Anyone who thinks there is a "safety net" built into Shift's physics should really take some of the more high performance stock RWD drive cars out for a test at the Ring and try to push the cars as hard as you would in Prologue and then come back and tell everybody about Shift's physics.
The V8 M3 is a pain to drive in GT5P. It requires more precise throttle modulation than in Shift, and is a complete dog to drive without ABS. It's very easy to kick the tail out... either on purpose or accidentally. In Shift, it's easier to "lean" on the M3's grip going into corners, and easier to mediate slides going out.
And also, to put it as nicely as I can, those of you playing this game with a Sixaxis are only playing half the game at best and most of your comments reflect that. I used a Sixaxis in the GT series, so I can empathize with you. But this game really must be played with a wheel in order to get the most out of it and fully appreciate the depth and complexity of the physics. Prologue is much more forgiving for Sixaxis users--again, not very realistic.
Sixaxis user. Guilty. But then, my G25 is still broken. And... oddly... I find the Sixaxis perfectly adequate for gaming.
Even with the Sixaxis, you could feel the difference between two different cars in the way they behaved... as far back as GT4. Here... well... you can tell that the Zonda is twitchier... that the Porsche GT2 doesn't like oversteer very much (not that it doesn't... it's just that when it lets go, it lets go...) that front-drive cars tend to snap oversteer... but in
Shift, unlike GT5P, I find myself driving the
track, more than the
car. That's an important difference, really.
That's my daily screed in support of Shift. I think I'm about to lose my give-a-**** trying to convince people of the brilliance of this game.
Brilliance is a completely different quality from realism. I agree the game is brilliant. I've just spent a nice couple of hours familiarizing myself with the Porsche GT2... a challenging car to drive... and the sound is heavenly.
EDIT: Just ran a 6'36.xxx in the Zonda R. It was clean, but sloppy. Always difficult to tell at the Ring, but I think another 2 or maybe even 3 seconds can be trimmed off that pretty easily
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I don't know how that even stacks up as a laptime, but it was really fun. And I think it's pretty representative of what the Zonda R could do in real life on slick tires--It's basically a 1.8 Million Euro LMP/Street car
The Apollo Gumpert is not "basically" an LMP/Street car... it's a racecar... period... that just happens to be street legal. It set a 7:11.
One of the factors that may be detracting from the realism of Shift... tires. I've noticed that supercars get an insane amount of grip, as according to the tuning menus, on stock tires. Maybe this is part of Tier differentiation, but it's annoying. I'd like to try them out on the base rubber, please. Goodyear supercar tires aren't really that much grippier than the stuff you'll find on a Japanese market Evo... and probably not even as grippy as on the Elise/Exige.
Even the devolopers from EA has said they didnt try to make a full sim physics, but they did say that they used a very realistic base and then simplyfied some parameters to make it easyer to drive. But really I dont care, really fun anyway
I actually do. I played Shift on normal. Too watered down. I played it on Experienced... better... say... equal to "standard physics" in GT5P (of course, the physics engine is much better than GT5P standard, but the gameplay is similar!)... I wanted more. In Pro mode, everything off, including ABS... much, much better... entertained for about half-an-hour... then the worry started creeping in... tested a few different cars... confirmed it... still slightly unrealistic.
Like Tired Tyres, I wish they had put in a real pro mode... no matter how difficult it would be. Maybe if you get all stars, you can unlock it! 💡
What does it mather, I react to your statement how you think you have to do unnatural things, to get the cars around a track, I dispute that.
You do not have to learn a trick or forget what is normal, just accept the "agressive" momentum switch under decelaration and be RBR like quick with your steering input/corrections and you will soon find out it all drives naturally, that's ofcourse in my humble opinion.
,
Forget what is normal? Meaning... when you're understeering, dial in
more steering lock instead of trail-braking and unwinding (although both strategies seem to work... errh... you don't need to unwind when trail-braking until after you start to oversteer, though...)? It takes a ridiculous amount of speed in this game to elicit terminal understeer (and yes, I know what terminal understeer is... firsthand), and it's very easy to deal with. Mashing the brakes, even with ABS off... will actually slow the car down. I don't even need to threshold brake or cadence brake like in GT5P. And that isn't even a control sensitivity issue. With ABS off, mash the brakes on most anything at high speed and the car will not slow down. At all. That's the biggest disappointment, given how detailed the tire models seem to be.
Oversteer... now, that there is... in abundance. And it's quite realistically modelled as to
when it happens. But here's the funny thing: the window in which the car will not significantly understeer or oversteer is wide... incredibly wide. Once you've figured out the car's limits (takes just a few laps), you can lean on it very hard (in real life, you'd never "lean" on a 911, not unless you're Walter Rohl) and it won't bite. In fact, once you've overdone it and the car starts to fishtail, it's quite easy to bring it under control... sometimes... depends on the speed.
As a consequence... I can take every single corner with a slight jink, a scandinavian flick, and a corner slide (25 easy Aggression points!). In fact, the game
encourages you to do so... which is the opposite of most "sim" games. That's how I played GT3. GT4 wouldn't let me do it, because GT4 didn't know what oversteer was (a joke, a joke, but you know what I mean) and if I tried it in GT5P, my success rate in corner negotiation would be quite low.
Again... I don't hate the game. Now that I've got the controls calibrated, I love it. May try more tweaks to make it more responsive... and see if I can't leave tiremarks a hundred feet long into every corner...
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I think other games can learn from this level of control sensitivity calibration. A
lot of us hardcore players still use the pad, and I'm miffed that GT5P is so damn twitchy on the Sixaxis.