Answer to GT5's slipstream issues

It says in the description for Mechanical Damage. It explains visual damage and mechanical. Why we cant choose visual damage off is something I will never know.
 
I highly, highly doubt "wind" has any effect on aerodynamics in GT5. Wind does not = air. Not the same. Wind is described as "the bulk movement of air" such as on earth, thus movement within the larger, more complex weather system of the planet is implicit in the term.

And, since wind is a variable force, gusting, changing from moment to moment in different areas and based not only on those things but also all the buildings, trees, etc. blocking airflow to the track...

Like I said. I'd bet money there's no wind whatsoever. Downforce and slipstream based most likely on moving through still air, or the friction of air created solely by the movement of the car, not the air itself.

As for moving grass and flags? It's called animation people. Honestly :/

Have you ever seen the dust or snow kicked up in a rally race go flying off in a random direction based on wind patterns? I sure as heck haven't.
 
I actually never said it does. I just wanted to point out that wind exists in GT5. I just couldn't help but prove that part false.

It may not affect the aerodynamics in GT5 (progress progress), it still exists visually.

The wind is always different in GT5. Sometimes it's weak and sometimes it's as strong as that video I posted with the Cobra.

Moving grass and DANDELIONS are seen when you drive by them. It's dependent on the speed your cars going, or in other words, wind speed.

"Have you ever seen the dust or snow kicked up in a rally race go flying off in a random direction based on wind patterns?"
I wouldn't know, but GT5 isn't perfect. Your asking it to be in this area. You found another flaw though. Let's hope an update will come. For the record, smoke isn't as realistic as it should be when compared to real life. It's too calm, even as the wind blows it away. It doesn't dissipate like it should.

How PD managed to have smoke linger for 5-6 seconds afterwards is beyond me. PS3 shouldn't be able to handle that.
/immeasurable statement
 
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I actually never said it does. I just wanted to point out that wind exists in GT5. I just couldn't help but prove that part false.

It may not affect the aerodynamics in GT5 (progress progress), it still exists visually.

But, based on the video (actually just recently saw your post)--the one of the Cobra--it's hard to tell how the wind works or if it's some really simple unrealistic algorithm. The smoke consistently travels to one direction, and in the mean time it looks like the nearby trees aren't even rustling. I would like to do an experiment, though I'm not home. I want to know if smoke ALWAYS travels in the same direction from the rear wheels, or if it depends on other things. If it is just the nature of the animation I feel like it's more of a graphic illusion than wind. But it exists graphically so far as anything else in GT5 exists, I suppose.

You just got me curious as to how much goes into this "effect" :)

BTW I wasn't specifically attacking your posts, or I wasn't trying to. Sorry if it came off that way.
 
another_jakhole
Care to explain? I don't know what you mean.

Each car has different data values to determine weight/power/etc. right? That's why the cars' burnout is different.
In response to trk, the flags and things move because they've been programmed to do that. When you hit the tyre barriers at Tokyo do they get blown down the track magically (a force other than the car impact)? No.
 
Just had another idea.

If it's a track with weather patterns, maybe the smoke travels the direction the weather patterns travel? i.e. a "storm" would move in from the opposite direction the smoke is traveling.
 
Each car has different data values to determine weight/power/etc. right? That's why the cars' burnout is different.
In response to trk, the flags and things move because they've been programmed to do that. When you hit the tyre barriers at Tokyo do they get blown down the track magically (a force other than the car impact)? No.
I was talking about wind. It was a donut vs a handbrake burnout. Donuts in GT5 should cause as much smoke, but I was pointing out the wind. The direction and speed of the smoke is dependent on the wind. I was pointing out GT5 has wind that alternates with each track and/or race.

Just had another idea.

If it's a track with weather patterns, maybe the smoke travels the direction the weather patterns travel? i.e. a "storm" would move in from the opposite direction the smoke is traveling.
That's a stretch. Wait till GT6-7, when the thunderstorms are frighteningly in our faces.
 
That's a stretch. Wait till GT6-7, when the thunderstorms are frighteningly in our faces.

Well I meant it in a more simple way than it probably sounded. Like, in a constant fixed pattern, not variable as in real storms.

But it may be a stretch because I don't know if storms "travel in" or just simply "appear" from thin air at random.
 
Hi, I am aware that there's already a thread regarding this but I'm talking about something different here.

Some people say drafting effect in GT5 is too drastic and unrealistic to which I disagree, the actual slipstream is very realistic BUT, what isn't realistic is the aerodynamic drag which isn't there while you slingshoot out of the draft.
In other words, the actual slipstream is realistic but the slingshoot out of it isn't realistic because there just isn't enough drag present so the car doesn't decelerate enough/keeps the speed gained in the slipstream much longer than it should.

The question which is raised here is why? And the answer is - because GT5 has no wind (!), whole aerodynamics model is based on an equation:
X ammount of downforce at Y speed (hence the wheelie glitch with X2010).


I hope this is the physics fix Kaz said 2.0 will fix.
Cheers.

I race Ferrari F1s and I watch lots of overtaking in F1
Slipstream in GT5 I can confirm is twice as powerful if compared to reality overtaking


And you are right when you get out of slip stream , there should be drag increase so if you don't carry enough extra speed then you won't get pass the car infront of you ,

In F1 today , it's like you have to be behind someone for the exit of the corner to the long straight to get pass someone just before the straight ends.

The less downforce effect inside the slipstream is very realistic I should say for the Ferrari F10 atleast , I
mean the f2007 is just way too easy and has way too much arcade grip. It's unrealistic even inside slipstream , way too easy , it's easiness is like an X1 or grip which allows it to carry more speed at so ease pace even , the only difference is X1 goes way faster and that means its all reaction times , but for the
f2007 it's even easier than go karts.

I was racing in Fuji online with tyre wear and fuel load , that 3rd corner where you can take flatout by precise positioning and steering , although for the f2007 there's no driving skill needed for that corner


When the 2 cars infront of me crashed , I skid due to the uneven wind that was channeled to my car therefor uneven grip on all 4 tyres

That was just realistic , happened in real F1 a few times.

But bottom line is slip stream is twice as powerful , can confirm for Ferrari F1

And there's not much drag when you get out of the slipstream

An f2007's aerodynamic regulations would generally have more drag when pulling out of slipstream

That's why they made 2009-2013 regulations have less drag when pulling out for a bit more overtaking.

On a controller you probably won't notice the less downforce effect

And usually for other racing cars or roadcars

Slipstream's effect is very very tiny

It's not like a formula one car where more than half of the grip relies on aerodynamics
 
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If there is no wind then why does smoke move, and flags move through the air especially on Nurburgring.

Ever heard of simply animating the flags?

GT5 has no wind?!?!??!

Have you ever burned rubber in GT5?



Which car is more stationary as they're spinning their tires? so the wind is obvious.

So the wind comment is wrong.

:) That is WIND if I ever saw it. haha


Show me vids of the same car, same track with the smoke going in different directions. IF the smoke goes in the same direction then it proves NOTHING, it's highly likely to be a fudge of reality to give the IMPRESSION of wind, like the grass, dandelion movement, simple animation to give the IMPRESSION, and like the flags mentioned above. PD have always been good at that, take the intorduction of reflections on the cars. It wasn't real time reflection (Still isn't I hasten to add) but it gives a reasonable believable appearance of reflections...but is a fudge. Like wind. It's not really there.
 
I still feel this slipstream is still unrealistic, and has not been fixed properly.
Once you hit 5th and 6th gear on a main straight, you just start getting sucked in.
I've had instenses when I'm 1'4 seconds ahead of 2nd place haflway through a main straight, and he just catches my slip.

In real F1 races, they say you've gotta be within a second to catch the slip. R u guys still happy with the current slipstream after the last updates?
 
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