- 87,582
- Rule 12
- GTP_Famine
So, I've been playing GT for a while now. Though the assets clearly share a lot with GT4 with the occasional addition (some new cars, Valencia GP track) and omission (loss of some "special" cars, Route 5 tracks) it has struck me that very little remains insofar as what happens on track now.
This thread exists to discuss these particular differences and possible implications for what drives GT5 while you drive (no, not Xzibit).
Things that I have noticed so far:
Understeer - reduced
A well-known Achilles' heel of GT4's physics was a tendency to exaggerate understeer. It wasn't quite so OTT as many people seem to think - the natural bias of almost every road car is understeer, and the natural reaction to attempting to turn into a corner too fast is understeer (with people failing to take account of this and without any inertial reference) - but the game was prone to power-on understeer even in very powerful RWD cars and almost everything wore its front tyres faster.
A great example of this was the Cizeta V16T, which was possibly the most useless of the supercars in GT4, given to just driving straight on at the slightest hint of a corner despite having no weight at all at the front. Now in GT it's a great car to drive and the AI uses it to great effect. It's by no means a demon in the corners - it's 90s tech with a transverse V16 in the back and wider than Spain - but it doesn't just give up and go straight on.
Oversteer - enhanced
I think that, as a by-product of the above, it's now easier to get the rear wheels to spin up with careless application of power. I never had much of an issue with this in GT4, save for the low speed stuff, but the removal of the power-on understeer that shouldn't have been there has changed this for the better.
AI - enhanced
On Level D, the AI are as dumb as a hat full of water and as predictable as night - GT4 level stuff. But on higher ranks they seem to be a combination of smarter and more fallible. I've seen them take each other on outbraking for a corner (one failed spectacularly - dipping a wheel onto the grass and going clean past the corner backwards) and, more impressively, try to break or maintain a draft. I've tested them several times on this - they will weave about on Level A to stop you keeping in a draft, or follow you if you do the same. Except, oddly, on Test Course where we all recognise that two cars go faster than one...
They're still prone to doing stupid things, but only if you do them too. Park on the apex or a corner and you're probably going to get clattered. Yet park on a straight and they'll at least try to dodge you (this can also be seen in GT5P).
Dirty tyres
I've tried this again and again and again. If you go through grass/sand, though it isn't visible, the game treats your tyres as if you've picked some crud up for at least the next few hundred yards. The car becomes all squirrely and slippy until, presumably through some arbitrary criteria, you're determined to have cleaned the tyres.
Now, I'm still just playing through rather than testing the physics and AI out, but these things are really quite apparent - some are even improvements over GT5P... However, they're also tempered by the fact that your only control is some digital buttons and maybe an analogue nipple for steering if you're so inclined.
So. Go ahead. Discuss. Have you noticed any other alterations to the game engine? Have you noticed these ones? Do you think I'm talking heffalump poop?
This thread exists to discuss these particular differences and possible implications for what drives GT5 while you drive (no, not Xzibit).
Things that I have noticed so far:
Understeer - reduced
A well-known Achilles' heel of GT4's physics was a tendency to exaggerate understeer. It wasn't quite so OTT as many people seem to think - the natural bias of almost every road car is understeer, and the natural reaction to attempting to turn into a corner too fast is understeer (with people failing to take account of this and without any inertial reference) - but the game was prone to power-on understeer even in very powerful RWD cars and almost everything wore its front tyres faster.
A great example of this was the Cizeta V16T, which was possibly the most useless of the supercars in GT4, given to just driving straight on at the slightest hint of a corner despite having no weight at all at the front. Now in GT it's a great car to drive and the AI uses it to great effect. It's by no means a demon in the corners - it's 90s tech with a transverse V16 in the back and wider than Spain - but it doesn't just give up and go straight on.
Oversteer - enhanced
I think that, as a by-product of the above, it's now easier to get the rear wheels to spin up with careless application of power. I never had much of an issue with this in GT4, save for the low speed stuff, but the removal of the power-on understeer that shouldn't have been there has changed this for the better.
AI - enhanced
On Level D, the AI are as dumb as a hat full of water and as predictable as night - GT4 level stuff. But on higher ranks they seem to be a combination of smarter and more fallible. I've seen them take each other on outbraking for a corner (one failed spectacularly - dipping a wheel onto the grass and going clean past the corner backwards) and, more impressively, try to break or maintain a draft. I've tested them several times on this - they will weave about on Level A to stop you keeping in a draft, or follow you if you do the same. Except, oddly, on Test Course where we all recognise that two cars go faster than one...
They're still prone to doing stupid things, but only if you do them too. Park on the apex or a corner and you're probably going to get clattered. Yet park on a straight and they'll at least try to dodge you (this can also be seen in GT5P).
Dirty tyres
I've tried this again and again and again. If you go through grass/sand, though it isn't visible, the game treats your tyres as if you've picked some crud up for at least the next few hundred yards. The car becomes all squirrely and slippy until, presumably through some arbitrary criteria, you're determined to have cleaned the tyres.
Now, I'm still just playing through rather than testing the physics and AI out, but these things are really quite apparent - some are even improvements over GT5P... However, they're also tempered by the fact that your only control is some digital buttons and maybe an analogue nipple for steering if you're so inclined.
So. Go ahead. Discuss. Have you noticed any other alterations to the game engine? Have you noticed these ones? Do you think I'm talking heffalump poop?