I noticed something odd when I was doing doughnuts in the 370 too, the weight does sort of feel centered now that I think about.Hopefully they fix what ever it is because it felt ( im assuming since I never did a doughnut in real life ) more natural in gt5.
When I tried the demo I thought it was the GT5 tire model.
Sure? I don't see any input buffer in the GTA, check the front tyres:@I'm Motarded: I don't think that's the problem. In Live for Speed, my PC sim benchmark, even 1-to-1 axis control (or mouse steering) isn't enough to "tug" the front end around like Gran Turismo, Forza, and other console games allow you to do. It only takes a handful of side-to-side drifts down a straightaway to lose control -- caused by the "point of no return" you mentioned -- and the "shimmying" occurs at a slower rate in the first place, communicating the car's angular momentum.
Theoretically, you could modify the electric-assist in a modern car to snap from lock to lock very quickly at the push of a button (with a beefy motor); there's no reason such input should "play havoc with physics as we know it." It doesn't perturb the simulation in Live for Speed, anyhow -- the resultant behavior is extreme, but it still looks natural within the context of having crazy fast steering. If Gran Turismo or Forza were truly top-notch simulators, that's what I would expect them to do with silly joystick inputs.
The input filters on GT/Forza don't even allow you to steer as quickly as you can in LFS, so there's no excuse.
Sure? I don't see any input buffer in the GTA, check the front tyres:
"It only takes a handful of side-to-side drifts down a straightaway to lose control -- caused by the "point of no return"
^That is what happens in the GTA if you try with an steering wheel instead of a controller.
Here is Forza 3's version of spinning... see how much faster the car spins and the front tries are almost useless? Unlike GT grip. I think if GT adds rear inertia though this will be fixed... which will lead to more realistic throttle stomping, spinning, sliding... which may lower the amount of throttle stompers.
They way the car is spinning looks unnatural in that video, at 6 seconds the car should have been unable to snap back around the other direction, I think, but if it could snap back around it is surely going in the wrong direction after that, it completely lost it's forward momentum. And I do use a DS3.
Both GT and Forza have quite clear input buffers with a controller, and its possible to use it in both to utterly fool the physics engine.Sure? I don't see any input buffer in the GTA, check the front tyres:
The way the car slides in Forza seems perfectly fine to me!
Sorry, I forgot that GT5 (and now GTA) actually shows 1-to-1 axis steering visually. But if the game was really giving gamepad users unfiltered steering, the game would be utterly unplayable without precise, nuanced joystick control. The majority of players would full-lock understeer straight into the gravel pit of the first corner they tried. No console game I'm aware of has ever defaulted to true 1-to-1 axis steering, for this reason.Sure? I don't see any input buffer in the GTA, check the front tyres...
Not being able to keep up with the steering wheel doesn't prove or disprove anything physics-wise. Regardless of how you play the game, super-fast steering should not nullify angular momentum. It's a sign of something fundamentally wrong that affects the entire game, not only silly drifts. The silly drifts just happen to be a straightforward test that's easy for anyone to try.That is what happens in the GTA if you try with an steering wheel instead of a controller.
First thing I notice is that they have to counter steer much more than is required in Gt Academy.
@sk8er913 it just looks to me like that GTA video you posted and possibly you are playing with the controller and aids, do you have skid recovery on?
And this whole comment about GT not having rear inertia is ridiculous, this is what a game without inertia at the rear looks like:
and here is your far more realistic Forza:
Note the angle of the steering wheel in the cockpit view and the way that the car moves in Forza.
GTA 2013 improves on GT5, if you can't feel that, then you need a better Steering Wheel set up.
With the wheel, the amount of countersteer required feels right to me, when I watch videos back, you find that you are keeping the front wheels in that spot where it is close to the direction of travel in order to maintain grip on them, too much either side and you lose grip and are sliding all four wheels, which sounds like what you are experiencing.
And just in case there is some doubt as to whether I've spun a car before, this is me spinning my car just to compare
And if you are wondering why those two Exiges pass me so quickly on the straight, I only have about 217HP at the wheels, they are close to 400BHP and 300BHP respectively.
@sk8er913 it just looks to me like that GTA video you posted and possibly you are playing with the controller and aids, do you have skid recovery on?
and here is your far more realistic Forza:
Does it really matter? If the topic is intertia, input method and aids are irrelevant.
dbarradeOf course input method and aids are relevant, I believe the game compensates vastly for DualShock Input as it feels like a different game playing with that compared to the wheel.
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lol thats got to be like 20 degrees of caster
And this whole comment about GT not having rear inertia is ridiculous, this is what a game without inertia at the rear looks like:
VIDEO
Of course input method and aids are relevant, I believe the game compensates vastly for DualShock Input as it feels like a different game playing with that compared to the wheel.
Aids like Skid Recovery obviously break the laws of physics in order to make the game easier, this probably includes affecting tyre physics and therefore weight distribution and most likely inertia.
There are either inertia issues or not. If SRF breaks the laws of physics, that is an indictment on the developers, but it does nothing to show that inertia issues are not present with SRF disabled.
Input method is irrelevant when talking about inertia. If a robot was programmed to steer a real car at a turning rate that no human would be capable of, the car would still behave realistically. RC has been wired up to real cars, the input method changes but the car knows no difference, it's still cause and effect.
Again, there are either intertia issues or not. What the car is "told" matters naught, what is does in response is what determines accurate physics or not.
Every action has a reaction. How can you measure a response without looking at the input? Without input nothing happens.