Dynamic Torque Distribution

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After watching TopGear's review of the Bentley Continental Super Sports, a question crossed my mind:

Will Gran Turismo 5 feature dynamic torque distribution?

Just in case, it means that the car is graduately distributing torque to the front wheels of an AWD car as soon as the rear tyres loose traction; the Nissan Skylines and the Nissan GT-R would probably be among the best known examples of this. But I guess most people around here already knew that.
 
I'm guessing it will be built into the handling characteristics of the car.

We know that the Torque distribution is going to be changeable in-race, much like traction control and Brake bias/balance. But for dynamic changes, I do think it will just be built into the handling characteristics.
 
The trouble is, most systems are electronically monitored / governed, so are quite adjustable in terms of their dynamic performance, and will vary from application to application. I'll be very impressed if they can faithfully recreate the characteristics of each individual system (although, for the most part, I'll be in no position to judge!)

It's certainly not been implemented before, outside of fudging the physics numbers to fake the performance enhancing effects (Skyline GTRs, stand up.) Still, "aftermarket" systems can be faithfully recreated without issues of fidelity (I can't remember if previous attempts actually worked), so long as it behaves in basically the proper manner!
 
After watching TopGear's review of the Bentley Continental Super Sports, a question crossed my mind:

Will Gran Turismo 5 feature dynamic torque distribution?

Just in case, it means that the car is graduately distributing torque to the front wheels of an AWD car as soon as the rear tyres loose traction; the Nissan Skylines and the Nissan GT-R would probably be among the best known examples of this. But I guess most people around here already knew that.

I think it is already in prologue, or at least in the GT-R it is.
 
I think it is already in prologue, or at least in the GT-R it is.
It isn't. So far, it has not implemented into any game, ever.

That's why I came up with the question in the first place. If there's a game that could pull it off, it would probably be GT.
 
^^ Didn't know that it wasn't in Prologue, mostly because the stupid amounts of traction a GTR have when exiting corners, but doesn't look hard to implement, since the physics model has all the data regarding traction on tires and the amount of traction sent to the front wheels. They would have to study the electronic systems of each car ( Quattro system, GTR ), and that would be a lot of work.
 
^^ Didn't know that it wasn't in Prologue, mostly because the stupid amounts of traction a GTR have when exiting corners, but doesn't look hard to implement, since the physics model has all the data regarding traction on tires and the amount of traction sent to the front wheels. They would have to study the electronic systems of each car ( Quattro system, GTR ), and that would be a lot of work.
That's probably why it hasn't been implemented so far. Increasing a car's grip just feels close enough to what it does to warrent all the work, I guess.

I'm just as curious about active aero, to be honest. Whether it has a dynamic impact on a cars downforce or whether it's just added downforce, that's always active, whether the aero is up or not...
 
I'm just as curious about active aero, to be honest. Whether it has a dynamic impact on a cars downforce or whether it's just added downforce, that's always active, whether the aero is up or not...

Aerodynamic aren't that deep in the game as far as I know, but wing effects are pretty much replicated, so they air-brakes and movable wings must have effects, to an extent. Can't wait to test the Veyron. :D
 
^^ Didn't know that it wasn't in Prologue, mostly because the stupid amounts of traction a GTR have when exiting corners, but doesn't look hard to implement, since the physics model has all the data regarding traction on tires and the amount of traction sent to the front wheels. They would have to study the electronic systems of each car ( Quattro system, GTR ), and that would be a lot of work.

I don't think it's a question of too much work but more towards how intricate the physics engine should or can be. It's probably the equivalent of being able to tell the difference between all the different traction control system in all the different cars (which I believe is intertwined with dynamic torque). While it's there in the game and the physics engine, you can't really tell the difference between the Audi's ESP, BMW's DST or Ferrari's Manettino. I'm sure PD is well aware of the Quattro system, the S-AWC and the Nissan's VDC and have somehow incorporated them into its physics engine.

The same thing can be said about the active spoiler for downforce or braking. Because most of them (in Audi R8, Lamborghini and some degree the Veryon) are speed activated, I would assume that as the speed of the R8 in Prologue reaches 100 kmh and the spoiler rises, the game inherent physics would also increase the amount of downforce to the car. But unlike in games like NFS:SHIFT or Forza 3, it's also a visual effect. Even in GT4 despite its less sophisticated physics, when you adjust the front/rear downforce, the effect is discernible.
 
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