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- ScapeGoat4U
- WhippingBoy
Default tunes are very safe.
The default tunes should've been true to the real cars imo, not safe. Would like to have seen 3 defaults: Real, Tame, & lairy!
Default tunes are very safe.
For road cars I agree, for race cars less so given that no 'true' set-up exists for those given that it would have varied from track to track, driver to driver and also be affected by the weather.The default tunes should've been true to the real cars imo, not safe. Would like to have seen 3 defaults: Real, Tame, & lairy!
Speaking of tyres. I can across this over at the Project Cars forum:Did you try with the UHP Summer tires instead of the default grippy tires?
Ian BellFor you, and that's totally fine, some people prefer iRacing, which is even 'slippier', that's fine also.
But if you're questioning our real life experience then you're off there. Henrik Roos 14 years ago banged on at me how all sim games slipped around too much. To underline his point he brought me to a car park and tried to do donuts in his Viper. He couldn't, even with dropping the clutch dangerously. It just would not kick the back end out. Race, or track day tyres are insanely grippy and the cars are easy to drive to about 95% of their limit.
EVERY single race driver with real experience has told us the same thing over and over.
Hence, we went from scratch attempting to mimic reality, not to feel like another sim on the market.
I can't stand iRacing myself, did a few laps with a car and even a few corners in, it seems you have melted the tyres to point of no grip.Here's a post by Ian Bell i thought worth sharing, and reflects what many think about the physics:
Any reason you chose to omit the most context worthy parts of the quote in question?He probably had some factory aids still kicking, "modern" sports cars need to pull off ABS fuses or reprogram their ECUs to remove completely any form of electronic safety control tuned for road driving.
It wasn't that it was too hard to break the rear to start the donut, it's that it was easy to start and control it - you can't really lose the rear, over-rotate and spin out from the donut. I started off testing the RGT vs BMW to see how they responded at steady speed and what the telemetry looked like, then tried donutting and found it was really easy to do. So I tried the F1 car and got the same thing. Today I tried them in the wet (thunderstorm setting) and the least grippy tires (Slicks on F1) and made a video:
I only have RL experience donutting in the snow, but even in a car with considerably less power it was very hard to control, and required more finesse. Perhaps it's a quirk with the model, as I can't find any other issues with it and it's the best driving experience I've played on consoles since Richard Burns Rally.
I think you answered your own question...I think this belongs in here...
I have a question to all that have played different kind of sims.
What exactly defines a good sim?
I have played Gran Turismo and Forza for years and recently I start to play RACE07 and GTR2. After playing the latter I went back to GT6 (as I don't have FM anymore) and I found that the handling felt unnatural, sluggish and clumsy.
Now I wonder if it is just the difference in the handling model or do the underlying physics make me feel this difference?
When I take GTR2 for example, it plays very natural. Even with my DS3 controler, which I use to play racing games, it felt great. The car responded the way I expected it to do. I GT6 , I hate to drive the more powerfull cars because they are really difficult to control with a DS3. Of course you can say it comes down to practice but that's not completely true. How come that I can have great carcontrol and feel what the car is doing in GTR2 after a few days of playing, while in GT6 I can never get used to it? Both games I play with no assists and in GTR2 I even have ABS switched off.
FM is another great example of where cars are lovely to drive with a controller. GTR2 is a bit harder because it demands to break in a straight line, enter the corner slowly and then slowly build up power. In FM it is not like that, it's more forgiving.
Now again, more forgiving, does that mean less of a simulation or lesser physics?
All I can say for me personally is that GTR2 is easier to play, while giving me great feedback when in the car. I find GT6 much harder to play.
So what actually defines a good simulation and physics model. Does it need to be hard and difficult to control or must it come natural when driving a car?
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Scaff's post answeres already I bit the question I have
For me especially, the bold part. A Lotus 49 feels like a Lotus 49 should, powerful, scary and lacking in grip. A modern supercar by contrast, feels much more stable and grippy, which it is. A Group 5 car is like grabbing a tiger by the tail. A modern GT3 car by contrast, relatively easy to drive. In a sim the cars behave the way you expect them to, and as important, the tuning adjustments do what they are supposed to do, in real life and in the game. In GT I always felt that most cars were simply multipliers of other cars. Take a Stratos, add power and weight and you have Cizeta. Take an old GT-R, add some power and you have a new GT-R. With a single tire model with a single set of characteristics that's about what you expect and it's what you get, in console racers. Not that this is bad if you are happy with it, but sims are much more refined in this regard.When I take GTR2 for example, it plays very natural. Even with my DS3 controler, which I use to play racing games, it felt great. The car responded the way I expected it to do
Oh Scaff, really?Any reason you chose to omit the most context worthy parts of the quote in question?
Lets see it in its full context shall we...
Ian Bell Actually Said (in full not the Zer0 edit)
"For you, and that's totally fine, some people prefer iRacing, which is even 'slippier', that's fine also.
But if you're questioning our real life experience then you're off there. Henrik Roos 14 years ago banged on at me how all sim games slipped around too much. To underline his point he brought me to a car park and tried to do donuts in his Viper. He couldn't, even with dropping the clutch dangerously. It just would not kick the back end out. Race, or track day tyres are insanely grippy and the cars are easy to drive to about 95% of their limit.
EVERY single race driver with real experience has told us the same thing over and over.
Hence, we went from scratch attempting to mimic reality, not to feel like another sim on the market."
Everything in bold you didn't bother to quote, yet applies a huge amount of context to the rest of the quote. You know what with it referring to Race or Track day tyres, items that are illegal for the road in most countries. You also omit the fact that every race driver they spoke to said the same thing, something that many other drivers have said in regard to other titles as well.
So you ignore two pieces of context and then post videos that would only be relevant with that context removed (as they are clearly on the road).
Oh and Henrik Roos experience with Vipers I suspect is slightly more than yours, here's one of his....
....the car he drove in the 2004 FIA GT Championship. He also drove a Viper in the Swedish GT Championship between '99 and '02 (of which he is a two times champion) and that one in the FIA GT Championship between '02 and '04. But I'm sure he has no idea at all what a Viper is like to drive on Race or Track tyres or what goes on under the hood of one. After all none of that would have come across in his years as a driver or when he then founded SimBin!
I await the normal nonsense in reply.
Actually it was while I was composing my reply, as such I was only able to see that you had removed the post after I had hit submit on mine.Oh Scaff, really?
I guess you are the only mod in this forum? Check the time of my edit. I have deleted my post for a reason, also explained in the "Report" box comment that I clicked and visible to any moderator who receive the alerts. Just at a second read, after I posted, I have noticed that the context was a Racing Viper, not a road Viper, so I removed my post as it was not related and had no problem with the original comment.
Not sure why you need to grind an axe and keep posted all that personal flamebait for a post that don't even exist, and worst of all for something that I was aware and you know that was a mistake and the reason to remove my original post. All this of course, before your reply.
I can confirm that in the right car donuts are not tricky at all and the better the torque to weight ratio the easier it is (and the quicker you kill rear tyres).Thanks that's what I wanted to know (I don't play PC sims, but may if I get a new wheel)
I think you answered your own question...
For me especially, the bold part. A Lotus 49 feels like a Lotus 49 should, powerful, scary and lacking in grip. A modern supercar by contrast, feels much more stable and grippy, which it is. A Group 5 car is like grabbing a tiger by the tail. A modern GT3 car by contrast, relatively easy to drive. In a sim the cars behave the way you expect them to, and as important, the tuning adjustments do what they are supposed to do, in real life and in the game. In GT I always felt that most cars were simply multipliers of other cars. Take a Stratos, add power and weight and you have Cizeta. Take an old GT-R, add some power and you have a new GT-R. With a single tire model with a single set of characteristics that's about what you expect and it's what you get, in console racers. Not that this is bad if you are happy with it, but sims are much more refined in this regard.
I also find a difference in the FFB between sims and other games. Much more tunable, much more road feel. You know what's happening with the car by what you get through the wheel.
Gran Turismo has very very broken physics. By broken I mean when you lift or turn in the oversteer is very exaggerated. In a slow corner the cars will even spin on exit if you don't correct it. Using a controller it's harder to correct or maintain this oversteer phenomenon so it's makes the cars seem like they are harder to drive, but in reality it's the horrible physics.That's seems about right. There is not a lot of difference in the handling model in GT and it seems toned down. However it doesn't explain why it's so much harder with a controller than with a wheel. Again the comparission with GTR2 shows that more advanced physics, different handling caracteristics don't mean that you need a wheel to be able to race.
In what era lies the shortcomming in GT compared to GTR2 or pCARS or even GRID AS? Is it the physics model or the handling model?
I am a bit confused.
No I'm not suggesting that. What I don't understand is why you keep your reply posted knowing of my early "Report" message explaining the reasons of the mistake and the edit. I had edited my post and had sent the "Report" message before your reply and you should be aware, even if you noticed my edit and the "Report" message hours before you posted, that your reply was not necessary as you basically are repeating with many more words the reasons of my edit. I guess that a normal moderation action in this case should be deleting all the post related or at least edit the reply in consequence since the topic does not exist and is not the discussion you originally thought.Actually it was while I was composing my reply, as such I was only able to see that you had removed the post after I had hit submit on mine.
If you are suggesting that I waited until after you had deleted your post to make mine then you are wrong, as for my comments well you might have a point if it were not for you track record.
Gran Turismo has very very broken physics. By broken I mean when you lift or turn in the oversteer is very exaggerated. In a slow corner the cars will even spin on exit if you don't correct it. Using a controller it's harder to correct or maintain this oversteer phenomenon so it's makes the cars seem like they are harder to drive, but in reality it's the horrible physics.
One thing about any complicated mode/simulation is how much of it you use and how accurately you model it. Even if there were a "best" model (each model may have an advantage in different areas), the engineers could use the model very poorly and come up with very poor results. Sometimes simple is better for the time you have because the complicated portion may require 10x the effort for marginal gains.... which is according certain GTP members with real life experience the best tire model?
AC's or pCars's?