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- arda__tirmas
come on, FMS is a very good game but it won't be same level vs. GT,
according to me
according to me
I'm not criticizing game developers for being unable to include roll-over. My point was, that without roll-over it's never going to be possible to get close to accurate physics, because the game is going to have to create some other, artificial kind of physics reaction in place of the roll-over.
The point of damage is to have a realistic driving simulation. One where you can't just shunt people, one where you have to use your brakes instead of using the car infront of you. Its less about damage itself than how the damage changes the way people have to drive. No damage = people bouncing off each other to get best position, damage = people being forced to finesse their way through the pack.
I shall have to disagree.
I've recently returned to playing GT5P online and oh my word what a farce. I swear it was more like being at the dodgems. If you think having damage will force people into playing correctly then think again. The main problem with many that I played against is they still have this attitude of fast in, slow out and countless times I was slammed into for simply braking in the correct spot. Having damage will not change how some people choose to race.
I can guarantee that those who want damage will be the first to complain on here if it was implented. Please tell me where is the enjoyment of racing online to only find that your car has been damaged on the 1st bend rendering your race over. I suppose if you just race against friends it will be ok but against strangers the only race I would participate in is no collisions, damage off!
Its all very well trying to be realistic but there are limitations due to being a video game. It doesn't matter how careful you are in avoiding contact because you do not have the same awareness of other racers positions as you would in real life. Yes you can look left, right, behind but sometimes this isn't possible because your too focused on the impending turn coming up.
The success of GT5 online depends on what options the host has. I sincerely hope the host can turn damage on/off, collisions on/off. Like I say against friends I will have these on but absolutely no chance against strangers!!
If the driving physics are perfect except that you can't roll the car over, you don't throw the entire physics model out as inaccurate. After all, the driving physics are perfect (though even if they are, you won't simulate reality until you can simulate g loading on the driver, pedal feel and the sense of danger).
What would show the physics model up as inaccurate wouldn't be the inability to rollover. It'd be the ability to rollover in an unrealistic fashion. If the physics model was perfect, rollovers should be simulated faithfully.
As I said, I care more about how things are in the 99%+ of the time you haven't screwed up.
You mustn't be paying attention, there's been plenty of other points brought up about GT5Ps physics, even just on the past couple of pages we've talking about inability to "feel" what the car is doing, which is a physics issue, its the physics engine telling the control engine what's happening.
The problem with not having roll-over is that it inevitably compromises the physics. If you're pushing the car so hard into a corner that it creates the conditions for a roll-over, but you can't actually model the roll-over, you have to make the car do something. In the case of GT, that would be understeer.
i dunno it is not exactly easy to roll a car unless you do something incredibly stupid at high speed. i kinda laughed at the teenage top gear when they claimed that as a teen that must roll their cars over and hide the damage challenge. i did a lot of stupid things as a teen in cars and never rolled one.
Well, I wouldn't say that missing roll-over makes the entire physics model inaccurate
Biggleswithout roll-over it's never going to be possible to get close to accurate physics
... given how close to the edge people drive in GT5P (& racing games in general) I think roll-over would be a fairly common occurrence if it were accurately modelled, especially with certain cars.
The whole point is you can't even tell when you've screwed up where things stand presently. Take The Eiger track for example: I'm pretty sure there would be a strong possibilty of rolling a car at the first downhill right-hander (& that would be a looong roll!). Having roll-over would force people to brake earlier & add more complexity to the driving.
Not really, I don't think roll over would be a remotely common occurence except in certain big crashes. Even still, GT5 does simulate the car yawing to one side, I think the cars can roll to about 45 degrees but then they get pulled back so if people were driving so as to roll the cars you'd see the cars leaning with only two wheels on the ground or none if it was mid air.Well, I wouldn't say that missing roll-over makes the entire physics model inaccurate, but given how close to the edge people drive in GT5P (& racing games in general) I think roll-over would be a fairly common occurrence if it were accurately modelled, especially with certain cars.
The whole point is you can't even tell when you've screwed up where things stand presently. Take The Eiger track for example: I'm pretty sure there would be a strong possibilty of rolling a car at the first downhill right-hander (& that would be a looong roll!). Having roll-over would force people to brake earlier & add more complexity to the driving.
Well, I wouldn't say that missing roll-over makes the entire physics model inaccurate, but given how close to the edge people drive in GT5P (& racing games in general) I think roll-over would be a fairly common occurrence if it were accurately modelled, especially with certain cars.
The whole point is you can't even tell when you've screwed up where things stand presently. Take The Eiger track for example: I'm pretty sure there would be a strong possibilty of rolling a car at the first downhill right-hander (& that would be a looong roll!). Having roll-over would force people to brake earlier & add more complexity to the driving.
nikyAnd I still have issues with comparing "feel" between a video game and real life. You may get some steering feel through FFB steering wheels, but without a full-motion cockpit with vibration, you're not going to get much more from the experience.
but until I see a car tripoding around the corner in GT5, I won't call this problem fixed.
Fishtailed a few times in the rain. All in good fun.
Biggles
Well, I wouldn't say that missing roll-over makes the entire physics model inaccurate
But you did...
Biggles
without roll-over it's never going to be possible to get close to accurate physics
Accurately simulating a rollover should be an emergent property of an accurate physics model if rollover is permitted.
Conversely, inaccurately simulating a rollover is an emergent property of an inaccurate physics model.
If a rollover isn't permitted, it's not an indicator that the physics model isn't accurate - merely that there is a set function that stops the physics continuing with what it ought to simulate. Without a rollover being permitted, we can't use it as an indicator of the rest of the physics model. With it, we can.
Lifting tyres off the ground in Gran Turismo is one of my dreams (without help of jumps, bumps or curbs)
The only car which ever did this was the [R] Dodge Concept Car in GT1. But it was a spazmo car to drive.
I've managed to do that with cars since GT1, I remember having a Mazda Demio in GT1 tha could do it.
I don't think there was a [R] Dodge concept car in GT1 though was there? Only the road versions. GT2 had that silver Dodge Concept car LM race car.
The fact that the thread doesn't hold any relevance to GT5 makes it all more funny.
I don't think there was a [R] Dodge concept car in GT1 though was there? Only the road versions. GT2 had that silver Dodge Concept car LM race car.
Hmm... Well, If people want realism then why don't they just try becoming professional racers. There is your realism. The point of Racing sims like GT, Forza, GRiD, GTR and ToCA, are to give us the chance to drive cars we may never ever drive.
To make any racing game completely real these things would have to be in the games
Death (not being able to continue on your save file so you have to start over again from the start because you died)
Complete car destruction
engine fires
Flying out of your window if you crash too hard (thats what made gtaiv fun LOL!!!)
Tire deformation
Driving with a driving wheel as opposed to the controller(not everyone can afford one)
the ability to communicate with your race crew,
rolling over like a real car would
Not being able to bump off of a wall at 160mph and being able to drive away from the crash like it was a 1 mile per hour crash
Bring all of these things into a racing simulator so these uninformed people will realize that their gaming experience will suck because they wanted realism as opposed to just a racing simulator.
Yeah, I guess people lost what the purpose of what a game is supposed to be, thats why there are racing games such as mario kart, wipeout, Crash team racing, fatal inertia, and full auto.I have got an even better thing it would require, THE LAWS OF PHYSICS. So much goes into making a car move it is ridiculous. To be just like real life would take a monumental amount of data.
Dunno, I managed to make my Focus RS and Clio 172 do this in GT4. You jst have to have incrediby stiff suspension settings. I think I might have a picture of my Clio somewhere, I'll try and hunt it down. But it was possible...
Hmm... Well, If people want realism then why don't they just try becoming professional racers. There is your realism. The point of Racing sims like GT, Forza, GRiD, GTR and ToCA, are to give us the chance to drive cars we may never ever drive.
To make any racing game completely real these things would have to be in the games
Death (not being able to continue on your save file so you have to start over again from the start because you died)
Complete car destruction
engine fires
Flying out of your window if you crash too hard (thats what made gtaiv fun LOL!!!)
Tire deformation
Driving with a driving wheel as opposed to the controller(not everyone can afford one)
the ability to communicate with your race crew,
rolling over like a real car would
Not being able to bump off of a wall at 160mph and being able to drive away from the crash like it was a 1 mile per hour crash
Bring all of these things into a racing simulator so these uninformed people will realize that their gaming experience will suck because they wanted realism as opposed to just a racing simulator.
Oh, I KNOW for a fact these problems don't exist because:
A) We already have several...SEVERAL games with damage modeling, and none of them have these issues.
B) Even in the extremely unlikely event that PD wanted to display death in GT (unnecessary, really), manufacturers draw the line there, no death is to be shown, and it never has been, even on the many current games that have damage modeling.
C) Even in the IMPOSSIBLE chance that manufacturers would allow death to be shown, it would just be dealt with in the same way other games handle death. Saying the game is gonna "wipe your save clean and make you start from 0%", or "make you buy another copy"; it's just rhetoric from those who fear not being able to compete if they damage their car everytime they hit an object.
Car has to be twenty feet away from the nearest curb or it didn't happen.
Only time you can lift a wheel in GT4 is if you're bouncing it off a curb or track-surface bump or bouncing it off the wall.