Gauging Interest: IndyCar Series.

  • Thread starter LVracerGT
  • 8 comments
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LVracerGT
Like the title says, just gauging interest.

Cars will be FGT. Road Courses will be true to life hp/weight specs of the current Dallara Chassis on sport hard tires.

All races will be road course except Indianapolis. HP will be increased for this race to match real speeds.
 
I'd be interested depending on race times/days.
I would suggest using a mix of street circuits and ovals to get the feel of the IndyCar Series.

PSN: JT977 : FGT (Green/Yellow)
 
FGT/Indy Car on Sports Hard tires?? Why? IndyCars run on slicks, not street tires.

I went with sports hards because the FGT makes a LOT of downforce in GT5. I have built IndyCar mods for GTR2 and have a lot of real life experience around the IndyCar series. The sports hards make it just a little (and when I say little I mean it's almost impossible to tell) harder to put the power down and made the handling characteristics more to how an IndyCar handles.
 
It's just confusing to say you want to get as close to Indy Car specs as possible, and then put treaded street tires on the car. I could see putting Racing Hards on, but not street tires with tread. I'm surprised the game even lets you put something other than racing tires on the FGT (a dedicated "race car").
 
Well, considering you can't actually see the tread, and the game only calculates a grip difference, it seems perfectly fine to me.
 
That sounds reasonable. Limit the PP, but make a minimum power regulation, which yould effectively regulate the downforce. Pit stops wont be very real though...
 
Since all the cars will be the same I will just limit the hp/weight. The real cars are ~726kg on road courses and ~692kg on ovals. Those numbers are just off the top of my head they may be off by a few kg's but thats pretty close. HP will be limited to 650 on road courses. After some testing last night hp at Indianapolis will be around 800 to match real life speeds.
 
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