It is unreal, and since GT5 is supposed to be a simulator, it is horrible.
It may be fun, and the best we can get in a PS3, but it is far from reality.
I play with a DS3, but come on, it is common logic that physics in GT5 are unreal, and it gets worse when it is about drift!
You want a simple example? Look how many real life drifters are able to do a reverse entry and now look at how many videogame players do that in GT5.
You want to tell us, wheel drifters and some of us real life drifters, that what you say is true. However, you have no wheel drifting nor real life drifting experience... Tell me again how wrong we are?
Like I said before, it's a game. And I don't care if the physics stay the same like they are now.
How exactly would changing the target audience and therefore players of GT make it more or less realistic?As I said before, you want more realism? Get rid of the heaps of awful drivers on GT5, before changing anything...
Yes PD does work to a budget, and at an estimated $60 million for GT5 (just for the core game - not any of the DLC or patches), which makes it one of the single largest game development budgets ever. Certainly more than the vast majority of sims (on any platform), so why they had a budget, everything does, I don;t think you will find that was the root of the problem at all.Because, believe it or not, even PD works on a budget. And I doubt, when they won't be able to do something for GT5, they actually manage to pull it off for GT6, PLUS give us more tracks and stuff. This would mean a double increase in workforces really. (If you get what I mean.)
And as such that automatically applies to every customer of the GT series?I know, very few people do have access to a lot of different cars, and high speed track racing / drifting. Thing is, you can improve the game all you want, but in the end it's not the game that makes me come back, it's an awesome community.
For example, Decoy, Lock2Lock, Blueninja, Marbel, ... All these guys are great people, and know how to handle a car. If they weren't there, I wouldn't play GT5.
GT needs work in a lot of areas, however if it wants to keep pace with the rest of the sim market (which goes way beyond the drifting scene) it needs to work on its physics.Improve the player base, improve the game. (Much more than physics would.) I accept that GT5 doesn't have perfect physics, and I don't mind because the drifting, believe it or not, is ****ing awesome nonetheless.
DarkAvengerZR1It is unreal, and since GT5 is supposed to be a simulator, it is horrible.
It may be fun, and the best we can get in a PS3, but it is far from reality.
I play with a DS3, but come on, it is common logic that physics in GT5 are unreal, and it gets worse when it is about wheel!
You want a simple example? Look how many real life drifters are able to do a reverse entry and now look at how many videogame players do that in GT5.
It needs to go back to what made the series in the first place, pushing realistic physics with real world cars to its limit on consoles.
DarkAvengerZR1GT5 was meant to play with a DS3, because it is a console game... they know not everyone who has a console normally buys a wheel.
Edit: Try to play a computer simulator with a DualShock and see the differences.
So because you play with idiots no point exists in improving the physics of the game?Your opinion, not mine. How will better physics improve your gaming experience if 13y olds are ramming you off the track?
I can assure you (and moderating these boards give ample opportunity to see this) that the changes to the physics that 2.0, 2.09 and 2.10 brought to GT5 were far more well received and appreciated than any car or track pack.Plus the fact that a lot of the DLC, and things like that are always about the racing, because racing is the thing that's done by the major part of their clients. If they really want to improve the drifting in the game, THAT is the thing that needs to change.
Beautiful drifting my friend. And hahahahahahaha i signed on in your video hahaha.DWorkshttps://www.youtube.com/watch?v=9Q06TR0-RJo
Go chek it out!
DarkAvengerZR1Never said you can't use, but it is still a console game, it HAS to be able to be played with a controller! Is it really hard to understand?
Why it has to be played with a controller? Because it is a console game.
Yes, wheels is better than controller, but you, and anyone else knows, that it still unreal, and way behind of computer simulators. A game, that calls itself a simulator, had a lot of money and time put into it, being worse as a simulator than way smaller computer simulators?Yeah i understand. Same thing goes for PC. But what I am getting at is which one is being played basically realistically. Which is a wheel. Think about it look at the big picture and I am not trying to be funny by saying that.
DarkAvengerZR1Yes, wheels is better than controller, but you, and anyone else knows, that it still unreal, and way behind of computer simulators. A game, that calls itself a simulator, had a lot of money and time put into it, being worse as a simulator than way smaller computer simulators?
GT5 was meant to play with a DS3, because it is a console game... they know not everyone who has a console normally buys a wheel.
Edit: Try to play a computer simulator with a DualShock and see the differences.
That's unfair, there's so much stuff to consider.A game, that calls itself a simulator, had a lot of money and time put into it, being worse as a simulator than way smaller computer simulators?
I play all PC sims with a DS3 and if the game has proper control options, I'm quicker than a lot of guys with wheels (not saying I'm a good driver though). When you use the right settings in GT5, you can bring it pretty close to a PC simulation like rFactor (not on par, but close).
That's unfair, there's so much stuff to consider.
Guys like Kunos have a lot less things to work on.
DarkAvengerZR1Well, it have been said in this thread, tyre deformation is substantially important to drifting. Once GT5 physics fails right in that subject, drifting physics is really affected by that, way less than actually racing.
I think this says it all.
Edit: This doesn't matter if you play with a wheel or controller.
Why do you want me to explain you something that you know and also got told why/what?Ok I'll bite. What is exactly wrong with the tire model. I want you to explain it to me. Because from what I am gathering here you don't know what is wrong with it.
GT5's tyre model is not even close to that used in LFS (or the likes of SimRaceway) and for anyone seriously interested in drifting (or any part of vehicle simulation) it should be right at the top of the list of areas that need a massive overhaul for GT6.
The current model gives almost no progression (the transition from grip to no grip is almost digital), doesn't account for tyre width (or give an option to change tyre dimensions), tyre pressure and changing 'grades' of tyre simply changes the grip multiplier used (which is why a Mini Copper can get the same lat-g figures as a 'Vette on the same tyres).
Ok I'll bite. What is exactly wrong with the tire model. I want you to explain it to me. Because from what I am gathering here you don't know what is wrong with it.
DarkAvengerZR1Why do you want me to explain you something that you know and also got told why/what?
ScaffGT5's tyre model?
I've already linked to info on this, but here we go:
[*]Changes in tyre grade act as a grip multiplier nothing more
[*]Almost digital transition from grip to slip, indicates the use of basic 'magic' curves, with little or no cross referencing when load changes
[*]Tyre width isn't accounted for (as can be see with a Mini Cooper and a 'Vette having the same lat-g figure on the same compound)
[*]Tyre pressures are not modeled
[*]No options to change width, profile or pressure
[*]Tyre deformation is not modeled
In short, rather a lot
Still, how old is rFactor? Also, what is a "simulator" without good physics?
Edit: Don't get me wrong, i am a Gran Turismo fan, played all of them, and it hurts me to say that, but it simply is not a simulator.
G.T.AcerFactor is from 2005, but that was a time when console games were generally far from PC games (Enthusia, as shown above, was definitely the closest, but also flawed).
What makes a simulator to you? Of course it is one, just like Forza 4.
The physics engine has flaws, but it's not too far from PC simulations and even PC sims have issues in their physics engines. iRacing is extremely arkward at low speeds, rFactor has tons of problems with contacts and lift-off oversteer, in GTR² it's way too difficult to catch a drifting/oversteering car etc. etc.
EDIT: I agree with Scaff about the tyres though.
That's something I hope they'll work on for GT6.
As I said before, you want more realism? Get rid of the heaps of awful drivers on GT5, before changing anything...
Because, believe it or not, even PD works on a budget. And I doubt, when they won't be able to do something for GT5, they actually manage to pull it off for GT6, PLUS give us more tracks and stuff. This would mean a double increase in workforces really. (If you get what I mean.)
Improve the player base, improve the game. (Much more than physics would.) I accept that GT5 doesn't have perfect physics, and I don't mind because the drifting, believe it or not, is ****ing awesome nonetheless.
Cant compare physics on the game in my opinion due not feeling the g forces.