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- GTP_Sigma
Maybe drifint is due to Force Feedback?
I cant drift, but from time to time I can pull out nice drift on some corners. I always play on FFB setting 10, When I switch to 2 I could do the drift way way easier..
Maybe feedback and controls are something to get use to? IDK but for me
I don't think ffb plays a huge role, its more to do with the physics holding of the drift that's the problem, too much emphasis is on steering. In real life Once you have a drift you can control the radius and yaw of the drift with the throttle entirely, the wheel makes a marginal difference compared to the throttle. Its quite hard to describe but drifting in gran turismo is harder to control than in real life, now some of that is due to a lack of sensory feedback but the physical action of drifting is harder than it should be. I find for GT5P you pick a line for your drift and thats it, you have sod all chance of altering that line or correcting it (slight exaggeration).
GT5P drift replays looks spot on almost, and in LFS I seen replays it looks bit more arcade. Well it's my fake opinion. Don't bash![]()
Drifting does look good on GT5P, for those who have taken the time to learn and adjust to the physics they look natural, I don't think it lends itself to telling us how realistic that drift is though.
Anyone that is professional drifter here? Share opinion.. Don't say my cousin drifts and GT5 is spot on, or is way off, because you are giving as much of good info as I am in these forums.
I have drift experience myself in 3 different cars; BMW 330i, Nissan 200sx, Mazda Mx-5 (miata). While they all behaved differently i.e the BMW had a very sensitive balance between controllable oversteer and spinning, and the 200sx had a welded diff, which meant it undeersteered like a pig until the rear broke traction and it drifted with ease, it didn't matter much what you did with the wheel it held nicely.
Now while moving from car to car was an easy enough transition, moving from car to GT5P wasn't so easy, it was easy to start a drift but steering it with the throttle was pretty hit and miss and catching it at the end was difficult in comparison.
Me, a professional drifter? Not yet
By the way, its funny when GT4 came out we compared it with different games, now with GT5P we try to compare it with few games, but mostly to real life! Of course it will never be perfect. I think another 10 more years and even PC sims will nail simulation except scare and G-force.
You right, you can't simulate everything. GT5P is good as a simulator, I think its low speed and oversteer physics is off but not bad, the Aerodynamics model is calibrated wrong by a considerable margine and IMO is the biggest let down, hopefully it is just a calibration issue. The low speed physics is a bit of a mess also, cars reluctantly pull doughnuts, torque steering off the line on a camber doesn't happen. All issues which affect the realism. However some aspects are done really well, weight shift is much improved making lift of oversteer prominent in the right cars, power understeer is true to my driving experience. I would like to say the slicks seem realistic but I can't qualify that as I have never driven on a real racing slick.
I have done plenty of drifting over the years and GT5P is pretty close, not perfect but pretty close, But I never tried to compete as a pro, too hard on the car.
GT4 drifting was pretty much about just throwing the weight around but without a reducing radius corners it was hard to power through (sideways) while loosing sideways momentum, GT5P is much closer.
Agreed, GT5P is leaps and bounds ahead of GT4
Every Sim Racing game always have good physics at High or low speeds, sometimes bit of both. So that meaning each game nails realism in some areas others don't.
Much agreed. I am quite had on GT5P's physics although to be honest I am impressed with how much it has come on. The addition of professional physics is a great achievement for the series, it can keep both the casual and hardcore gamers happy.