This is easy.
Obviously any body moving on curve with radius R is affected by force m*V^2/R with direction same as radius.
Wow... so you actually
do know physics.
So this is from where all your parallel slides coming from. The game simply calculates this acceleration and compare it with single number, different for each car and type of tire. If you speed exceed the threshold, car just jump on bigger radius, until your G force will become less than this number.
So... the car understeers if you exceed the grip threshold then? Amazing!
This produce distinctive GT4 feeling, where there is no real undesteer (car doesn't turn and get out outside by front),
So... how does a car in real life understeer? In real life, a car understeers by exceeding the grip threshold while going around curve, thus tracing a bigger and bigger arc through a curve. Gasp! Real-life is unrealistic!
no oversteer (car dives inside the turn).
Again... have you actually drifted anything in real life?
Your basic momentum drift is performed by pointing a car at the inside of the curve, working it out so that the arc you trace comes as close as possible to the apex of the corner. All the while, you're fighting the car's
inclination to trace a wider arc through the curve by increasing your drift angle and adding power to the rear wheels to keep the car from sliding out.
No car will actually
dive to the inside of a turn unless you
force it to. In real life... in racing, a race car will usually oversteer into the
outside of a turn, unless the stupid driver still has his foot on the gas when he gets all crossed up, in which case his racecar may or may not have enough traction and push his nose into the apex... unless, like Schumacher in qualifying at Monaco, that's actually what you wanted to do in the first place.
Instead he car is running in circles with radius depending solely on speed. That's why braking or throttling don't change stability, they change only speed. And that's why all cars drive same, cause this circling doesn't depends on car type, only on speed.
That's funny. You still haven't explained my pics:
How is power oversteer only dependent on speed? And that's the Autumn Ring... for those familiar with this chicane section, they'll know that you can't carry any speed at all through those turns.
This is the real GT4 physics. Everything else are manual parameters which don't have too much of physics origin.
Elaborate. I'm sure many of us longtime players would like to know what these "manual parameters" are.
There are several cars in game which oversteer, like Toyota MR 1986, but it's not real oversteer. In GT4 car just rotating around the center while real oversteer is when rear axe drives car out and it's not just simple rotation around the centre.
Gasp. Oversteer is not oversteer! Wow! So it's not real oversteer because the point of rotation isn't around the front tires? So front-tires don't actually... I don't know... slip? I guess my real-life car is not realistic because I can feel it rotating about an axis just south of my behind... it should obviously rotate around the front tires when it oversteers... fancy that!
Now I've never claimed that GT4 was perfect... but how does GT4's axis-centric physics modelling make oversteer not oversteer?
Let's take this argument to the extreme... so... if I model a tire as having one level of grip over the entire surface, and don't model every individual tread block (for chunking, squirm for each section of tread)... my tire is... not a tire? Double gasp!
And before anyone brings up LFS... does the physics engine actually model, physically, a deformed tire, doing on-the-fly calculations of the weight shift and difference in circumference of the tire from deformation, or does it simplify the tire model so it can actually perform all the calculations in real-time within the computational limits of the PC engine?
I guess it does.
Does this make tire deformation in LFS
not tire deformation? The tires are not actual, deforming toruses... they are 48 separate polygonous entities simulating a whole tire. Does a tire flat-spot in discrete, steps of 1:16th the circumference of the total? Obviously not. But you have to simplify the model to match your hardware. So... by your logic... is LFS's tire deformation
not tire deformation, because they don't model every square centimeter of the tire individually?
This is my impressions about GT4 physics. It doesn't feel anything like other games which really calculate traction and contact spots for every tire, not even distant relation.
Your impression. I agree that GT4 isn't as good as sims that actually model tire physics fully... but you've claimed, also, that GT4 isn't as good, physics-wise, as NFS5... and I'm still utterly baffled by that, as NFS models even less parameters than GT4 does.
Yeah, we get it, you think that GT4 isn't fun. But to try to justify your opinion by inventing arguments for it that are fundamentally flawed just doesn't cut it, here.
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Now... GT4 isn't the most realistic... but there are reasons for that...
PC sims, many of which are independent products of small development teams, don't usually cater to the mass market GT does... they're free to design their games to cater to the most hardcore of players.
And they're on a platform that does nothing but gain power every few months. A PS2
doesn't. A PS2 designed before the turn of the millenium isn't nearly as powerful as a PC built three or four years later... By the end of its shelf life, the PS2 was pretty pathetic in terms of the graphics and computational capabilities versus PCs. Some multi-platform games absolutely stuttered on the PS2 due to this lack. I remember back in 2003 (not coincidentally... the time when Live for Speed came out) giving up on NFS Underground on the PS2 because the game stuttered like mad... it was only later on that EA revised the series to run more smoothly on the PS2, but the PS2 versions could never replicate the full graphical glory of the PC versions we had of the same game. And my PC back then wasn't even a $5,000
gaming job... just a well set-up desktop.
But PD has a knack of keeping their games just the right size for the platform, and are able to deliver 60 fps and fantastic graphics. How? They take shortcuts.
Everyone takes shortcuts. It's just console racers need to take more shortcuts than most. Some have been able to do a much better job of physics modelling than GT... notably the rally racers... but they have less on-screen and on-track at the same time... Enthusia was close, but it had its own flaws, too. I was beginning to appreciate it when I stopped using my PS2.
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But to claim that GT4 is not realistic
at all, and to claim your proofs in the face of evidence to the contrary? That's just plain... unrealistic.