- 3,220

- Maldives
- zedextreme8177
Considering how much detail PD has gone into, this seems like a deliberate quirk rather than an oversight.
Unfortunately, that may never happen. Maybe on premium cars, who knows. Would having four different fuel loads generally do the trick?
I fear that most of the detail in GT5 has gone into 3D modeling.Considering how much detail PD has gone into, this seems like a deliberate quirk rather than an oversight.
If you run any endurance race you'll see your laptimes rise and fall with fuel load. This was clear as day to me in the Zonda R around Grand Valley.
And how did you remove the other variables? Such as: tires, driver inconsistency, and the other cars on the track? How do you know it wasn't a placebo effect?
In practice mode, go at La Sarthe on the Mulsanne straight and measure with a stopwatch (3-4 times, then compute the average) the acceleration time from 0 to 80 Km/h. Use the automated gearbox in order you remove a possible subjective influence. Then try the same on the 24 hours endurance with fuel consumption enabled.And how did you remove the other variables? Such as: tires, driver inconsistency, and the other cars on the track? How do you know it wasn't a placebo effect?
I didn't ask for tips on how to test it myself. I asked if anyone had evidence. I still see none.
By the way, I just made a test with a Citroen 2CV on Fuji Speedway:
0-80 Km/h = 35.8s (Arcade mode/Single Race - fuel depletion on)
0-80 Km/h = 39.7s (Online race - fuel depletion on)
Same conditions, start point, gear shifting strategy.
Adding one integer per car model is one thing. Incorporating that data and accessing it in a meaningful way in the code is another matter altogether.Why wouldn't it happen? (Ignoring PD's unwillingness to do it). They just need to put one integer per car model. It's just a number like horsepower. If they can spend 6 months giving me polygons I don't need, I'm sure they can spend 5 minutes typing a number.
With just 12 hp (in the case of the Citroen 2CV), even a large difference in traction wouldn't be able to justify 4 seconds of difference in the 0-80 Km/h acceleration times. I don't remember wheels spinning because of lack of traction with that car, anyway.Good info, but are you planning to test the same acceleration with a nearly empty tank? If not, are you sure the difference isn't attestable to a difference in traction online?
Besides, have you ever asked a racing team for specific information regarding details of their race car? Fuel capacity and consumption aren't things they tend to talk about.![]()
With just 12 hp (in the case of the Citroen 2CV), even a large difference in traction wouldn't be able to justify 4 seconds of difference in the 0-80 Km/h acceleration times. I don't remember wheels spinning because of lack of traction with that car, anyway.
That's a common misconception. Realistic and accurate driving physics/dynamics don't imply that it would be more difficult to drive cars. If else, they would mostly make it more logic and intuitive, except for the most dramatic aspects of it (damage for example) but that's where driving assists come into play for the less skilled people.GT5 is not the "real" real car simulator because otherwise lots of people will be crying in the corners screaming about what hard is the game and wanting his money back![]()
Threads like this are why devs should not listen to the community too much. Games cost a lot to make, they have to justify spending resources on more important things, just a cold hard financial fact. This is to minor to worry about.
I agree with Freak.
The simple fact is that one thing was missing from production of this game. Testing.
It is glaringly obvious that this game was shipped before being properly tested. Any decent-sized test group would have identified the majority of the problems that are the most common complaints.
Who says they weren't identified?
It's apparent to me that the issues were NOT identified prior to release. For proof, see the fact that they changed the Cr/Exp rewards for races and made the rewards for the seasonal events RIDICULOUSLY high compared to A-spec events. It's not hard to figure out that these implements are solely to hide the fact that the Exp/Cr reward curve simply DID NOT match the actual content of the game.
If you have gotten a "Gold" trophy on every available event, yet have not earned enough experience to unlock the next event, there is a fundamental progression flaw in the game. This is a fact, and one that proves to me that no one sat down and attempted to actually play through the game.
Yeah, that's a good point.Presumably race cars have fixed tank capacities as per regulations and since their power outputs and engine capacities are all very close, the fuel consumptions are also very close as to be indifferent.
But in GT5 we are mostly dealing with normal street cars where the variables should be considerably different from car to car.
Yeah, that's a good point.
I was just looking at the IMSA rulebook, and LMP is restricted to 90 liters, GT is restricted to 110 liters. I wonder if this is where PD decided "let's just make it a hundred and call it a day".
Street cars should have published specs on fuel capacity, so the information is out there. But is it worth the time and effort?
So no-body cares about this for the "real driving simulator"??
![]()
When I play online almost everyone plays with no damage or light damage (which should be renamed "temporary light damage"). Sadly, I don't think most people care about realism. They want to crash into walls at 100mph and then get back in the race.
About the fuel tanks, Even I don't care about that. Fuel only becomes a factor in endurance races. And different cars with different fuel capacity would only matter if you had mixed cars in an endurance race. Would cars have different mpg?
In a game there are just so many compromises to realism that this fuel tank thing has to fall to the bottom of the list.