Does no-one care about the "fixed" fuel tanks??

  • Thread starter Thread starter Bluez_Freak
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Simply put, there are more severe issues that deteriorate the level of realism in GT5. That's my take on it, anyways.
Additionally, I think that every suggestion on the first page would've more of a positive impact on the overall game then the fixed capacitiy of the fuel tanks.

Having the proper size for every car's fuel tank woudl be nice, but, as far as I'm concerned, should be pretty low on the priority list.
 
Imo there are more important things that could do with being fixed, I'm not saying what you want is not important as everyone wants different things.

I voted on these as I feel they would make a difference to the way I play. Also they were the first ones that I saw as I couldn't be bothered by going through the entire list.

More Race Events
In Race Saves
Youtube integration
More Race Modification Options
Paint Preview
More freedom in course creator
Practice and Qualifying sessions
All wheels, for ALL CARS
Fix Blocky Shadows
Lose concept of "paint chips" and let people choose any colour, any finish
Ability to use course maker tracks online
Test-Track / 400m / 1000m / High Speed
 
I think people are missing the point of the feedback. They are asking unrealistic things suitable for GT6 but not for a future patch of GT5.

Most are asking for "more tracks", "make all cars premium" etc. With all respect I do not think PD will make all cars premium.

So we should be asking for small things that can make THIS game better. Not asking for another game all together.
 
Posted an idea in the feedback section that cars should have realistic fuel tanks and not universally 100 litres. That IMHO is a major omission and should be easy to change with a patch.

http://feedback.gtplanet.net/forums...tions/1433981-realistic-fuel-tanks-?ref=title

I am dissappointed I only have 6 votes... (3 of which are mine!!!)

So no-body cares about this for the "real driving simulator"??

:nervous:

Okay, so let me get this this straight, you are complaining about the 'fixed' fueltank size being un-realistic, you publish a poll and then proceed to 'fix' said poll by casting multiple votes?
Not very realistic is it?👎👎
 
A simple fix for fuel is instead of using litres, just have in your head, percentage.
 
Okay, so let me get this this straight, you are complaining about the 'fixed' fueltank size being un-realistic, you publish a poll and then proceed to 'fix' said poll by casting multiple votes?
Not very realistic is it?👎👎

Uhm... You should really have a look at the voting system before bashing someone for placing three votes on their own idea.
 
Okay, so let me get this this straight, you are complaining about the 'fixed' fueltank size being un-realistic, you publish a poll and then proceed to 'fix' said poll by casting multiple votes?
Not very realistic is it?👎👎

No. That's important for me so I vote as I please as I am allowed to do.

Does this bother you so much?
 
No. That's important for me so I vote as I please as I am allowed to do.

Does this bother you so much?

I think he didn't get that you're able to distribute 25 votes, prioritizing your votes by giving one, two, or three votes to an idea in question :ouch:
 
It seems like a relatively easy fix. I don't care if the fuel capacity is historically accurate, but maybe a system where if a car has a mass up to 1000 kg, its fuel capacity = X. If its mass is between 1000 and 1500 kg, its fuel capacity = Y. If its mass is 1500 - 2000 kg, its fuel capacity = Z. If the mass is greater, make it a standard 100 liters.

That seems like an easy way to put a reasonable amount of fuel in a car...
 
A simple fix for fuel is instead of using litres, just have in your head, percentage.


Nice!👍

That certainly serves as a logical solution for now

Id like the fuel tanks to be more realistic. The refuelling dynamics would be much more interesting if each car had the realistic tank size but i we cant have everything
 
I think I saw the first six or seven thing and went yep that's needs fixin'. Didn't get far enough down.
 
I do think it's a notable oversight by PD, but the majority of GT5 users aren't concerned with it as races are generally short enough to not have to worry about it. If longer races were more common, then it would be a bigger concern.
 
A simple fix for fuel is instead of using litres, just have in your head, percentage.
That would still be flawed. Deleting the fuel unit of measure would just obfuscate the problem.
Fuel has weight, which affects driving dynamics (at least where fuel consumption is enabled, notably on online races). Also the majority of cars with 100 liters of fuel have an unrealistically long driving range before refueling. An easier/quicker approach to this problem without making the PD staff work too much (I doubt they do, but that's another story) to research and program in the game realistic fuel tank sizes would be allowing players to select how much fuel to start races/runs with.

Bluez_Freak
So no-body cares about this for the "real driving simulator"??
Blame casual players for whom "It's just a game!".
 
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Maybe some people forget that tank capacity does not only affect distance before refuelling/pit stop etc. but MOSTLY the physics of the car. That would not matter a lot for the Range Stormer or the S-Class but in the 106s, the Lupo's and all other small cars 100 ltrs of weight make a lot of difference.

El Secundo's solution would also be reasonable and quick if not implementing the exact RL fuel tanks.
They could make a batch correction very easily. I'm not a programmer but it sounds easy with an if/then/else correction depending on car's weight.
 
Maybe some people forget that tank capacity does not only affect distance before refuelling/pit stop etc. but MOSTLY the physics of the car. That would not matter a lot for the Range Stormer or the S-Class but in the 106s, the Lupo's and all other small cars 100 ltrs of weight make a lot of difference.
Another big problem is that fuel weight has effect on car dynamics only on races with fuel consumption enabled. In the majority of A-spec races and in practice runs fuel weight isn't taken into account. :nervous:
 
Maybe some people forget that tank capacity does not only affect distance before refuelling/pit stop etc. but MOSTLY the physics of the car. That would not matter a lot for the Range Stormer or the S-Class but in the 106s, the Lupo's and all other small cars 100 ltrs of weight make a lot of difference.

El Secundo's solution would also be reasonable and quick if not implementing the exact RL fuel tanks.
They could make a batch correction very easily. I'm not a programmer but it sounds easy with an if/then/else correction depending on car's weight.
Right, and then they'd have to fix the pit stop interface using the same programming logic.

But it could make a very big difference programming-wise, depending on how car attributes are handled. Each car may have its own page of attributes, and fuel load isn't included, because fuel is standard for everything. Then the fuel attribute would have to be included, which could affect how all the attributes are read by other pieces of the programming.

So while I say it's an easy fix, it's really an easy fix if it's implemented at the time everything else is programmed. It may be a lot more complex implementing it after-the-fact. No telling without seeing the code.
 
Fuel has weight, which affects driving dynamics.

How do you know the fuel in the game has weight?

100L of fuel weighs what? 80+kg?

How can you prove that the weight of the car isn't static regardless of the amount of fuel in it? Is this published somewhere?
 
How do you know the fuel in the game has weight?

100L of fuel weighs what? 80+kg?[...]
Try getting a slow and light car (for example a Citroen 2CV) and comparing acceleration times online (where fuel consumption is always enabled) and offline in practice mode. The difference is always consistent with the added weight. Small underpowered cars literally really feel heavier than normal where fuel consumption is enabled.
 
How can you prove that the weight of the car isn't static regardless of the amount of fuel in it? Is this published somewhere?
If someone wanted to, he/she could easily do it by measuring acceleration with a full tank of fuel and an almost empty one. If the acceleration doesn't change, the weight is static (which I think is the case).

I'm too slow, though :sly:
 
I care, but like others have said, there are other issues as well.

However, to be quite honest, having the correct fuel tanks is far more important than premium models or B-Spec. I wish that PD had never become obsessed with graphics, but instead focused on accuracy and realism.

100L of fuel weighs what? 80+kg?

That's something like 15% of a F1 car's weight. There are also a bunch of light slower cars that could be tested.
 
Try getting a slow and light car (for example a Citroen 2CV) and comparing acceleration times online (where fuel consumption is always enabled) and offline in practice mode. The difference is always consistent with the added weight. Small underpowered cars literally really feel heavier than normal where fuel consumption is enabled.

While I am in total agreement that cars behave differently online vs. offline, I have seen no proof as of yet that it is due to fuel weight. If it were, it would make a negligible difference in heavy cars. This is obviously not the case. So until someone can offer evidence that the fuel has weight in online mode, I will continue to believe that without different size tanks or weight consideration, the "refueling" concept in the game is nothing more than a gimmick.
 
However, to be quite honest, having the correct fuel tanks is far more important than premium models or B-Spec.
Unfortunately, that may never happen. Maybe on premium cars, who knows. Would having four different fuel loads generally do the trick?
 
While I am in total agreement that cars behave differently online vs. offline, I have seen no proof as of yet that it is due to fuel weight. If it were, it would make a negligible difference in heavy cars. This is obviously not the case. So until someone can offer evidence that the fuel has weight in online mode, I will continue to believe that without different size tanks or weight consideration, the "refueling" concept in the game is nothing more than a gimmick.

Take the 2CV for a Grand Valley 300 km endurance (fuel sim enabled but not online), then do the same on practice mode.
 
How do you know the fuel in the game has weight?

100L of fuel weighs what? 80+kg?

How can you prove that the weight of the car isn't static regardless of the amount of fuel in it? Is this published somewhere?

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.
 
Right, and then they'd have to fix the pit stop interface using the same programming logic.

By the way, why don't they fix the glitch of the refuelling process? The fuel man keeps the refill tank on the same position, even when the car is down, after the change of tires. I guess that is the "real" reason why he takes so long to refuel.


Do you know anything about fuel consumption? Is depends on the car and on the driving? Is there any info on that? Thanks


Sent using GTPlanet for Ipad. Fantastic work Jordan!👍
 
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