Will elevation and ambient temp affect cars in GT5

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Measuring tire temperature is essential to properly set up tire pressure and camber (this is important especially for NASCAR cars).
I hope we will be able to see it in detail like on most pc racing simulators.
(separated values for the inner, center and external portion of the tire, for each tire)

This is available on FM3, so I have no doubt that GT5 will be able to show and simulate tyre temperatures in the three sectors.
 
This is available on FM3, so I have no doubt that GT5 will be able to show and simulate tyre temperatures in the three sectors.

Really? I didn't know FM3 has measurable tire temperatures.
Then there's definitely hope for that in GT5.
 
Really? I didn't know FM3 has measurable tire temperatures.
Then there's definitely hope for that in GT5.

Tire temp [inner-outer-center] as well as pressure on all 4 corners.

What was weird with this FM system is that even heat across the tire did not mean lower lap times. Also, there were some really odd suspension tuning settings that seemed to laugh in the face of the telemetry system. Some used it as a starting point, others never looked at it. The 'tuners' who put a lot of credit in the telemetry had slow cars.

If GT5 does telemetry; I'd expect it to be pretty bang-on instead of kinda-sorta-maybe like in FM
 
I hope tire temperature and pressures is in the game as it does make quite the difference. Driving on cold tires gives you an entirely different feel when accelerating, braking, and cornering. They have implemented changing track surface conditions, so dynamic tire physics should be there too. F1 2010 has both as well.
 
Measuring tire temperature is essential to properly set up tire pressure and camber (this is important especially for NASCAR cars).
I hope we will be able to see it in detail like on most pc racing simulators.
(separated values for the inner, center and external portion of the tire, for each tire)

It would be AWESOME if you could adjust the tire pressure of the tires you are going to put on the car in your next pit stop for 12-24hr races to compensate for changes in air and track temp.
 
Really? I didn't know FM3 has measurable tire temperatures.
Then there's definitely hope for that in GT5.

I really hope so. Especially in GT, getting the tires to heat evenly can be quite a setup nightmare. Not so much in NASCAR, as far as heat goes, but getting the pressure right is crucial there which is affected a lot by the temperature. I really hope they have implemented this.
 
I think this is a very interesting area of tuning that could quite easily be ignored for the most part (i.e. by most players) but its very presence will be a boon for the hardcore tinkerers.

Going back to the original thread, it was mentioned that turbo cars suffer less with altitude feebleness than do naturally aspirated cars, and that this is an interesting point to take into account when tuning a car. However, the example given assumed (and rightfully stated it was an assumption) that the turbo would effect the same positive pressure difference on the intake (i.e. +10 psi) regardless of altitude. This is, of course, a simplification, and would depend on many things, such as the compressor and housing design and pressure drop through any ancillaries and intercoolers.

The best thing is, that it's not difficult at all. The physics is well understood and the maths is so well established that I could probably whip a book out and (using real world specs, like turbo "size", intercooler "size") get some semi-accurate (accurate enough, in engineering terms) results using an automated system. There's a bit of extra complexity involved with the volumetric efficiency of the cylinder head, but it probably has a minimal effect in relative terms.

So, pressure and temperature are easy. Humidity, on the other hand, is much harder, since it depends on your fueling and ignition timing and extra things like knock sensors - some real-world cars thrive on humid days,whilst others may not be (noticeably) affected at all. That may be a touch hard to implement realistically, despite humidity already being present as a variable in a weather prediction system...


The real question is whether the engine power would be affected in real time by changes in air (dry) density and (absolute) humidity. This would make a run up Pike's Peak more interesting, as I imagine it's fairly feasible to dial up the boost as one ascends, at least in real life.

One last thing: It's my belief that PD haven't been working on these effects (such as the dynamic weather) only since GT4. It's likely they've had numerical prototypes for some time - indeed, Kaz said they'd tested weather effects - also, look at GT3's wet SSR5, possibly the first hint of what was to come. Who knows what else they have in the pipeline, if not for GT5, then beyond.
 
I hope tire temperature and pressures is in the game as it does make quite the difference. Driving on cold tires gives you an entirely different feel when accelerating, braking, and cornering. They have implemented changing track surface conditions, so dynamic tire physics should be there too. F1 2010 has both as well.

I thought PD mentioned that they were working on tire temperatures. And even so, Im pretty sure they wouldn't overlook something that important.
 
Ambient temp is already a given. Elevation, on the other hand, brings to mind a TopGear episode when Jeremy and the boys tried taking a Land Rover, Toyota, and Suzuki above 17,000 feet, suffocating their vehicles and almost killing themselves. Don't think GT5 would implement it, but it would be awesome if they ever did.

In GT4, the oil affected the performance of your vehicle, I think elevation would be a nice addition(dynamically).
 
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That was a great episode, one of the best. It was the drive from the jungle in Bolivia, along one of the most dangerous roads in the world (it defined cliffside roads), and then across the Andes to the Pacific. Poor donkey got destroyed, though it was probably for the best. I doubt that thing would have made it down that steep slope Jeremy and Captain Slow went down, haha.
 
Tyre temps are definitely simulated/calculated in the game, it's how proper tyre smoke in GT5 is generated. It isn't a canned effect like in most games.

Gran Turismo 5 also brings an evolution in tire smoke simulation. By re-evaluating tire structures at the simulation level, Gran Turismo 5’s advanced physics engine calculates and simulates the surface temperature of the tires. This is applied to the basic principle of how tires generate smoke, and allows for the production of accurate and realistic tire smoke in the game.
 
The definitive proof for this would be tire temperature readings available in game.
If they won't be in, then the above citation would fall in the "marketing speak" category.
 
Where is that quote from anyway? Have a link? Would like to see if there's more info on that and some other stuff.
 
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