Pre-release GT5:Prologue Thread Firmware 2.17 mandatory for GT5:P? (and Pictures)

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I'm wondering if at Forza 2's message board if there is fans demanding Gran Turismo 5's graphics, GT5's incar view, GT5's High Dynamic Range Lighting, GT5's large variety of tracks, GT5's encyclpedia of cars, GT5's 16 car races offline AND online etc etc etc etc.
They do show some jealousy from time to time. Before some new release, it's always, "Oh, GT HD looks and drives great with just one car on track." Or "Prologue videos only show 7 cars at a time. So much for having a long starting grid." Or "PGR4 looks and sounds even better than Prologue. Looks like the fanboys will have to wait for GT6 to have a decent next gen game." And then some new bunch of pics and videos gets released by Polyphony and we don't hear from them for a while.

These games are always going to have their own flavor. Playing the Dirt demo, I could see how Codemasters matured a lot of things in their game, but at the same time, it was still undeniably Toca-like. Forza 2 was much refined, but all the old Forza flavor was still there full force. I'm sure PGR4 is going to be the same story.

All those games are admirable in their own way, but I'm glad to call Gran Turismo my driving home. Like it or not, it's the game every other game has to measure itself against.

It would be nice if it could have a GT livery editor though :P
You can't have an honest to goodness racing modification without bodykits and a livery editor. And Forza 2's mod and paint shop is just the coolest thing ever. As usual after beating the game, I've gone mad buying nearly every car at least once and am going through creating a garage full of race cars for several virtual racers in my own little racing group. I'm seriously looking forward to what Kaz and the lads have for us in that regard, and we've only been clamoring for the return of race mod for 7 or 8 years now.

But I have a feeling that Polyphony won't let any game show them up, especially not the direct competition. ;)
 
@Kamus:

We're discussing two entirely different things now, go figure. I was discussing feel as to how it correlates to a real life car on a real life track. You are now discussing lap times and how awesomely they line up with a real life car. Actually someone did a run with a GT4 car on the Nurb and compared it with the same car in a real life race, and it was almost exactly the same too. Even to certain trees passing by at the exact same moment. So make of that what you will.

Every game has a certain dynamic which you have to adjust to when using a controller. That's just the nature of gaming. It doesn't mean that it correlates to anything realistic. Otherwise, you could say that "When I do this on a controller, it's like when I turn a steering wheel this much on my car" or mash brakes or whatever, and no one can say that. Using a hand controller is putting in arbitrary movements and converting that to actions on a screen, while a gas pedal is a gas pedal, whether on a car or a steering controller.

I really think we need to leave this at games will be games, and gamers will have their druthers. ;)

Never said i used the controller for my hotlaps... =\

I was just trying to prove a point, but it was all for nothing obviously. peace.
 
And just what then are you arguing so adamantly about D Pads and driving for??

I'll leave you with this thought:

Is controlling a character in Halo with a D Pad like running around on a battlefield in real life? ;)

Well, there is one more thing. I was reading back over your posts to see if I was out of line anywhere, and I reread this:

I realize now i've been wasting my time, "imagination" seems to be extremley like the real thing when watching videos side by side to my replays in the game, mind you. i'm not trying to make them seem similar, that's just the way they ended up being because of the same limitations in both the real cars, and the ones in the sim.

The fact that the braking spots are in EXACTLY the same spot, and so are the shiftdowns say something, you can ignore it if you want and call it my "vivid imagination".
Now, I find this interesting for a few reasons. Having recalled Enthusias atrocious upgrade system vaguely, I'm not sure if you can set your tranny gear ratios as much as Forza or even GT, or if you can do much tuning at all. But let's say for the sake of argument that EPR's cars are as tunable as any others.

First, I know that almost no one who tunes their cars has the same settings. They set their cars up to suit their racing style. And this of course means that everyone is going to race a bit differently. Some will break earlier and lighter, some later and harder. Some will tromp on the gas and some smoothly accelerate. Some will drift around turns and others take them with a minimum of tire fuss.

Now racing competitively means that you follow a certain pattern of strategy. You will approach a turn a certain way, break at certain points, shift at certain points, and gas away at certain points. Varying from that by too much means you are either too slow or headed for the grass.

Even then, everyone won't brake, shift and gas at exactly the same points, even with the same cars set up exactly the same way. Some may not downshift to the same gear as you, or downshift further. The drives will be close, but we aren't robots. Add different tuning preferences in there and the differences in driving tactics will probably change even more. Heck, some people leave their cars at default settings, and some people tweak every single parameter.

I probably don't set up my car like you. I probably set up my transmission for tracks differently than many of you, but it suits my style and I post competitive times. But if we raced, I'm pretty sure our telemetry readouts would show differences, even as our times would probably be rather similar.

So what am I to make of your above remarks about perfectly matching a certain race video? Well, it could be just pure coincidence, because there is no "perfect spot" to brake on a turn. Everything you do with a car depends on the moment.
 
In that file cabinet I saw two new manufactures, Ariel & Aston. Aston! YAY!! :dopey:

Aston Martin is hardly new?

Besides, we saw "Ferrari" in the Polyphony cabinets in a preview video before GT4. They obviously weren't in the game though.
 
Just because PD have details of Ariel cars in there cabinets that doesn't mean they will be in the game. Like The359 said, there was info seen on Ferrari's, Porsches and Lamborghini's back during GT4's development, they clearly wern't in GT4. Don't get your hope up just because PD have got information on certain cars.
 
Awesome post:tup: And to add for people who keep wanting GT to have what ever other game has, GT5:P is going to be made the "GT" way, its not gonna have Enthusia's Physics or Forza's Livery editor, or GTR's Car sounds, Its gonna be GT.

thats the exact attitude that i refered to in my last post (post #2031)....well done:grumpy: If thats the way GT is gonna be then so be it.....but....if another developer makes a real driving sim with the above qualities (and they are the main things along with cars and tracks) that you listed, I will buy that game and NOT (underlined) GT's.
 
I'm wondering if at Forza 2's message board if there is fans demanding Gran Turismo 5's graphics, GT5's incar view, GT5's High Dynamic Range Lighting, GT5's large variety of tracks, GT5's encyclpedia of cars, GT5's 16 car races offline AND online etc etc etc etc

Gran Turismo 5 will do certain things better than other racers, and other racers will do certain things better than it.

If you like what Gran Turismo is you will like Gran Turismo 5. This will no doubt be the biggest jump for the series. In car view, 6 to 16 cars, online racing, downloadable content, 1080i upscaled to 1080p native, all new to the GT series.

I seriously cannot figure out why anyone, after playing through the first 4 GTs, would consider GT 5 some sort of GT 4.5 because it still doesn't have proper collision detection and the physics don't allow burnouts and donuts.

That's just ignoring all the great addtions the series is getting for the 5th installment. Of all the games that made the leap from the last generation to this one, I can honestly say Gran Turismo 5 shows the biggest improvement in terms of gameplay, graphics, everything.


Hey, I'm a big GT fan, but I think the main thing Forza people might me thinking about GT5 is. "I'm playing Forza 2, and those GT guys are watching vids of GT5"

b
 
And just what then are you arguing so adamantly about D Pads and driving for??

I'll leave you with this thought:

Is controlling a character in Halo with a D Pad like running around on a battlefield in real life? ;)

Well, there is one more thing. I was reading back over your posts to see if I was out of line anywhere, and I reread this:


Now, I find this interesting for a few reasons. Having recalled Enthusias atrocious upgrade system vaguely, I'm not sure if you can set your tranny gear ratios as much as Forza or even GT, or if you can do much tuning at all. But let's say for the sake of argument that EPR's cars are as tunable as any others.

First, I know that almost no one who tunes their cars has the same settings. They set their cars up to suit their racing style. And this of course means that everyone is going to race a bit differently. Some will break earlier and lighter, some later and harder. Some will tromp on the gas and some smoothly accelerate. Some will drift around turns and others take them with a minimum of tire fuss.

Now racing competitively means that you follow a certain pattern of strategy. You will approach a turn a certain way, break at certain points, shift at certain points, and gas away at certain points. Varying from that by too much means you are either too slow or headed for the grass.

Even then, everyone won't brake, shift and gas at exactly the same points, even with the same cars set up exactly the same way. Some may not downshift to the same gear as you, or downshift further. The drives will be close, but we aren't robots. Add different tuning preferences in there and the differences in driving tactics will probably change even more. Heck, some people leave their cars at default settings, and some people tweak every single parameter.

I probably don't set up my car like you. I probably set up my transmission for tracks differently than many of you, but it suits my style and I post competitive times. But if we raced, I'm pretty sure our telemetry readouts would show differences, even as our times would probably be rather similar.

So what am I to make of your above remarks about perfectly matching a certain race video? Well, it could be just pure coincidence, because there is no "perfect spot" to brake on a turn. Everything you do with a car depends on the moment.



Whoa, now you're putting a car simulator, against a 100% arcade First person shooter, where you can jump extremley high, never get tired, run at about 5 times real life speed, you're able to shoot with laser like acuracy at 360 degrees in a milisecond because in FPS aparently there is no limitation to where your hands can reach or how fast your hips can turn, you can take an incredible ammount of damage with out dying, or to make a long story short, you violate evry single law of physics.
The fact that you are comparing these two shows just how bad you interpret reality, might as well start comparing real life cars with burnout, which as irrealistic as it would be a comparasion, would still be a much better one than a human being in a FPS, specially one that's 100% arcade like Halo.

The fact that there is no "real" FPS simulator, or even aproximations to the developers that claim they made a simulator, shows that FPS are in fact a genere, and not just a point of view when it comes to games. Despite developers claims, (i'm pretty sure i've read more than one developer say "FPS is not a genere, is a point of view!") and it also shows that while a mouse and keyboard provide really nice gameplay for fast pased shooters, it's just not suitable for recreating how your head, fingers, hands, arms, legs, knees, toes, etc. move.
I'm sure they could make one that had all that level of control, but it would be a very frustrating experience indeed with either a gamepad or a mouse/keyboard. if they gave you all those controls, (hell, you'd even have to worry about how to move your eyes and lips.)

A steering wheel on the other hand, is PERFECT for simulating how a car handles. and a gamepad still allows for some level of control, even if you won't be as good as you would be with a wheel.
It's very funny that you are comparing a very simple way of controlling something (a car with a steering wheel and pedals) to a human that has an overwhelming ammount of moving parts compared to being seated in a cockpit.

Just ask yourself this: Which is easier to simulate? a human body? or a car that has VERY limited movement compared to your body and that has controls that are easy to recreate for that pourpuse? (eg, a videogame steering wheel.)
Or ask yourself this: Whats easier to simulate, a plane. or a car?
(a plane has FAR less factors to worry about to make an accurate simulation, all of a sudden there's no 4 tyres to worry about to simulate, which makes it far easier, which is why for more than a decade we've had really good flight simulators.)

The fact is, a proper car or flight simulator can yield VERY similar results to the real thing. (at this point in time this is specially true for a flight simulator.)
You can belive whatever you want to belive though, since that seems to be your thing.

And i thought i had made my point about the D pad perfectly clear, obviously you don't understand anything of what you read.
I think i made it very clear that what i meant was, that while you could be able to tell if the physics are realistic or not.
It wouldn't be comparable to actually using a steering wheel. Which by the way, is why this whole argument started. But about 10 posts later you still don't understand, so i just have to give up.

And obviously you also didn't get the what i meant about transmitions... why am i not surprised at this point?

I'll try one more time: Enthusia has REAL automatic transmitions on cars that in real life only have automatic transmitions.
However, you can choose "autoshift" for manuals (meaning, let the game do the job for you.) or you can shift manualy on an automatic transmision, like for example a "triptonic" where even though the transmision is automatic, you can still do the shifting.
In the GT series. ALL cars, even the ones that don't have a manual transmition in real life are manuals, that you can set to "autoshift".
It's NOT an automatic though.

If you don't understand with that explination, i don't think you'll ever understand.

I also find it extremley amusing how you think there can be "coincidence" trough out most of the track. The fact of the matter is. There ARE ideal braking spots on a track, that on a time attack are easier to tackle than in an actual race that has the track crowded.

The fact that you think there is not such a thing as an ideal braking spot, goes to show you don't really know what you're talking about.
This will of course vary from car to car for numerous reasons, but mainly due to tyre grip and the wheight of the car. (lighter cars can of course afford to brake considerably later than a heavier one.)
But when all that is said and done, there is only one ideal braking spot lap after lap on the same car. (assuming the tyres are warmed up and are still in good condition.)
To add to that, do you also think it's a "coincidence" that my equivalent time attacks on GT4 permits to braking that is just physicly impossible in real life? (there's no "IF's" here, you can compare videos to real life and notice immediatly just how different the braking spots are. Addmidety it's now better than in previous GT's, but still not good enough.)
The fact that i can brake considerably further from the ideal braking spot is evidences to my claim.
For this you only need to look at a lot of real life time attacks on any track that GT4 has, and you'll soon realize just how different the braking spots are, considering the cars are supposed to be of very similar weight and tyre grip.
Not only that, but you don't get punished enough for slamming on the brakes while turning, in real life this could lead to disaster. in GT4 you are forgiven a LOT if you slam on the brakes while turning, GT4 is a considerable improvement over the past GT's, but it's still far from realistic. It is however, realistic enough to be fun by my standards at least, allthought not evry sim fan would agree.
And you can stop using the "it's a videogame, LOL it can't be realistic!" excuse, because there are more realistic sims out there, so it's not impossible to make it better.

You can ignore a game's flaws all you want, but it's people like you that give developers no useful fedback, we know what needs improvement. There's no reason to keep quiet about it. (afterall, PD ist he one claiming they make the REAL driving simulator, not we.)
According to the interview from the German convention.
The main reason they added the new "physics model" which we've yet to test, is because PD was getting very different feedback from the fanbase.
One side claimed that the game was too hard, and that they just couldn't handle it, and another side claimed that they wanted more realisim, because it wasn't enough yet.
See, that's the main reason they added two different modes this time. so for people like you that wan't a more arcade-like experience PD allready has you covered.
The point i try to make is not to bash the GT series for it's shortcomings, but to point out what in my opinion could see improvement to make it a better simulator.
So, we'll see just how big of an improvement the new physics mode is.
But stop pretending that there can't be improvement made on something that is so obviously flawed because you think that a simulation that also happens to be a videogame, can't ever be realistic.
So, while i'm convinced that a SWAT member wouldn't use Counterstrike as a reliable way to learn how to take down terrorists, i'm pretty sure race car drivers can use simulators to learn the tracks, in GT4 even. (this HAS happened before by the way.)
Maybe one day the GT series will be realistic enough so that not only they can learn the layout of the track, but how the car should behave on it.
 
Is there a person or website that compares prologue to GTHD? I would like know if any progress have been made in handling(FFB).

GTHD in my opinion is still inferior to live for speed when it comes to FFB and "steering information".(i used G25 evalute these games) Maybe also tire dynamics are better with live for speed but its bit gray area to evaluate if game lacks in FFB. One solution would be to allow player to adjust FFB in ps3 as in windows environment.
GT3 physics felt sometimes better to me than GT4, so my words do not perhaps fit to mouth of mainstream gamer.
 
@ Kamus:

That was quite a read, but I think you're shifting the focus of each post slightly which is why things evidently spun out of control for us.

You're also making some pretty wild assumptions. Just because I praise GT4 as my "best case scenario" doesn't mean I think it's perfect. Otherwise, why would I get hold of GT HD and go "Oooh, the improvements"? Heck, if you go back to my wishlist post of I think two years ago, I entererd "Improved physics model."

Raitziger posted above about how GT3 physics in some aspects are better than GT4's, which is true. I noticed I couldn't spin my car out in 4 while I could in 3, which I thought was strange but no big deal. But in most ways, GT4's physics are much more advanced. I noticed the mid-engined cars like the MR2 and Lotus Esprit drove more like they should in 4.

GT HD is a step forward, but since this is evidently a hybrid GT4.5 build, you have issues like brakes won't lock up and other things. But the collision dynamics are looking more like real life. Since Kaz and the lads are putting in a lot of sleepless nights on GT5/P, I think I'll be plenty happy with it's non-arcade physics. And listen, I was lured into buying Enthusia because of all the ranting a few people here like Wolfe did about how superior it was. I was excited by the Miata cinema, till I found out it was just a digitized downrezed video of a Miata.

In parting, you might be surprised by something. Special units and the U.S. Military use videogames like Quake, Counterstrike and Rainbow Six to hone their tactical skills and teamwork.

It's fun to live in the future. ;)
 
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For the rest of the debate, should we perhaps open up a "Flaws of Gran Turismo" thread for you guys? Or would that be against some fundamental scientific law that states GT can have no flaws?
No, but it would support the fundamental law that many people just like to complain regardless of how valid or invalid their reasons are, often have completely unrealistic demands & expectations, and or will never be happy no matter what. :indiff:
 
Whoa, now you're putting a car simulator, against a 100% arcade First person shooter, where you can jump extremley high, never get tired, run at about 5 times real life speed, you're able to shoot with laser like acuracy at 360 degrees in a milisecond because in FPS aparently there is no limitation to where your hands can reach or how fast your hips can turn, you can take an incredible ammount of damage with out dying, or to make a long story short, you violate evry single law of physics.
The fact that you are comparing these two shows just how bad you interpret reality, might as well start comparing real life cars with burnout, which as irrealistic as it would be a comparasion, would still be a much better one than a human being in a FPS, specially one that's 100% arcade like Halo.

The fact that there is no "real" FPS simulator, or even aproximations to the developers that claim they made a simulator, shows that FPS are in fact a genere, and not just a point of view when it comes to games. Despite developers claims, (i'm pretty sure i've read more than one developer say "FPS is not a genere, is a point of view!") and it also shows that while a mouse and keyboard provide really nice gameplay for fast pased shooters, it's just not suitable for recreating how your head, fingers, hands, arms, legs, knees, toes, etc. move.
I'm sure they could make one that had all that level of control, but it would be a very frustrating experience indeed with either a gamepad or a mouse/keyboard. if they gave you all those controls, (hell, you'd even have to worry about how to move your eyes and lips.)

A steering wheel on the other hand, is PERFECT for simulating how a car handles. and a gamepad still allows for some level of control, even if you won't be as good as you would be with a wheel.
It's very funny that you are comparing a very simple way of controlling something (a car with a steering wheel and pedals) to a human that has an overwhelming ammount of moving parts compared to being seated in a cockpit.

Just ask yourself this: Which is easier to simulate? a human body? or a car that has VERY limited movement compared to your body and that has controls that are easy to recreate for that pourpuse? (eg, a videogame steering wheel.)
Or ask yourself this: Whats easier to simulate, a plane. or a car?
(a plane has FAR less factors to worry about to make an accurate simulation, all of a sudden there's no 4 tyres to worry about to simulate, which makes it far easier, which is why for more than a decade we've had really good flight simulators.)

The fact is, a proper car or flight simulator can yield VERY similar results to the real thing. (at this point in time this is specially true for a flight simulator.)
You can belive whatever you want to belive though, since that seems to be your thing.

And i thought i had made my point about the D pad perfectly clear, obviously you don't understand anything of what you read.
I think i made it very clear that what i meant was, that while you could be able to tell if the physics are realistic or not.
It wouldn't be comparable to actually using a steering wheel. Which by the way, is why this whole argument started. But about 10 posts later you still don't understand, so i just have to give up.

And obviously you also didn't get the what i meant about transmitions... why am i not surprised at this point?

I'll try one more time: Enthusia has REAL automatic transmitions on cars that in real life only have automatic transmitions.
However, you can choose "autoshift" for manuals (meaning, let the game do the job for you.) or you can shift manualy on an automatic transmision, like for example a "triptonic" where even though the transmision is automatic, you can still do the shifting.
In the GT series. ALL cars, even the ones that don't have a manual transmition in real life are manuals, that you can set to "autoshift".
It's NOT an automatic though.

If you don't understand with that explination, i don't think you'll ever understand.

I also find it extremley amusing how you think there can be "coincidence" trough out most of the track. The fact of the matter is. There ARE ideal braking spots on a track, that on a time attack are easier to tackle than in an actual race that has the track crowded.

The fact that you think there is not such a thing as an ideal braking spot, goes to show you don't really know what you're talking about.
This will of course vary from car to car for numerous reasons, but mainly due to tyre grip and the wheight of the car. (lighter cars can of course afford to brake considerably later than a heavier one.)
But when all that is said and done, there is only one ideal braking spot lap after lap on the same car. (assuming the tyres are warmed up and are still in good condition.)
To add to that, do you also think it's a "coincidence" that my equivalent time attacks on GT4 permits to braking that is just physicly impossible in real life? (there's no "IF's" here, you can compare videos to real life and notice immediatly just how different the braking spots are. Addmidety it's now better than in previous GT's, but still not good enough.)
The fact that i can brake considerably further from the ideal braking spot is evidences to my claim.
For this you only need to look at a lot of real life time attacks on any track that GT4 has, and you'll soon realize just how different the braking spots are, considering the cars are supposed to be of very similar weight and tyre grip.
Not only that, but you don't get punished enough for slamming on the brakes while turning, in real life this could lead to disaster. in GT4 you are forgiven a LOT if you slam on the brakes while turning, GT4 is a considerable improvement over the past GT's, but it's still far from realistic. It is however, realistic enough to be fun by my standards at least, allthought not evry sim fan would agree.
And you can stop using the "it's a videogame, LOL it can't be realistic!" excuse, because there are more realistic sims out there, so it's not impossible to make it better.

You can ignore a game's flaws all you want, but it's people like you that give developers no useful fedback, we know what needs improvement. There's no reason to keep quiet about it. (afterall, PD ist he one claiming they make the REAL driving simulator, not we.)
According to the interview from the German convention.
The main reason they added the new "physics model" which we've yet to test, is because PD was getting very different feedback from the fanbase.
One side claimed that the game was too hard, and that they just couldn't handle it, and another side claimed that they wanted more realisim, because it wasn't enough yet.
See, that's the main reason they added two different modes this time. so for people like you that wan't a more arcade-like experience PD allready has you covered.
The point i try to make is not to bash the GT series for it's shortcomings, but to point out what in my opinion could see improvement to make it a better simulator.
So, we'll see just how big of an improvement the new physics mode is.
But stop pretending that there can't be improvement made on something that is so obviously flawed because you think that a simulation that also happens to be a videogame, can't ever be realistic.
So, while i'm convinced that a SWAT member wouldn't use Counterstrike as a reliable way to learn how to take down terrorists, i'm pretty sure race car drivers can use simulators to learn the tracks, in GT4 even. (this HAS happened before by the way.)
Maybe one day the GT series will be realistic enough so that not only they can learn the layout of the track, but how the car should behave on it.

We've never had in-car view before, so we don't know if it is really just "auto-shift" or "automatic", because they haven't made the manual animations yet. Even in manual, I believe you don't see the driver shift

However, I didn't read all the posts, so if I'm misquoting you, I'm sorry for my ignorance.
 
The fact that you think there is not such a thing as an ideal braking spot, goes to show you don't really know what you're talking about.
This will of course vary from car to car for numerous reasons, but mainly due to tyre grip and the wheight of the car. (lighter cars can of course afford to brake considerably later than a heavier one.)
But when all that is said and done, there is only one ideal braking spot lap after lap on the same car. (assuming the tyres are warmed up and are still in good condition.)

Now aside from the fact that the exact braking point for a corner will vary depending on how a particular driver approaches a corner (in the same car of course), and that maybe the term braking zone would have been better to use. I have to take issue with you claim that a cars overall weight is a principal factor in stopping distances, because quite simply it is not.

Overall weight is a minor factor in stopping distances (it is however important in regard to specing the brakes), the two principal factors that determine stopping distances are the tyres and the load transfer during braking.

The following thread covers this in a lot of details....

https://www.gtplanet.net/forum/showthread.php?t=58993

....and load transfer and overall weight are not the same. A light car that is poorly balance and not utilising the grip of all four tyres when braking may very well take longer to stop than a heavier car than is better able to utilise the grip available from all four tyres. Its a common area of misunderstanding and a great many people mix up load (often called weight) transfer with the cars overall weight.

Have a read of the above thread which hopefully should explain all, and would be the correct place to discuss this should any of it not be clear.

In a related vein, can I ask that any further discussion regarding the relative merits, strengths and weaknesses of GT and Enthusia be taken to the Enthusia sub-forum, which already contains a thread of this nature, or the 'what PD can learn from other racing games thread in this sub-forum.


This particular thread has managed to wander off topic to a massive degree and it needs to be brought back on topic.


Thanks

Scaff
 
The fact that there is no "real" FPS simulator, or even aproximations to the developers that claim they made a simulator, shows that FPS are in fact a genere, and not just a point of view when it comes to games. Despite developers claims, (i'm pretty sure i've read more than one developer say "FPS is not a genere, is a point of view!") and it also shows that while a mouse and keyboard provide really nice gameplay for fast pased shooters, it's just not suitable for recreating how your head, fingers, hands, arms, legs, knees, toes, etc. move.
On the topic of FPS games, FPS is a genre, FPS stands for First Person Shooter. First Person is a viewing perspective, where the camera attempts to simulate what the character in the game sees. But a First Person Shooter is a gener of game. As for there not being any FPS simulaters, I beg to differ. If you've ever played Flashpoint or Armed Assault you should know that both of thoes are attempts at combat simulations and pretty good. They are flawed, like any game, but they are simulaters.

A steering wheel on the other hand, is PERFECT for simulating how a car handles. and a gamepad still allows for some level of control, even if you won't be as good as you would be with a wheel.
It's very funny that you are comparing a very simple way of controlling something (a car with a steering wheel and pedals) to a human that has an overwhelming ammount of moving parts compared to being seated in a cockpit.
Which is a line of discussion that isn't doing the topic or debate any good what-so-ever. Wheel or pad, you can still get a feel for how a game simulates a cars behaviour or not.

And i thought i had made my point about the D pad perfectly clear, obviously you don't understand anything of what you read.
I think i made it very clear that what i meant was, that while you could be able to tell if the physics are realistic or not.
It wouldn't be comparable to actually using a steering wheel. Which by the way, is why this whole argument started. But about 10 posts later you still don't understand, so i just have to give up.
I dissagree, you have the same level of control over the car, you have the ability to drive the same laps as with the wheel. The only difference is the method if inputting your commands to the virtual car on your TV. Ofcourse, to some a wheel is far more rewarding an experience and increases the immersion factor, but it doesn't make or break eith er the games accuracy, or the players opinion.

I'll try one more time: Enthusia has REAL automatic transmitions on cars that in real life only have automatic transmitions.
However, you can choose "autoshift" for manuals (meaning, let the game do the job for you.) or you can shift manualy on an automatic transmision, like for example a "triptonic" where even though the transmision is automatic, you can still do the shifting.
In the GT series. ALL cars, even the ones that don't have a manual transmition in real life are manuals, that you can set to "autoshift".
It's NOT an automatic though.
I know what your saying here and I agree, the cars in GT4 that are auto's only irl drive like they are manuals and not like auto's.

I also find it extremley amusing how you think there can be "coincidence" trough out most of the track. The fact of the matter is. There ARE ideal braking spots on a track, that on a time attack are easier to tackle than in an actual race that has the track crowded.
Yes there are, but the perfect braking points will not be found by any human driver. That is why, as Scaff just pointed out, you have braking zones, which allow for tackling the corner from a different line or speed. If the exit speed from the last corner is slower, you migt be able to brake later, if it's faster, you might have to brake sooner as well.

This will of course vary from car to car for numerous reasons, but mainly due to tyre grip and the wheight of the car. (lighter cars can of course afford to brake considerably later than a heavier one.)
I saw a test on TV a while ago, a Radical was tested braking from 60mph along side some big Mercedes, the Mercedes out braked it but it weight three times as much. Not everything has to do with weight.

But when all that is said and done, there is only one ideal braking spot lap after lap on the same car. (assuming the tyres are warmed up and are still in good condition.)
But there's too many variables irl. Every lap the tyres will be different, the cars weight will be different and so the weight balance will be different, the wind will be different and maybe the track temperature and the temperature of the air outside will have changed, maybe there's some rubber on the track form the lap/s before. All of that, and more, has an effect on "the ideal braking point". It does not remain the same point in the track, lap after lap. The ideal point, changes each and every lap irl, but it will likely remain in the same braking zone.

To add to that, do you also think it's a "coincidence" that my equivalent time attacks on GT4 permits to braking that is just physicly impossible in real life? (there's no "IF's" here, you can compare videos to real life and notice immediatly just how different the braking spots are. Addmidety it's now better than in previous GT's, but still not good enough.)
I will back you up here, one of my bigest gripes with GT4 is the tyre physics, they are far too grippy for one, but also the transition from full grip to no grip is all wrong.

N
ot only that, but you don't get punished enough for slamming on the brakes while turning, in real life this could lead to disaster. in GT4 you are forgiven a LOT if you slam on the brakes while turning, GT4 is a considerable improvement over the past GT's, but it's still far from realistic.
So is EPR, I really like EPR, but I won't say it is an improvement over GT4 when you look at them overall. Both games have glaring flaws, I prefer EPR's physics, but I won't say they're more accurate. I just prefer driving with them.
 
Will Be ONLINE MODE and Damage in gt5p Demo ?? IS it officially CONFIRMED? GT5p on 4th december in Stock Playasia preorders begin soon
 
You can ignore a game's flaws all you want, but it's people like you that give developers no useful fedback, we know what needs improvement. There's no reason to keep quiet about it. (afterall, PD ist he one claiming they make the REAL driving simulator, not we.)
According to the interview from the German convention.
The main reason they added the new "physics model" which we've yet to test, is because PD was getting very different feedback from the fanbase.
One side claimed that the game was too hard, and that they just couldn't handle it, and another side claimed that they wanted more realisim, because it wasn't enough yet.
See, that's the main reason they added two different modes this time. so for people like you that wan't a more arcade-like experience PD allready has you covered.
The point i try to make is not to bash the GT series for it's shortcomings, but to point out what in my opinion could see improvement to make it a better simulator.
So, we'll see just how big of an improvement the new physics mode is.
But stop pretending that there can't be improvement made on something that is so obviously flawed because you think that a simulation that also happens to be a videogame, can't ever be realistic.
Well said brother! It's not all about bashing PD (just sounds like it sometimes:)) its about giving good feedback (there is no such thing as bad feedback...i think?).I do agree we are getting off topic, so does anyone know when tokyo motor show is???
 
It's not all about bashing PD (just sounds like it sometimes:)) its about giving good feedback (there is no such thing as bad feedback...i think?).
Yes, there is such a thing as bad feedback when feedback is hyperbolic, misleading, and based on unrealistic expectations and assumptions or poorly though out subjective opinion... all of which has been and will likely continue to be part of some people's "feedback". So yes, there is certainly such a thing as "bad feedback".


I do agree we are getting off topic, so does anyone know when tokyo motor show is???
The 40th Tokyo Motor Show 2007

The 40th Tokyo Motor Show 2007 will be held at Makuhari Messe in Chiba City for 17 days from October 26th (Friday) through November 11th (Sunday) this year. The show will be opened to the public from October 27th (Saturday).
 
Will Be ONLINE MODE and Damage in gt5p Demo ?? IS it officially CONFIRMED? GT5p on 4th december in Stock Playasia preorders begin soon

Online mode is confirmed. :) It does not feature damage though, at least not officially yet, maybe in the full game, GT5. That feature and more explained by this press release. Enjoy.

Gran Tursimo™5 Prologue
FACT SHEET

Publisher: Sony Computer Entertainment America Inc. (SCEA)
Developer: Polyphony Digital, Inc.
Platform: PLAYSTATION®3 (PS3™)
Genre: Racing
Rating: “RP” for Rating Pending

OVERVIEW

With more than 47 million units shipped worldwide, the award-winning Gran Turismo™ franchise has raced far beyond a driving simulator experience; it is a global lifestyle. Setting the bar to unprecedented heights of realism, quality of design and physics technology with every product release, famed developer Polyphony Digital, Inc. continues to obscure the line between simulation and reality with the newest iteration of its blockbuster franchise, Gran Turismo™ 5 Prologue, exclusively for PLAYSTATION®3 (PS3™).

Available on Blu-ray Disc™ (BD) and as a download via PLAYSTATION®Network, Gran Turismo 5 Prologue showcases the automotive experience that is imminent with Gran Turismo 5. Featuring over 40 meticulously detailed cars -- including vehicles by Ferrari, Lotus and Nissan -- for users to race on five beautifully rendered tracks from around the globe, Gran Turismo 5 Prologue runs in stunning Full High Definition at 1080p. Additionally, in conjunction with a robust offline experience, for the first time in the history of the franchise Gran Turismo 5 Prologue will support up to 16 players racing head-to-head online, complete with global leaderboards, to quell any question of who is the best driver in the “World of GT.” Furthermore, a feature called My Garage allows users to develop a personal profile page within the game and interact with other car enthusiasts from around the globe.

Dedicated to expanding the user’s immersion in automotive culture, Gran Turismo 5 Prologue will feature access to Gran Turismo™ TV, a dedicated online channel available exclusively from PLAYSTATION Network that delivers some of the greatest motorsport and manufacturer content that television has to offer.

KEY FEATURES

A first for the franchise, Gran Turismo 5 Prologue supports online racing with up to 16 drivers racing simultaneously on a beautifully rendered race track.
Race 30 high-performance and exhaustively detailed cars, including vehicles from Ferrari, Lotus, Nissan and Mitsubishi.
Race on five stunningly realistic tracks, including the Eiger Nordwand, the London City Track and Suzuka – then race them in reverse and with alternative routes.
A new physics engine delivers next-generation vehicle handling. True to the heritage of the Gran Turismo franshise, this new physics engine provides unprecedented realism and authentic handling specific to each car.
A new in-cockpit view provides a unique perspective for racers and features a customized dashboard for each of the cars in Gran Turismo 5 Prologue
All-new and improved opponent AI for a nail-biting race experience
Access to Gran Turismo TV: a world of great motoring TV programming online through PLAYSTATION Network.
My Garage is a personalized homepage feature with a friends list, chat functionality and personal game records to expand the interaction between car enthusiasts in the world of GT.
Quick Tune facility allows you to adjust power, tires, suspension and much more.
All in stunning High Definition at 1080p (race: 1080p-60fps, replay: 1080p-30fps)
Photo Mode gives players the opportunity to photograph their car during the race where they can take advantage of zoom, depth of field and motion blur.
 
Yes, there is such a thing as bad feedback when feedback is hyperbolic, misleading, and based on unrealistic expectations and assumptions or poorly though out subjective opinion...

yes all these factors you listed are bad feedback, and i hope most of the poeple on this forum leave this type of feedback to other forums (eg fanboys) ...although it has to be said unrealistic expectations are very subjectively opinionated when it comes to the assumption of hyberbolic misleadings! (wateva that means????LOL) Thanks for the headsup on the tokyo motorshow date,as this i'm hearing is the launch place of the finished version of GT5P......where all will be revealed! (que Twilight Zone music in the background)
 
As far as I know that's a no - arcade will be available in the demo, no online.

I have one now, has there been any information on whether the H-gate shifter will work with Prologue (December version)?
 
Well, I just read back to page 100 and I take it GT5P is being delayed- big suprise. :bored:
I expected this and don't really care to make complaints so I'll keep this as short as possible. :indiff:

If nothing else, I'll provide a different gripe.
These delays are caused by PD due to their use of so many different cars (I know that's great in a way 👍 ).
Some people interested in racing games aren't interested in racing certain kinds of cars. Further, some people don't value several variations of one base model (although I'm happy to know GT does a good job with the differences). None the less, I don't always value the differences in question.

With those two concepts in mind, I believe PD is a victim to their own aspirations.
With one base model of each generation of all true sports cars, a few of the great non-sporting classics, as many real world racers as possible, and maybe a livery editor, I would consider the game good-to-go.
However, PD wants to put tons of cars. They go way beyond the simple style or philosophy I laid out above, because of that PD is bound to take forever. :(

If I haven't bought a system by '08 (maybe May at latest) and PD still hasn't got more than GTHD, I'm going another direction. Luckily, GT5P demo should come around Oct (although December wouldn't suprise me).

In the end, I really think I'll have a PS3 but with GT5 continually getting pushed around (usually Back) I'm not in a rush to buy a new system.:indiff:
I think Sony should recognize that and support PD as much as necessary to speed their releases, which will increase system sales (to this day I think GT3/PS2 was the best selling Sony bundle). :sly:
 
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