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- Soulless_Vessel
- Soullessvessel
Audi R10 is only a 5 spd now, as it should be.
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.
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?I don't see how it makes it harder to tune gears. At all.
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.
Ah I see.
So GT's constant brake zones would make it useless.
Ah I see.
So GT's constant brake zones would make it useless.
Then they should show the full range, not start somewhere halfway.
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.
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...
Anyone know if we can now control Bob remotely?
Youre right about that. It should be like that pic.. pretty minor gripe though, donchyathink?
Try checking the modified version better to see the differences.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.
cleanLXIt is an rpm overlap graph!
Upon changing from 1st to 2nd you rpm does not go back to zero.
The graph makes perfect sense.
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.
exactly.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.
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
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.Add game saves and you utterly destroy the entire point of having a 24 hour race.