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!
^Do we really have to do this? ^
The kerbs that resulted in most spins for me were the ones on exits of the chicanes on the Mulsanne straight.
If you spell it "tyre" shouldn't you also spell it "Daitona"??
*cough* aloominum *cough*.
2013.Which version of the track?
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.
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.
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?
The forum is all a flutter with the boys so happy about their X-cars. 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.
There's also a Porsche gantry over the track after the Mulsanne right hander - Was that there in the 2009 tracks/GT5?
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.
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 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.I would respectfully disagree, getting a good lap time out of a low HP car is harder than a high HP car