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

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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.

A lot of the real life upgrades (which are definitely useful) improve modulation, pedal feel, etc. These factors are handled with the actual pedals you purchase for the game and wheel setup, or the software calibration in wheel settings. I don't see how these could be properly shown in the game other than that. If you want a firmer brake pedal in GT you can stick a bigger spring under your brake pedal.

As for why stoptech produces consumer brakes:

1) people buy them
There's plenty of stuff people buy that won't do anything at all. A lot of people buy big brake kits because they look cool. That's just the way it is.

2) they do work better than stock oem brakes on the track
A lot of people buy big brake kits because they often work much better than the oem systems on their car. I just don't think that the improvements can be modeled in GT5.

I'd love to have brake upgrades, don't get me wrong. I'm only saying that as GT5 is now, if they added brake upgrades I think they'd be useless or modeled incorrectly. I just don't want them going the forza route and just saying that these brakes make you stop 5% quicker. If they want to add the physics that would then require improved braking options, then sweet. 👍

tldr: the reason brake upgrades work in real life don't exist in GT5.
 
Then they should show the full range, not start somewhere halfway. It doesn't make sense. The graph is supposed to show gears vs speed if you shift at redline, yet it shows incorrect information.


The issue is that since it displays information wrongly it makes it harder to tune gears.

It should have been like this:

9PXrU.jpg

Having the graph start "somewhere halfway" is useful if you are trying to optimize your powerband usage.

There are many theories about where the optimal shift points are, having the line extended and overlapping makes it easier on people who don't want to use the redline as a shift point.

In the interest of giving people options, it is easier for you to neglect the extra data than have other people extrapolate the lines for each gear.

The information in the overlapping lines is accurate and useful, just not to you.
 
freedomweasel
A lot of the real life upgrades (which are definitely useful) improve modulation, pedal feel, etc. These factors are handled with the actual pedals you purchase for the game and wheel setup, or the software calibration in wheel settings. I don't see how these could be properly shown in the game other than that. If you want a firmer brake pedal in GT you can stick a bigger spring under your brake pedal.

Pedal feedback can't be simulated with current wheel/pedal controllers, but the different characteristics in brake pad "attack" and brake behavior (linearity among those. Drum brakes do not have a very linear response for example), operating temperatures, inertia and obviously fade (and other things I forgot to mention), can.

Having the graph start "somewhere halfway" is useful if you are trying to optimize your powerband usage.

There are many theories about where the optimal shift points are, having the line extended and overlapping makes it easier on people who don't want to use the redline as a shift point.

In the interest of giving people options, it is easier for you to neglect the extra data than have other people extrapolate the lines for each gear.

The information in the overlapping lines is accurate and useful, just not to you.

Check the alternate version in post #1063.
 
you have to pause event when you change drivers with friends!

I also think save during endurance/championship races is a must. It is already there in the form of "pause" This is just a more convenient method.

Having said that, last weekend, I did the Indy 500 and had my son (8) and daughter (10) do a 10 lap stint each. It was a lot of fun. We even had a real pit stop where my son jumped in to replace my daughter during the pitstop without using the pause button. I picked a faster car (Peugot 805 I think) so that there is a good cushion in case they messed up.
 
Pedal feedback can't be simulated with current wheel/pedal controllers, but the different characteristics in brake pad "attack" and brake behavior (linearity among those. Drum brakes do not have a very linear response for example), operating temperatures, intertia and obviously fade (and other things I forgot to mention), can.

Very true, my point (may be a silly one) is that they would have to implement those changes. Otherwise you're just getting a basic "spend 1000cr to stop faster" blanket change. If they made those sorts of options and and changes available (attack, linearity, fade, etc) along with brake upgrade options I would certainly be excited about that.

Basically, I'd want them to do it right, or leave it as is.
 
Was there also the thing where the day restarts at Midnight Local time, rather than Midnight GMT?

I updated at about 2254 local, and after 0000, I received another gift of museum tickets. I think that would be sweet!!
 
I don't know if it's been mentioned yet but when you save a 2-player race replay, if you go back to GT Life and view it from the replay theatre, you can take photomode photos from it. Useful if you have no friends and want to take pictures of your tuned cars parked beside each other. :lol:
 
I don't know if it's been mentioned yet but when you save a 2-player race replay, if you go back to GT Life and view it from the replay theatre, you can take photomode photos from it. Useful if you have no friends and want to take pictures of your tuned cars parked beside each other. :lol:

Good thinking! I'm actually gonna do that :)
 
Just started the Lambourgini B spec race on extreme. Is it me or is the sound more defined? You can hear each car as it passes the camera and in some shots it sounds like a wind effect as the cars pass quickly infront of the camera. Previously, the sound was quick to disappear after the cars pass the camera. has anyone else noticed this or am i looking too hard for other improvements?
 
I noticed a new "area" for the main/title screen. I started the game up and was greeted with a pit crew in a garage inspecting my McLaren F1 Stealth (with the driver wearing a McLaren suit and not my A-Spec suit). I never noticed this before.
 
As someone who has been complaining a lot about GT5 I have to say this is a definite move in the right direction. If they keep this up they may even restore my faith in them.

At least it looks like they have been listening to the players.

I only played a little after getting the update, but is it just me or have they reduced the level of the transmission whine?

Shadows have also been improved with a bit of blurring.
Yay for performance points!
 
I noticed a new "area" for the main/title screen. I started the game up and was greeted with a pit crew in a garage inspecting my McLaren F1 Stealth (with the driver wearing a McLaren suit and not my A-Spec suit). I never noticed this before.

Already mentioned before.
 
I can't wait for this 24hr race to finish so I can see the new updates. Polyphony Digital putting out so many patches for (admittedly and unfinished game although I wouldn't blame them as I know how Sony Work :P) GT5.

For all the people demanding their fixes now...Game saving within Championships and Endurances...I mean its not strictly easy to implement although Im sure they could and judging by the amount of people posting about it...they will...

I would just be patient. It is a game after all.

On a sidenote (and at the risk of some flaming) I dont see why pausing isn't a good enough solution logistically for endurance races. But thats my opinion. Lets looks at the positives of the update!

Muchos Gracious PD & Kaz =]
 
Check the alternate version in post #1063.

Ok I think I get where you are coming from.

Extending the all the gear lines back to the 0 speed, 0 rpm point makes the graph cluttered. Since the use for this chart is to setup your gear ratios for racing, the chart can be cleaned up by neglecting the low rpm information.

Just try to imagine if you are looking a trying to select a shift point from 1st to second at 7000 7500 or 7800 rpm. You want to know what rpm you are going to land on when you get in second (about 5500, 5800 or 6000rpm).

If the line for second gear is truncated at the redline shift point it's hard to do.

Every wingnut on the internet has an opinion about how to maximize the powerband utilization. The overlapping lines is just a useful tool for anyone who might want to shift sometime before the redline.

In summary: The overlapping lines are for crazy people, geeks and nerds. If you take it away from them the complaining posts will reach somewhere between critical and epic levels.
 
UPDATE : In B-Spec mode, in the live monitor, it used to be that the gaps would update only when an opponent cross the finish line. Furthermore, as soon as Bob passed the start/finish line, every gaps were erased until those opponents passed the finish line to update the info. Now, not only is the gap keeps being displayed, but it is also updated as soon as either Bob or an opponent cross the start/finish line.
 
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The game will not load for me after installing this update. Anybody else have this problem? Hits the GT5 splash screen, then goes to a black screen and just sits. Game file corrupt AGAIN?!

SOMEONE POSTED ABOVE:

I am having this problem too.
 
Hey, has anyone mentioned that the Photomode was enhanced?
You can zoom and move pictures after you took them and you can select multiple photos for copying instead of just one or all at once.
 
Ok I think I get where you are coming from.

Extending the all the gear lines back to the 0 speed, 0 rpm point makes the graph cluttered. Since the use for this chart is to setup your gear ratios for racing, the chart can be cleaned up by neglecting the low rpm information.

Just try to imagine if you are looking a trying to select a shift point from 1st to second at 7000 7500 or 7800 rpm. You want to know what rpm you are going to land on when you get in second (about 5500, 5800 or 6000rpm).

If the line for second gear is truncated at the redline shift point it's hard to do.

Every wingnut on the internet has an opinion about how to maximize the powerband utilization. The overlapping lines is just a useful tool for anyone who might want to shift sometime before the redline.

In summary: The overlapping lines are for crazy people, geeks and nerds. If you take it away from them the complaining posts will reach somewhere between critical and epic levels.

If you want to maximise forward movement with the gearing, that chart is the wrong one to be using. What you need is a thrust chart.

SHIRAKAWA Akira's chart is not especially cluttered, and is actually more useful for doing just what you described than the arbitrary extensions are. Presumably, they extend to 90% power regions, but the redline is incorrectly reported, as is the top speed (as a result), so it's all a bit vague.

What would make this more useful is to be able to specify a shift point (i.e. position the red line manually) so that the overlap / extension can be exactly what you need it to be.
 
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