lets get over damage and talk about real GRAN TURISMO

I've thought of a slight major flaw in this... If I turn my head 90 degrees - I'm no longer looking at my TV... I'll be looking at the fireplace... Not conducive for good driving...

If this is done poorly - then we could be in trouble!

C.

Pretty sure PD have thought that one through :)
You wont need to turn your head 90 Degrees as it will not be (if the TrackiR system is anything to judge by) a 1:1 ratio for movement.
have a look at this site for some idea as to how it works..click on Driving section.

http://www.naturalpoint.com/trackir/
I think it will be a great thing.. but as with any technology like this it will be optional for those who dont like it.
 
I've thought of a slight major flaw in this... If I turn my head 90 degrees - I'm no longer looking at my TV... I'll be looking at the fireplace... Not conducive for good driving...

If this is done poorly - then we could be in trouble!

someone had posted a track-ir video used with ARMA2 once.. it shows that if you slightly pan your had to the left, you will get a wider degree response on your televion set.

So for example.. you turn your head 10 degrees to the left, and the eyetoy will register 50 degrees, and you can obviously adjust all of that as well.

edit: just saw that 888 tuning explained it with a video and the device i was talking about. :)
 
Yeah, the changing weather would ad an better, more interesting element than damage, I think. Just imagine doing a long Nurburgring race and as you're heading to the carrasole, it starts to rain or snow. And you're going "oh crap. And I have to wait until I get all the back the the pits to change tires."

But than again without damage it would be more like: "Hmmm, if i keep going on this tires i might hit the tire wall, but who cares since it will only loose me a second or so".
While with damage, changing weather would get a lot more interesting aswell.

But well enough about the damage, i'm looking forward to GT5, just hope they wont rush it because they want to release it this year.
 
Pretty sure PD have thought that one through :)
You wont need to turn your head 90 Degrees as it will not be (if the TrackiR system is anything to judge by) a 1:1 ratio for movement.
have a look at this site for some idea as to how it works..click on Driving section.

http://www.naturalpoint.com/trackir/
I think it will be a great thing.. but as with any technology like this it will be optional for those who dont like it.

I have tried head tracking in racing games before (on PC sims with a camera and special software) and it just never works right for the same reason it doesn't work well when activating looking around with the controller:

IRL when you look to the left to turn left, your brain still knows the direction the car is going by moemention, what you feel and the fact that it can tell your head is turned x degress from your body and compensates.

In a driving game, turning the view has no such benefit. You don't get a momentum shift and your head doesn't turn on your body so it just gets confusing to figure out where the car is really going.

With head tracking, the same problem exists... while it's a little more natural than using a button to change views and you do get some more control, the problem is your brain still sees the image in front of your body and so says "that is the direction I am going" when really what you see on the screen is 45 degress off where you are going.

You can get used to it a certain extent, but it never feels right and after a few hours I just gave up on it. I don't think head tracking and rotatin fov can be made to work well.

I think in all honestly the only way to do it right is multiple monitors and when you start to turn, you actually look to the side at the monitor that shows that correct perspective.
 
Well ignore what you have heard, how was your experience with (Forza2)? What do you think of it?
It's pretty neat, but you can't pick on Gran Turismo and ignore this:
  • Every car oversteers. Combined with sucky driver views, it makes turning for me a fishing deal.
  • The damage is partial, and different for different cars, especially Ferrari.
  • When a collision happens, the game freezes for a split second while it tries to calculate and implement the effects, and that's really annoying.
  • The tires have a bit too much grip, which makes for exciting racing but not authenticity.
  • In a skid, jerking the wheel is often enough to correct it.
  • Tire sounds that, big or small, make every freaking car sound like a truck.
  • The A.I. is a little bashier but about as ignorant as any other game.
  • There's more, but I'm tired.
 
It's pretty neat, but you can't pick on Gran Turismo and ignore this:
  • Every car oversteers. Combined with sucky driver views, it makes turning for me a fishing deal.
  • The damage is partial, and different for different cars, especially Ferrari.
  • When a collision happens, the game freezes for a split second while it tries to calculate and implement the effects, and that's really annoying.
  • The tires have a bit too much grip, which makes for exciting racing but not authenticity.
  • In a skid, jerking the wheel is often enough to correct it.
  • Tire sounds that, big or small, make every freaking car sound like a truck.
  • The A.I. is a little bashier but about as ignorant as any other game.
  • There's more, but I'm tired.

Well I wasn't ignoring anything and if you go way back in the day on some forza forum you will find me voicing what I think needs improving there too...

But, I didn't find ever car oversteers, but then I haven't driven most of them in real life so I have little to compare to (I recall at one time a reviewer said he was dissapointed with the steering on the S2000, only to find out the real S200 actually had that steering problem - then he found out what the fix was for the real S200 - I believe a camber kit - and it actually fixed it in the game too). What I do recall was that with proper tuning I could get every car I wanted to perform how I wanted witihin reason.

Indeed the damage was only partial, and I personally would liked more, and while it's an omission, it's one that really only was of issue once ever 8 or 9 races, while engine damage, drivetrain damage and alighment damage played a huge part in almost every race. So as I said, it was a good attempt with room to improve but showed that attention was being paid where it was important for a sim.

Collision game freezing... I did not have that problem... the game did hiccup on me a few times I recall, but it was never something I could pin down and it certainly wasn't every time there was a collision... did this really happen to you regularly?

Grippy tires, again I can't comment compared to the real thing, but I do know that to get what I wanted I infalibly had to play with the tuning quite a bit and the experience was very believeable to me... I do recall GT and Forza felt quite different in terms of physics and probably a lot to do with tire physics but I can't comment on which was more accurate or if they were both just inaccurate in different ways.

I am not sure what skids you are talking about... little ones where you get loose in a corner, I could come back from pretty easily but I never noticed it being much easier or harder than other similar games. For the big ones where you get spun, I found it just as hard to get out of those as I expected and it seemed about right.

I wasn't bothered much by the tire sounds, I had a hard time balancing out the engine volume how I wanted but again I never really noticed the tire sounds being notably off, not to say they weren't but apparently I coudl very much ignore that.

The AI was a bit trigger happy to take you out and that's something I hope they have really worked on in Forza 3, and the AI was overall about on par for most other games, although I felt a bit better in quite a few circumstances... however again, it was attention paid to the right place and a legitimate attempt to do it right. There was room for improvement but it was passable to say the least and not just ignored or overlooked, which is the problem I have with how the AI looks to be shaping up in GT so far.

Again, I am not sure why everyone is so wrapped up in comparing GT to Forza... it seems you can't say anything negative about GT without someone then comparing that to Forza... let's not forget there are other games out there, lots of horses in the races and there are lots of things to be considered. Many of those things don't make it unreasnonable to expect more out of a game this hyped and this long in development. My expectations of GT ride on GT, what a solid company should be able to pull off on the hardware they were given and the foundation they started with for the game (in this case GT4 pretty much was the foundation). The only time I reference other games is to point out what is now the norm or where the bar is set or to give examples of how something can indeed be done or how I think something was done well.
 
I'd rather have proper crash physics over damage... i mean i don't give a damn what my car looks like when i'm in the bumper/cockpit view.
 
It's pretty neat, but you can't pick on Gran Turismo and ignore this:
  • Every car oversteers. Combined with sucky driver views, it makes turning for me a fishing deal.
  • The damage is partial, and different for different cars, especially Ferrari.
  • When a collision happens, the game freezes for a split second while it tries to calculate and implement the effects, and that's really annoying.
  • The tires have a bit too much grip, which makes for exciting racing but not authenticity.
  • In a skid, jerking the wheel is often enough to correct it.
  • Tire sounds that, big or small, make every freaking car sound like a truck.
  • The A.I. is a little bashier but about as ignorant as any other game.
  • There's more, but I'm tired.

sounds like you play with all of the driving aids or GT4. I have none of these problems with GT5 Prologue.
 
I'd rather have proper crash physics over damage... i mean i don't give a damn what my car looks like when i'm in the bumper/cockpit view.

I think when people say damage, they mean damage as in things don't work right, steering missaligned etc... visual damage of course would be nice, but at least when I talk about wanting damage, I want a car that's not invincible.
 
I think when people say damage, they mean damage as in things don't work right, steering missaligned etc... visual damage of course would be nice, but at least when I talk about wanting damage, I want a car that's not invincible.

Every video i have seen from Gamescom, that has shown crashes, has had mechanical consequences.
 
I think when people say damage, they mean damage as in things don't work right, steering missaligned etc... visual damage of course would be nice, but at least when I talk about wanting damage, I want a car that's not invincible.

I hope they do, that's not the vibe im getting
 
Again, I am not sure why everyone is so wrapped up in comparing GT to Forza.
Well, you did ask. But I'm glad we finally figured out that just about every racing game has big gaping flaws. ;)

Kilborn i think Tenacious was talking about FM2.
Indeed. 👍 Anyway, back to GT for a bit before I must sleep...
 
Well, you did ask. But I'm glad we finally figured out that just about every racing game has big gaping flaws. ;)

Well I asked in response to earth asking... but I think I see where you are going with this...

As for big gaping flaws? I wouldn't be so cavalier... I would say more like they all have room for improvement, but hopefully in areas that impinge least on the core mechanics :)
 
This is off-topic but this neat idea came into my head. You know how race cars have different aero solutions for tracks regarding low, medium, and high downforce? It would be neat if PD modeled the different aero parts that a race car has for each different set-up. I mean it was kinda dumb to see a Sauber C9 in ultra-low downforce setup for La Sarthe racing in the same set up in Hong Kong or Suzuka. I'm not saying PD has to replicate the downforce the aero parts give, but just the look of the parts.
 
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