ORCA General Discussion

  • Thread starter BrandonW77
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No idea with Daytona Road to be honest! Also never got both wheels on the kerb at Tsukuba, so I can't really comment there either :lol:.
 
I found with the Rocket, and with the beemer, the front tyre was ok when it hit the kerb; when the rear tyre made contact, grip was lost. At Daytona Road, this was most noticable on the penultimate corner of the infield section; the left front tyre can make contact without any problem but should the left rear just touch the kerb, around I go. Maybe it's just me!

If you spell it "tyre" shouldn't you also spell it "Daitona"??
 
^Do we really have to do this? :P^

Sorry, it's a bit of a running joke between us 'Muricans and Mr. Vark. :dunce:

The kerbs that resulted in most spins for me were the ones on exits of the chicanes on the Mulsanne straight.

Which version of the track? I was all up in those curbs kerbs business and didn't even get slippy on them in the 2009 version.
 
*cough* aloominum *cough*.

To be fair that one's spelt differently: Aluminium and aluminum. The British spelling was chosen to fit with other elements in the periodic table.

Hear endeth the science lesson.
 
To be fair that one's spelt differently: Aluminium and aluminum. The British spelling was chosen to fit with other elements in the periodic table.

Hear endeth the science lesson.

Science schmience. I'm sure we all know what GTFO means!! :lol:

2013.
And I'll repeat, I don't think this is a problem, just gonna have to take it a bit easier, it's not like you're gonna lose draft if you slow down a bit.

In the interest of schmience would you mind testing again on the 2009 version? It could be a subtle difference in the two tracks, but I highly doubt it.
 
Anyone try out the new update yet? Seems like lots of good little bug fixes.......and a couple ignored bugs. Nothing groundbreaking though.
 
Anyone try out the new update yet? Seems like lots of good little bug fixes.......and a couple ignored bugs. Nothing groundbreaking though.

Not noticed anything new other than a couple of new seasonals. Something about the next part of the Red-Bull challenge or something, but I've always ignored the fantasy Red-Bull cars so i wouldn't know any different anyway; I am interested in these bug fixes however?
 
Not noticed anything new other than a couple of new seasonals. Something about the next part of the Red-Bull challenge or something, but I've always ignored the fantasy Red-Bull cars so i wouldn't know any different anyway; I am interested in these bug fixes however?

The forum is all a flutter with the boys so happy about their X-cars. :rolleyes: I never drove one in GT5 and really don't plan to drive them in GT6. There are so many more things we need besides useless slot cars. But they have partially addressed some of the bugs so that's a good sign. So far as I can tell there aren't really any new features though.
 
The forum is all a flutter with the boys so happy about their X-cars. :rolleyes: I never drove one in GT5 and really don't plan to drive them in GT6. There are so many more things we need besides useless slot cars. But they have partially addressed some of the bugs so that's a good sign. So far as I can tell there aren't really any new features though.

I did see that you can use the Red Bull Junior cars online now... Maybe if you trim out the downforce and put them on comfort hards they might be semi-enjoyable to drive.
 
I did see that you can use the Red Bull Junior cars online now... Maybe if you trim out the downforce and put them on comfort hards they might be semi-enjoyable to drive.

Interesting point that Naptown, didn't think of that :boggled:... some experimenting tonight I think...
 
I did see that you can use the Red Bull Junior cars online now... Maybe if you trim out the downforce and put them on comfort hards they might be semi-enjoyable to drive.

I doubt it. I tried it on comfort hards and it still felt like a slotcar because of the aero. Can't adjust aero with tuning prohibited so I didn't bother testing that.
 
I ran a couple of (poor) laps at La Sarthe 2013 last night. Spun once exiting the last chicane on Mulsanne. I also managed to spin exiting the final chicane before the start/finish line but that was just stupidity on my part. The gentle right-hander after the start finish felt incredibly bumpy in the bmw and there are a few 'where did that building spring from' moments around the circuit. There's also a Porsche gantry over the track after the Mulsanne right hander - Was that there in the 2009 tracks/GT5?

Tyre wear was set to very high and I was down to 7's on my tyres after three laps.
 
I did some brief running last night and the physics/tire/suspension model seem to be substantially different. When the car is sideways it is a completely different feeling than anything I've felt in a game, and it felt correct. I could feel the weight and length of the car, the momentum swinging it around and the tires trying to bite and they slid across the tarmac. We've had tons of snow and ice here the last few weeks so I've been doing sideways driving every day, and GT6 pretty much feels just like that now (not icy/snowy feeling on the tarmac, just the way the car felt and reacted when it was slideways).

I'm not sure how things have changed under normal driving conditions, it doesn't seem to be as drastic but there are some differences. Firstly, the brake bias adjustment works online now (before it was effectively at 10/10 regardless of where you set it) so that made the car feel/behave differently. For better or worse I can't say until I fiddle with the brake bias more. Also, grass/sand/dirt are rather lethal now. If you get 1cm off the track surface and onto the grass or dirt it yanks your car off the track rather quickly, almost like a magnet. So, take note of that.

On a side note, while I make it no secret that I think the core game of GT is a rather miserable excuse for a "game", I'm not generally a PD-basher or Kaz-hater. But I am extremely disappointed that Mr. Kazunori-san stated that the so-called "community features" would be available in January, and seeing as updates only come on Tuesdays and there are no more Tuesdays in January........it's safe to say it's not going to happen. I don't expect much of them, but this is a letdown in my book and the only thing that's been a real disappointment to me so far. Obviously I'm no longer going to wait on this mythical "community update" to happen before getting an organize series going. I should have a thread up for a 4 week points championship with the BMW GT by this weekend.

There's also a Porsche gantry over the track after the Mulsanne right hander - Was that there in the 2009 tracks/GT5?

It was not in the previous versions of the track and still isn't, the 2009 version has a GT logo there. I would plan on using the 2013 version, it's not really different as far as racing but looks very nice and the new scenery is a good change. But the framerate drop I experience in the final chicanes (near the memory-hogging ferris wheel) is troublesome enough to make me cautious. I'm normally not bothered by small framerate drops but this was substantial and felt like stuttering slow-mo. 2009 version wasn't as bad. I will test this more before making a decision.
 
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I did some brief running last night and the physics/tire/suspension model seem to be substantially different. When the car is sideways it is a completely different feeling than anything I've felt in a game, and it felt correct. I could feel the weight and length of the car, the momentum swinging it around and the tires trying to bite and they slid across the tarmac. We've had tons of snow and ice here the last few weeks so I've been doing sideways driving every day, and GT6 pretty much feels just like that now (not icy/snowy feeling on the tarmac, just the way the car felt and reacted when it was slideways).

I'm not sure how things have changed under normal driving conditions, it doesn't seem to be as drastic but there are some differences. Firstly, the brake bias adjustment works online now (before it was effectively at 10/10 regardless of where you set it) so that made the car feel/behave differently. For better or worse I can't say until I fiddle with the brake bias more. Also, grass/sand/dirt are rather lethal now. If you get 1cm off the track surface and onto the grass or dirt it yanks your car off the track rather quickly, almost like a magnet. So, take note of that.

On a side note, while I make it no secret that I think the core game of GT is a rather miserable excuse for a "game", I'm not generally a PD-basher or Kaz-hater. But I am extremely disappointed that Mr. Kazunori-san stated that the so-called "community features" would be available in January, and seeing as updates only come on Tuesdays and there are no more Tuesdays in January........it's safe to say it's not going to happen. I don't expect much of them, but this is a letdown in my book and the only thing that's been a real disappointment to me so far. Obviously I'm no longer going to wait on this mythical "community update" to happen before getting an organize series going. I should have a thread up for a 4 week points championship with the BMW GT by this weekend.



It was not in the previous versions of the track and still isn't, the 2009 version has a GT logo there. I would plan on using the 2013 version, it's not really different as far as racing but looks very nice and the new scenery is a good change. But the framerate drop I experience in the final chicanes (near the memory-hogging ferris wheel) is troublesome enough to make me cautious. I'm normally not bothered by small framerate drops but this was substantial and felt like stuttering slow-mo. 2009 version wasn't as bad. I will test this more before making a decision.

I got online for the first time in a month last night and was with the same host for a couple of hours so it may be the host, but the framerates were terrible last night:tdown:👎

Also drove the FR-S in a spec race on CS tires (haven't driven it spec in the game yet) and it wasn't much fun. The tires gripped like SH or better and the car was on rails even on CS rubber. I imagine the car would be better suited to CM or CH tires now.
 
I got online for the first time in a month last night and was with the same host for a couple of hours so it may be the host, but the framerates were terrible last night:tdown:👎

Also drove the FR-S in a spec race on CS tires (haven't driven it spec in the game yet) and it wasn't much fun. The tires gripped like SH or better and the car was on rails even on CS rubber. I imagine the car would be better suited to CM or CH tires now.

Where were you having framerate issues? I did a couple hours of driving last night at Streets of Willow and didn't notice any issues there. I'm normally not bothered by them and rarely notice them (I do run at 720p though) but when it suddenly feels like slow motion it becomes an issue.

I have the same opinion on the FR-S/BRZ cars, they feel incredibly dull in this game when on semi-decent tires. It's an easy to drive car IRL and rather slow but it's very exciting, this doesn't come through in GT6 for some reason. CM or CH tires would probably help remedy this a lot and I think it could actually produce good racing, just not very challenging for hot laps. I'm kind of eyeballing it or various versions of it as a replacement for the Cappy. :sly:
 
CM or CH tires would probably help remedy this a lot and I think it could actually produce good racing, just not very challenging for hot laps.

I would respectfully disagree, getting a good lap time out of a low HP car is harder than a high HP car
because:

In a high HP car, if you have throttle control, 99% chance you will Q in the top 5.

Lap times are much closer at a lower HP so getting a "perfect" lap is needed to actually stay ahead.

Low HP cars require much more consideration when finding the fast line. In a high HP car it is, brake, make the exit straight, gas it out. In a low HP car it is, more about maxing apex speed, and exit speed, very hard.

In a low HP car, if I mess up a corner (scrub too much speed, brake too early or late) I can kiss that lap goodbye. In a high HP, car I can afford to lose a tenth.
 
Allow me to throw my hat-in-the-ring here.

I'm with Johnnypenso on this, the 86 and its variants were a very popular suggestion to a successor to the Rocket and as such I gave it a fair amount of testing; I have to say I think it would be an utterly useless choice for decent racing. While I certainly see your point about throttle control carracer and getting a perfect-line lap would be more imperative for this sort of car for qualifying, I think the actual racing itself would be of low standard.

These cars are wide - which leaves little space for whee-to-wheel racing on all but the widest of tracks, they pick up slipstream very easily meaning the whole pack will constantly be locked together during racing; and finally, because they are so easy to drive with so much traction even on CS tires, forcing an opponent into a mistake or finding a legitimate line to out-pace them would be near impossible.

I'm all about close racing, but similarly there's a limit, and the 86 crosses that limit for me. I think for this kind of racing Mazda Roadsters or the original 86 Corollas are far better options.
 
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@carracerptp Sorry, I should have said "exciting" instead of "challenging". Momentum cars are a very different challenge than power cars, but I don't think this momentum car is very exciting by itself. In general I find slower cars to be a bit more entertaining to race though.
 
I haven't driven it stock in GT6 bit the NIssan 240 RS is a great car in GT5 with not as much grip as modern cars, and a great, close gearbox. The vintage cars might be a place to look for something with a little more of the "fun" factor.
 
I'm quite partial to the vintage cars. The new Alpine is a sweet ride and so is the Miami Vice Ferrari Daytona. I've also been meaning to take the vintage Chromeline SLS for a spin, I never encountered that in GT5 but quite enjoyed the normal SLS. And I think it's well known in this group that I love the late 60'/early 70's Skylines and 2000GT. :drool:
 
I would respectfully disagree, getting a good lap time out of a low HP car is harder than a high HP car
I think the original statement is not about HP, but about tires. With too much tire GT6 cars become lifeless and boring with normal driving technique. There is GT-specific technique (of throwing cars into corners) to driving those fast that has nothing to do with RL driving. That said, I agree that in high HP cars the spread in lap times will be larger than in low HP cars, and again, in GT6 that might be due to what you're saying.
IRL you still need decent throttle control even to drive slow 'speed-maintenance' cars, since you will spin if you floor a Miata right after the apex. To get remotely similar feel in GT6 you have to drive slow cars on CH, CM at most.
 
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