What is the most glaring deficiency gran turismo has that you think can be fixed by PD?
Physics modeling:
- The tire model is fairly heavily criticized. Reportedly, it's much improved for GT6.
- The suspension model isn't quite as heavily criticized, but there are some questions about whether some parameters work the way they should. Reportedly, it's much improved for GT6.
- I'm not sure if this is a suspension model issue or a general physics issue, but after tire effects, the big thing that jumps out at me is lift-off oversteer. It's much harder to induce in GT than it is in real life.
Those are the big ones that are critical to the differences in car response between real-life driving and GT driving, and they should be accessible to fix.
Damage modeling is fairly far down my list of things for PD to get right. Getting things "right" when you completely screw the pooch is far less important than getting things "right" for normal driving or smaller errors.
I race ChumpCar and LeMons and have driven the team car in track days as well.
They need to get some sort of damage model in the game. In real life I cant take a car from 6th gear and slam it into first without consequences. Also cant slam a wall or other cars in real life without damaging our cars. Would also be nice to swap engines and drivetrain components like in real life. I could go on but that's a good start for the thread. Being able to tell which part of the tire is wearing would also be wonderful. Right now the entire tire icon just turns red. You never really know if your tire has too much camber or not enough.
Besides, 6 is not out yet so this would be more appropriate for the GT5 forum.
Eh, I don't think it's unreasonable to automatically assume that we're on appropriate brakes that won't fade. In real life, I think it's generally assumed that if the brakes go away, you had some combination of wrong pad, wrong fluid, insufficient caliper, or insufficient cooling to the rotors, all of which can be fixed.
Obviously we are on brakes that don't fade because they don't fade. But that's not realistic. Street car brakes will fade on just about any car on stock tires if you are winding it up to top speed and slowing it down at maximum decleration over and over, and that's not modeled in GT. Throw in 100 more HP and then throw some RS tires on the car and the brakes will fade even faster. We should have at least a racing brake upgrade if not simulated brake fade on stock brakes.
Physics modeling:
- The tire model is fairly heavily criticized. Reportedly, it's much improved for GT6.
- The suspension model isn't quite as heavily criticized, but there are some questions about whether some parameters work the way they should. Reportedly, it's much improved for GT6.
- I'm not sure if this is a suspension model issue or a general physics issue, but after tire effects, the big thing that jumps out at me is lift-off oversteer. It's much harder to induce in GT than it is in real life.
Those are the big ones that are critical to the differences in car response between real-life driving and GT driving, and they should be accessible to fix.
GTP: Many game developers now are monitoring how players play their games and what features are the most popular. Have you done this with GT5, and if so, are there any interesting things that you have discovered from that data?
In GT5, we do see how people are playing the game, and what we found was that a majority of the players are just casual players.
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I race ChumpCar and LeMons and have driven the team car in track days as well.
I don't think having that option is needed. It is a must thing to upgrade for every car that will be taken to the track. Everyone will automatically do it, so not having the option just saves us from that tedious step. Unless you are a glutton for failure and want to see your car plow into a barrier
Online racing on racing tires that will happen, yes. In clubs, leagues and various racing series, of which there are thousands, they will have the option of taking a much more realistic approach to racing street cars and having a more thorough GT experience. Your suggestion is akin to saying that because almost everyone uses RS tires online, we can just eliminate all other tire compounds because they are almost never used online which would be silly.
The more options we have for realism within the game regardless of whether we as individuals like to use them, makes for a better game, especially when it comes to something like this which would be relatively easy to program.
Online racing on racing tires that will happen, yes. In clubs, leagues and various racing series, of which there are thousands, they will have the option of taking a much more realistic approach to racing street cars and having a more thorough GT experience. Your suggestion is akin to saying that because almost everyone uses RS tires online, we can just eliminate all other tire compounds because they are almost never used online which would be silly.
I don't think having that option is needed. It is a must thing to upgrade for every car that will be taken to the track. Everyone will automatically do it, so not having the option just saves us from that tedious step. Unless you are a glutton for failure and want to see your car plow into a barrier
Rod CarvalhoThe two times I drove a rental modded car at Nordschleife I was afraid to crash and having to pay the insurance excess. This fear is lacking in GT![]()
Skimmed the thread, only 1 person mentioned tire pressures directly.
...
None of you have actively 'tracked' cars have you ?
Here's a mini-list of things PD should work on, from someone who does track when possible(check my sig)
-Tire pressures and the ability to monitor or record tire-temps in 3 sections - outer/middle/inner. (this is huge for a cars response & feel)
-Offer more part-swapping, within a manufacturer and cross-manufacturer (depending on project purpose & platform). I run Integra brake calipers on my Civic, Camaro guys run Corvette brakes on theirs, 240sx's like the Z33 calipers and so-on & so-forth, so why not allow this upgrade option in GT at a fraction of the normal-upgrade price ?, it's not like manufacturers irl are going garage to poll-barn to stop this.
-Cost. Holy 🤬 PD, basic Bolt-ons & weight reduction DOES NOT cost a fortune, hell weight-reduction is free technically, Tires (depending on size) are not insanely expensive. And fully adjustable suspension can be had w/o going bank-rupt. This is huge for low-end cars, I wouldn't spend $20,000 on suspension for my Civic, and wouldn't have to in order to get all the adjustability, I could spend a fraction of that and get everything I would ever need out of a suspension.
Just because Kaz plays with expensive toys, doesn't mean we should be forced into this 'GT Market' pricing, go pick-up a issue of GrassrootsMotorsports, check theirs & others projects that achieve goals w/o emptying pocket books, And you'll see how fast low-buck solutions can be.
(/mini-rant, lol)
You also don't run around in a Kei car for 10 minutes and win $2,000,000 in real life...
None of you have actively 'tracked' cars have you ?
-Tire pressures and the ability to monitor or record tire-temps in 3 sections - outer/middle/inner. (this is huge for a cars response & feel)
I wouldn't spend $20,000 on suspension for my Civic,