Gran Turismo 5's damage modelling is unfinished

The only true simulator is real life. The rest are games trying to replicate real life as close as possible. In the end its still a game.

I am going to go ahead with "we understand what you mean" in that nothing is a perfect simulator. But the fact that nothing is perfect is no excuse for the fact that something is significantly flawed...

There is a lot of grey between totally hosed and perfect. Just because you can't reach perfect doesn't mean you shouldn't try to get as far from totally hosed as possible.
 
Come on you guys, I don’t boast about anything or have the need.
My “pointless statement” it was for your last paragraph and nothing more.
Also I’m not some lunatic who drives everywhere with the speed of light.
I go fast only in my daily route, who I know every centimeter of the road.
Also, the best way to feel the car, is through your fingers, and I remember
That I saw a video on you tube, I think it was about the life of Ayrton Senna
Where Juan Manuel Fanjio says that same think and I was stunt.
All I did is say some facts and nothing more.

And do you realize that like 70% of fatal accidents happen while either on a daily route or within 10 miles of your house?
 
I am going to go ahead with "we understand what you mean" in that nothing is a perfect simulator. But the fact that nothing is perfect is no excuse for the fact that something is significantly flawed...

There is a lot of grey between totally hosed and perfect. Just because you can't reach perfect doesn't mean you shouldn't try to get as far from totally hosed as possible.

I think the point I was trying to get across was that I dont need damage so realistic that it takes the fun factor out of the game. Is the damage perfect? Probably not. Its it going to take the fun out of my game by being this way? No. Because in the end its a game.
 
I think the damage should have three sliding scales and a couple of options:

Cosmetic: No damage through to totally wrecked vehicle without affecting simulated vehicle performance.

Mechanical: No damage through to realistic mechanical damage based upon the impact which can prevent you from continuing a race.

Both Cosmetic and Mechanical Damage should be repairable during pit stops and there should be a slider which determines how long a repair takes, from realistic times through to instant repair.

Previously PD have maintained vehicle wear and tear between races, so this should also be an option.

Paying for repairs should also be optional, perhaps with starting vehicles having no cost for repair.
 
I want MotorStorm Pacific Rift style of Destruction for HIGH SPEEDS. You Crash, cool lil camera angle, but you end the race.
 
I think the point I was trying to get across was that I dont need damage so realistic that it takes the fun factor out of the game. Is the damage perfect? Probably not. Its it going to take the fun out of my game by being this way? No. Because in the end its a game.

Well I sure you can say that about almost anything... I don't want weather so extreme I can't race in it right?

Like I said, there is a lot of gray area between no damage and overdone damage. I don't think anyone asking for damage is asking for painful unrealistically harsh damage...

So obviously realistic damage that conveyed the experience properly, would you say that's something you would want?
 
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