GT4 physics and Group-C cars...

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Something to think about... the Ferrari F1 car, at running speed, generates enough downforce to keep the car glued to the track, even if the car was to be running on an inverted track... look it up. So, that being said, I'm sure that a car with this much traction would handle like nothing anybody here has ever driven. The faster these cars go, the more they stick. They don't defy the laws of physics, they are the perfect application of the laws of physics. That being said, perhaps the physics in this game are not 100%, but using high end cars to make that point is not a good way to go about it. Use something that people could relate to. A street car of some kind. It would be like criticising the physics in a space shuttle sim game. Unless you've flown in the shuttel and went into orbit, you couldn't say other wise.

P.S. A space ship and the cars that have been mentioned in this thread are not that different, only that one was designed to go into orbit, and the other was designed never to do so (with the exception of that flipping car... cool pic BTW).
 
smellysocks12
In GT4 you don't have weather. Perfect racing conditions, how often do you see perfect racing conditions in real life with no wind/rain/bird poo on the track?

Yes, I agree... there should be bird poo whipping around in the wind and rain whilst birds get caught in your intercoolers and bodykits, you should be able to run birds over or possibly a bird could have layed an egg on the track causing a brief yolk-related loss of traction possibly ruining your whole race... definately not enough emphasis on the monumental impact birds have on motorsport... 👎
 
Since none of us have driven any cars in the game, let's try a new test of physics. Find a car you drive in daily life, and run it in GT4 on a track you're comfortable with using road speeds (~40-120 KM/h), and try some basic maeuvers (i.e. shoulder drop off, eased braking, for those who drive stick, shift at ~3-4000 RPM, sudden braking, apply the emergency brake, etc.). See how it works. If the physics are good, you should've just had a YD of C style test for both car and driver.
 
Since none of us have driven any cars in the game, let's try a new test of physics. Find a car you drive in daily life, and run it in GT4 on a track you're comfortable with using road speeds (~40-120 KM/h), and try some basic maeuvers (i.e. shoulder drop off, eased braking, for those who drive stick, shift at ~3-4000 RPM, sudden braking, apply the emergency brake, etc.). See how it works. If the physics are good, you should've just had a YD of C style test for both car and driver.

Ummm... I actually own the same corvette I drive in the game. And I live an hour and a half from Laguna Seca... and also about an hour and a half from Infineon. :) I can't speak for every car and every track in GT, but I can say that having driven the real thing and virtual thing back to back... the simulation of my car on the local tracks I've been to is pretty damn good. Good enough that I use it to practice for RL events rather extensively.


for the people that are "preaching" that the physics are real, and the comaprison to real life drivers is so close...I have a couple points....a few really. Here goes my rant....
1. the clkgtr flipping at lemans....can't replicate that in the game. real physics?

I've got cars into conditions where they tried to flip over in the game, but were restrained by the angle limits. Your right that there is an invisible force that keeps you from going all the way over. But... ummm... that only comes into play during an actual flip. Not a very important limitation, methinks (except it spoils some crash footage...)


2. you can't break the rear wheels lose on any car and redline the engine mid-corner and the car just stays straight. it doesn't happen. You would be looking at the guy behind you then you'd get a long walk back to the pits.

(Assuming that you're smart enough to know to turn off the driving aids...)

GT4 puts Sports Medium tires on most of the cars by default. Sports Medium tires are not a simulation of street tires. These simulate DOT legal racing tires.

Breaking these kinds of tires loose is _much_ harder than any tire you have ever driven on in RL.

Also... your virtual driver controls the clutch. And he never 'pops it'. He's super smooth. So you won't jerk the tires free by storing up a burst in your flywheel.

No, I would say you have it exactly backwards. In GT4, tires actually break loose under throttle while going in a straight line a little more easily than their RL counterparts do. Particularly at low speeds.


3. the whole in-car camera looking like you playing the game. Do you really think driving the real cars around the track, and being able to replicate that time in the game is solid proof that this game is so brutally realistic?

I agree with you there. Comparing lap times doesn't really prove anything. All the developer would have to do is scale the performance of the cars to make them match the RL lap times. They wouldn't have to tweak/change/improve the physics engine at all to make such an adjustment.

However... producing very similar lap times to RL is a good start. :)

4. just because a driver says "its pretty realistic" isn't gospel. I was around when an indycar driver i know first raced "indianapolis 500" for PC. he said "yeah, its pretty realistic." and that was back in like 94, so i'm sure Gt4's physics are better. I have more along these lines...

I don't think anyone is claiming that its not possible for there to be better physics than GT4. We can assume, for instance, that GT5 will probably be even closer to perfect realism (unless PD gives into the pressure and just decides to go arcadey like everyone else since that's what most players seem to actually want).

I am making the claim that GT4 has a level of realism good enough that I can practice with it for RL events. And not only that... but I have learned reflexes from practicing in the game that have saved me from losing the RL car and going for a spin or even a crash.

So my point is... at its current state, it is good enough to function as a viable simulator for the real thing. Practice in the game does translate into the real world.

And that implies a significant degree of realism.


5. and if the physics are so real....have joe video game player go out and try to come close to his times in a real car he reaches on this game. GOOD LUCK

Done.

The other hilarious thing is the sound, the Minolta sounds like it has a terminal misfire when you get to high RPM, thats how nicely made the game is, they dont even give a crap about the final detailing like this. Poor.

I agree 100%. Most of the engine sounds in GT4 sound aweful and totally unrealistic. While my simulated vette may perform much like the real thing, it doesn't sound like a V8 at all... much less a corvette V8. The real car makes this amazing throaty deep growl... where the virtual version of it sounds like a whiny little four banger.


OF COURSE GTR will have better physics

Greater computing power does not mean it will have more accurate physics. It does mean that it is potentially capable of modelling finer details thereby producing a more accurate simulation of the real world. But that doesn't mean that any such advantage is necessarily realized.

However, if we were to take GT4's Lister, and compare it to GTR's Lister, the difference in physics is night and day. Even with no driving assists, GT4's Lister is very easy to drive around Nurburgring, with little caution of steering input. If you try to enter corners at similar speeds in a Lister in GTR like you would in GT4, you're going off.

Harder to drive != More realistic

It seems to me that some of these games have taken the attitude that the harder to drive it is, the more realistic players will assume it to be. But that may not be the case at all. Engineers spend a lot of time trying to make the RL cars feel good and predictable to the driver. A lot of times, even in racing, you will set up the car to be a little easier to drive even at the expense of speed... cuz it just won't due to fall off the track every time you slip up a little. The driver is human, not a machine.

Nope. Simulations can _easily_ be more difficult to control than the real thing. Heck, one of the Enthusia reviews I read said that if rear wheel drive cars were as difficult to drive in real life as they were in the game, nobody would ever buy one.



Anyway... as for the realism of the Group C cars... I've never driven one in RL, so I can't say how accurate the game models them (and neither can any of you). I'd make a guess that it doesn't simulate them as well as it does more common street cars... for the very reason that the folks at PD will never have driven a Group C car in RL either.

However, I have no reason to believe that the level of stick in those cars is unrealistic. Getting them to pull the same lateral G's as in RL is just a matter of looking it up. And yeah... those cars generate such tremendous levels of downforce that they really do seem to defy the laws of physics (even though they don't actually... of course). But that actually is realistic. These cars are that fast (more or less). Now as for 'feel'? I don't know. It seems believable enough to me. But that's essentually just a guess as to what a real one might feel like.

- Skant
 
TruenoEightSix
Since none of us have driven any cars in the game, let's try a new test of physics. Find a car you drive in daily life, and run it in GT4 on a track you're comfortable with using road speeds (~40-120 KM/h), and try some basic maeuvers (i.e. shoulder drop off, eased braking, for those who drive stick, shift at ~3-4000 RPM, sudden braking, apply the emergency brake, etc.). See how it works. If the physics are good, you should've just had a YD of C style test for both car and driver.
Exactly!!!! 👍
 
I didn't read all posts but I must say that GTR feels better because of GOOD sounds! Engine sounds make the feeling that GT4 doesn't have and for example GTR and NFSU2 have. I hope that you understand what I mean.
 
Skant
....GT4 puts Sports Medium tires on most of the cars by default. Sports Medium tires are not a simulation of street tires. These simulate DOT legal racing tires.

....Breaking these kinds of tires loose is _much_ harder than any tire you have ever driven on in RL.
- Skant

I have to disagree, Thats the way the game SHOULD be but it's not. I have Pirelli Corsas (DOT legal racing tire) on my daily driven RL Impreza & I can take a left turn off throttle at 35 MPH in town without screeching all 4 & going slideways. Actually if I use all lanes I can do it at about 60. Don't ask how I know. Even cold as in real blue cold. But thats what happens in GT4 on any cold sport tire and even green ones aren't even close. (New York track comes to mind) I have tried my GT4 impreza set up pretty much the same way my RL car is and in every case I understeer way more than I ever do in my RL car, which actually oversteers with my fat RSB & huge castor ALK. The only tire in GT4 that really replicates the way my car grips when cold is the softer racing tires, which of of course is wrong..
 
VTGT07
Of course the Formula GT doesn't handle like a Renault F1 car, or any other F1 car for that matter. Thats because the Formula wasn't modelled from an F1 car, it was modelled from a Japanese Grand Prix car.

What exactly is a Japanese Grand Prix car? - a BAR Honda?
 
Very fair points by all concerned, let me say this...

Enthusia: Looks better than GT4, FEELS better than GT4, on the same console, with the same DFP. PD may have done a good job, but others have done it better on the same machine.

If you look at the Enthusia website you'll see the Lateral G comparisons between a real lap at Tsukuba and an Enthusia lap at Tsukuba in the same car, the figures are almost identical, and in game, you can feel that, Enthusia communicates via the steering wheel in a way that GT4 simply does not. All said and done I still love GT4, but, its outgrown the PS2 by a long way. Bring on PS3 and GT5.

And the sound in Enthusia is easily 200% better than GT4, while the cars still dont sound quite as raw as they do in reality (will they ever) they do atleast have the right timbre for their engine type, I feel for the guy posting above about his Corvette, its a glorious sounding thing in real life, that in GT4 is just truly murdered...
 
Grand Prix
However, if we were to take GT4's Lister, and compare it to GTR's Lister, the difference in physics is night and day. Even with no driving assists, GT4's Lister is very easy to drive around Nurburgring, with little caution of steering input. If you try to enter corners at similar speeds in a Lister in GTR like you would in GT4, you're going off.

Did you replicate the car setup between the two games (as closely as possible)? I will have to try this myself (haven't raced the Lister in either game yet).

But remember, GTR simulates race and track conditions in more detail than GT4 does. I would say the physics models for the cars are very, very similar, but that extra granularity GTR provides, in things like tire temperature, weather effects, track conditions (like surfacing for example) and car setup makes for a more realistic experience.

There is a great deal more to racing cars than just the car itself.
 
To all those asking about who has driven a Group C car, and going so far as suggesting that noone on this forum has: I wouldn't be so sure that noone has. GT as a simulation is going to attract far more serious drivers than some arcade game like NFSU. Group C cars are by now getting old and I have little doubt that a large percentage of surviving Group C cars are now owned by wealthy private enthusiasts, who will a) have a fair idea what it's like to drive one, and b) have an interest in "the real driving simulator" and therefore own GT4. But, that person is not me. If you do want to get an idea of what it's like to drive a Group C car, have a look at a book called Into The Red by Mark Hales / Nick Mason, where Hales drives and describes driving Mason's privately owned Porsche 956 / 962 (forget which one it is) in typically anylitical style. His verdict was pretty much that the car was memorable for its incredible speed, and isolation from the process of going fast. That is, a lack of feedback. This all makes sense. remember that these cars are designed to run flat out for 24 hours. Being fun and informative was less important than keeping a driver comfortable and relaxed for 8 hours behind the wheel in the weekend. They also weigh a ton, have very wide front tyres, and downforce, so I would not be surprised to find power steering, servo'd brakes, and so on. The Formula GT car is somewhat different, to me. For the guy that described the Formula GT car as feeling like a Formula Ford: I paid to drive a Formula Ford 1600, running on road tyres (before the formula went to slicks) and found it's feedback to be outstanding. In comparison, the Formula GT car to me feels more like an indoor go kart, except much, much, much faster, and with far better brakes.

Finally, an F1 car could not drive upside down. While the downforce is sufficient, the engine and more precisely the engine's fluid systems (oil and coolant) are not designed to operate while inverted. The engine would stop, and the car would coast briefly before falling off the ceiling. I read that in a magazine somewhere too...
 
DeltaS4
I didn't read all posts but I must say that GTR feels better because of GOOD sounds! Engine sounds make the feeling that GT4 doesn't have and for example GTR and NFSU2 have. I hope that you understand what I mean.

Yeah, GTR does have those engine sounds down! I have a video of an M3 GTR race car lapping the 'Ring, and the engine sound is almost identical to the Z3M in GTR.

Then again, my PC has 5.1 sound, while my PlayStation setup does not. Anyone playing GT4 with 5.1 who can tell me the difference in sound effects between 5.1 and stereo?
 
Oh, one more thing about the Formula GT car: For more accuracy in racing car physics, try Grand Prix Legends (on PC). The most accurately modelled game I have ever driven. But instead of providing a peerless driving experience and giving me an idea what Jim Clark or Chris Amos and co. felt, it simply exposed the lack of vision and g-forces available on a computer game.

For a modern GP car, Grand Prix 2, without the help of force feedback, gave much better "feel" than the Formula GT in GT4. Plus, at least for me, on all the circuits in Grand Prix 2, lap times were spookily similar to the real formula 1 cars at the time. For me it rates as the best racing game ever.

But this is not supposed to knock GT4. From Mark Hales's article, I'd have to say they probably got the Group C cars fairly close. Same with many of the road cars. GT4, for me, is the best driving game I've played. It's like enhanced daydreaming for me, as a car enthusiast.
 
You know... I wouldn't judge anything by the Formula GT in GT4. It's just a concept dream car. PD doesn't have a license to model the actual cars. So the Formula GT is just tossed in there practically as an easter egg with totally made up stats.

It's just a curiosity, not a real attempt at simulation.

- Skant
 
Skant
You know... I wouldn't judge anything by the Formula GT in GT4. It's just a concept dream car. PD doesn't have a license to model the actual cars. So the Formula GT is just tossed in there practically as an easter egg with totally made up stats.

It's just a curiosity, not a real attempt at simulation.

- Skant

True, but the Formula cars are a "close enough" facsimilie of modern day cars, for all intents and purposes, as far as weight, design, performance "stats", and lap time (Suzuka). HP #s, and RPM ranges are "low" compared to this years top F1 teams (950hp and 19k RPM).

As far as design...teams change the shape of cars/wings race to race. A car can look totally different by "mid-season" than it did at its "unveiling". There's no way to keep up with that.

Can't we all just be happy we have a wide range of cars to "play with", with enough of a "customization factor" that allows our setting inputs to have direct and discernable effects...as well as varying handling characteristics, irregardless of the "realism"? I even noticed differences after shelling out for the "Rigidity Plan" on the Minolta and GT-One.

I think the problem is that Sony/PD had to build a game that has to involve a wide age and ability range. It has to be "enjoyable" and "playable" for people that get almost unbelievable lap times to people who can't even pass some of the licence tests. I say they did a pretty good job seeing as how the people that aren't as "good", still find something in the game to keep their interest.

Now a cool thing for PD to do would have been to do something like a GT(x) "Pro" and "Amateur" disks, giving people a choice as to how "hard" or "real" they want their experience. I guess that's why they built in the adjustments to the "Steering Type" and "Difficulty Levels". I, for one, would love for the AI to be faster, and steering a bit more "on edge". I guess I'll have to turn of TC one of these days.

:D
 
[QUOTE=colnago]Now a cool thing for PD to do would have been to do something like a GT(x) "Pro" and "Amateur" disks, giving people a choice as to how "hard" or "real" they want their experience. :D[/QUOTE]

I think you are absolute correct with your observation: PD had to make a game(not only for commercial reasons) appealing to all sorts of ''drivers'': from the occasional, ''once in a while playing it casually'' to the GT4 enthusiast who play nothing else, sitting in their hand made cockpits every day.
IMHO PD did a relatively good job covering the interests and abilities for all of us. BUT, reading the contributions from fellow racers, I think there is a growing need of a''hardcore'' level, with much improved AI (or online racing of course...), the toughest, most challenging race tracks and +300 HP cars only....My guess is that once the GT racing series goes online, this could be available in an expansion package to be bought...

personal note to colnago: bisch du vo Zueri?
 
colnago
...Now a cool thing for PD to do would have been to do something like a GT(x) "Pro" and "Amateur" disks, giving people a choice as to how "hard" or "real" they want their experience...


I've been thinking about why they made GT4 so easy, and maybe the clue to it is the fact that within just two weeks after the NA release, we were seeing posts on forums from players boasting and bragging about how they had hit 100% completion. The responses to those posts were almost uniformly congratulatory, with tons of other players saying how great it was that they had blown through the entire game so quickly.

Those rush-to-beat-the-game players are now going to go looking for new games to buy, aren't they? If GT4 was enough of a challenge to take many months, or maybe even a year, for anybody to complete, those players wouldn't be looking to buy more games so quickly, would they?

Maybe PD felt that they had to walk a fine line between making it challenging, but not so much that it kept players busy for "too long". Okay, fine, but perhaps if PD had really made the effort, they could have programmed in a clever way for the quick-hitters to blast through the game and feel like they had accomplished something, while also making it possible for us hardcores to go up against some really tough competition. Maybe if three carefully-named difficulty levels were offered, it might have accomplished this. Maybe they could have called them "Normal", "Hard", and "Technical". The beat-the-game types could polish it off on "Hard" and brag about it. Meanwhile, we could struggle with "Technical" (the truly hard setting) for a couple of years.

We all understand that those who sell these games want us players to move on and buy more games, but making them too easy defeats their purpose. I, for one, am not looking forward to GT5 at all if its going to be as much of a pushover as GT4 is. If Forza and Enthusia offer a decent challenge, I'll probably pass on GT5 until its a really cheap "Greatest Hits" or something...
 
When EVO magazine tested the Ferrari Enzo, one of the tester mentioned that it was too fats and driving it was like a video game experience, accelerates like crazy and slow down with no drama. At the end they didn’t like it because there was not “feel” on the car. Go figure. :sly:
 
Zardoz
If Forza and Enthusia offer a decent challenge, I'll probably pass on GT5 until its a really cheap "Greatest Hits" or something...

slightly off topic here,
but don't get your hopes up about Enthusia. You dont even have to win races to advance through that one. Outrunning a couple Suby's or the odd Benz here and there in a Capuccino is enough (and its not a difficult thing to accomplish).
oh, a few more negatives:
despite what has been said in the build up to this games release, the physics are garbage,
there is an experience point system in place to rival most modern RPG's,
the upgrades (in the form of weight, power, and tires) are prescripted based on experience points - ie. you dont control what happens to your car,
you are able to modify suspension and drivetrain settings on stock cars the instant you hop in (dont require any form of upgrades to do so),
new cars are made available to you at random....
where do i stop.....
👎 👎 👎

in short: rent it and return it. I had my fill of it after about 4 hours, then the GT4 disc went back in. Do not go straight out and buy it

ok, recommence the GT4 and PD bashing
 
dan0h
Very fair points by all concerned, let me say this...

Enthusia: Looks better than GT4, FEELS better than GT4, on the same console, with the same DFP. PD may have done a good job, but others have done it better on the same machine.

If you look at the Enthusia website you'll see the Lateral G comparisons between a real lap at Tsukuba and an Enthusia lap at Tsukuba in the same car, the figures are almost identical, and in game, you can feel that, Enthusia communicates via the steering wheel in a way that GT4 simply does not. All said and done I still love GT4, but, its outgrown the PS2 by a long way. Bring on PS3 and GT5.

And the sound in Enthusia is easily 200% better than GT4, while the cars still dont sound quite as raw as they do in reality (will they ever) they do atleast have the right timbre for their engine type, I feel for the guy posting above about his Corvette, its a glorious sounding thing in real life, that in GT4 is just truly murdered...

I purchased Enthusia yesterday, and after playing for a couple of hours, I can say that I'm pretty disappointed...

The bad:

First of all, Enthusia does NOT look better than GT4. There is virtually no anti-aliasing. The jaggies are comparable to GT2 on the PS1! It's really bad. It also ties to simulate a sense of speed by burring the edge of the screen, increasing this blurred area the faster you go. Not only does this blurring look completely unrealistic, it interferes with gameplay as it also blurs cars which are next to you and going the same speed, which makes it hard to determine the actual position of your competitors (there is no option that I have found to turn this off).

Ethusia does NOT feel better than GT4. The force feedback feels comparable as does most of the physics, but the cars do not pitch or roll at all, at least from the drivers perspective... you feel as if you are on a constant flat plane. This really surprised me after seeing the movies of the RL miata along side the Miata in Enthusia. So, in the replays the car's physics look good, but behind the wheel they are muted because of the lack of pitch and roll, which leaves you feeling disconnected from the car. Like playing an arcade racer. This really hurts Enthusia more than anything IMO and is what will keep me from playing it over GT4.

Tracks... real world tracks are all available in GT4 and the fantasy tracks (the ones available at the start of the game at least) are very arcady. A race track in a cave and a city course with high banked turns and several jumps for example (remember, the cars stay completely flat even when jumping). The only point to point race available at the beginning is the desert race which is kinda cool.

Enthusia is lacking in options. The display options screen for example is just a static screen that you can use to calibrate the brightness and contrast of your TV. So essentially there are no display options at all, very disappointing, espesially the lack of 16:9 support for my widescreen TV.

The good:

Enthusia does sound better. Engine and tire sounds are better than GT4.

Enthusia has some cool features such as docking you points for going off track and hitting other cars and giving you a summary of all mistakes when the race is over. Very helpful for making you a better driver and discouraging bumper cars and bouncing off walls.
 
STINGER05
bisch du vo Zueri?

Mine Schweiz ist schlect...Ich kenne nicht was du schreiben. Ist Schweiz Deutsche? Sweiz Italiano?



...back on topic:

STINGER05
...I think there is a growing need of a''hardcore'' level, with much improved AI (or online racing of course...)

If it hasn't already been done, why don't we organize some sort of "head-to-head" online play, since it's supposedly possible through the "X-link" (<sp?) software and ethernet enabled PS2s? I know the only thing keeping me playing GT3 was the "LAN parties" that I hosted.

The "off-line" thing is cool and all, but running clean laps is only a portion of "racing". I'd be happy to set something up "online server" if the interest is there.
 
Everyone who has said that the Racing Cars (especially the modern ones) should stcik to the road are completely correct, the cars should, the average racing car is producing aout 2 1/2 - 3 tonnes of downforce at about 130mph, that allows them to have the on rails like handling that is being experienced. When one considers that the cars are designed with computers, and windtunnels it's completely reasonable to get them to handle as such...One of the major faults though is the speed of a minolta, i doubt very heavily that the 10 year old car could beat an Audi R8 or Speed 8 speedwise.

Anyone who has ever even had the pleasure of watching F1 or LMP cars running will know what i mean when i say that the spectical is terrifying. A few of my real life examples: Sitting next to the Maggots/ Becketts chicanes at silverstone and even in 1998 seeing Mr. Schumacher or Hakkinen nearly taking the section flat is stunning, the cars at that point are making about 5 g's laterally. At the priory section at the same track seeing a car go from 100mph to about 150 and down to 70 in about 150m's is also amazing. The cars whilst they do not defy the laws of physics do push the limits of humabn endurance. More recently at the Hungarian GP last year i got to see the F2004 which is possibly the best F1 car ever made, in the hands of michael go from a speed trap reading of 200mph to 70 in 75m's. So to be able to see people on GT4 beat even a fictional F1 car in a minolta is just ridiculous, the afore mentioned Maggots section whilst watching a TVR is a definate brake then change down.

Finally the idea of an F1 car running inverted is probably not that far off the mark F1 cars now run with fuel injection...no need for gravity there, they run pressurised fuel systems running at 50BAR onceagain no need for gravity, they use a dry sump that circulates oil even at Eaurouge when the car is feeling an upwards force of about 3 G's just a little more than the downwards pull of Gravity on the fluids if it was upside down. The cooling is also done under pressure so that wouldn't matter either.

Nehoo 1st post wooo hi every one :)
 
Evilcybrosis
...One of the major faults though is the speed of a minolta, i doubt very heavily that the 10 year old car could beat an Audi R8 or Speed 8 speedwise....

That's kind of a "relative" statement. What kind of comparison are you making? Straight line speed...lap times? As far as "GT4 is concerned", the Minolta is 50kg "lighter" than the R8, with more HP...in stock form at least. In "real world terms", as far as I remember, for much of the ALMS series, the R8 was restricted to ~600hp or so. I won't even pretend to know what the Minolta was putting out in its day.

My point is only that just because it's older, doesn't mean it "should be" slower. I'd bet that the 1200+ hp 1.5L BMW F1, on it's slicks, would give '04-'05 cars a run for their money in a straight line...with all things being equal regarding traction control.
 
i meant Laptimes...and it's a fact that ther newer cars are faster round a track than the older ones...The lap record at Lemans currently stands at 3.29seconds by Jonny Herbert set in an Audi R8. This is Obviously faster than the Minolta, even if the minolta did have more power the newer car is faster...It doesn't matter how fast a car is in a straight line, the person who wins is the one who does the fastest laps, i'm my own (real) motorsports pursuits you can be faster in a straight line than someone else, but if they can't brake or corner as quickly thier advantage is useless.

Whilst yes a BMW Mclaren F1 may well be marginally faster in a straight line, working on the basis that if an F1 car was set up for it 240+ would be no problem. But the BMW would never beat the F1 car in a race, no matter how long the race may be, considering that the current fastest lap set at Barcelona in a Lister FIA GT car is 1.40.975 and the laptime set at the last GP was a 1.15.641 thats about a 25 second A LAP difference, even if the F1 car pitted on every other lap it would still win, making the idea of the Minolta beating the F1 Car in a race, let alone a whole championship totally ridiculous
 
Evilcybrosis
i meant Laptimes...and it's a fact that ther newer cars are faster round a track than the older ones...The lap record at Lemans currently stands at 3.29seconds by Jonny Herbert set in an Audi R8. This is Obviously faster than the Minolta, even if the minolta did have more power the newer car is faster...It doesn't matter how fast a car is in a straight line, the person who wins is the one who does the fastest laps, i'm my own (real) motorsports pursuits you can be faster in a straight line than someone else, but if they can't brake or corner as quickly thier advantage is useless.

Whilst yes a BMW Mclaren F1 may well be marginally faster in a straight line, working on the basis that if an F1 car was set up for it 240+ would be no problem. But the BMW would never beat the F1 car in a race, no matter how long the race may be, considering that the current fastest lap set at Barcelona in a Lister FIA GT car is 1.40.975 and the laptime set at the last GP was a 1.15.641 thats about a 25 second A LAP difference, even if the F1 car pitted on every other lap it would still win, making the idea of the Minolta beating the F1 Car in a race, let alone a whole championship totally ridiculous


So, wait...are you saying that the Minolta's "GT4" lap times, (the Minolta being in stock trim HP wise) are faster than the "real life R8s", and that this fact "should not be"?

Or are you saying that, "Based on real life times, the GT4 Minolta should not be faster than the GT4 R8s?"

Also, are you comparing the lap times based on the same track configuration for Le Mans? Was the Herbert time on the same layout as the "Minolta Era"?

I'm not brow beating you, just trying to understand where you are finding discrepencies or errors. If you are comparing leaderboard times, all I see are F1 times at the top, followed by 1000hp Minoltas on R5 tires. I don't see many "hopped up" R8 times posted.

Where are Minoltas beating F1 cars? In the "Formula GT Championship"? I think that's just an error, but could have been deliberate, to have the AI be readily defeated, so lesser drivers (like younger kids) can have a shot at getting 100% complete. Some people have trouble just driving GT4's Formula cars, so that could be a reason the AI was made "slower". As of yesterday" (I'm sure that will change soon :) ), I have the fastest GT Mode times on 4 tracks for this forum. I can say for sure that I wouldn't be anywhere near those times with a fully tuned Minolta.
 
About the engine fluids, My point of view about F1 cars not being designed to run upside down came from a magazine interview with an F1 engineer, and was not just something I thought sounded feasible. It was in a recent CAR or EVO magazine I think.

But if we were to look at the physics, I agree that the fuel injection is pressurised, but I am not so sure about the fuel tank, and the location of the scavenge pump. If the pump is at the bottom of the tank, and the car drives upside down, it will suffer fuel starvation as soon as it burns enough fuel to expose the pump. But I put the emphasis on IF in that one, since I don't actually know. The water system is indeed likely also pressurised, but again, if the radiator inlet is at the top, and the scavenge is at the bottom, like it is in a road car (I guess so that gravity can help the passage of the fluid instead of hinder it) then it will lose efficiency if upside down, and this may make the cooling system inadequate. That's speculation on my part too. The lubrication, may also be problematic, since this has to come in direct contact with the moving internals. I do not know if a dry sump system is pressurised - but I would expect there to be oil seepage problems past the rings. There are plenty of piston engined airplanes that can operate inverted, so it is possible, but they are designed to do so. There is no need to design an F1 car to operate inverted, so while I am sure it is possible to make a car that can drive up the side of a building or inverted on the roof, I doubt that current F1 cars are are capable doing it. But that's speculation. Until I read that article in that magazine, I believed they could do it.
 
First I heard of the inverted track scenario-
Mario Andretti did the voice over for an I-MAX movie called "Super Speedway" a few years ago. It showcased Mike's racing effort at the time, really a facinating movie with in-car 70mm that makes your shoulders droop in the turns. In that film Mario stated the current Lola ('94?)created enough downforce to hold the car on an inverted track at 100mph.
 
Alfaholic
About the engine fluids, My point of view about F1 cars not being designed to run upside down came from a magazine interview with an F1 engineer, and was not just something I thought sounded feasible. It was in a recent CAR or EVO magazine I think.

Granted, but I think the point of the statement that F1 cars can drive inverted is to illustrate the levels of downforce involved. That's in theory, assuming no negative factors (like those you're referring to). Whether or not the car actually CAN drive inverted is kinda irrelevant IMO.
 
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