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- ray29rus
I wonder why it takes so long to post this video on GT TV channel. I guess it's not supposed to be posted earlier.
Not surprising it makes it turn in more, I just don't think it is as quick or consistent to use going by my experience with a DS4 and don't see the need for it as cars turn in well. Tried out briefly TTS to see how my sector times are in comparison, you probably made a few mistakes but given my limited experience with car and setup, I was over 3 tenths up in the first sector on video you posted and that grew to over 6 tenths by second sector. Also know from before, I've done faster first sectors with GT-R at Brands Hatch and that is without using handbrake.It's not that, it's as if somehow locking the rears makes the car more stable and balanced, it actually reduces the understeer if done right. And then when you put your foot down the car seems a lot less inclined to wheel spin and step out the rear or do the opposite and push the front on, I think you'll find something more complicated is going on than the handbrake just bring the rear of the car round.
I know when I race IRL I find myself reaching down and grabbing the handbrake through all the turns.I don't think so, if you pulsate it it seems to work quite well, makes the car rotate a bit better and for some reason gives you slightly better traction on exit.
Not surprising it makes it turn in more, I just don't think it is as quick or consistent to use going by my experience with a DS4 and don't see the need for it as cars turn in well. Tried out briefly TTS to see how my sector times are in comparison, you probably made a few mistakes but given my limited experience with car and setup, I was over 3 tenths up in the first sector on video you posted and that grew to over 6 tenths by second sector. Also know from before, I've done faster first sectors with GT-R at Brands Hatch and that is without using handbrake.
I know when I race IRL I find myself reaching down and grabbing the handbrake through all the turns.
I know when I race IRL I find myself reaching down and grabbing the handbrake through all the turns.
Well to be fair IRL you can't use it like in game.
That's my point. I realize GT is not the most realistic simulator on the market, but that people use these quirky little gaming tricks to gain tenths is cheaty crap, IMO.Well to be fair IRL you can't use it like in game.
It's a physics exploit. Kinda like you said, this isn't the simulator of simulators. I don't want the physics to stay the way they apparently are now after this 1.05 update, but I can live with it (and prefer) if GT didn't have AC level physics. Two very different simulators, two very different journeys. I'm going to miss GT's of the past and hope it doesn't change to include the realistic way a car would get stuck in the gravel.That's my point. I realize GT is not the most realistic simulator on the market, but that people use these quirky little gaming tricks to gain tenths is cheaty crap, IMO.
I don't view it any differently than abusing the track boundaries.
It's why we have always banned such tactics from the WRS, and will continue to do so.
Right, I don't want to have to do that to keep up. It's like hitting the speed burst button on Madden, or something. Even if the physics are not completely realistic, I want an experience that's relatively comparable to racing on track. And the only button I hit while doing that is the radio.I hope I don't race against those people who use it since I don't do it, but if it begins to bother me too much, I would consider joining a league.
As I'm sure has been mentioned countless times already, having realistic physics does not make driving aids or game settings suddenly invalid. GT6 had two different settings for off track grip, one slippery and the other not. Those looking for more realism in the gravel traps or grass could choose one setting, everyone else the other setting. SRF, TCS, ABS, ASM, Autoblip, Autoshift, and other aids, both real and virtual, can all be used to tailor a physics model to be as hardcore or sim as you want. Seeing as how all of these things have already existed in the GT franchise, there's no reason why stock settings can't be like a classic GT game with the option for more hardcore settings for those that want them for leagues, personal use and for elite level eSport competition.It's a physics exploit. Kinda like you said, this isn't the simulator of simulators. I don't want the physics to stay the way they apparently are now after this 1.05 update, but I can live with it (and prefer) if GT didn't have AC level physics. Two very different simulators, two very different journeys. I'm going to miss GT's of the past and hope it doesn't change to include the realistic way a car would get stuck in the gravel.
So something like being able to tap the handbrake isn't a deal-breaker. I hope I don't race against those people who use it since I don't do it, but if it begins to bother me too much, I would consider joining a league.
I realize you are not replying to my post, but don;t you think there's still a difference between the realism of the physics model and people intentionally exploiting a loophole to be faster. I mean, we all adjust to the model to drive as quickly as possible, but this is a lot like the flat shifting with the clutch bug that was present on GT5 Prologue and the original GT Academy competition.As I'm sure has been mentioned countless times already, having realistic physics does not make driving aids or game settings suddenly invalid. GT6 had two different settings for off track grip, one slippery and the other not. Those looking for more realism in the gravel traps or grass could choose one setting, everyone else the other setting. SRF, TCS, ABS, ASM, Autoblip, Autoshift, and other aids, both real and virtual, can all be used to tailor a physics model to be as hardcore or sim as you want. Seeing as how all of these things have already existed in the GT franchise, there's no reason why stock settings can't be like a classic GT game with the option for more hardcore settings for those that want them for leagues, personal use and for elite level eSport competition.
I'm not opposed to that. I prefer using the realistic setting for off track physics. I still don't want every single bit of GT to become the go-to simulator. Top tier tire physics? Go for it. I'm not into the physics being so forgiving as they appear to be now and I'm not into them being indistinguishable from real life. At its core, the way GT6 feels is great. If they take it up another notch, I would be happy.As I'm sure has been mentioned countless times already, having realistic physics does not make driving aids or game settings suddenly invalid. GT6 had two different settings for off track grip, one slippery and the other not. Those looking for more realism in the gravel traps or grass could choose one setting, everyone else the other setting. SRF, TCS, ABS, ASM, Autoblip, Autoshift, and other aids, both real and virtual, can all be used to tailor a physics model to be as hardcore or sim as you want. Seeing as how all of these things have already existed in the GT franchise, there's no reason why stock settings can't be like a classic GT game with the option for more hardcore settings for those that want them for leagues, personal use and for elite level eSport competition.
It's basically been there since Prologue.I'm not opposed to that. I prefer using the realistic setting for off track physics. I still don't want every single bit of GT to become the go-to simulator. Top tier tire physics? Go for it. I'm not into the physics being so forgiving as they appear to be now and I'm not into them being indistinguishable from real life. At its core, the way GT6 feels is great. If they take it up another notch, I would be happy.
Having two levels of physics to a game - approachable GT and daunting simulator (to a casual racing game fan) - doesn't look like it will happen. I just checked out GT PSP and forgot about hearing it had "normal" and "simulation" settings. It works for that because of how limited it was. For it to work in this new online environment, how do you think that will only have a positive impact?
To be clear, I want better and more realistic physics, but I don't want a transformation of them. I'm GLAD to hear it still feels like GT. So I guess I'm pro-evolving and anti- whatever the hell PCARS is.
I'm not happy about the addition of SRF. I remember losing my head watching Lucas Ordonez and Kaz racing at this one event (15th anniversary, I think) and the leader had SRF enabled. He won by maybe 15 seconds. It was funny, but sad. I'm glad they got rid of it. I'll be disgusted if they bring it back.It's basically been there since Prologue.
On Prologue, they had "Standard" and "Profesional" physics models. Standard were basically GT4 physics, one could switch between those games and it felt the same. Professional were the starting point for what became the GT5 and GT6 models. But on GT5 and GT6, SRF (Skid Recovery Force) was introduced. That's the Finger of God, which keeps you from getting out of control. That, combined with active steering can create some might arcadey and unrealistic moments.
All of that to say a multi-tier physics model has been there for a long time. But I would keep those and physics exploits in different camps.
...And then 3 races at Brands Hatch GP together with @Lord Protector again. First race he got stuck behind others so I could build a big enough lead to take the win without pushing too much. Third race I messed up a few times. Also got pushed and got stuck behind the one who pushed me for a while so that race wasn't so good for me.
But the second race however was just amazing. From the start untill the end we were really fighting for that 1st place, I had to take defensive lines often to try and stay in 1st. I actually did stay in 1st untill the first corner of the last lap. He then went for the very small gap I left on the inside line, which I didn't expect at all. He could've passed me right there and won the race but fortunately for me he was carrying just a little bit too much speed and ran wide. I could cross back over because of that and take the inside again on the next corner. Finish was also very close again but I managed to take the win. I think this was the most exciting race I've had yet in the beta. Hope to have many more races like this.
Will need to try more scientific approach just isolating to first corner the difference to see if it is quicker or not with handbrake so not 100% sure. Every time I tried handbrake though, my sector times weren't as quick. Still quite a number of corners to get right though. My best go was nearly half a second up on your video in first sector and nearly a second up by second sector and that was with a few mistakes so must be quite competitive just using normal braking technique.Ok, so you can't go faster using the handbrake and you can go faster than those sector times. Ok? That's not really an argument. I can go faster than those sectors too, big deal, I've explained why I do it and why I can go faster doing it than not. I don't see why you're trying to use what you can do as some sort of evidence to prove me wrong.
I agree but my response was confined to the realistic physics portion of the post, I wasn't commenting on using the handbrake.I realize you are not replying to my post, but don;t you think there's still a difference between the realism of the physics model and people intentionally exploiting a loophole to be faster. I mean, we all adjust to the model to drive as quickly as possible, but this is a lot like the flat shifting with the clutch bug that was present on GT5 Prologue and the original GT Academy competition.
We've outlawed both clutch and handbrake from WRS to keep people from using those type of exploits to their advantage. Can you imagine how ridiculous we would all look driving around the track constantly tapping the handbrake through all the corners?
I might have guessed.I agree but my response was confined to the realistic physics portion of the post, I wasn't commenting on using the handbrake.
Again a little comparison: GT Sport vs. Assetto Corsa, McLaren 650S GT3 at Brands Hatch GP.
Enjoy!
(Edit: those Sharefactory after-render ghost frames! Bugged!)
Nice looking gifs but that Mustang spin looks arcadish. The back end of the car behaves the same on the grass as it does on the tarmac. In reality, when the front of the car was on tarmac and the back on the grass while sideways, the rear of the car should have come around very quickly due to the vastly different grip levels.
In the video both cars are aero-maxxed, otherwise stock tunes. And I agree, GTS is easier to approach also in tuning. Thanks.Sound is definitely better on AC, I did a 1.28.5xx on ac without tuning and not much time. I was able to do 1.25.0xx on gt sport with tuning. It is easier to tune on gt sport than AC imo.
You already have several levels of physics with the driving aids. Not really sure what you're saying here.I'm not opposed to that. I prefer using the realistic setting for off track physics. I still don't want every single bit of GT to become the go-to simulator. Top tier tire physics? Go for it. I'm not into the physics being so forgiving as they appear to be now and I'm not into them being indistinguishable from real life. At its core, the way GT6 feels is great. If they take it up another notch, I would be happy. Having two levels of physics to a game - approachable GT and daunting simulator (to a casual racing game fan) - doesn't look like it will happen
GT has completely changed what GT has been since GT1 with the coming of GTS. But again, I wouldn't ask for the general feel of a GT game to change for those that want it, just the introduction of a more realistic driving model for what is supposed to be a game based around eSports.I just checked out GT PSP and forgot about hearing it had "normal" and "simulation" settings. It "worked" for that because of how limited it was. For it to work in this generation with its online environment, how do you think that could only have a positive impact by completely changing what GT has been since GT5 Prologue?
Again, see above. The game has felt different in each iteration of GT3, GT4, Prologue, GT5, GT6 and now GTS. I'd be willing to bet that if you took something like AC and threw a mild version of SRF onto it but called it casual mode, most GT players would eat it up and think it was the greatest thing ever. Throw in a few options like locking in tire heat, a single era (modern) tire model and forcing optimum tire pressures and I'd say most people would just think it's a slightly advanced GT physics model.To be clear, I want better and more realistic physics, but I don't want a transformation of them. I'm GLAD to hear it still feels like GT. So I guess I'm pro-evolving and anti- whatever the hell PCARS is. I'm not saying "if it ain't broke, don't fix it." But I like the way GT has felt since GT3 for the most part. I've really been liking how GT6 feels and (based on the physics before 1.05) happy to hear it won't change to an entirely different physics system. The way GT6 feels is everything to me. I don't think I want GT change its identity.