UPDATE 1.06 is now LIVE.. New features are in OP

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Now my A-spec character has a BLUE suit instead of the black one :scared:

Physic under raining condition in A-spec seems to be improved

In photo mode, we now have option prior to saving (ie: zoom, moving the screen..)

Animation of the hand in cockpit view seem faster too, at least with padle shift since I didnt try with a stick yet

Races in A-spec have now more rolling start
 
Probably true. In that case you'd just be spending a few thousand credits on something that wouldn't do anything. (If they modeled them correctly)

The only useful brake upgrade that could be in the game as it is now is a brake balance controller. This is already stock on every car, so not much else can be done.

Nearly every brake upgrade you can do to your real car (assuming it already has disks, not drums) either reduces fade or improves feel. Neither of these changes are possible in GT.

Not possible?

Are you saying this is PS4 territory or totally impossible to implement ever.
Find that very strange TBH,
 
I don't see how it makes it harder to tune gears. At all.
It makes it unclear how tall are gears one to each other (especially short ones) without testing first or trying to make rough eye-o-meter guesstimates. If, for example, at redline the first gear ends at 50 mph, the blue section for the second gear in the chart should start at 50 mph as well. Why instead does it start earlier somewhere halfway between 0 and 50 mph in the chart in GT5? What is that supposed to mean exactly?
 
Not possible?

Are you saying this is PS4 territory or totally impossible to implement ever.
Find that very strange TBH,

Sorry, I meant GT5. Or at least, GT5 as it stands. Brake feel though, I don't believe can ever be simulated by software, as it's purely physical. The pedals you purchase for the game give the physical sensation, combined with the settings in the game.

Brake fade, as far as I know isn't in any console game. It might be in a PC sim, but I'm not sure.

My point is that brake upgrades, usually in the form of big brake kits don't really help the car stop faster, they only help the car stop at the same rate every time. If I take my real life car to the track as it is now, I can go for a few laps before my fluid boils and my pedal goes to the floor. Slap on bigger rotors, different pads and better fluid and I will be able to stop all day, but not any quicker. Tires/contact patch help you stop faster.
 
Sorry, I meant GT5. Or at least, GT5 as it stands. Brake feel though, I don't believe can ever be simulated by software, as it's purely physical. The pedals you purchase for the game give the physical sensation, combined with the settings in the game.

Brake fade, as far as I know isn't in any console game. It might be in a PC sim, but I'm not sure.

My point is that brake upgrades, usually in the form of big brake kits don't really help the car stop faster, they only help the car stop at the same rate every time. If I take my real life car to the track as it is now, I can go for a few laps before my fluid boils and my pedal goes to the floor. Slap on bigger rotors, different pads and better fluid and I will be able to stop all day, but not any quicker. Tires/contact patch help you stop faster.

Ah I see.

So GT's constant brake zones would make it useless.
 
Then they should show the full range, not start somewhere halfway.

4sPfw.jpg

Youre right about that. It should be like that pic.. pretty minor gripe though, donchyathink?
 
I'm pretty much confident that the lack of brake fade simulation is not due to technical reasons. Anyway, aside fade, if you start adding downforce and better tyres, stock brake systems can happen to not be powerful enough to lock wheels.

Youre right about that. It should be like that pic.. pretty minor gripe though, donchyathink?

It's a very easily fixable thing however.
 
I haven't gone through the entire thread yet, but has anyone found out if Hard Racing tires have been made to last longer than Soft Racing Tires in online races?
 
I'm pretty much confident that the lack of brake fade simulation is not due to technical reasons. Anyway, aside fade, if you start adding downforce and better tyres, stock brake systems can happen to not be powerful enough to lock wheels.

The bias controller also has a pressure factor though doesn't it?

5/5 is half as much pressure but the same balance as 10/10 correct? Might be worth testing it, but I doubt that you'll be unable to lock race softs with max downforce given current options.
 
Being stuck at work, I was hoping someone could have a go at Monza to see if the distance signs were still made of concrete... :)
 
The bias controller also has a pressure factor though doesn't it?

5/5 is half as much pressure but the same balance as 10/10 correct? Might be worth testing it, but I doubt that you'll be unable to lock race softs with max downforce given current options.

With ABS off it works as a pressure and bias controller, and it's got enough power to lock any kind tire. On Sport Hard tires a pressure of 4 is enough to lock front tires at 75% brake pedal (Rear wheels just need 2 or 3, but without ABS you might want it set to 1). It looks like all cars in GT are equipped with very powerful no-fade, instantly working (real racing rotors and pads have certain operating temperatures, outside of which they perform very poorly) brake systems. By answering your question, yes: 5/5 has the same balance as 10/10.

With ABS on (1 and above) it works as some kind of general indication for the uber-efficient electronic brake distributor used. 5/5 is the same as 10/10 (although braking distribution won't necessarily be 50%-50%. In fact it never is, otherwise your car would be very prone to spinning while braking), however the latter makes tires somewhat work harder under braking, without never locking them.
 
Well I'm glad to see these changes in effect. I just hope it isn't too late for my group as interest has curtailed dramatically in the game. These settings will help drastically when putting rides together for series.
 
Youre right about that. It should be like that pic.. pretty minor gripe though, donchyathink?

It is an rpm overlap graph!
Upon changing from 1st to 2nd you rpm does not go back to zero.
The graph makes perfect sense.
 
It is an rpm overlap graph!
Upon changing from 1st to 2nd you rpm does not go back to zero.
The graph makes perfect sense.
Try checking the modified version better to see the differences.
Look at the blue lines especially. Remember that the X axis is for car speed.
 
cleanLX
It is an rpm overlap graph!
Upon changing from 1st to 2nd you rpm does not go back to zero.
The graph makes perfect sense.

I will have to agrees with this.
 
Sorry, I meant GT5. Or at least, GT5 as it stands. Brake feel though, I don't believe can ever be simulated by software, as it's purely physical. The pedals you purchase for the game give the physical sensation, combined with the settings in the game.

Brake fade, as far as I know isn't in any console game. It might be in a PC sim, but I'm not sure.

My point is that brake upgrades, usually in the form of big brake kits don't really help the car stop faster, they only help the car stop at the same rate every time. If I take my real life car to the track as it is now, I can go for a few laps before my fluid boils and my pedal goes to the floor. Slap on bigger rotors, different pads and better fluid and I will be able to stop all day, but not any quicker. Tires/contact patch help you stop faster.

Upgraded brakes also increase the rate at which you stop faster. Pressing the brake pedal down 1/2 way on stock brakes should have less braking power than doing the same with upgraded brakes. Better materials, quicker response, more contact area, like you implied better consistency, etc. Once your brakes lock up though, it doesn't matter if it's stock or an upgrade, your car's deceleration is then factored only by tire compound. Kind of wished these games would have these brake upgrades modeled, or at least those with them modeled better. There was this pretty awesome video I downloaded few years back where a Honda NSX was out in front of a pack of pure sports cars and by the end of the race the stock brakes were so toast that he gradually put slower lap times (due to braking earlier since brakes were overheated).

I've upgraded every brake system on all my real cars because the factory brakes just didn't cut it. A lot of this can be blamed on poorly designed brake systems (most likely because of cost), especially in my last 2 cars I owned. But the rate I'm braking at is vastly improved over stock and pressing down on the pedal less gives me better braking, and I don't lock up my wheels.

If brake upgrades didn't matter, you wouldn't see companies like Stoptech and Brembo in the consumer business. They'd stick to only motorsports markets. Also, every single person who ever upgraded brakes in real life would also be lieing when they say they brake better with the upgrades. Like those articles mentioned, once your wheels lock, it's all on the tires. With ABS off, upgraded brakes would tend to lock the wheels faster than stock brakes.
 
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Try checking the modified version better to see the differences.
Look at the blue lines especially. Remember that the X axis is for car speed.
exactly.
ipjhf.jpg


3400rpm in 2nd gear is going to be slower than 7900rpm in 1st... but the graph shows that upon gear change you do not drop to 3000rpm, you are dropping to approx 4800rpm.
You have to realize that the graph is indicating what a down shift is going to do as well.
Shifting from 2nd to 1st at 3400 rpm is going to put you at 5300rpm in 1st.
 
exactly.



3400rpm in 2nd gear is going to be slower than 7900rpm in 1st... but the graph shows that upon gear change you do not drop to 3000rpm, you are dropping to approx 4800rpm.
You have to realize that the graph is indicating what a down shift is going to do as well.
Shifting from 2nd to 1st at 3400 rpm is going to put you at 5300rpm in 1st.[/QUOTE]
So my question was: if it's extending lines to show what would happen when shifting gears to lower gears from lower rpm, why stopping halfway? Why not starting from the lowest limit allowed by the engine?

This chart I modified previously shows both precisely (to what the graphics used allows... could be better) the engine range used when shifting gears at a 7900 rpm redline (or shifting down gears so that rpm fall exactly at redline) [b]and[/b] what would happen outside that range (extended lines in gray):

[img]http://i.imgur.com/4sPfw.jpg
 
Add game saves and you utterly destroy the entire point of having a 24 hour race.
Depends on how it's implemented. I agree that it wouldn't be right to save the game, then go off to another race before coming back to complete the endurance race. That's against the spirit of endurance racing.

But a game save would allow me to turn off the PS3 in between racing sessions, which can easily be 24 or 48 hours apart. It's a little like turning on your TV and leaving the house for the weekend.

Not worried about it, though, because I'm comfortable with the idea that PD is going to continue patching, tweaking, and improving the game.

Great set of updates, and thank you! :)
 
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