Doing Donuts and Figure 8s.

Great video Breaker. It looks as though the driver was also crossing hands over the steering wheel as well. 👍

The driver stays consistent with the in car view and I don't think it crossed hands, but I do see him accurately finessing the wheel the way I did to keep the circle alive. I thought that was pretty realistic looking although it didn't show the right steering ratio since it was only 180 degrees in the animation. But with the wheel it was more than that.

In GT4 they had the drivers turn the wheels crossing hands when ever the wheel angle exceeded that. Especially in countersteered drifts. I think the reason why they haven't implemented in GT5 is because they aren't sure about making that available since the incar view provides immediate access to it in real time during game play.

My best guess tells me they are running into these two biggest issues if they correctly allow the hand over hand steering in the car. They would have done it if there weren't any issues because they have it in GT4. Thinking about these issues...

1. It covers up the gauges when crossing hand over hand.
2. How to correctly implement it when players use the controllers and steer full with the analog sticks and expect the driver to go hand and hand but it would revel how they are compensating controller players steering angle with respect to their driving speed and not allowing them to make mistakes like that. Otherwise lots of people would be understeering turns by turning too much.

I know they already have the code for it. Even the shift is there from GT4. So maybe they are just holding back this feature to get people to notice and will make it available on the final game. I've seen the driver turn hand over hand and shift gears in GT4 replays when using convertibles like the S2000 in drifts.

There's plenty of hand over hand countersteering from this old video of some GT4 drifting I made with the S2000 and in convertible replays will show you the driver steering and changing gears.
You can see it right away at 21 seconds into the video. The wheel is opposite locked past 180 degrees. Why they having made this available in GT5 Prologue I think are because of the two issues mentioned now that in car view is available.

Also very clear at 1:15 into the video.
 
Can GT5 handle this ?



This is my rapid video
You see me doing a "countersteer" donuts using the brake to show you how the wheels should react the inside front wheel is not moving while the exterior one is running

Then some large donuts like in your video

Then I'm doing a donut with 0 contersteer

Then a burn... and using my horn wooot !

And a "real looking" spin out using full throttle


Thats how its done, great vid and it looks so much better with the tires leaving marks.
 
I found my old digicam that has a dodgy video record option too so I thought I would do some donuts in the Viper GTS.

This was done with pro physics/no assists of course, but BUT I had S2 tyres on front and back, hence the struggle it had at the start when I was being a little soft on it (you can hear a couple clutch kicks to get it going).

Take note that I straightened up the front wheels later in the donuts, and the momentum kept me swinging.


I'm sorry about the poor visual and sound quality from my camera.




I actually did much better and tighter donuts in the Viper just before this, but it was buried so deep into the replay I couldn't be bothered.
 
The driver stays consistent with the in car view and I don't think it crossed hands, but I do see him accurately finessing the wheel the way I did to keep the circle alive. I thought that was pretty realistic looking although it didn't show the right steering ratio since it was only 180 degrees in the animation. But with the wheel it was more than that.

In GT4 they had the drivers turn the wheels crossing hands when ever the wheel angle exceeded that. Especially in countersteered drifts. I think the reason why they haven't implemented in GT5 is because they aren't sure about making that available since the incar view provides immediate access to it in real time during game play.

My best guess tells me they are running into these two biggest issues if they correctly allow the hand over hand steering in the car. They would have done it if there weren't any issues because they have it in GT4. Thinking about these issues...

1. It covers up the gauges when crossing hand over hand.
2. How to correctly implement it when players use the controllers and steer full with the analog sticks and expect the driver to go hand and hand but it would revel how they are compensating controller players steering angle with respect to their driving speed and not allowing them to make mistakes like that. Otherwise lots of people would be understeering turns by turning too much.

I know they already have the code for it. Even the shift is there from GT4. So maybe they are just holding back this feature to get people to notice and will make it available on the final game. I've seen the driver turn hand over hand and shift gears in GT4 replays when using convertibles like the S2000 in drifts.

There's plenty of hand over hand countersteering from this old video of some GT4 drifting I made with the S2000 and in convertible replays will show you the driver steering and changing gears.
You can see it right away at 21 seconds into the video. The wheel is opposite locked past 180 degrees. Why they having made this available in GT5 Prologue I think are because of the two issues mentioned now that in car view is available.

Also very clear at 1:15 into the video.


WOW!!!👍 That is true talent there.👍:bowdown:
 
I'm pulling this video out from another thread because there's too much other stuff in it. The reason for making this video is to answer the question...
Can we do donuts?





Using the Nissan 350z I explored some of the games new physics and worked on doing donuts and figure 8's to answer the many questions about if it's possible to do in Gran Turismo 5 Prologue. (less)
Added: December 29, 2007


So much precision, it's amazing how well you can drift:bowdown:, I look foreward to the day the GT5 Prologue comes to the U.S., only then I will truly be able to Drift with the best.:sly:
 
I found my old digicam that has a dodgy video record option too so I thought I would do some donuts in the Viper GTS.

This was done with pro physics/no assists of course, but BUT I had S2 tyres on front and back, hence the struggle it had at the start when I was being a little soft on it (you can hear a couple clutch kicks to get it going).

Take note that I straightened up the front wheels later in the donuts, and the momentum kept me swinging.


I'm sorry about the poor visual and sound quality from my camera.




I actually did much better and tighter donuts in the Viper just before this, but it was buried so deep into the replay I couldn't be bothered.



pretty cool :)

you know, i never play the viper in GT4 neither did i drive the vette.. and now i just cant wait to drive one in GT5P
 

They used to steer like that in Prologue (Games Convention, Germany & TGS, Japan), but they changed it before it was released.

By the way, what settings are you using in the Options menu for Wheel? I know you mentioned 7 for FFB.
 
I like the first corner on Suzuka for the camera angles... here's a quick video I made tonight:



that was my second car.. trying to drift.. or even take a fast turn, will end you up with a spin out..
MUSTANG
-AS SEEN AS IN REAL LIFE

haha
 
I found my old digicam that has a dodgy video record option too so I thought I would do some donuts in the Viper GTS.

This was done with pro physics/no assists of course, but BUT I had S2 tyres on front and back, hence the struggle it had at the start when I was being a little soft on it (you can hear a couple clutch kicks to get it going).

Take note that I straightened up the front wheels later in the donuts, and the momentum kept me swinging.


I'm sorry about the poor visual and sound quality from my camera.




I actually did much better and tighter donuts in the Viper just before this, but it was buried so deep into the replay I couldn't be bothered.


I don't know guys, I am still not convinced with these low speed physics. Don't you think that the rear end of this viper should be swinging around alot faster than it is? That car has so much torque that there is no way those front tires can hold that rear end in place and do perfect circles without having to counter steer. Regardless of having S2 tires.
If you have the wheel turned all the way to the left, and slam on the gas, that car should spin around easily, and not just keep going in circles. True there is an improvement over GT4, but it needs to be way better than that.

http://www.youtube.com/watch?v=q62uQCEuu30
 
cool, now can someone strap on some N2s and perform this http://www.youtube.com/watch?v=q62uQCEuu30 to see if it is possible, everyones is always doing donuts with S tires.

look above at the stang video... half the HP but its pretty darn real looking...

i got the game.. i dont have viper.. and i think its possible to have stuff in the game as u shown, but not as fast i think...

i dont care about doing a doughnut video, since in real life racing is not needed...

and i wanna see a comparison video ... something like this but with GT5
 
look above at the stang video... half the HP but its pretty darn real looking...

i got the game.. i dont have viper.. and i think its possible to have stuff in the game as u shown, but not as fast i think...

i dont care about doing a doughnut video, since in real life racing is not needed...

and i wanna see a comparison video ... something like this but with GT5


doing donuts isn't necessary in racing, your right. My main concern however is in accurate low speed physics, which GT4 struggled with. Spinning out when racing and then spinning yourself back in the proper direction using the throttle however is in racing and that is where my concern lies.
 
Being that GT has never had accurate crash physics, I would be more concerned about how a spin that results in a wall bash would affect the cars spin and if it was harder or easier to get under control. I remember with GT4 I did have no problems doing reverse 180s and if my car ever spun during a race it was very easy to swing back around and straighten out without a huge loss in speed. Of course I also had the frustration of taking for ever to turn around if I spun in a low speed hairpin. I think right now I will be happy with the low speed physics of Prologue, they may not be as good as FM2, but they are better than GT4 and good grief is it beautiful.
 
You guys are doing very good!

Don't forget though, Supralex is using a modified vehicle and you guys are just using a stock vehicle. Im not sure what the tunning options are like in GT5P, but I know that with a modified vehicle, you can tune all sorts of things to get the perfect drift, or on the spot donut. The breaks for example, tuned to the strongest settings in the front and stuff like that. Keep that in mind, when GT5 comes out, and all those options will be available, then you can rechallenge!
 
A lot of so called racing sims on the PC allow you to do donuts. But what most of them fail to do is give you the sensation of real direct steering input. Only Live for Speed is a similar level.
Drive GT5P with G25 properly setup and notice the precise linear feel/movent of the front wheels. This is how GT is meant to be played. Every other controller is a huge compromise.

Try this. Do a burnout, then hit the brakes fully. Watch the replay, and notice how the body moves to a complete stop.

PC devs should be very worried. Now that Kaz is focused and given the freedom to perfect a physics code without compromise. PD have the resources, experience and close relations that no one else has.
My expectations for GT5 final is continued perfection of the existing physics code they've been develping these past few years. GT6 is when we can expect true next gen realism.
 
im thinking the GT5 is already next gen racing game... but yeh 6 will blow our balls away and make us into kids again haha

but you are right, ppl say how much better Rfactor, LFS or gtr is better.. cars in those games dont act accurately and terrible at times.. just because they can do a doughnuts or have damage done mean they have better physics with handling and so forth. In GTR or rfactor.. u name it.. one you spin out a bit, you will spin out.. counter steer or any other tricks wont work there... its a damn race car it suppose to handle GREAT... and control suppose to be suburb.


in GT5P sure you can spin out.. but you can control in most cars and save yourself.. but you will loose lots of time.. and cars such as mustang are really hard.. but as in real life these cars suck with handling.
in GTR feels like every car is a mustang with 2 solid axles in front and back..
 
In GTR or rfactor.. u name it.. one you spin out a bit, you will spin out.. counter steer or any other tricks wont work there...

I agree, I feel the same about those two games, but not LFS. In LFS the weight transition happens more gradually, you really feel the weight actually shifting from one side to another and thus countersteering properly. In GT5P, the weight transition from side to side feels a bit too fast and sometimes the steering input is just too instanteaneous, and most of the times that makes you spin out without helping it, yet it feels a lot better than rF and GTR countersteering wise.
 
I'm glad you fellas noticed this too.

Recently I tried the BMW M3 demo sponsered by BMW. It uses GTR2 physics code. I setup the controls/sensitivity, steering lock, etc, to realistic values.
Exiting the garage, it already felt very wrong. Simply put, this M3 felt bloody terrible everywhere. It was a joke. BMW should have asked PD to make a demo for them.

Ignorance is bless for some of these PC simers who think GTR2 is the benchmark.
I don't understand the Rfactor croud. They race in almost unlimited combos of cars/tracks. But none of it is realistic. The tracks are drawn up by amatures with google maps, and cars put together by google info.
I'd much preffer the talented team of PD going to tracks, using GPS, taking thousands of photos to create each track. And the cars created with laser scanning, and techincal help by car companies.
The potential for GT is massive.

Drive the BMW M3 in GT5, and you understand straight away why people rave about its handling in real life reviews.

PD is now at a level where no other developers can match. They have the talent, experience (almost 2 decades) and resources ($$$) PC devs cannot match.

The future of racing sim will naturally be on consoles, because thats where the money is these days.
 
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