Digital -vs- Physical | Handling Discrepancies

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theotherspongey
The McLaren MP4-12C.

Proof: Watched Top Gear.

Okay now this is ridiculous. If you can't drive this then perhaps the PT Cruiser is more your speed.
 
I think there are several people in this thread, particularly the OP, that think these expensive cars should be magical. They were hard to handle in real life, and they are hard to handle in the game.


I suppose you failed to read my second post comparing my time racing a couple cars in real life as opposed to their digital counterparts. I can understand the Yellowbird being a rough car to drive, as I've seen one do some hot laps around VIR, but there are a couple others that to me are simply inexcusable in how poorly represented they are in game.
 
How does it compare to the one in your driveway?

Oh... you mean just in the game? Sorry, but 1) the engine is behind the rear axle. You respect that or you lose. 2) I've seen several people handle that car just fine. I have to suspect you have a PEBCAW issue. I could be wrong.

I think there are several people in this thread, particularly the OP, that think these expensive cars should be magical. They were hard to handle in real life, and they are hard to handle in the game.

No I never said I had one in the driveway, would like to though. I've seen enough video and tests to know that it has enough oversteer out of the box to spin you around like a top, but as you mentioned, respect or loose.

Honda Civic's in the game to their real life counterparts, pretty much the same. That I have in the driveway.
 
The '63 vette coupe. As much as I want to love this car, I just can't. (The road car... the race version is fantastic).

It's apparently on bicycle tires, and no amount of ballast and suspension tweaking makes it even remotely balanced. I understand it is from 1963... but even in pure stock form the IRL car greatly out-handles it's GT5 counterpart (I had the privilege to go for a ride in a similar one from that era years ago).

Slower than a brick even at max power/light weight, and handles like a wet turd. So disappointing.
 
The '63 vette coupe. As much as I want to love this car, I just can't. (The road car... the race version is fantastic).

It's apparently on bicycle tires, and no amount of ballast and suspension tweaking makes it even remotely balanced. I understand it is from 1963... but even in pure stock form the IRL car greatly out-handles it's GT5 counterpart (I had the privilege to go for a ride in a similar one from that era years ago).

Slower than a brick even at max power/light weight, and handles like a wet turd. So disappointing.

A lot of the problems you mentioned were fixed in 64 and following models. 63 just gets the hype for fuel injection (I think) and it's odd/bad rear window.
 
I have heard that the game patches (specifically the tire model I believe) fixed the online issues with the Triumph Spitfire & it's unusual behaviour on some online tracks.
I've been too busy with other cars to really test it myself.
But that would probably assume that you're racing with tire wear set to ON perhaps.

BTW: this thread needs a more specified title, like "undrivables in the game, but not in real life", or something like that.
Otherwise it'll just turn into people clicking to complain about misbehaving cars in the game, & flame each other about other people's driving skills, in the game or real life, etc. :boggled: :rolleyes:

Some of my favorite cars are in this thread.

:D 👍 good one.
 
Just tried the S7 on wheel and wow... possibly one of the best cars I've driven, so much grip... hell, I've even had to put some comforts on it to be more suited to my liking. Great car, just great.

I really do find this hard to believe. Driving the car is a non issue, I didn't think too much of the title when I entered this thread. There is no car in GT5 that is "undriveable". But saying that the S7 has remarkable amounts of grip? It's pretty much hard coded to have minimal grip, and it's been that way since GT4. The rear end hates going straight. It's an oversight that PD never fixed. And beyond that, the weight balance on the car is backwards, this is a non disputable fact, unless the weight balance given in game is a meaningless number.

How were you driving it, and on what track? And can you upload a replay? (Not trying to sound like I'm taking to you to court, provide only if you want to, of course. I'm just curious).

Some of the other cars in this thread, I'm not sure about. The GT350 and Cobra never struck me as being wildly inaccurate. The Ruf's too seem to make sense. There's a difference between a loose car (Ruf) and something that has melting butter for tires (S7, Speed 12).
 
The Saleen can be tuned to handle great. Same goes for the Cobra. If you can't get the Cobra to handle decent for a 1966, you seriously need practice tuning suspension. At 550 pp, the Lexus LFA never knows what hit it. The 458 and the NSX type R are the only ones I have not defeated at that level. on sarthe, I outraced an '02 Ford GT at 600 pp. the cobra is 576 pp.
Undriveable cars are like the HCD6 or the Volkswagen bug. both of these cars just like to roll over. The speed 12 is a bit rediculous, but I'm sure it can be tuned out.
 
The Saleen can be tuned to handle great.

The Saleen shouldn't need tuning though. It's basically a LMP with road tires. The only thing I could consistently find testers calling out was mild understeer. The way it drives in game, you'd think the steering was done by the rear wheels.
 
I have found cars that are difficult to drive but none that are undriveable. Suspension and LSD settings are in the game for a reason. You cannot use one particular set-up for every track. I have a baseline tuning I start with then go and test at the track I am going to race. The same applies to FF, FR, MR & 4WD. They cannot all be tuned to the same settings. Finally once you have the car at a point you can drive it but changing your settings further makes it worst then set it back to where it was driveable and adjust you driving style/line to suit the car. That is the way it it done in real life.

I am a former racer and mechanic. I raced MGBs & Datsun 510s in the SCCA for 8 years. My son and I have 2 racing karts now and even at the same track we continually have to make adjustments to keep up with the track from practice to the heat races and to the main. Subtle adjustments to air pressure in the tires, the tire compound itself and moving weight around on the kart. It also makes a big difference between using a Wheel and a controller. There are many tuning guides available in the forums here that offer great info to help with many different cars. The one car I really struggle with is the Bugatti Veyron. At 100% power it is a handful and then some but at 75-80% power it is much easier to drive. I have spun and rolled my VW bus many times. I simply had to adjust my driving style to make it through a corner.
 
Im sorry, but unless you happen to own and race every car thats been called out in this thread, none of you can really say that a car handles poorly compared to it real life counter-part. You may have seen top gear or read reviews for that car, but until you drive it yourself, and have your own opinion on how it handles, you cant call out a car in a game for handling poorly.
 
In game, the MP4-12C is extremely difficult to keep control of in stock form, and it isn't even good for paint chips.

In real life, I wish I had one! Unfortunately, that'll probably never happen...
 
Shelby GT 350 can be sorted, mine is pretty good, I'll have a look at my set up and post it later.
Shelby Cobra is fast too bet even as sorted as I can get it a real handful to drive hard.
 
Didn't they only make one or two Speed 12s, purely for attempting to be the fastest production car, but then the project fell through?

That could be why it's a bit of a handful.

Dunno but it's a seriously bonkers TVR so it's supposed to be trying to kill you:tup:

I don't think it was meant to be easy to drive!
 
I find the ferrari enzo a bit a hand full to drive, not saying that I've driven the real life part, but I'm sure that it Disneyland handle the way it does!
 
I kinda disagree with the OP and some comments made around here.

I'm not saying the examples given aren't undrivable, just that their design call for specific driving techniques.

Example A: The RUF BTR and CTR. Those are Porsche 911 extremes, and they carry the iconic sports car handling characteristics : lively rear end, excellent acceleration grip, but heavy understeer under accelleration, oversteer on braking and prone to break traction. The car calls for careful and precise driving to give the best. It's a fast and nimble machine, yet unforgiving.

Example B: most concept cars, including the TVR Speed 12 - Those were build as static design showcases ... not meant to be hooned around. Therefore the chassis qualities are extrapolated from comparable models, or plain imagined by PD to fit how they would perform on the track. Notable exceptions are the Mazda Furai, which was based on a LMP chassis and therefore is quite good (although a bit underpowered)

My point ? Just because you can't wrap your head around how a car behaves, doesn't mean it's crap or undrivable... Not all cars have to be perfect, some can be quite quirky, and some people enjoy those quirks (I for one love the way the BTR and CTR handle)
 
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I really do find this hard to believe. Driving the car is a non issue, I didn't think too much of the title when I entered this thread. There is no car in GT5 that is "undriveable". But saying that the S7 has remarkable amounts of grip? It's pretty much hard coded to have minimal grip, and it's been that way since GT4. The rear end hates going straight. It's an oversight that PD never fixed. And beyond that, the weight balance on the car is backwards, this is a non disputable fact, unless the weight balance given in game is a meaningless number.

How were you driving it, and on what track? And can you upload a replay? (Not trying to sound like I'm taking to you to court, provide only if you want to, of course. I'm just curious).

Some of the other cars in this thread, I'm not sure about. The GT350 and Cobra never struck me as being wildly inaccurate. The Ruf's too seem to make sense. There's a difference between a loose car (Ruf) and something that has melting butter for tires (S7, Speed 12).

I'll run a hotlap on the Ring and upload the replay.
;)
 
Maybe I chose the wrong wording for the thread title, but I honestly have just been frustrated with several cars in the game, again specifically vintage cars, which I am very familiar with on real circuits, not performing like I know they do in the real world. I don't spend as much time with newer model cars because they've simply just never caught my eye, so aside from the Speed 12, which like someone else pointed out, is supposed to try kill you, I don't have much of a background to reference.

I guess what I have been wanting to know is did PD actually do some testing with any of these cars, or did they just kinda look at a picture and guess how it would perform?
 
I would risk say the Enzo Ferrari on DS3 controller.

Despite have spent hours tuning and changing ballast to get something wright, believe the car is quite undrivable...

I dont think the real car behaves like that in real life.

Chat soon. :)
 
Example B: most concept cars, including the TVR Speed 12 - Those were build as static design showcases ... not meant to be hooned around. Therefore the chassis qualities are extrapolated from comparable models, or plain imagined by PD to fit how they would perform on the track. Notable exceptions are the Mazda Furai, which was based on a LMP chassis and therefore is quite good (although a bit underpowered)

The Speed 12 road car was built on the same chassis as this....


speed12-22.jpg


...and while it wasn't the finest car to ever grace the British GT championship, it most certainly was designed to be hooned around in. It wasn't designed as a static display model, but rather a road legal production prototype, it underwent SVA testing and has been road registered for a number of years (the sole surviving example that it).


Scaff
 
Example B: most concept cars, including the TVR Speed 12 - Those were build as static design showcases ... not meant to be hooned around. Therefore the chassis qualities are extrapolated from comparable models, or plain imagined by PD to fit how they would perform on the track. Notable exceptions are the Mazda Furai, which was based on a LMP chassis and therefore is quite good (although a bit underpowered)

This is a little inaccurate, the (Cerbera) Speed 12 went through many changes but also raced pretty successfully in GT class. The road version I believe was developed alongside, but deemed to be just too scary and not workable by the boss of TVR, so it was shelved. There is still one production model, and stats are available so it's far from a "static design showcase", just Youtube it.

EDIT: Tree'd, though Scaff be sure to differentiate between that (the original Speed 12 which the old model in GT2 was based on) and the Cerbera Speed 12 (which also raced in GT and is the car we see in the game now, as well as the sole road legal model). May well have all been based on the same chassis though, but I always thought the older version in your pic was a little more compact somehow.

Interesting thread but could the OP make things a little clearer, as some folks are simply stating cars that they find hard to handle in GT5 and others are accusing them of comparing to "real life", when they are doing nothing of the sort. Others *are* trying to compare to real life, and it's all a little confusing!

Nice to see the usual comments about the Veyron though, my favourite recurring issue with GTP is the constant criticism of this car even though it is still the quickest true production car in the game around almost any track. As i've said many times, sure it's not the nimblest of cars but hit a corner 50mph faster than in any other car, you might just experience a little understeer. There's a very simple solution to this :)
 
Rolled over that new beetle DLC a c few times trying to keep up with the pack. I'm not so sure that would happen in reality, although I could be wrong. It did make for some great pictures on two wheels. :-)
 
The Lexus LFA and the MP4 12-C which in reality are marvels of engineering seem merely slightly above average on GT5.
 
Case in point the McLaren F1. I remember reading reviews of it when it first came out and how Formula 1 drivers said yes it had phenomenal performance but that it was a scary car to drive near its limits and that the average exotic car owner was likely to destroy both the car and themselves if they attempted to drive it hard. Yet in the game it is a favorite that many use because of its speed and ease of use.

If you or anyone else are having an easy time with the McLaren F1, you are using racing tires, or have aids enabled.

On Sport hard or medium with no aids(like the real one), the thing is a real challenge to drive fast. Don't use the rookies that drive on RS tires as an example for unrealistic car behavior.
 
Oulim Spirra V8. I doubt it's so twitchy in real life. Stock version, of course.

I thought that car drove quite fine, if maybe a little oversteery at times. Didn't drive it that long though so I may not have been pushing. I'll have to take it for another spin. What you describe sounds more like what I found with the Spyker, man that thing is a handfull.
 
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