GT5 Physics - Spec 2.0

  • Thread starter CodeRedR51
  • 479 comments
  • 65,959 views

Do you like the new Physics?

  • Love it!

    Votes: 452 69.6%
  • Were better before 2.0

    Votes: 35 5.4%
  • Feels the same to me?

    Votes: 162 25.0%

  • Total voters
    649
Still no steering deadzone, so the Formula cars rock my steering wheel ( Formula EX) left and right. Hard to judge the physics with these cars but I think they may have improved.

Yeah I noticed that as well. But I took both the X2010 S. Vettel and the FGT around Indy Oval, and the rocking wasn't as bad as it was earlier.
 
Has anyone used the tyre load indicators, and have any idea on how the physics affects them?

I used them for a short amount of time, they only seem to respond to weight (or load just like the description says) being placed onto the tyre, such as going over a ripple strip or hard braking, there is also a small effect when accelerating or upshifting.

I thought they would actually show lateral loads but they dont seem to.
 
Are you using the stock brake distribution?

I'm not getting into this discussion because it will just get off topic for about 30 pages arguing about ABS. But yes, I have tried a variety of different brake balance settings, just as i did previously before 2.0. Its still the same and its still crap in that area.
 
Feels the same to me, brakes are still crap without ABS, that was probably the biggest improvement it needed. Perhaps there are small variations that lead to small differences in laptimes but it's nothing that I can feel, not without having a pre 2.0 game to compare with side by side.

FFB feels the same to me too, only difference with the wheel is the ability to map it (which is what I expected anyway).

Not tried it yet but this is kind of what I'm expecting. Looking forward to trying it out though.

Hope the reversed suspension settings have been fixed.
 
I'm not getting into this discussion because it will just get off topic for about 30 pages arguing about ABS. But yes, I have tried a variety of different brake balance settings, just as i did previously before 2.0. Its still the same and its still crap in that area.

Ever driven a real car without ABS?
 
The physics update is definitely a step forward, there's way more information conveyed through the wheel, and the suspension travel is also improved. There's a lot more feel to the car, you can feel when you're about to lose grip.

The low speed physics have also been improved. You no longer slide down elevations when you get off the brake or when you start to accelerate, for example: from a standing start at Daytona Road Course the cars no longer just slide toward the bottom of the embankment when you try to accelerate.

Sport tires seem to have a bit more grip and i've noticed faster lap times on sports soft than pre update, sport mediums are the new sport softs, hard the new mediums etc...

Definitely a positive improvement overall.
 
I think the physics and FFB were better before 2.0 was released. Using a DS3, twitchy cars like the Elise are now far too easy to power slide. Using the G27, rumble strips barely cause any vibration and many cars now have lifeless front ends.

This "improvement" almost feels like they made the game more inviting to casual players.
 
It's nice. :D
Pretty much the key points been covered here, which I agree with in general.

Someone said drifting is worse? Damn straight it is NOT. :)
 
Pretty much the key points been covered here, which I agree with in general.
Where's detailed tire temperature data? Tire pressure?
The list could go on. It's a small step forward, but physics are definitely not settled yet.
 
drama-kyd
The physics update is definitely a step forward, there's way more information conveyed through the wheel

Could you please elaborate. I have a G27 and would like to know some more please.
 
Feels the same to me, brakes are still crap without ABS, that was probably the biggest improvement it needed. Perhaps there are small variations that lead to small differences in laptimes but it's nothing that I can feel, not without having a pre 2.0 game to compare with side by side.

FFB feels the same to me too, only difference with the wheel is the ability to map it (which is what I expected anyway).
I also felt for a long time that break without ABS was crap, I don’t think so anymore.
First of all you have to keep in mind that in a real car the break pedal responds with the pressure and not the travel of the pedal. To feel kind of reel you have to put a “mod” on your brake pedal to simulate the load cell, If you don’t have the “fanatic clubsport pedals”.
Then you have to adjust your brake distribution : 5-5 is not good try 6-2 or less. With this parameter try to push 80% the break pedal without blocking wheel or spinning-out.
For the less I tried it, I think the spec 2 update improves the break felling, specially because of the untersteer and the smooth effect in the wheel.
 
Where's detailed tire temperature data? Tire pressure?
The list could go on. It's a small step forward, but physics are definitely not settled yet.

?

I meant the points that have changed in the update have been brought up pretty much.. Not saying they are anywhere near perfect.
 
I only tested the new GTR and the Formula GT for the seasonal. GTR seemed to have race tire grip on sports softs, not sure if it was the car or the physics.

FGT seemed much easier to drive than before? I easily won race 1-4 (had to go to bed before trying the last one). Car seemed much less twitchy than before. AI does not seem to be improved ... I lapped the entire field at high speed ring by lap 8 using RH and pp in line with the rest of the field. That's no fun.

I'll have to take some of my favorite cars around the ring before I can really compare the physics.
 
The laggy pick up speed with comfort soft tires have been fixed. No more picking up speed even though your at the same rpm.
 
Ever driven a real car without ABS?

As if i was blessed with ABS on my first car? does that happen these days?

I shouldn't have to mention all the other simulators out there that don't require ABS to brake without locking/tankslapping at more than 30% pressure? Problem with GT5 is the brakes are about 50% pressure as soon as you touch the brake pedal. In a real car you can push the brake pedal a decent ammount before any real pressure is applied, after the bite point locking becomes easy, but that is the art of braking at the threshold and controling the car with suble changes in brake on/off pressure... this is nothing like the way GT5 brakes. Obviously the more grip you add to the tyres the less obvious the problem is, as the grip would cause the tyres to require more braking power in order to lock up.

ABS braking in GT5 is more realistic than non ABS braking on non ABS cars, and ABS braking isn't realistic in GT5. My problem with GT5 driving (brakes) model was that if you drove the cars like real cars, or drove them like you would in other sims (iRacing/Netkar) you would lock the brakes up and/or tank slap every corner. So the only option to not have to drive with twinkle toe braking, while lapping seconds slower is to use ABS.


Sadly, the patch did not fix this, personally i still think it feels the same. Great game all the same, but still no realistic braking.


Edit : Pre-empt, for those who didnt read my last post - Yes i have tried changing the brake balance, and no the problem is not with me, its with the game.
 
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I wonder if the new physics makes the existing in-game challenges (i.e. license tests, Vettel challenge) easier to gold?
 
Been playing Spec 2.0 all day. PD have changed this game completely. The physics are so much better. You now go into a corner and if you push too hard the oversteer will take you into a spin faster than you can say Forza ! the balance between understeer and oversteer is so much better. Does anyone also notice how much better the vibration looks from inside the car. I'm sure they have toned it down just a bit. It feels so much better playing within cockpit view. I know the interior views from the standard cars are recieving a mixed reaction but I think they are great. No longer am I going to use the floaty full screen view. I at last feel like I am inside the standard cars. 10/10 from me.
 
There is something wrong, In rain my Lancer EVO VIII racing edition has more grip with Racing Soft tires than Racing Rain tires, much much more, i have all assists off only ABS - 1, in Racing soft i can take tight corners at 110KM/H max and with Rain tires with 80KM/H. What is wrong with the physics, WTF? I don't really know if this was before, but it's my first race in rain and also one of the first with 2.00 version.

And tires slide almost the same, Rain tires little less, but in racing tires i can't steer while braking, but in racing soft i can, so i rather take corners faster and am being able to steer, than racing like i would have 2 regimes steering and braking, that can't be used at the same time., that is just ridiculous

AND also when i hit full acceleration after a corner with Racing Soft car very well starts and no burnout's at all, however they are pronounced, but with racing rain tires car loses control when i do that.
 
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There is something wrong, In rain my Lancer EVO VIII racing edition has more grip with Racing Soft tires than Racing Rain tires, much much more, i have all assists off only ABS - 1, in Racing soft i can take tight corners at 110KM/H max and with Rain tires with 80KM/H. What is wrong with the physics, WTF? I don't really know if this was before, but it's my first race in rain and also one of the first with 2.00 version.

Put track edge grip to real.
 
There is something wrong, In rain my Lancer EVO VIII racing edition has more grip with Racing Soft tires than Racing Rain tires, much much more, i have all assists off only ABS - 1, in Racing soft i can take tight corners at 110KM/H max and with Rain tires with 80KM/H. What is wrong with the physics, WTF? I don't really know if this was before, but it's my first race in rain and also one of the first with 2.00 version.
What were the grip settings set to? How much standing water was on the track?

Keep in mind that unless there is enough water to aquaplane then a slick tyre will always be faster if you can keep temperature in them.
 
There is something wrong, In rain my Lancer EVO VIII racing edition has more grip with Racing Soft tires than Racing Rain tires, much much more, i have all assists off only ABS - 1, in Racing soft i can take tight corners at 110KM/H max and with Rain tires with 80KM/H. What is wrong with the physics, WTF? I don't really know if this was before, but it's my first race in rain and also one of the first with 2.00 version.

How much rain? Check the rain gauge, it's possibly it's only light water on the track, in which case racing softs will be much faster than racing rain tires. You see this in F1 all the time when it rains, teams will try to figure out the perfect wet/dry point to switch back to full slicks, and when they do they are 5+ seconds a lap faster which causes everyone to run for the pits.
 
Where's detailed tire temperature data? Tire pressure?
The list could go on. It's a small step forward, but physics are definitely not settled yet.

No simulation does tires well yet, that's why they're simulations and not emulations. When they come out with a driving emulator, then we can gripe and moan about how unrealistic it is.

According to Websters

sim·u·la·tion (smy-lshn)
n.
1. The act or process of simulating.
2. An imitation; a sham.
3. Assumption of a false appearance.
4.
a. Imitation or representation, as of a potential situation or in experimental testing.
b. Representation of the operation or features of one process or system through the use of another: computer simulation of an in-flight emergency.

It speaks nothing about being realistic.

emulation [ˌɛmjʊˈleɪʃən]
n
1. the act of emulating or imitating
2. the effort or desire to equal or surpass another or others
3. Archaic jealous rivalry

If you want to create a realistic driving experience then this is what developers should strive for.

It ain't gonna happen until we can scale something like an Albert super computer cluster, or a deep blue to the size of a game console.
 
Its less about the computer power and more about the maths. The maths are wrong and the data available isnt complete, computers are more than powerful enough to accurately simulate driving in real time. Racing teams have access to all the data they need, and don't have to in any way cater for the needs of a gamer, so they generally have more accurate simulators.

Companies like iRacing try to simulate driving and do a decent job, but the racing teams don't allow them full access to data for modelling the cars, and the maths are just not complete to solve the problems (especially with the tyre model), which is why the simulator is not accurate.

GT5 physics are far behind that of iRacings.
 
As if i was blessed with ABS on my first car? does that happen these days?

I shouldn't have to mention all the other simulators out there that don't require ABS to brake without locking/tankslapping at more than 30% pressure? Problem with GT5 is the brakes are about 50% pressure as soon as you touch the brake pedal. In a real car you can push the brake pedal a decent ammount before any real pressure is applied, after the bite point locking becomes easy, but that is the art of braking at the threshold and controling the car with suble changes in brake on/off pressure... this is nothing like the way GT5 brakes. Obviously the more grip you add to the tyres the less obvious the problem is, as the grip would cause the tyres to require more braking power in order to lock up.

ABS braking in GT5 is more realistic than non ABS braking on non ABS cars, and ABS braking isn't realistic in GT5. My problem with GT5 driving (brakes) model was that if you drove the cars like real cars, or drove them like you would in other sims (iRacing/Netkar) you would lock the brakes up and/or tank slap every corner. So the only option to not have to drive with twinkle toe braking, while lapping seconds slower is to use ABS.


Sadly, the patch did not fix this, personally i still think it feels the same. Great game all the same, but still no realistic braking.


Edit : Pre-empt, for those who didnt read my last post - Yes i have tried changing the brake balance, and no the problem is not with me, its with the game.

Well, I can push the brake pedal to about 95% before I get locking with Comfort Softs on a stock DC2 Integra with my brake bias set to 5 / 3. :odd:
What pedals are you using?


Anyway, some physics thoughts:

Can't say I felt any real difference, but I didn't A -> B it. However, I have noticed the suspension do cool things, like I felt the rear-end hop up behind me over a bump. And perhaps cars are a little more peppy on the steering now that I think about it.

Sadly, the ridiculous drivetrain physics are the same, so clutch engagement only happens when the revs are matched, meaning your pulling away is stunted until that point, usually by which time the revs have dropped to below the point of any appreciable torque output. It seems a certain amount of power is required, simply to get the wheels spinning and the engine singing just to pull away.
Small cars still have stupid flywheel inertia issues. Low speed physics are still the same, switching grip levels on the driven wheels to aid with pulling away, as above.

Let the clutch transmit more torque when it is slipping, and see about that flywheel, please PD. :)
 
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