of similar performance cars on similar tires pulling the same #'s despite very different drivetrains, tire width etc. I remember we were speaking about the Mini vs Vette. Did some digging and found a few things, a scca article with a Mini Cooper S on Hoosier A6's pulling as high as 1.057
http://www.yellowstonescca.com/pages/tips.htm
I haven't been able to find numbers for the C6 Z06 running slicks, but based on similar chassis (race/lightened) it could be somewhere around 1.13+. But we still return to the problem of how accurate the g meter is on GT5 let alone how it doesn't give a recorded system. It should also be noted, that when the gtplanet member did this test, he noted that there were cars that performed significantly worse on the same tire as others. So perhaps even more testing needs to be done to rule out anomalies.
And when the lack of aids allows a basic and flawed tyre and suspenion model to dominate then that's fine is it?When those aids lean more to a arcade style of oversteer it does.
First it was two point (one of which you have ignored again) the issue with RR drivetrains and the post from 18 months ago (which I provided a link to). As for not ignoring it because you couldn't be bothered to read it! That's honestly a defence you think is going to work.lol wow....... you can't be serious. Like I was supposed to understand you were rehashing something from over a year ago.
I hate to break your heart, but I never even read your response or any of the other posts after that. Some of us get busy with work or bored with debates on forums. So I didn't "ignore" your post, I never even read it lol. Apples to oranges.
I didn't think you read it? As such it could have been in twenty foot high flashing letters and it would have made no difference (aside from which I did mention it and provide a link at the bottom of the post - try reading to the end before you reply next time)Seriously though, you need to be clearer in your posts because nobody would have understood where you were going with that.
No they don't.The aids completely contradict and work against the physics engine........ IMO this makes all the hard work rather pointless. Like using a prime dry aged steak, then cooking it well done and topping it with steak sauce....... what's the point.
That's an inference you made and was not in my original post at all, but I guess that's what happens if you get bored when reading.Your comment regarding a slick tire made it sound like the difference between it's progression and the progression of a road tire was not as large as I said it was. Which was ridiculous. All tires have a progressive slip, BUT the difference between the amount of progression for a road tire vs a slick is miles, they shouldnt even be put in the same paragraph. The slip progression of a slick tire is minuscule vs a street tire. I then followed it up with my comment on how in F4 the slick tires have a progressive slip similar to a road tire, and that is a problem.
If its a fact you will be able to prove it in a easily testable and repeatable manner then.I was posting while working and missed that. But I will respond to it now, and I completely disagree as that couldn't be further from the truth. The road tires have a larger progression of slip vs the race tires in GT, that is a fact.
Not only does your copy of FM4 act differently to mine, but now your copy of GT5 does as well. Comfort hards have almost no progression at all and recovery (particularity from understeer) is practically none existent.Now, if you are trying to refer to placing the worst comfort tires on a fast car and then compare that reaction to the race tires, it actually hurts your point. Why? In real life, if I take say a M3, and slap on the worst possible tire, and then go into a corner at speeds I would attempt with slicks, it is going to spin like a top. In GT5 if I take that same M3 and slap on comfort hards, it will slide with ease at low speed and is relatively easy to control at slower speeds........ if I try to enter a turn at high speed like with race softs, it wont end well. Now let's put the race softs on the M3, it has pretty much no oversteer at low-med speeds unless I do something really stupid, and when it does lose grip it is much quicker to snap and lose all traction. This is how it works in the real world.
I do use a wheel.Far too aggressive? No not at all. Then again when I read comments like that it's usually from people using a controller, use a wheel and you will find it's much closer to reality than the simplified oversteer in F4. I still think it's a little too aggressive, but not by much.
I didn't say either of us have, you however passed comment that FWD cars in GT% do exhibit loft off oversteer to match (roughly) teh real world counterparts, you then go on to say that you hate FWD and haven't actually tested that much on it. Those two statements are at ods with each other and to be blunt the experience of a lot of other people. GT5 does not model lift off oversteer in FWD cars accurately at all, in many, many cars that should exhibit strong (and we are talking 1/2 plus opposite lock) lift off oversteer all you can get them to do is tighten the line a bit.Nice assumption, but no. I commented on the ones I know. There are 1000+ cars, neither of us have tested every car in the game and their real life counterparts, don't be silly.
No I have not cherry picked a car at all, once again I have used a specific example to illustrate a wider point, so I would strongly recommended you stop with that inaccurate accusation.The FWD cars that I have driven in real life and in GT5 had similar amount of LTO actually, and some not at all. And you are cherry picking a car out of 1000, they can't all be right, just as there are cars in F4 that have issues. I found the handling of the STi/Mustang GT/M3/RX8 and many more to be unrealistic in F4, some have them had a lot more oversteer than the real car or didn't react properly to inputs.
No it didn't I clearly stated that it was the RR drivetrain and used a single example to illustrate a wider point. Seriously you need to start reading posts fully, rather than getting bored, before you post.It came off like it as there was only one example.
Also, is this the video you were referring to?
https://www.gtplanet.net/gran-turismo-6-revealed-trailer-screenshots-first-details/
If so, you can't really get much information from it, especially not within the context of your test. Without the data on steering input etc, it's not much to go on. I haven't driven the Alpina, so I'll try and grab one to test for myself. But the other RR cars I've driven have been pretty good.
How, given that I didn't mention opposite lock at all?I misread your post and thought you were referring to opposite lock, that's where the confusion was.
Yes, but its a far more dominant trait in RR drivetrains.You do realize that this applies to FWD/FR/RR and is not just RR?
All tyres and all RS tyres do is mask the issue. RR cars in GT will oversteer in the above situation, and to be blunt its wrong and indicates further the use of simple grip modifiers for a tyre model along with a strong possibility that the tyre width difference are not being correctly accounted for.What tires did you test with? On race softs I have this happen all the time with RR Porsches.
An echo? It is good to see you agree about the flaws in GT5's physics engine however (see what happens when you get bored when posting)I agree 100%
Which I would agree with if GT5 did have a solid physics engine, but it doesn't. The flaws it has are quite significant.
Pick a sim and I will provide you with quotes of pro-drivers/instructors saying its great/rubbish, at best its anecdotal, at worse its paid marketing.
A strong hint. If your attention span doesn't allow you to both reading a post fully, then you would be best waiting to reply until you can.
The post of your I'm replying to and numerous points you raise within it are evidence of how important that is. For a start you haven't even quoted correctly, leaving a large amount of my original post as if its your reply, and you bemoan others for not addressing a single point you raise, but can't actually be bothered to fully read other members posts.
Accuracy is an issue without a doubt, however if the methodology employed is consistent (it was) and enough tests are carried out (they were) then the results can certainly be used as indicative.
Skidpan vs track is also a moot point, the physics engine doesn't change between the two and as long as the same is used for all tests it will not render then invalid.
More testing? Do you actually think that just these two cars were tested? Sorry, but hundreds were tested by a number of members and the results were consistent and repeatable enough to show two things. The physics engine give a base value for lat-g tyres to each car, changing tyre compound on that car simply increases the lat-g value by a set value (normally +/- 0.2g)
The difference is that in GT5 the two cars have an identical lat-g figure and they are not alone in that regard, it is interesting that you have changed approach on this one, as last time you were arguing that the Vette and the Mini would have the same COG.
And when the lack of aids allows a basic and flawed tyre and suspenion model to dominate then that's fine is it?
First it was two point (one of which you have ignored again) the issue with RR drivetrains and the post from 18 months ago (which I provided a link to). As for not ignoring it because you couldn't be bothered to read it! That's honestly a defence you think is going to work.
If you want to be taken seriously in regard to what your saying then read the posts your replying to, if you don't have time or can't be bothered then don't reply.
I didn't think you read it? As such it could have been in twenty foot high flashing letters and it would have made no difference (aside from which I did mention it and provide a link at the bottom of the post - try reading to the end before you reply next time)
No they don't.
That's an inference you made and was not in my original post at all, but I guess that's what happens if you get bored when reading.
If its a fact you will be able to prove it in a easily testable and repeatable manner then.Please detail this test.
Not only does your copy of FM4 act differently to mine, but now your copy of GT5 does as well. Comfort hards have almost no progression at all and recovery (particularity from understeer) is practically none existent.
I do use a wheel
I didn't say either of us have, you however passed comment that FWD cars in GT% do exhibit loft off oversteer to match (roughly) teh real world counterparts, you then go on to say that you hate FWD and haven't actually tested that much on it. Those two statements are at ods with each other and to be blunt the experience of a lot of other people. GT5 does not model lift off oversteer in FWD cars accurately at all, in many, many cars that should exhibit strong (and we are talking 1/2 plus opposite lock) lift off oversteer all you can get them to do is tighten the line a bit.
No I have not cherry picked a car at all, once again I have used a specific example to illustrate a wider point, so I would strongly recommended you stop with that inaccurate accusation.
Oh and on your other examples that odd, beacuse I can link to professional drivers and reviewers stating teh exact opposite, but who is cherry picking now?
No it didn't I clearly stated that it was the RR drivetrain and used a single example to illustrate a wider point. Seriously you need to start reading posts fully, rather than getting bored, before you post.
How, given that I didn't mention opposite lock at all?
Yes, but its a far more dominant trait in RR drivetrains.
All tyres and all RS tyres do is mask the issue. RR cars in GT will oversteer in the above situation, and to be blunt its wrong and indicates further the use of simple grip modifiers for a tyre model along with a strong possibility that the tyre width difference are not being correctly accounted for.
Feel free to dismiss it if you like, but it goes to the root of my issue with GT5, and that remains that not having any aids with a steering wheel is a bit moot if the engine underneath it has fundamental issues.
For me and many others (many with track time and expoerience) the issues with FM4 engine (and it has many) and aids are far less of a problem that the issues that exist within GT5 engine.
An echo? It is good to see you agree about the flaws in GT5's physics engine however (see what happens when you get bored when posting)
Take a low power RWD car, put comfort hards on and test at low speeds, there is a large progression in slip. Then throw on RS, tons of grip but when you lose grip it's sudden and not as progressive, as a race slick should be.
This awesome car took the world by storm, affordable, compact, and bags of fun.
A tuning/testing lap done on a newly built 86 GT Turbo at 600+HP, track is Madrid City, grip real, no ABS, comfort soft as usual, 9/5 BB. Time is at 1:38.569, the car is so much fun to drift around corners. Cockpit cam then track cam
Scion FRS and Subaru BRZ S Turbo are also built at similar spec.
The point was that in the case of my original RR post you didn't, yet in the same reply you called me out for doing the same thing.Can't bother to fully read others posts?? I think the FACT that I quote entire convos and reply to each specific comment flys directly in the face of your false accusation.
As long as the g readings are not being used for comparisons against real world tyre data and only used for comparisons to other values generated within the title then its not a problem.If the accuracy and wether or not the physics engine even looks at the same g meter then no the results would not be indicative. The entire test would be worthless in this case. Does the games physics engine use that g meter or is it just a gimmick for people to see. The answer to that determines the validity of the entire test.
And this is the core of where we disagree, I don't agree that it provides GT with a more realistic representation of how the cars drive/handle.If the end result is a more realistic representation of how the cars drive/handle? Yes.
Again, what's the point in having a solid tire/suspension model if you contradict it's purpose with aids.
Not in the country I live in its not, its defence; in exactly the same way for me its tyres, rather than tires.First, it's "defense", for someone so critical of mistakes it's humorous how many spelling mistakes you make. I'm not perfect with mine either, but people in glass houses shouldn't throw stones.
I disagree, I don't find that in GT at all.I already gave you one, it's pretty easy to see the difference in progression.
If you test at the appropriate speed then you can see the progression. Take a low power RWD car, put comfort hards on and test at low speeds, there is a large progression in slip. Then throw on RS, tons of grip but when you lose grip it's sudden and not as progressive, as a race slick should be.
Then the FWD cars you've driven and tested must be the lucky few, as that has certainly not been my finding at all.Another assumption. I never said or inferred that you made such a claim. I was simply making a point.
I said some FWD cars do exhibit LTO, and gave a example of which ones. I also made it clear that I haven't tested all the FWD cars or their real life counterparts.
And my statements are not at odds with one another. I said I've tested a few FWD cars in the game, and the driven the same cars in real life. Of those cars I've tested they had similar LTO. I then followed that by commenting on how I haven't tested many others because I dislike FWD, and that I'm sure there are cars that are wrong, just as in F4. No contradiction found.
Why not give the full range of RR cars in GT5 a go (not that many to do), on a range of tyres, its quite a clear difference.It's the dominant trait in all cars. It's more pronounced in RR, but the end result for all layouts is understeer.
It might not be masking a problem And I'll give you a real world example.
The point was that in the case of my original RR post you didn't, yet in the same reply you called me out for doing the same thing.
.
As long as the g readings are not being used for comparisons against real world tyre data and only used for comparisons to other values generated within the title then its not a problem.
And this is the core of where we disagree, I don't agree that it provides GT with a more realistic representation of how the cars drive/handle.
I disagree, I don't find that in GT at all.
Then the FWD cars you've driven and tested must be the lucky few, as that has certainly not been my finding at all.
Why not give the full range of RR cars in GT5 a go (not that many to do), on a range of tyres, its quite a clear difference.
But what would you be testing if you were comparing the game to reality?
Output vs Input.
How else would you test? Of course the wheel has advantages over the controller and should let you do more or be more precise. This will effect the gameplay too. However, when you're driving a car with a controller, you should not expect a good simulator to output a car that's behaving as if it's being driven with a wheel (unless you're just that good).
The car should feel clunky with the controller. That's good, and you can use it as an additional physics test.
So long as I can turn the front wheels at 5 degrees per second for a total angular change of 15 degrees, the car will act exactly the same no matter what is being used to control it. Doing that is going to be easier on a wheel though.
The same goes for more complex input, a car that oversteers when you try to snap the wheels back 15 degrees in the opposite direction will oversteer with either control method.
Nope my post about RR was yesterday. The issue with regard to RR went unanswered, you just asked about the video.And yet you still miss the point. Your original post was over a year ago, a post I never read. I hadn't posted on this entire forum since then.
And they are not the same thing. My comment was in regards to a current conversation. Your retaliation was for a post over a year ago which I never even saw. Can you not see how ridiculous it is to compare the two???
Quite agree we can't make a definitive conclusion based on it, but it does indicate a potential issue (and one that ties up with the issue around RR's)Okay, I think were in agreement here and that there are too many unknowns for us to make a definitive conclusion.
That we will.If the end result had the majority of cars behaving very closely to the real cars, then IMO it does. But we agree to disagree here.
I know of a good few members here who would agree with me (one of whom has also posted).Well you're not the norm then, because most I know have it in GT. Another member just posted a example as well.
The reality is that the harder compounds are more progressive and have a lot less "snap" than the race tires.
I suspect that I may have done quite a bit more testing on FWD (as I don't dislike them and have a lot of track experience with them) and for me the balance in GT5 has lift off oversteer very poorly modelled.Or maybe you've just had the unlucky ones
But as I said, I'm sure there are many cars that don't behave right, normal standard of deviation considering 1000+ cars.
Maybe I've had lucky ones or you've had unlucky ones, or maybe if we tested every FWD we would find a mix of results. Problem is testing every FWD in the game and in real life.
But it looks like not all FWD cars are wrong in terms of LTO, and they are not all right either.
I 100% agree about the used car lot (GT needs to let us 'play' with everything), but it is worth taking a look at.I've used mainly the RUF cars which have good power, and I usually stick to comforts for horsing around and then race tires for racing. With these I don't see a problem being masked. But as I said, I'll try on sports softs and see.
With the other RR most are not premium which means I have to hunt them down in the used lot, something I don't have much free time for.
This has always been a part of GT that I hate......let me buy the car I want whenever I want.
Nope my post about RR was yesterday. The issue with regard to RR went unanswered, you just asked about the video.
Quite agree we can't make a definitive conclusion based on it, but it does indicate a potential issue (and one that ties up with the issue around RR's)
I know of a good few members here who would agree with me (one of whom has also posted).
I suspect that I may have done quite a bit more testing on FWD (as I don't dislike them and have a lot of track experience with them) and for me the balance in GT5 has lift off oversteer very poorly modelled.
I 100% agree about the used car lot (GT needs to let us 'play' with everything), but it is worth taking a look at.
It is gone! I cant wait to look through the cars!I did comment on it. I watched the video and then commented on how it was impossible to really determine anything from the video as we didn't have access to the datalog. Without the data, it's speculation only. I also added that I have yet to test that specific car due to GT5's silly used car system, so hopefully I can comment on it soon, I've been checking and haven't seen it yet.
Agree 100%. If the physics engine is using that g meter to determine grip then it's a issue with so many cars being the same. It would be one thing to have a bunch of similar cars pulling the same G, provided the real cars are all pretty close. But if we have cars that shouldn't be close at all, then that is a issue.
And the poll shows you have 80% that disagree with you. Of course polls are only as good as the knowledge of the voters, but you can see my point. The two of us could list people we know who disagree, but that doesn't really prove much in either of our cases.
I don't doubt it. The only times I test FWD are when they are the car chosen for league races, usually that means a season (9 races) in the car and you learn that specific one very well. We had a FWD season and I grabbed maybe 10 FWD cars that I knew in real life were great cars, ended up with the 2001 Type R which won the season. But I don't doubt that there are FWD cars (or any drivetrain) that are wrong, and I would be shocked if there weren't considering how many cars are in the game.
I have a pipe dream in that they abolish it in GT6....... sadly I doubt they ever will. I was also one of the guys who voted to allow us to transfer our garage from GT5 to GT6, let it be a option. If you dont want to transfer dont, but if your like me and have a busy schedule, having to grind away at the game isn't fun...... I just want to drive.