- 454
- Australia
Hello all,I know that physics has been discussed elsewhere thoughout these threads but I just wanted to know what people thought about the topic of "the best physics mix" for a GT game is ?, with referance to other games.For example, my preferance would be to have:
-Off the line and burnout physics (ie donuts) be like FM2's, as it does a very good job of that out off control, tyres melted biz.
-low to medium speed physics be like EPR's oversteer/understeer (granted understeer is a little underdone in FF cars) where the car moves around with heaps of weight transfer including under braking as well.
-high speed physics should stay like GT4 where great consequences were paid for making a mistake or unbalancing the car whilst on the limit.All these traits in a physics engine would make GT5....to me....the ultimate!
****Disclaimer***** I do not wish to insight rampant arguing over which game does what best, but instead would like to know what physics mix would DO IT for people.If the current GT5 P demo is the best then so be it (i havent been fortunate to sample it yet), just want to know your thoughts on why.👍👍
-Off the line and burnout physics (ie donuts) be like FM2's, as it does a very good job of that out off control, tyres melted biz.
-low to medium speed physics be like EPR's oversteer/understeer (granted understeer is a little underdone in FF cars) where the car moves around with heaps of weight transfer including under braking as well.
-high speed physics should stay like GT4 where great consequences were paid for making a mistake or unbalancing the car whilst on the limit.All these traits in a physics engine would make GT5....to me....the ultimate!
****Disclaimer***** I do not wish to insight rampant arguing over which game does what best, but instead would like to know what physics mix would DO IT for people.If the current GT5 P demo is the best then so be it (i havent been fortunate to sample it yet), just want to know your thoughts on why.👍👍