Physics in GTPSP

  • Thread starter vaioleto
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I've been playing this for a while, I've almost done 2000 kilometers and drove a lot of different cars, so I think I want to make a thread to compile all the new physics feature in this game compared to previous GTs.

1. Some cars torque steer when you launch.

Cars like the Mazda RX-7 LM Race car and the Mazda Furai will torque steer if you launch it hard enough.

2. cars with no LSD will have the inside wheel smoking as you go through a corner while the other wheel doesn't.

I noticed this while watching a replay of the old version of the Toyota Celica, the one that has the rear view mirrors on the hood that looks like a transformer, really surprised they had this.

3. Drifting/grip physics is very good and fluid, even compared to GT5P.

4. Proper slip-streaming.

The slip streaming effect in GT5P was way too exaggerated, in real life, you wouldn't be able to slip stream a car 200 meters in front of you at 170kph, and in GTPSP, it's much more realistic.

5. Tire lock-up physics is improved.

In GT4 if you lock your wheels, you can still turn a little bit, but in GTPSP, the car would go straight. Also, you can get weight onto the front wheels by tapping the brake very quickly, but if you hold the brake, the wheel will lock up and the car will go wide, there is also varying degrees of grip, it feels much more organic than GT4.

6. Different drive trains drive differently.

In GT4, you could get away to a degree with driving a AWD car like a RWD or FWD car, but in this game, they're all so different. If you tried to drive a lancer Evo like a Mazda RX-7, you would go straight into a wall, if you tried to do the same in reverse, you'll come out of the corner facing backwards. Also, cars with engines mounted over the front wheels understeer a lot and the rear tires like to step out, these effects are much more pronounced and noticeable compared to GT4.

Those are the physics tidbits I noticed, and they add up to make GTPSP into a whole different beast compared to GT4. GTPSP's physics feel much more pronounced than GT4's, it's like everything has been toned up to be more severe. The overall result is just fantastic.
 
I'm not too sure about the slipstreaming. I was able to draft very far when using the Veyron on the test oval (though that might be due to the fact we were doing 350-430 kph ;)). Agree on the other points though.
 
^okay I am not the only person that thinks this way either. i did the same test with the veyron on the test course. gave the GT's 5 second head start. by the time the first turn was complete and about halfway down the straight I drafted all 3 and caught up.
 
The AI comes off the corner slower than you so your always catching up coming down the straight and with the AI in a bunch fighting amongst themselves you'll pick them up quickly, not to mention at those speeds the cars are punching a big hole in the air, you'll probably pick up the draft sooner than usual. Not saying its perfect, just trying to offer an explanation for why the draft may feel exaggerated in that situation.

I think the physics are closer to GT5P but due to the lack of power with the PSP, they have been simplified and some of the nuances found in GT5P physics have had to have been dropped, so you get a much more rough feel to it. They are very good, I feel somewhere between GTHD and GT5P, but there is only so much you can do with digital controls and the PSPs processor power.

Certainly there is something to be learned from GTPSP and applied to GT5 when it comes out. I have been able to use the same references (braking points, corner speeds etc) from GT5P in GTPSP with the same cars.
 
I'm not too sure about the slipstreaming. I was able to draft very far when using the Veyron on the test oval (though that might be due to the fact we were doing 350-430 kph ;)). Agree on the other points though.

That is actually realistic. When a car that big is going that fast, it punches a HUGE hole in the air, causing a larger range of slipstream.
 
On the test oval, when you're going 350KPH, you can slipstream from 150 meters away, but not when the speed is low.

When just setting off, there won't be any slip streaming effect even though you're much closer to the GT's ahead. But after you pass 200kph, the affect starts to take effect. You can also draft if you're not directly behind it, if you're a little off to the side.
 
One thing I like is that you will most likely wipe out if you make contact with the grass. This keeps people from using exploits online like the famous suzuka one.

 
Did PD add an effect like having wet grass stuck to your tires after running through the grass? It seems like my traction goes to crap after hitting the grass... or maybe I just get frustrated.
 
The physics in GTPSP is much more realistic than I ever thought it would be, yet PD still manages to make it playable with the PSP's digital controls. In some ways, I think the physics is better than GT5P's, the cars' handling are more convincing and predictable. Really, it's just the controls that are letting this game down.
 
I've read the Gran Turismo (PSP) Article in Wikipedia, It said that GTPSP Physics Engine is based on GT5P Physics Engine.
 
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