GT5 Latest News & Discussion

  • Thread starter gamelle71
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Nope, physics were adjustable to the most realistic level.
Ok,thanks!I don't know if we should believe this guys(Racesim..)when they say that the Physics of gt5 are more easy than Iracing physics!
I played Rfactor for 2years and I also tested the TT!I really found the TT physics very similar to Rfactor !just my personal opinion
Ps:I root for Germany !!
 
Ok,thanks!I don't know if we should believe this guys(Racesim..)when they say that the Physics of gt5 are more easy than Iracing physics!
I played Rfactor for 2years and I also tested the TT!I really found the TT physics very similar to Rfactor !just my personal opinion
Ps:I root for Germany !!

Yes, and rFactor is not iRacing.
 
Ok,thanks!I don't know if we should believe this guys(Racesim..)when they say that the Physics of gt5 are more easy than Iracing physics!
I played Rfactor for 2years and I also tested the TT!I really found the TT physics very similar to Rfactor !just my personal opinion
Ps:I root for Germany !!

For the demo, the guys from simracingtonight (or insidesimracing.tv, they're the same) from the video might be using R2 or R3 tires for NASCAR and S2 for road cars which seems to be the tires of choice during this year's E3. Personally I'd never gone beyond R1 (which was the tire for the TT demo) for tuned cars and even race cars and stick to either N3 or S1 for road cars.

Another element that haven't been implemented in any of the GT5 demos is tire wear/heat. When it's added in the full GT5, it will definitely add another dimension and dynamic to the tire modeling- a different level of traction and adhesion during the drive/race and definitely will make it harder than it currently is.
 
It could be that iRacing's physics make GT5 SEEM easier.

I wouldn't say just easier but more towards the fact that the physics in iRacing seems much more complete- not only does it feel familiar even at high speed (when lesser sims would usually fall apart) but you get the sensation of weight, of tires on the pavement and actually applying force instead of just turning the steering wheel. That last sensation- applying force to counter the front tires propensity to self-align- is similar to what was in the TT demo and hopefully in GT5.
 
If you can separate physics from force feedback I would say iRacing and GT5p were very similar, the cars react very much the same. The big difference for me is the way the wheel feels, in iRacing you get an immensely good sensation through the wheel and can judge much more easily how to react to events. In Prologue I find it's much more rudimentary, the wheel just tries to bounce back to center quite unnaturally.

Also iRacing has laser scanned tracks so you feel every little vibration, it's very cool. GT doesn't use that technology so it seems only the big bumps make it into the game, the rest of the time kind of feels like just dead smooth sailing.

I'm positive the laser scanning won't be in GT5, but big hopes for improved force feedback though.
 
It sounds like GT does pretty much everything that everyone else does. They might not do laser scanning, 'cause that seems a little time consuming, but if they did, I wouldn't be surprised.
 
I think Kaz actually quoted that they won't be doing laser scanning in GT5 but are looking into the tech for the future.

Just watching that simracing show, really well done review. They make some awesome points, not all of them good but really happy to hear that they felt big improvements in force feedback (no more dead zone, more connected feeling) and they were really impressed with the modelling of the track surface. They're not sugar coating anything, so it's good to hear they were paying attention to those points.
 
1937 motor has not much to do with motors of this century :D

In the sense that they are of the same family, you don't have much to do with your Great Grandfather either. Genetic similarities aside, you're supposed to be an improved model. Kind of like the modern boxer motors improved on VW's original idea. What happened?
 
Ok,thanks!I don't know if we should believe this guys(Racesim..)when they say that the Physics of gt5 are more easy than Iracing physics!
I played Rfactor for 2years and I also tested the TT!I really found the TT physics very similar to Rfactor !just my personal opinion
Ps:I root for Germany !!

Opinions are opinions....
 
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^^ Well, I'm not trying to rush into the "Sim or non-sim" discussion, but having an aid which actually helps you to steer ( the basic skill for racing.. ) just disqualifies any game as a simulator, emphasize "not sim" if the aid is permanent.
 
People for the love of god stop believing those guys from IRS :grumpy:

they said Forza 3 is like a PC sim, watch here http://www.youtube.com/watch?v=QVzhkASVCQ0#t=09m37s

Then watch this:

http://www.youtube.com/watch?v=wVkxSZoHbYY

Forza 3 has "Permanent Driving Aid - Active Steering" which obviously makes it not a sim "when a simulations steers for you its not called a simulator"

They are not credible...

I think they are cool guys but I remember the GT5PvsForza2 review in what they showing no other than their stupidy (sorry guys!)."Just add damage to GT...", "GT5P has *LITTLE* better graphics, it has cockpit view", (how about GT5 have better graphics than Forza 4), "Forza has better music, only title song good in GT..." (GT5P has AMAZING OST, I'm a musician :ill:).So what I remember that they are like 15 year old adults!Only big ;)
But in latest GT review they seems very good.I believe them, but I think physics are little better than they say - I've played TTDEMO, and it's HARD! :) 👍
 
Oh, hard does not mean realistic, and the Time Trial certainly felt different to Prologue


The shadows do get longer as the sun sets
gt5shadows.jpg
 
^^ Well, I'm not trying to rush into the "Sim or non-sim" discussion, but having an aid which actually helps you to steer ( the basic skill for racing.. ) just disqualifies any game as a simulator, emphasize "not sim" if the aid is permanent.

Well all Sim PC have active steering option and GT prologue has that, but they don't have these active steering "permanent" like forza 3

Forza 3 remindes me of games like Grid, Need for speed and other arcade racing games, were you have the Driving Aid - Active Steering Permanent.
 
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No, he said 48 people in the lobby but only 16 people on the track...that leaves 32 people in the lobby while everyone else is racing...so you can kinda have "televised" races complete with people in the stands.
 
Am I the only one who think that the paddle shifting animations look really reallllly bad? The stick shift animation is good and I love the fact that the driver will put his hand on the stick before the actual shift.

The paddle shifting however.... There is absolutely no reason for the driver to anticipate the shifting. That's the whole point of using a paddle shifter is that you don't have to take your hand off the steering wheel to shift. I also think that the actual shift animation is too "pronounced". Normally, you should be able to simply shift with the tip of you fingers while you are holding the wheel without having to move your whole hand.


Anyway, overall this is a minor thing but still, it annoys me everytime I see cockpit view videos.
 
So it unfortunately looks like by the request of the Manufacterers, we won't get cars that stop running. I do like the fact that all of the Nascar rules will be in. I'm also hoping the track number isn't just 20, I highly doubt it is but still hope its not the case. One thing I need more specific elaboration on is the Track Editor. How detailed is it and more importantly given this is its supposed first implementation in a realistic driving sim, how does it work?
 
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