GT4P physics engine. Comments

  • Thread starter Tacet_Blue
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Since this is one of the most redevoloped areas of the game, What do you guys think.
Can u tell the difference, do you prefer it?

Here are some of my comments, but all are quite subjective!

The first thing most people notice is the braking, as you now need to think a little more about it to prevent locking up.

The weight of the cars seems to be more real. if you mess about now at high speed in a heavy car...you'll get caught out.

Handling response is quicker. In GT3 if you move quickly left to right, there was a slight delay as the car caught up with you!

Alot of the improvements can really only be appreciated from the replay mode. The way the wheels independantly ripple along the kerb, the way the car sinks and rolls under forces is all subtly improved.
 
I like it!!!

As you say the car seems to be a lot more real... it seems that there is something more connected to the brakes... in GT3 I would leave braking very late on most bends and just press the button... in GT4P though I really squeeze the button as hard as I can cos I forget that it's a game and that pressing it harder will actually do little more than pressing it fully!!

I seem to be leaning more with each car as well... Really turning into the corners with my body as well as the DS2!!

Which is just a subliminal response to my mind thinking that there is actually gonna be some G's here that will send me to the left of the sofa!!

Some of the extra touches that are in the game are nice too... For instance... The wind noise when you're not drafting/slipstreaming for instance that goes eerily quiet when you slip behind them.

All these little things add to what was a fantastic game in GT3... I really can't wait til November now!!

C.
 
Car movement under braking, particularly heavy braking, is the big one I've noticed so far. I've lost a couple of production cars under heavy braking into the first right-hand corner at Fuji - particularly cars with long travel suspension,like the Legacies.

Suspension movement seems more accurately modelled, too - pitch changes are quite noticeable in replays, and will affect steering and braking.

I've been very impressed with the Driving Force Pro wheel, and the feedback effects - GT3 with the GT Force was pretty impressive (and I still rate it amongst, if not the, best for force feedback effects on either the PS2 or PC) but this seems to be another step forward.
 
Yeah, I really like the way it seems to connect you more with the cars. I'm always leaning into the corners (I'm sure it helps)

I had the Dodge Viper with TCS off and spun it round and handbraked it infront of a trackside "camera". The replay is amazing, seeing the back wheels lock as you pull on the handbrake is so convincing, and the poor Dodge lurching and squating under my abuse is a beautiful sight!

Also I think the way the wheels sit on the road is the best I've seen. In some games the wheels spin too fast for the road speed or too slow. In GT4P, it looks just right. Always loved the way the brake discs glow, but they seem even better now...lovely.
 
braking distance is much improved, as is the understeer tendencies of some of the underpowered cars. I just hope for actual brake lockup for GT4
 
using my wingmann ff driving feels alot more like the real thing than it did in gt3. especially with front wheel drive cars you really get alot of feedback on the understeer...
i just can´t await to get the dfp and gt4 in its final version!
 
I've noticed that the steering is more responsive and precise. The brakes also lock the wheels much more easily and trying to brake hard in corners while steering seems to be a big no-no now. It feels a lot more realistic and responsive.
 
I've said it before and I'll say it again. The new phyics in GTP are nothing short of stunning. The way the rear of the car "dances" about under heavy braking. The way the cars weight moves from one side to another when corning at speeds. I could go on, but I won't, as people at work keep trying to see whats on my screen, as I am clearly not working :)

I can't see how you could improve on this, but I have a feeling PD will.

However there is one down side to all this realism. How far should PD go with the phyisics? And will they find that if they get too close to relality that they might put off some of their casual players?

Cheers

Jamie
 
Stunning Indeed!

I'd also like to take the oppertunity to kiss Polyphony's b*tt.
(x)
I think the GT series is the most sophisticated driving simulator ever, ever.

I hope they keep going with the "realism", there are plenty of driving "games" out there, but only one simulator.

I'd like to see engine wrecks from too many revs, tyre blowouts when you run them down to red and keep going (or hit a kerb badly) Also the ability to roll a car in a big crash would be nice.

Black tyre marks are missing from GTP but I'm sure they'll be back in GT4.
Oh and more tyre smoke please, when doing donuts, I'd like to see the car engulfed in white smoke!
 
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