Gran Turismo Sport Closed Beta Coming March 17: First the US, Then EU Region

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Biggest thing I can see right now with online races: people need better spacial awareness. Been ran off the track a few times by someone not knowing I was inside of them.

Hopefully that SR stat will fix that soon enough.
It doesn't help that PD's idea of FOV sucks hair b**ls
 
So it's more like the paint gets scraped off and the body/chassis remains intact, right? I mean I can barely call that damage, at least it's not melted wax so as Christopher Hitchens would've said It's a progress of a kind.

Yes for now it is only scratches, but I hope PD pay attention more for the damage here. I mean if they chase what they called "realism" then we can't have a brick solid chassis when we hit the walls or barriers (it is not PS2 era anymore btw). However, the scratches looks decent in GTS so there is a good start.
 
Don't agree with what part?

That it's not representative of your claim? It's at 100kmh, not 30, steering and throttle re both applied. It's nothing at all like you described.

As for not being realistic, a sudden lift midcorner at 60mph when a short wheelbase car is already cornering hard, compounded by a dab of brakes is going to get a car to swap ends. I don't care if you disagree with that, you don't get to pick how the physics of vehicle dynamics work (but i clearly know nothing about that, must have forgotten the stuff i used to train).

Nor is the failed correction unrealistic, it's too little too late.

Anyway I'm off to bed,

I understand if you don't agree with me and if you think that these 2 points seem realistic for you.
I respect your opinion.

In this video (it's not me) we can see some things I was talking about.
For me these 2 points are not a good realistic-physics simulation about the tyre model analyse :

1.- Not losing any grip and not a good feeling of hard acceleration even with full throttle and some wheel turning (first and second gear) : time 5'21"
2.- Not realistic feel of grip-slip transition in mid-corners, you have to wait the abrupt slip end to recover the car control : time 6'12" to 6'16"



I know that for every game developer realistic-physics are hard to simulate, but those points could be better IMO.

In this other video betwen 14'27" and 14'37", we can see the inconsistent tyre model IMO (too much understeer in the first corner and too much oversteer in the second corner with a normal driving and almost no gas input in both corners) I have experienced this two opposite reponse many times playing in AC... For me this is a lack of consitency in the physics-system and not very realistic. Again, in both cases, you have to wait "long time" the slip programated sequence end to recover the car control :

 
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Note: This is not real life (from Neogaf)
 
Yes for now it is only scratches, but I hope PD pay attention more for the damage here. I mean if they chase what they called "realism" then we can't have a brick solid chassis when we hit the walls or barriers (it is not PS2 era anymore btw). However, the scratches looks decent in GTS so there is a good start.

Scratches in PS1 era I would have considered a start, for current gen it's not enough in my opinion especially for a game that will have an FIA sanctioned championship. Unless you mean it's a start in the beta testing process and you're hoping it'll be fully implemented by the time GTS gets released.

View attachment 638133 Note: This is not real life (from Neogaf)

It sure fooled me. 👍
 
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I know that for every game developer realistic-physics are hard to simulate, but those points could be better IMO.
I agree with you. AC has been a tricky one to master. Perhaps if I had a wheel it would be a different story, but with a controller it does catch me out in ways I don't always expect.
 
Ran about 50 laps on Willow Springs and a few on Brands Indy.

Graphics are amazing, and I love the twitchy cockpit camera on Gr.3 cars.
However, even with all assists off, I only spun once. In any other sim, I spin like a mad man. I'm a bit worried about this game's physics, either I got incredibly better since the last time I booted up iRacing or it is not quite accurate.
 
I've still got another hour or so till I'm all downloaded, in the mean time, is it confirmed that PS Plus is or isn't required for the Beta?
 
I've still got another hour or so till I'm all downloaded, in the mean time, is it confirmed that PS Plus is or isn't required for the Beta?

Yes it is, fellow standard PS Pleb here can confirm that 👍


Also, new schedule for the races:

-Monday-Friday 4 PM - 7 PM PDT
-Saturday-Sunday 1 PM-7 PM PDT
 
Sorry to bust (or burst?) the Kaz 2D "inception" bubble (a.k.a 2D within 2D within 2D)...But scroll down a little further and it goes on to say...

"While you may not notice the level of detail in the cars and tracks while driving in normal gameplay, you will see it in replays and in Photo mode where you can study the images up close."

So there you have it. This is how it will look in game. You want real bark and leaves? Go to Kaz's beloved Photo Mode.

That's quite an interpretation you did there. It says: "while you may not notice the level of detail", meaning that when you're racing you're busy with other things than studying the scenery. It doesn't say that there will be a different scenery in replays or photo mode.
 
I'm SO SO happy that GTS seems to work well with a controller - wheel is impossible for me at the moment and seriously, AC & PCARS can do one. I only really play DC now on PS4.

Still no invite for me (US account is my only account!). Any other yanks not have a code still?
 
I understand if you don't agree with me and if you think that these 2 points seem realistic for you.
I respect your opinion.

In this video (it's not me) we can see some things I was talking about.
For me these 2 points are not a good realistic-physics simulation about the tyre model analyse :

1.- Not losing any grip and not a good feeling of hard acceleration even with full throttle and some wheel turning (first and second gear) : time 5'21"
2.- Not realistic feel of grip-slip transition in mid-corners, you have to wait the abrupt slip end to recover the car control : time 6'12" to 6'16"



I know that for every game developer realistic-physics are hard to simulate, but those points could be better IMO.

In this other video betwen 14'27" and 14'37", we can see the inconsistent tyre model IMO (too much understeer in the first corner and too much oversteer in the second corner with a normal driving and almost no gas input in both corners) I have experienced this two opposite reponse many times playing in AC... For me this is a lack of consitency in the physics-system and not very realistic. Again, in both cases, you have to wait "long time" the slip programated sequence end to recover the car control :


I think you genuinely have no idea what you are talking about.
 
A few things I've noticed that I haven't seen mentioned already:

- The controller (DS4) button mapping isn't as flexible as I'd like (unless I've missed an additional setting menu somewhere) - you have to choose a steering and an accel/braking preset, and can't map any additional/alternative buttons to the accelerator or brake, and can't change the buttons that the preset maps out (i.e. if you select R2/L2 for accel/brake, you can't change what those buttons do). Kind of an issue for me since I'd been using R2 as my accelerator, L2 as my reverse, and Square as my brake on PS3, and as far as I can tell that setup isn't attainable in the current version I've seen. Likewise, the gearshift presets allow the right stick to be set as the shifter, but the preset map sets shift up as R stick down and shift down as R stick up, opposite of what I've been used in past games, and there wasn't an option (again, as far as the menus I saw) to invert the controls. I've set shifting to the bumpers and I'm managing decently there, but I'm having to un-learn and re-learn a lot of muscle memory because of the forced switch of controls. (IMO this setup may actually be better/give me more precise control on my accel/brake situation in the long run, but I'm still having to relearn and re-wire).

- A bit of the standard GT HUD info has changed that may put in another small learning curve, especially in regards to shifting. Upshifting appears per-usual (if not more precise/improved), but the HUD rev counter no longer displays until you're near the limiter, which makes downshifting and wheelspin more difficult to judge with just the HUD data. I don't think this would be a problem to anyone that relies audio or the vehicle's dashboard for rev/shifting cues, but for those that don't it'll require another rewire and a better understanding of each car's behavior car-per-car (which, actually, IMO is better for the user as it should allow them to better understand car behavior and be more dynamic in learning other vehicles).

- I've heard race BGM from both GT5 and GT6, as well as a few songs I didn't recognize - I've seen people mentioning GT5P (which I never played), so I'd bet it's a mixture of all three of those games. I think PD just carried over most of that as placeholder music for the time being.

The '09 Evora was one of my three starter cars so I'm super excited to be able to directly compare to GT6, I'm already finding massive amounts more control just in having the DS4's joysticks being more sensitive and precise than the DS3.
 
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