- 2,073
- Fezz_ST
- Fezz ST
It might have come across wrong; I didn't mean to say that Forza should do exactly that. I still want the game to take the car's contact patch into account, of course, as well as all the other things.I hope that it never happens in FM and wish it never had in GT, the manner in which tyre grip levels are managed in GT is just unrealistic. Stick the same 'grade' of tyres on any car and you get the same level of grip (huge amounts of testing over at GT Planet has shown this repeatedly), that totally flies in the face of everything even close to logical about tyres and also strongly indicates that GT doesn't actually take the contact patch size of the tyre into account at all.
I can't stand the fact that you can stick the same tyre grade on a Nissan GT-R and a Ford Ka and the end rest is you get the same level of grip.
Scaff
I personally wouldn't go that far. but I've always wondered about the standard cars. I mean if PD didn't bother to update the graphics, did they bother to update the suspension modeling? I do doubt this very much. And if they didn't it means all 800 would have had to have been spot on in the previous games. Again something I doubt
I doubt that.
Don't get me wrong, actually, no, that's exactly what I mean - I doubt that.
When I rented GT5 I could feel that the Standards were lifeless compared to the Premiums, with more generic handling manners. I drove a TVR (Standard) and it understeered worse than a stock BMW 135i (Premium IIRC). It didn't surprise me, for exactly the things you mention.It's safe to assume the new physics engine in GT5 has far more variables in it than GT4, or even Prologue. Cars built for the new game (Premiums) would take advantage of this larger amount of values, hypothetically making the physics of the specific car more accurate. However, carry-over models like, say, the E46 M3, were created when the physics engine took care of less variables. Did PD do some research and plug all those holes with real values? Did they fudge them? Do Standards even run on the exact same physics engine as Premiums, or on a scaled-down one? It's hard to find a decisive answer without actually being a part of PD's team.
Meh. Looking at how things went to so far, they'll probably add more bass to the vacuum cleaners across the board and replace the 'boonk' collision sound with a 'tooonk' collision sound...The new GT5 patch claims to improve the racing sound effects. It will be interesting to see how big of a difference it is. We might have to come back here next week and discuss the sound debate again.
It really isn't suprising... I mean, I avoided the standard cars like the plaggue, so I have no first hand experience there, or at least not much. However, it does seem very possible that PD just filled the missing variables for the new pphysics engine on the fly.When I rented GT5 I could feel that the Standards were lifeless compared to the Premiums, with more generic handling manners. I drove a TVR (Standard) and it understeered worse than a stock BMW 135i (Premium IIRC). It didn't surprise me, for exactly the things you mention.
I hope that it never happens in FM and wish it never had in GT, the manner in which tyre grip levels are managed in GT is just unrealistic. Stick the same 'grade' of tyres on any car and you get the same level of grip (huge amounts of testing over at GT Planet has shown this repeatedly), that totally flies in the face of everything even close to logical about tyres and also strongly indicates that GT doesn't actually take the contact patch size of the tyre into account at all.
I can't stand the fact that you can stick the same tyre grade on a Nissan GT-R and a Ford Ka and the end rest is you get the same level of grip.
Scaff
Hey Scaff I could be wrong but I think remember reading that you were/are a racing instructor?
Would you teach someone to drive on GT5 or Forza4 before heading out to the track in real life?
For a base static frictional co-eff yes (and even then its unlikely to result in the same level of available grip) , thrown in lateral-g and a whole load of other factors get thrown in such as the width of the contact patch and sidewall ratio (which will result in the degree of lateral and longitudinal deformation of the tyre that occurs), hell if we are talking real world here then even the depth of the treadblocks will play a factor.
However even if you were to throw the exact same tyre compound on a GT-R and a Ka and then corrected for weight, wheelbase, etc to ensure the same static frictional co-eff you still would not get identical lateral g on a skidpan, and that's what happens in a lot of cases in GT5.
From the linked thread on GT Planet.
Now a Cooper S should be 0.85g and the ZR1 1.07g which would mean CM are "real" for the Cooper S and SM are 'Real' for the ZR1, now that alone I could accept. That is until you put SM on a Cooper S and now get the same lateral grip level as a ZR-1, because that's just bloody silly.
Scaff
I think some of us wouldn't mind if you developed that pointHowever in all cases it would be with massive warnings about the differences that exists.
I think some of us wouldn't mind if you developed that point![]()
I think some of us wouldn't mind if you developed that point![]()
In real life, washing a car doesn't noticeably improve its aerodynamics.
just pop over GTP and that reminded me how devoted their fanbase are, when they seem happy to pay $4 for 4 cars, which two are minor alternations and two being FWD hatches. If it is forza it will be condemned to oblivion.
While people are still saying physics is superior when the tire grip, tire wear, reverse suspension tuning, instant on/off clutch issues are still staring at their faces.
I am thankful the forza community isn't as fanatec.
just pop over GTP and that reminded me how devoted their fanbase are, when they seem happy to pay $4 for 4 cars, which two are minor alternations and two being FWD hatches. If it is forza it will be condemned to oblivion.
While people are still saying physics is superior when the tire grip, tire wear, reverse suspension tuning, instant on/off clutch issues are still staring at their faces.
I am thankful the forza community isn't as fanatec.
I think I spell that right, didn't I?![]()
Why are people bringing up Forza DLC? You're comparing apples and oranges. Or more accurately that's like comparing a ROLEX watch to a ROLECKS watch. Does Forza have to program physics into each car that are accurate in any way to real life? No, physics wise Forza may as well be Cruisin' USA. All they are doing is making some models and recording some sounds. Meanwhile each new car in GT5 has to be programmed with physics so that it reacts to inputs as the real life car would on any given corner.
The man-hours that go into each GT5 car, I'd be glad to bet every penny I have, is at least 15-20 times more than man-hours that go into any car for Forza.
I think I spell that right, didn't I?![]()
I actually loaded up GT5 today for the first time in months for actual online racing, with a few of the chat room regulars. And you know what? It was fun! With stock cars, usually shuffle races. The physics still feel simpler to me now after playing Forza (turn-in feels too quick, and the cars lack a sense of weight), but it's still very enjoyable. It feels very clinical, however - I like the general sense of driver motion in FM4, or how the view ever so subtly zooms out when you're hitting high speeds, and vignettes a bit. GT's wind noise is nice, too, though, and I like that drafting isn't "turned on" at 100mph like FM4.
The new DLC announcement has brought with it some of the more... defensive players. Comments like this:
Make it pretty clear that a large group of people who prefer GT over FM still haven't even tried the latter. Which is sad, really, because both games are good in their own different ways, but I find it's much easier to compare the two here, as the vast majority of us have played both games, something which is seeming increasingly rare.
Meh. Looking at how things went to so far, they'll probably add more bass to the vacuum cleaners across the board and replace the 'boonk' collision sound with a 'tooonk' collision sound...
T10 needs work on incorporating the driver animations with the car model, ie: shifter animations actually shifting the gear, not doing a weird hand movement and glitching through the knob.