Seismica
Premium
- 4,346

- Guisborough
- GTP_Seismica
The collision physics need work, the fact that you can grind along the rails at 150mph and actually accelerate while doing it.
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Or the fact that you can just, as you say, punch the gas on even the most powerful of cars, not loose control and speed off in a perfectly straight line. Still no tire deformation ect.
There are other games with more complete, more realistic physics/handling models.
In GT5 Prologue, if you tried that, the first wall impact would give you a collision penalty. When GT5 is released, there will be damage to deter people from doing this, and we have yet to see the improved physics engine, which could well and truly nullify your argument.
The point about some hardcore PC sims being more realistic, i agree. But none give you a gaming experience. GT combines realism with gaming and all round its untouchable on console. Forza 3 is ahead atm, it has the edge over prologue, but GT is unfinished.
You can actually win easier by wall grinding than by racing cleanly because you can go faster while wall grinding than you would be able to taking the turn properly.
If you can get around a corner faster by grinding the outside, you must be a very poor driver.
I would say more on the subject, but i'm only 19 and have yet to experience the rear end stepping out in real life (i have only ever driven a front wheel drive car. i don't own a driving license, so it wasn't for very long either), but i do see cars do it in Formula 1 all the time.
Aside from grid starts i don't see why this has any significance, because the tail steps out on the exits to corners unless you're careful anyway. So you're saying that the physics should implement a system that is only relevant once per race with a standing start (even thought i'd say about half of the races in GT5 will be rolling starts). It's completely pointless.
To replicate the physics of real life into a game, i don't think it is possible.