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HKS racer's Avatar
Apr 28 2012, 9:39 AM #121
HKS racer Diamond Member
Gran_Turismo View Post
Hate Arcade. GT3-GT4 destroy it!
Arcade mode is not "arcade". They call it arcade but it's far more realistic than GT mode. You can have longer races, better AI, all damage on, tyre and fuel consumption.
   
 
JDMKING13's Avatar
No Country SpecifiedEdison NJ
Apr 28 2012, 9:42 AM #122
JDMKING13 Realist league onGTP PGTR
HKS racer View Post
For no ABS racing I always use 1/0 brake bias.
I feel you but in my opinion you should take it further. Let me give you an example.
Honda Civic EG6 1/0
Honda S2000 2/0
Mitsibishi Evo 9 3/1
Corvette ZR-1 4/2

I use the brake balance as a brake upgrade tool giving each and every car a preset value that represent the stock brakes. If you have the S2000 and want to get bigger brake in my league then you would end up having 3/1. I think this will make your arcade racing even better.
Last edited by JDMKING13; Apr 28 2012 at 10:06 AM.
   
akiradlc's Avatar
BrazilUnknown
Apr 28 2012, 10:07 AM #123
akiradlc New Member
JDMKING13 View Post
I feel you but in my opinion you should take it further. Let me give you an example.
Honda Civic EG6 1/0
Honda S2000 2/0
Mitsibishi Evo 9 3/1
Corvette ZR-1 4/2

I use the brake balance as a brake upgrade tool giving each and every car a preset value that represent the stock brakes. If you have the S2000 and want to get bigger brake in my league then you would end up having 3/1.
It's a good logic, but i fear high bias like the Corvette one (4/2).
In the middle of racing, with all that pression of competition, i tend to lock the front tires sometimes if the brake bias is that high, making me release and apply brakes again to not go sliding into a wall (i got used to 'modulate' the brakes when that happens).
Human ABS hehe
   
researchALLwars's Avatar
No Country SpecifiedOhio
Apr 28 2012, 10:07 AM #124
researchALLwars GTP Enthusiast Online Now!
HKS racer View Post
Yesterday at Grand Valley an Ai rally car battling against another Ai car made a spin like in Race Driver Grid. LoL!
^this. We need this to happen with MUCH more frequency. I can't be the only one who enjoys the heck out of seeing competitors crashing. These races don't have to be so sterile all the time, KAZ.

Lets have some more fun out on these beautiful tracks with these gorgeous cars.
   
akiradlc's Avatar
BrazilUnknown
Apr 28 2012, 10:14 AM #125
akiradlc New Member
researchALLwars View Post
^this. We need this to happen with MUCH more frequency. I can't be the only one who enjoys the heck out of seeing competitors crashing. These races don't have to be so sterile all the time, KAZ.

Lets have some more fun out on these beautiful tracks with these gorgeous cars.
I will not say that a crash isn't fun, and in a game nice to look at, but if you look by the 'real life racing' perspective, crashes like those in GRiD and Codemaster's alike, with parts flying to the sky and lots of scraps of metal and etc, aren't that common.
Besides, the graphic damage in GT5 isn't that great, so whats the point in making the AI crash more if it will only rebound on a wall and come back to track as if nothing happened (don't know if you guys knew, but the AI compensates mechanical damage like a god, plain magic, while we humans with a small touch in a barrier or wall, makes almost impossible to take a wide open curve).
   
nitrorocks's Avatar
United StatesPhoenix, AZ
Apr 28 2012, 10:16 AM #126
nitrorocks Slow in, Fast out
Ive notices that in arcade mode, the AI makes mistakes and crashes eachother lol it's great.
   
JDMKING13's Avatar
No Country SpecifiedEdison NJ
Apr 28 2012, 10:17 AM #127
JDMKING13 Realist league onGTP PGTR
akiradlc View Post
It's a good logic, but i fear high bias like the Corvette one (4/2).
In the middle of racing, with all that pression of competition, i tend to lock the front tires sometimes if the brake bias is that high, making me release and apply brakes again to not go sliding into a wall (i got used to 'modulate' the brakes when that happens).
Human ABS hehe
That's what it is called bro . No doubt I understand the Vette locking the front tires on you. It took me a while to get use to it, but once I did you appreciate the 4/2 brake balance because of the small braking force you need to stop the Vette. the 4/2 really emphasizes the strong braking force when dealing with cars with big brakes We should race online someday.
Last edited by JDMKING13; Apr 28 2012 at 10:27 AM.
   
W3HS's Avatar
United Kingdom重庆
Apr 28 2012, 10:49 AM #128
akiradlc View Post
IBesides, the graphic damage in GT5 isn't that great, so whats the point in making the AI crash more if it will only rebound on a wall and come back to track as if nothing happened (don't know if you guys knew, but the AI compensates mechanical damage like a god, plain magic, while we humans with a small touch in a barrier or wall, makes almost impossible to take a wide open curve).
I think I might be able to explain that. Here goes:

The damage systems seems to take into account the way the car makes an impact.

From my personal experience, an uncontrolled shunt into and object at a speed that is unreasonable for the type of collision seems to be the kind to leave a massive steering problem or hinder engine performance.

A glancing scrape against a wall or car from an over take or slight miscalculated corner, provided the collision isn't 'awkward', for lack of a better word, seems to leave the car damaged but not to a point where it begins to effect performance.

Today I had an 'awkward' crash into a barrier, a crash that, with the proper avoidance technique and better handling of the crash; e.g. taking all measures to ensure the safest collision possible, might not have produced so much damage. The fact that I ploughed into this thing left the car with major problems and forced me to pit.

A few days ago I ran a 45 minute race where there was slight contact on each lap and a few times I even hit a few outside walls at unusual angles but I did my best to minimise the collision effects in the same way a trained driver would. I pulled up the HUD and noticed that the car, towards the end of the race, had spots of damage all over it but they were hardly noticeable apart from under heavy braking, the steering was still pretty straight under normal acceleration and cornering.


This leads me to believe that the type of crash has a lot to do with how it effects the car.

The AI are programmed to be 'race drivers' and therefore, I think, will act accordingly in the event of a collision to minimise damage on impact.

I often see them pitting during a race for repairs (not tyres as the race my not cover a full set) but more than likely when they take a hit or bump they just carry on the way I do because it isn't problem enough to warrant a pit stop.

Just my theory anyhow.
   
Ronald6's Avatar
United StatesPortland / Or /
Apr 28 2012, 11:45 AM #129
Ronald6 Reviewer Extraordinair
W3HS

I think I might be able to explain that. Here goes:

The damage systems seems to take into account the way the car makes an impact.

***

Just my theory anyhow.
+1

If you look at the tyre/car display it will show where and how much damage your car has.
   
akiradlc's Avatar
BrazilUnknown
Apr 28 2012, 12:02 PM #130
akiradlc New Member
Ronald6 View Post
+1

If you look at the tyre/car display it will show where and how much damage your car has.
It does simulate a directional impact model, but the point is that the AI doesn't seems to have the trouble we have driving the car back to pits to repair.

Another thing is: anyone ever saw an AI burning tire at a brake point because it locked or missing an apex without any car around it?

Features like that would made the AI a lot more 'real', imagine you racing a 12 lap race and near the last lap the AI in front of you miss a brake point, or just goes out of track with no external influence, that would be amazing, totally random.
Kinda like what you 'bob' do when you pushes him too hard in b-spec.
He just acts 'human'.
   
apexpredator100's Avatar
United StatesHouston, TX
Apr 28 2012, 12:02 PM #131
apexpredator100 Randy Orton
I heavily use Arcade Mode, much more than Online Mode. I often use drifting cars like the Blitz ER34 Skyline, or the HKS Silva on my created Toscana Tarmac courses. I also use Nurbringburg(spelling mistake) a lot as well for Arcade Mode as well, and set races to 5 laps.
   
Dmarc_Atl's Avatar
No Country SpecifiedYour house
Apr 28 2012, 12:05 PM #132
Dmarc_Atl im a serious SLS AMG
If you want a real challenge do a one make race with the ct23or 1 lap around nurb in the midnight.If you want impossible just use a fgt instead.
   
akiradlc's Avatar
BrazilUnknown
Apr 28 2012, 12:14 PM #133
akiradlc New Member
...1 lap around nurb in the midnight.If you want impossible just use a fgt instead.
That spells impossible to me, at least without a wheel like G25 or G27.
   
Ronald6's Avatar
United StatesPortland / Or /
Apr 28 2012, 12:22 PM #134
Ronald6 Reviewer Extraordinair
akiradlc
It does simulate a directional impact model, but the point is that the AI doesn't seems to have the trouble we have driving the car back to pits to repair.
I can see some kid. "Last lap, if I PIT him into the wall there's no way he's going to survive that." Why race the AI when all you need to do is slam them into a wall. Oh, wait, most do that anyway, never mind.
   
W3HS's Avatar
United Kingdom重庆
Apr 28 2012, 7:54 PM #135
akiradlc View Post
Another thing is: anyone ever saw an AI burning tire at a brake point because it locked or missing an apex without any car around it?
It's rare, but does happen.

I've seen it happen several times where the AI just overestimate their braking zone/ parameters and end up in the gravel trap, and not through worn tyres either.

It doesn't happen much and I would say I've seen it not more than 4-5 times over several hundred races in arcade.
   
researchALLwars's Avatar
No Country SpecifiedOhio
Apr 28 2012, 8:50 PM #136
researchALLwars GTP Enthusiast Online Now!
Alright it's time for me to suspend my constant criticism (hey, its mostly constructive!) and give some dap to the title of this thread.

bad. A$$ race at spa today! 8 thrilling laps on that monster in my white Clio Renault Sport Trophy Race Car.


*class A Professional (A.I. Difficulty 10... wish we could crank that to 20.)
*Spa Weather Change
*Manual with Clutch (g25 brake pedal heavily modified for heal-toe and also a modified Nixim cell)
*Set tires to Sports Hard during race setup to set the competition vehicles. Nice.
*All aids off, except ABS 1 (don't hate)
*Tire wear/Fuel ON
*Grip Reduction REAL
*Damage HEAVY

Get to the pre-race screen and set weather and surface water at race start to 0/0. (otherwise the A.I. starts without rain tires and they'll all pit at the end of a slowwww lap 1. ugh) Set weather changeability to 10 to try and get some action.

Also set my tires to Comfort Soft so we're all much more even in the corners. Check below to see what all of the A.I. had in the rubber department. It's interesting to say the least.

I'm matched against a lot of rally cars, some tuner cars, and a couple smaller road-race machines. Not bad for our much-maligned arcade matchmaker..

.
.


Starting Grid _________________________________Finish_ _________________________________Gap____ __Tire

1. Escort Rally Car __________________________STRATOS Rally Car________________________________SM
2. Lancer Evo IV Rally Car__________________Opera Performance S2000______________29.6______SH
3. Opera Performance S2000_______________Escort Rally Car_________________________37.1______SM
4. Mitsubishi CZ-3 Tarmac Rally Car________Lancer Evo IV Rally Car_________________51.3______SM
5. STRATOS Rally Car_______________________Clio Renault Sport Trophy Race Car_59.2______CS
6. Mugen Motul Civic Si Race Car__________Trial Celica SS-II ZZT231_________________59.8______SS
7. Nismo 400R______________________________Mitsub ishi CZ-3 Tarmac Rally Car_______1:01.6_____SH
8. Lancia Delta HF Integrale Rally Car______Lancia Delta HF Integrale Rally Car____1:03.5____SM
9. Nissan 240RS Rally Car__________________Opera Performance 350Z_______________1:08.3____SH
10. Trial Celica SS-II ZZT231________________Amuse Gran Turismo 350Z RS__________1:18.8____SH
11. Amuse Gran Turismo 350Z RS___________Mugen Motul Civic Si Race Car_________1:27.2____RH
12. Clio Renault Sport Trophy Race Car_Toyota FT-86 G-SPORTS Concept_______1:42.2____SH
13. Opera Performance 350Z________________Nissan 240RS Rally Car________________1:47.1____SM
14. Nismo GT-R S-Tune (R32)________________Nismo GT-R S-Tune (R32)_______________1:48.6____SH
15. Toyota FT-86 G-SPORTS Concept________Nismo 400R_____________________________2:02.3_ __SH
16. Nissan mm-R Cup Car___________________Nissan mm-R Cup Car__________________ -1 lap____RH

.
See the variety in their tire selections? Who's responible for that? It'd be nice if WE were....

The weather threatened but never came, and to be honest this race felt more real than any experience I've had yet in gt5.


.
edit: oh man I totally broke the rules with a race report. I cut and pasted the long bit of this to a more appropriate location.
http://www.gtplanet.net/forum/showthread.php?p=7027197
Last edited by researchALLwars; Apr 29 2012 at 8:49 AM. Reason: rule breaking
   
W3HS's Avatar
United Kingdom重庆
Apr 29 2012, 8:28 AM #137
Tonight's findings:

Car
Spoon CR-Z. CS -- Ballast 65kg.

Competition
Spoon CR-Z. This is a one maker.

Additional notes
The one make produces some great racing providing ABS is off. It can be a real challenge depending on the track. I tried Eiger but found the car isn't suited well to it so I ran GVS East and GP/F and had a lot of fun. For another run of the GP/F track I tuned it a bit but found the results not so enjoyable as the stock car.

I know that the Fiat 500 produces one-make races and now I know that the CR-Z does too. I'm going to compile a list of the cars that produce this format so if you know of any post them in here!


2nd race of the night:

Car and track

Audi R10 and High Speed Ring with weather change. 34 laps. RH -- Ballast 65kg

Competition

Complete grid of LMP cars. No oldies or odd ones.

Additional notes

Those of us average skilled drivers would do best to use a nudge of TCS or two as I found out after 17 laps and running on almost no tyres. I had a pretty bad spin and barely made it to the pit. I was lapped at this point. I made the rest of the race on new tyres with TCS 2 and came in 15th. Still jolly good fun.


edit: oh man I totally broke the rules with a race report. sorry guys
It's not a big deal, it just makes the simple race specifications a bit harder to find in amongst a report. Not to worry though.
Last edited by W3HS; Apr 29 2012 at 9:32 AM.
   
nitrorocks's Avatar
United StatesPhoenix, AZ
Apr 29 2012, 10:57 AM #138
nitrorocks Slow in, Fast out
Whenever I try to do all LMP, it pairs me with Group C and Vintage Sports Prototypes.
   
OtakuTaikun's Avatar
United StatesSo-Cali
Apr 29 2012, 11:38 AM #139
OtakuTaikun Gold Member
I tried out arcade mode and was thoroughly satisfied. 15 laps on Trial Mountain in my trusty S15 grip monster. I thought i could last withought making a pitstop, but i was wrong. hahaha front tires were fried by lap 13 and my 7 second lead was eaten up by second, third, and fourth. lol the computers just launched a huge counter-offense the last lap, and i could tell their tires were not much better off... It was a Delta S4, Mines base '04, and a RS200 rally car and they were swinging way wide. but it was an amazing race
   
akiradlc's Avatar
BrazilUnknown
Apr 29 2012, 12:17 PM #140
akiradlc New Member
nitrorocks View Post
Whenever I try to do all LMP, it pairs me with Group C and Vintage Sports Prototypes.
That's what get on my nerves sometimes.
I choose a car, but the AI picks is just random picks based on PP, and even worse, the difficulty itself is not the skill of the ai but rater the car it will drive.
For example, make a race in Professional, and see the cars they got.
Then quit and do a race on Normal, and you'll see that the top cars are less powerful, that's all.

But, i do know that in the Normal and Beginner the AI are slower, and brake early etc...
   

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