Cape Ring - What were they thinking?

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I just did a few laps of Cape Ring with a modified Gallardo and it got me thinking... WHO designed this track???

For the most part, it's great, but TWICE (not just once, TWICE!) Per lap, my car went airborne, losing control upon landing.

Now, who would put jumps on a course made for this kind of car? These aren't dirt bikes or Four Wheelers...

Unless the "jumps" are made to severely slow us down so that we don't get airborne... What was the idea here???

PS: I did a search and found some general threads about Cape Ring, but not of this issue specifically.

Erm... Seatle Circuit? That had not only had a series of jumps, but the top one (in one direction) was right on a corner, so you slammed into the outside barrier if you didn't slow down right before it.

Seatle being one of the circuits that people (myself included) are bemoaning not being in the game...
 
Erm... Seatle Circuit? That had not only had a series of jumps, but the top one (in one direction) was right on a corner, so you slammed into the outside barrier if you didn't slow down right before it.

Seatle being one of the circuits that people (myself included) are bemoaning not being in the game...

Agreed, I miss Seatle Circuit. It was one of my favourites. The downhill section of jumps was so quick.

Monza is just rubbish, that track has no redeeming qualities. I'm guessing in real world racing the high speed corners are challenging and exciting. But in GT5 it's just a series of flat out runs ending in chicanes. Dull as ditchwater.
 
Apparently I am way too slow on Nordschleife. Never been airborne there... Thanks for making me feel even worse for my lack of speed. *sniff*
-Kaffeine

For certain cars you don't need a load of speed. :sly:
NrburgringNordschleife_2-1.jpg

I know, I know, that isn't exactly airborne.
 
I wouldn't mind Cape Ring without the jump and the 360* turn. It may be OK as a giant test track. But it fails completely as a race track. If they had a version without those two elements I'd probably like it a lot more.

To be blunt, I really don't like ANY of PD's fantasy tracks. Well, I do like the Autumn Ring (mini) but it's a little short. It's fine for cars of 150 bhp or less or as a kart track. And the full version is a bit unrealistic. The HSR is OK but it's a bit bland and I don't find it particularly realistic. The Eiger Nordwand may be a fun track to drive or hot lap (it would be better still without invisible walls or hard barriers) but it's not a particularly good track to actually race on. And Deep Forest and Trial mountain are both abominations. Horrible! Sorry, but they belong to 90s era gaming. I don't mind SSR5 so much because it feels more like an illicit street race. And I could actually imagine a race taking place on such a circuit. And Grand Valley would be OK if they dropped the tunnel and turns inside a tunnel.

Granted, some real world tracks like Monaco just aren't conducive to good racing either. And I find tracks like Fuji a bit boring. But at least they're real. I'm probably going to upset a lot of people with this statement but wouldn't shed a tear if they got rid of ALL the fantasy tracks and replaced them with real world circuits.
 
And Deep Forest and Trial mountain are both abominations. Horrible! Sorry, but they belong to 90s era gaming.

Hey, I'm particularly fond of Deep Forest... but I'll agree that Trial Mountain is pretty worthless other than the curb jump.

Deep Forest is the only track I know of with a trans-dimensional portal on the back straightaway... I joke because if you see the front of the third tunnel there is a deep valley with a stream on the left, then you come out the backside and make the next turn and there is only a bunch of trees and no dip in the elevation or a bridge like you expect from the perspective at the tunnel entrance.

Cape Ring, I don't find anything technically challenging about it but it is a nice, consistent high-paced race track for timing various component change outs or gearing options, far more useful in my opinion than High Speed Ring or Grand Valley Speedway.

Personally, I'm burnt out on all the tracks that shipped with GT5, despite all their variations they just aren't that interesting. Resorted to using Toscana and Mt Aso to keep myself entertained these days.
 
budious
Deep Forest is the only track I know of with a trans-dimensional portal on the back straightaway... I joke because if you see the front of the third tunnel there is a deep valley with a stream on the left, then you come out the backside and make the next turn and there is only a bunch of trees and no dip in the elevation or a bridge like you expect from the perspective at the tunnel entrance.

I'm glad I'm not the only one who thinks that.
 
I have mixed feelings about Cape Ring. I love it when I use my low horsepower lightweights, but I hate with my high horsepower cars. As for the jump, it is just part of the track and I deal with it. It does make for some interesting racing.
 
There are a few airborne moments in Nordschleife too so what were they thinking?? :D
Hah, you beat me to it. :)

The biggest one is even called 'Flugplatz', literally 'flight place'. Cars have gotten air there forever. Drivers choose how much air they want to get, at the risk of hosing their suspension.

Awful track! What were they thinking?! Remove it from the game! lol
 
There's a clear difference though. All but the fastest most powerful cars can manage to get all four tires off the ground at Flugplaz. Maybe by a few cms. It's a brief moment of up and down. Where as even mid range cars practically launch into space at the Cape Ring.
 
I agree that it's a little extreme for a road course. Probably more suited for a rally track. I wouldn't mind if PD shaved that bump a little bit, but it's a pretty minor thing. I usually just hesitate with the throttle a bit before cresting the hill.
 
I'm wondering why my suspension is strong enough to handle the landing :sly:

I'm also wondering why it's the designer's fault when a gamer can't figure out how to drive a track.
 
Where as even mid range cars practically launch into space at the Cape Ring.

You reminded me I had recently taken a pic of my STI launching into space from cape crest... this was a big exaggerated because of my damper settings at the time.

wrxsti10caperingjump1.png
 
Come on, who doesn't love flying in the air in a car worth millions. I'd go even faster if I could get some real air time, as long as GT doesn't have real time damage physics the jump is fine, and I've never lost control on the landing.

The other option is the negative G hill on the Deep Forest straight, which is also superb
 
There's a clear difference though. All but the fastest most powerful cars can manage to get all four tires off the ground at Flugplaz. Maybe by a few cms. It's a brief moment of up and down. Where as even mid range cars practically launch into space at the Cape Ring.
This. Cape Ring is practically a ski jump compared to what is at the Nurburgring and Grand Valley.
 
My problem with the jump at Cape Ring is that it would most of the times destroy the car in real life, when taken at high speeds (especially on sports and race cars). Also cars don't seem to suffer from instant handling consequences due to bottoming out their suspensions and the underside upon landing.
That jump makes very evident some of the weak points of GT5 in terms of realism and driving physics.

willstuart
I hate the long version of Cape ring. So boring. :(
I agree that the long version of Cape is boring.
I find it "forced" and unnecessary (also I think it's probably a trick to inflate the "track number").
All other variations have their own "personality", but the full version feels too much random and tedious.
 
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My problem with the jump at Cape Ring is that it would most of the times destroy the car in real life, when taken at high speeds (especially on sports and race cars). Also cars don't seem to suffer from instant handling consequences due to bottoming out their suspensions and the underside upon landing.
That jump makes very evident some of the weak points of GT5 in terms of realism and driving physics.

BINGO! I think GT5 has the most impressive physics I've seen on a console racer. But when the tires leave the tarmac, it exposes a very weak flaw in the physics engine. I think that's part of the reason I dislike the jump so much.
 
love the cape ring, great track. the jumps make it even more special. don´t get the issue on that
 
There is a way you can get over it without losing control no matter what car you're in. Ofcourse if you had any racing knowledge you would know this technique.
 
I wouldn't mind Cape Ring without the jump and the 360* turn. It may be OK as a giant test track. But it fails completely as a race track. If they had a version without those two elements I'd probably like it a lot more.

To be blunt, I really don't like ANY of PD's fantasy tracks. Well, I do like the Autumn Ring (mini) but it's a little short. It's fine for cars of 150 bhp or less or as a kart track. And the full version is a bit unrealistic. The HSR is OK but it's a bit bland and I don't find it particularly realistic. The Eiger Nordwand may be a fun track to drive or hot lap (it would be better still without invisible walls or hard barriers) but it's not a particularly good track to actually race on. And Deep Forest and Trial mountain are both abominations. Horrible! Sorry, but they belong to 90s era gaming. I don't mind SSR5 so much because it feels more like an illicit street race. And I could actually imagine a race taking place on such a circuit. And Grand Valley would be OK if they dropped the tunnel and turns inside a tunnel.

Granted, some real world tracks like Monaco just aren't conducive to good racing either. And I find tracks like Fuji a bit boring. But at least they're real. I'm probably going to upset a lot of people with this statement but wouldn't shed a tear if they got rid of ALL the fantasy tracks and replaced them with real world circuits.

+1, Thanks for typing my thoughts for me.
 
I discovered by closely tracking my lap times that I actually lost time by going airborne and not jumping cut my time by an average of 2 seconds even though I have to let off the gas before hitting the crest to prevent getting launched.
 
If you don't like the jump, you could always lift off the accelerator and/or brake slightly just before you go airborne, that should mean you take off fairly flat (as the weight shifts to the front, thus keeping the front down) and therefore land with more control. I love the Periphery track, the section between the carousel jump and finish is great in the right car. Also the section between the start and the carousel bit is great, and the carousel bit can be fun if you're in traffic or trying to drift all the way round (never, ever works and never, ever will).

So basically, I like it.
 
I agree that the long version of Cape is boring.
I find it "forced" and unnecessary (also I think it's probably a trick to inflate the "track number").
All other variations have their own "personality", but the full version feels too much random and tedious.

Agree 100%. 👍
 
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