GT5 physics

  • Thread starter unv412
  • 92 comments
  • 18,082 views
Aa far as I heard Mocrosoft isn't allowed use Force Feedback technology on their console due to issues with Immersion Corporation involved. That's why we don't have a true FF wheel for the X360. There's only Vibration Feedback wheel I think.
And, please, take note that no steering wheel without a separate power supply is a true FF wheel. I mean it's very easy to spot a true FF wheel and not get lied about. If you don't know what a true FF wheel does look on youtube for demonstrations. A FF wheel tends to fight you like a real car steering wheel does adn still has Rumble effects, so then the simulation is very good. A Vibration Feedback wheel doesn't fight you so the car isn't really there, it merely provides rumble effects you have on your X360 controller. A true sim game will never be a good sim without a FF wheel support. It's kind of sad for the Xbox360, for now, that is. Maybe Microsoft sorts the deal out with Immersion.

Ah makes sense, thats a shame, Forza needs a decent wheel. I believe wasn't it problems with Immersion that meant that the PS3 couldn't have rumble to being with, but since have solved the problem and released the DualShock3. Hopefully MS can come up with a simalar deal
 
The deal with PS3 was that they wanted to get rid of rumble. They said it's old technology, so they came up with sixaxis. Besides, most likely using rumble may mean Sony has to pay royalty to Immersion corp. I'm not sure about the sixaxis technology though.

There is a plus for Xbox owners and it'scalled Logitech DriveFX with axial feedback technology. Never heard of this technology before, but the wheel looks and feels just like the 180 degress Driving Force EX for PS2 and PS3. It has a power supply and it tries to simulate the rumble effects from racing games into something better, as I understood. So if anything this wheel seems like the best bet for X360 racing enthusiasts. You can find it on Logitech's official website.
Ok.. sorry for the offtop, I'm done. :D
 
@phil_2001 - I have merged your two posts together, please don't double post, simply use the edit button.

In regard to the lack of rumble on the Sixaxis, that was down to Sony being in the middle of a legal dispute with Immersion at the time, the whole 'its not needed' was marketing spin on the issue.

Truth of the matter is Sony were able to licence the technology far more cheaply after the PS3 launched that prior to the launch, hence the reason why Japan (and shortly the US, Europe and the rest of the world) now have the Dual Shock 3.


Regards

Scaff
 
I'm sorry, I was wrong about the MS wireless wheel and I need to post in this case. It appeared to be Microsoft already sorted out the problems with Immersion and now the console has Force Feedback! Hurray and thumbs up!!!
You might want to read the article, it's great and once again congrats Microsoft: http://hardware.teamxbox.com/reviews/xbox-360/69/Xbox-360-Wireless-Racing-Wheel/p1/

And yes Sony too hasn't been clean in front of Immersion, but I thought it was an issue of way back, not involved with sixaxis era. I thought Sony brought back rumble only because of gamers complaints and demands to put it back. Anyway, I like Dual Shock 3 more so it's all good.

P.S. Scaff, ok, understood. :)
 
I'm not sure if this has been under discussion but isn't there something wrong with the physics when using racing tyres? I have noticed that drifting(even power slide) doesn't seem to slow you down. Actually it seems to better your laptime especially at Suzuka's S-curves to help the car turn better. I have never heard drifting would be good with slick tyres. I've just focused on Ford GT Test Car and there rally style seems to work scary well(not only my Test Car). Shouldn't work in real life. At least easy way to destroy your tyres.

Is it just the car that allows drifting style or is there same thing with other cars? Every car has their own driving style and behaviour so easier to ask here than to learn to drive every car perfectly. Any idea will there be physic improvements in the final version, I guess yes. At least they have to decrease slipstreaming. At the moment it's terrible.
 
Racing tyres are off and so are normal tyres. Closest to reality are Sports tyres, but there is much more work to tyre engine in GT5 than Prologue shows. Proper tyre and grip modelling (i feel that in slower speeds, tyre behaviour is still little awkward), tyre deformation, tyre damage and so important are real tyre brands and types.
 
I'm not sure if this has been under discussion but isn't there something wrong with the physics when using racing tyres? I have noticed that drifting(even power slide) doesn't seem to slow you down. Actually it seems to better your laptime especially at Suzuka's S-curves to help the car turn better. I have never heard drifting would be good with slick tyres. I've just focused on Ford GT Test Car and there rally style seems to work scary well(not only my Test Car). Shouldn't work in real life. At least easy way to destroy your tyres.

Is it just the car that allows drifting style or is there same thing with other cars? Every car has their own driving style and behaviour so easier to ask here than to learn to drive every car perfectly. Any idea will there be physic improvements in the final version, I guess yes. At least they have to decrease slipstreaming. At the moment it's terrible.

You must be talking about standard physics there yes? I've never seen any of the top times in pro physics been done by drifting...?
 
You must be talking about standard physics there yes? I've never seen any of the top times in pro physics been done by drifting...?
I'm talking about pro. Another fast Ford GT Test Car(about 1:56,0 Suzuka 750pp)) was drifting too especially at S-curves. I don't know if those corners are so special or something but there's something strange with it.

For sure the collision physics need to be fixed too and that collision preventing system is really bad. In fact we would cope without better. And I'm not really keen on shortcut/collision penalty but I hope you will be able to turn them off.
 
You are talking about online, it only appears to you that the other cars are drafting because of the lag....believe me, someone driving a 1:56 is not drifting :)

When its really bad, you might see a car going zickzack (hope you understand what i mean) with a lot of smoke around the track and still doing 1:56's
 
At least they have to decrease slipstreaming. At the moment it's terrible.

Really hope so! I think they have to decrease it if NASCAR is going to feel real..
In gt5p i can follow a driver who is 1-2 sec faster then me, thats not realistic is it...?
 
You are talking about online, it only appears to you that the other cars are drafting because of the lag....believe me, someone driving a 1:56 is not drifting :)

When its really bad, you might see a car going zickzack (hope you understand what i mean) with a lot of smoke around the track and still doing 1:56's

He didn't seem laggy. And even I'm going sideways I'm still able to get good 1st sector time even it feels slowly:boggled:
 
I'm talking about pro. Another fast Ford GT Test Car(about 1:56,0 Suzuka 750pp)) was drifting too especially at S-curves. I don't know if those corners are so special or something but there's something strange with it.

For sure the collision physics need to be fixed too and that collision preventing system is really bad. In fact we would cope without better. And I'm not really keen on shortcut/collision penalty but I hope you will be able to turn them off.

That's usually when someone chooses the option of lots of power, but little grip. Their method of getting the tail out a little through the bends isn't helping them but they get their time back on the straights (From my experience this is usually the case).

If you look at the top lap times for pro physics you'll find that they usually don't involve any drifting or sliding. A good example of this is when I was doing a time trial with the PureGT guys around the daytona speedway in the GT Test Car, we found that as we managed to constrain the sliding (which wasn't all that easy) our times got better. And the few which managed to do laps with out any sliding at all were quite noticably quicker.
 
One thing that definetly NEEDS to be fixed for Gran Turismo 5 is the drafting effect, espically now that NASCAR is going to be in Gran Turismo 5. My example is that when i was running the first race in the S class with the Ferarri F2007. Without the draft I was going 202 in the staights and 196 in the turns. When I was in the draft my speed in the straights was 223 and my speed in the turns was 212. All speeds were in MPH.
 
I'm talking about pro. Another fast Ford GT Test Car(about 1:56,0 Suzuka 750pp)) was drifting too especially at S-curves. I don't know if those corners are so special or something but there's something strange with it.

Try yourself in a common cart, you can perform a slowing drift correctly and that's sometimes the best way to get through a corner. I did it many times with my friends on a cart track.
 
I must say I don´t get a nice feeling from the physics at all. I can´t feel the rubber like I can on the PC sims especially LFS but also some console titles like Forza 2. Race PRO is pretty much Race 07 so no wonder it has quite good tire physics. The suspension doesn´t feel right either though it´s mainly the tire physics there need to be a lot work on. It affects how the car behaves and I haven´t found a car that really does feel great as of yet. The 60 corvette is just ridiculous. It´s not that stiff and that twitchy with no feel of weight to it. Try the corvettes in GTL or the Camaro in STCC for how muscle cars should behave. Most cars in GT have the classic constant infamous GT understeer too.

I have a hard time seeing me investing time in GT 5 if not that area is improved a lot for the full release. Cross my fingers and pray I guess.
 
Unlike oqvist, and other than Race Pro, I have those games. I find them to be a bit boring after a while, and not better enough to comment on. I end up going back to Prologue, and I expect when I want to race, for the most part this is what I'll be playing. The main reason is the immersion is so much better in Gran Turismo than any other game. When GT5 itself comes out, I doubt I'll remember other racing games exist. Or more than likely, any other game period.
 
One day the sun will shine and there will be no war. United Nations will be the main goverment body on the Earth, while US Trade Deficit will be non-existant. Michael Jackson will be granted Nobel for peace.

On that very day, PD will give the option to turn-off the ABS in GT games. And on that day GT's physics will be just step away from perfection.



;)
 
One day the sun will shine and there will be no war. United Nations will be the main goverment body on the Earth
Oh my God... and the AntiChrist will be in control. :P Fortunately, nations around the world still have a measure of autonomy, but I do see this dark day coming, especially if Obama claims any more power for himself.

But fortunately we'll have GT5 with the most options ever to brighten that dark age.
 
the physics are pefect in my opinion. they're like alfa romeos, sometimes they will infuriate you, but they will also amaze you. they are never ever boring.
 
I'd just like to see more forward grip from spinning tires. It's still somewhat like GT4, where all hope is lost if you spin the tires at all, whereas real life dictates some cars gain from wheelspin, especially off the line.
 
No car gains from wheelspin, not in acceleration off the line anyway. Wheelspin is lost energy, the best launches see little to no slip from the tyres at all.
 
What Dave wrote. Thats why i hate other car games ( FM2 cough cough) When you just keep it below redline, and accelerate with even burnout, you still have best acceleration.. BS! Real life won't work like that.
 
I'd just like to see more forward grip from spinning tires. It's still somewhat like GT4, where all hope is lost if you spin the tires at all, whereas real life dictates some cars gain from wheelspin, especially off the line.

Yes I agree with you here. I'm also looking forward to seeing the finished product with tire wear and full tuning options. Damage implemented should change physics quite a bit as perhaps better collision physics will be used and the cars won't be so glued upright. Landing from a jump now is a bit soft but if you look at the interior view of the rallycar landing in the e3 trailer the impact is violent and the passangers are shook hard. I really doubt that wasn't in game stuff. Hmm we'll see:idea:
 
When you just keep it below redline, and accelerate with even burnout, you still have best acceleration.. BS! Real life won't work like that.[/QUOTE]


What he said.You will get better acceleration when the revs are within the torque threshold ( that is where you have the most traction ) that is why you see cars revving at half throttle when launch control is on.Try revving the nuts of a TVR Sagaris with 400bhp with rear wheel drive and no TC and see what happens.I guarantee there will be a layer of rubber on the tarmac.
 
Back