I drove a RWD Bugatti EB110, but I didn't want to.
You totally missed the joke, a brilliant one at that.
Oh, I've got one...I once drove an R8 that actually sounded like an R8.
Has anyone been keeping up with the DLC due next Tuesday?
Full. Of. Fail.
First pack I won't be buying.
Has anyone been keeping up with the DLC due next Tuesday?
Full. Of. Fail.
First pack I won't be buying.
I guess the smiley face swayed you from my sarcasm.
I've got one aswell. You don't get fat, black tyre marks on GT when you go around any corner faster than 20mph.![]()
Got a link to the info on this pack?
Is it the one with the Civic EK9 in it? Cos that will defo not be fail.
Something no one seems to remember is T10 decided to make FM3 more accessible.
Another thing no-one remembers is that T10 screwed up RWD seriously in FM2 and thus simply had to react to cure it.
I had some marvellous RWD tunes, but at a certain point I just gave up on them because either they were LB tunes totally destroying the competition or really good driver's cars but you always had to keep them on the edge while others just took the easy road and went for FWD or AWD. I'm not that competitive but losing because they pictured the drivetrain characteristics wrong is no fun at all. Some RWDs were plain cheating (R5, the Lotuses) others deliberately messed up (Vauxhall VX220).
So, fixing something by breaking it again didn't seem to have worked - better luck next time I guess![]()
I drove a Ferrari California in Forza 3 with the brake lights in the correct place.
Something no one seems to remember is T10 decided to make FM3 more accessible. Somehow I feel had GT done the same thing virtually no one would be complaining about it, instead they'd be professing how it's still the best thing since sliced bread despite the "watered down" physics.
... you're left wondering if they prolonged the development cycle how much could have been given?
Again with the Need for Speed comparison and no oversteer complaints?
It is extremely manageable, I'll give you that...but cars do oversteer. Try taking a LMP1/2 car around any track and you'll find yourself letting off the gas more then you're on it. Try taking the Ultimate Aero around any track, and again, you'll find yourself letting off the gas (and dry, and granny steering the thing) because there's too much oversteer....even with TCS on. Something no one seems to remember is T10 decided to make FM3 more accessible. Somehow I feel had GT done the same thing virtually no one would be complaining about it, instead they'd be professing how it's still the best thing since sliced bread despite the "watered down" physics.
Oh, wait a minute - that's already happened, hasn't it?
Gran Turismo's physics are by no means "watered down." As for the accusations of bias, if Gran Turismo 5 was released with Forza's physics engine, I'd be devastated.
If you look at the table data_car you can see exactly what drives the 'active steering' as seen on that famous video. Steermaxangle, steermaxangvelturning, steermaxangvelstraighten, steerangvelcountersteer, steervelangdynfindpeak, and about a half dozen others, all there to try and keep the tyre model in a zone where it actually has data.
Have you played GT4 before?
'Nuff said.
There's accessible and then there's stuff that is unavoidable given their driving model. They sort of work together in the case of F3. Very little of what you see in the game is ever calculated on-the-fly, rather it switches between pre-defined values in gamedb.slt. There's loads of data inside the non-scary realm and it can be quite accurate there. But there's no way for F3 to give you something other than what it has pre-calculated for any given circumstance. There's no data in the scary zones past peak slip. So it does everything it can to keep you inside the non-scary zone, where it actually has data.
If you look at the table data_car you can see exactly what drives the 'active steering' as seen on that famous video. Steermaxangle, steermaxangvelturning, steermaxangvelstraighten, steerangvelcountersteer, steervelangdynfindpeak, and about a half dozen others, all there to try and keep the tyre model in a zone where it actually has data.
If you read this recent article by Dave Kaemmer on developing a analytical/brush tyre model for iRacing, it goes into some detail on the linear-style model some other games use for point of comparison.
I don't have access to the 'db', but can you give more details, as there is a mother load of rash assumption in what you are saying without you divulging anymore info.
It almost sounds as if they use a massive look up table with no dynamic calculations for the physics and that they have some massive 'hole' (you refer to as the scary zone) that is so evident in the data, please can you explain a bit more, it just sounds like you have heard a few physics modelling terms for tyres and are just throwing them out there, I may be wrong, but can you be more technical and not dress it down for the layman?
So far, you've mentioned what most would consider normal parameters, it has to accomodate controllers, which require some quite heavy filtering/tweaking to get the feel right, and yes, we all know they don't unfilter the wheel enough for the alledged purist..
I guess I'll await the breakdown of how you categorically know that they are not calculating anything, and it's all just pre-baked noddy stuff, it just sounds incredulous at the moment (But not necessarily untrue!)
From where I'm standing, unless they have a shedload of obvious data in there, and I mean a shedload, all I'd expect is a ton of parameterised values, to which you wouldn't have a clue how most of them are being used, without the algorithm that uses them, how can we categorically say anything?
I guess all I'm asking for is some good evidence it's all pre-baked, and not just a ton of params, as you'd expect from a physics engine..
I can account for what he's saying (Box is just about the only other snooping geek I know besides myself who's made it public - check my NFS Shift threads). If he doesn't respond, I can send you the files.
Could you, it's just sometimes when people just give the basics, it all sounds too good to be true, I'd like to have a good peak at the DB, I wish I had a modded 360 sometimes, this kind of stuff is cool..
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PM'd to you.
Have you played GT4 before?
'Nuff said.
I have played every Gran Turismo game. Forza's physics are painfully unrealistic in comparison to every one of them. Even in the Playstation One games, the cars were a joy to drive, simulating the build up of understeer and weight transfer very well, while Turn 10's offering two console generations later does nothing of the sort. It's ridiculous what they're passing of as a "simulation" driving game.
Not quite true and very exaggerated but I know what you mean.