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- Porto-Portugal
- arvore
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Personally, I am busy lobbying for developers to make their games easier for the elderly & incompetent (not incontinent).![]()
Would it be in all together poor taste to ask if you could leave me your Fanatec wheel in your will?![]()
I thought the Fanatec wheel was your favourite for FC because you had less center deadzone with it?
I fail to see whats incredible?... you mean the times from the leaders?
Ended up with a 1.37.116 with the tuned car and then got bored.
What a blasphemous thread we have here?!??... lol... Im surprised no one from the GT threads has wondered in here by accident... they'd have a heart attack...
Well, I'm going to go out on a limb here and say, I actually think the physics and car behavior of GT5TT is more true to life than SCC. Although (1) neither are perfect and (2) they're both very close and (3) in application, they go about it in different ways. (Of course, keep in mind that we're comparing 2 cars on 1 track with 44 cars on 20 tracks).
I think the difference is, SCC tends to give one higher (read exaggerated) levels of feedback through the wheel in regards to grip levels and the limits of adhesion than is realistic. GT5TT has definitely improved in this regard compared to Prolgue which was relatively flat and didn't offer ENOUGH feedback. But when one is missing a lot of additional sensory input that driving a real car provides, it's often hard to tell in TT exactly how hard and how far you can push, how much throttle input you can add, before you start over driving the car. Where as in SCC, it's much clearer when you approach those limits and driving becomes more 'organic' and less 'clinical'. And both need work on improving the 'feel' of what happens when you slam on the brakes or hit bumps and ruts. To be realistic, I don't know how much further developers can go without resorting to full hydraulic rigs. I prefer the FFB from SCC because it offers a better sense of what the car is doing. But in real life this input would be more apparent from the centrifugal forces on your body.
I also think the level traction over grass (assuming it's dry) is too high in SCC but not high enough in TT. But in general, I think both developers have managed to create pretty sophisticated models of how cars interact and perform on the road that is consistent with their real world counter parts. Although I would have to give the (slight) nod to TT.
EDIT:
I've been following some of those threads and I remember how the discussions in Biggles' infamous '10 Reasons Why' thread went. I'm nearly 40 and I have no patience for silly fan boys. It's not worth it post a topic like this in those threads because for every reasoned response there are three other who simply open their mouths and burp.
I end up squaring the corners (sorry, a motorcycling term there) off to get a good drive down the straights.
With the standard car you can't even turn the TC off if you're using the pad. Why?.
...SCC I brake early, let off the brakes to rebalance the weight-distribution in the car, often let the tires roll for a fraction of a second or more[/I] as the car's weight shifts to the outside tires & then reapply throttle as I come through the apex. The extent to which I do this depends on the characteristics of the car & the nature of the particular corner...In GT5P/D there is never any sensation of balancing the weight while doing this & the car always feels like its weight is evenly distributed between the four tires. Although I don't do this (partly because I don't want to get into the habit of doing this IRL), I'm pretty sure left-foot braking (not heel-&-toe) would result in faster lap times in GT5P/D, because I suspect keeping constant throttle applied would result in faster lap times. On the Eiger track, I always find it strange (& unrealistic) that it spite of the very steep, dropping, off-camber corners, the cars never feel like they are leaning - body-rolling - around these corners. In addition, the effects of braking & gear shifting in GT5P/D are barely represented at all.
For pad users, SCC seems to have a more traditional implementation of the steering, so that the speed of the car (when not sliding) dictates how much lock is accepted. So for almost all of the corners, memory from repetition will suggest what speed to take in, and you can just hit full lock. In contrary to this, the pad users have to put up with the auto-correction, steering zones, and have to avoid going outside of the racing line.
Full-lock steering is with the exception of when the speed is below around 50kph. At these times, we have to steer the right amount, otherwise the car will understeer (and actual tyre noise!!). I just wish all corners were like this for pad users in SCC. The GT series does implement this kind of absolute steering for pad users, in parallel with wheel users, where you have to steer the right amount at all times. This is a large part of the reason why I prefer GT, because it's more of a challenge. And no, negotiating with non-linear throttle is not a challenge; it's just a pain in the![]()
The steering assist (pad) is my biggest complaint about SCC/FC. It forces you to drive according to the racing line. In reality most times there are different ways to drive a corner fast but SCC doesn't give you this opportunity. Make a small mistake and you loose a lot of time when in reality you could have corrected your mistake without loosing much time.
Incredebly well done,no?