GT5 physics problem

  • Thread starter Thread starter red piramyd k
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Oi!!

Why don't you send it to PD instead of wasting your time and effort here????!!!!
 
Don't crash then?

I hate it when people say that. Crashing/damage is a part of racing. In my opinion, it either should be properly implemented or not implemented at all.
Is it actually possible to make the crash/rollover physics better through updates?
 
*puts on David Attenborough voice*
Here we have the common "fix this PD" thread, inhabiting the Gran Turismo Planet forum. It's common predator is the Super Moderator. Most of these threads don't grow to be over 30 posts, and are usually killed of in the earliest stages of life.
 
Don't crash then?

AAAAAAAAAAaaaah yes, the old "well then don't crash" answer. :rolleyes:

How about if all the scenery looked like a sea of legos. "Then keep your eyes on the road" ?

The point is, it just kinda raises questions about the whole physics engine when the collision physics are so retarded. No other racing games do this kinda thing. Even on LFS, which does turn out crazy crashes with similar size air, the cars at least appear to have a realistic weight and behave consistently within the game environment. This problem with the cars floating and spinning is exactly like it has been since GT3 (or maybe even earlier, can't remember).
 
That may be the most awesome crash video I've ever seen.
 
I'm not a programer but I'm sure its hard to fix this now. It might have something to do with the speed the car goes through the air or how it goes up. I haven't had a seriously crash in gt5, and honestly, I don't see how anyone can do that without actually trying to.
 
its because there is no real deformation data or material characteristic implementation so all the crash does is transfer the momentum in seeming unnatural ways because your expecting a car to crash into a wall not a rigid strangley shaped object.

this doesn't mean there is anything wrong with. the drving physics though it means crash simulations are poor.... but I would rather they nail the other parts of physics first.
 
grzajabarkus
Don't crash then?

That is just ridiculous - that is just like saying "planes, don't crash." Either it's the driver or not, crashes are going to happen.
 
ParkourVeyron
*puts on David Attenborough voice*
Here we have the common "fix this PD" thread, inhabiting the Gran Turismo Planet forum. It's common predator is the Super Moderator. Most of these threads don't grow to be over 30 posts, and are usually killed of in the earliest stages of life.

:lol:
 
*puts on David Attenborough voice*
Here we have the common "fix this PD" thread, inhabiting the Gran Turismo Planet forum. It's common predator is the Super Moderator. Most of these threads don't grow to be over 30 posts, and are usually killed of in the earliest stages of life.

:dopey:
 
I agree with the "don't crash then" guy, simply because if you do not like how it goes then don't do it. Does not mean that would not like it improved, but i do not see this as a big aspect of driving physics which maters most to me.
 
I agree with the "don't crash then" guy, simply because if you do not like how it goes then don't do it. Does not mean that would not like it improved, but i do not see this as a big aspect of driving physics which maters most to me.

Thank you! If you watch the videos, he crashes into the wall...why would you crash into the wall on the very first lap? You shouldnt be that far from the line anyway.
 
Plus, if you look at both videos, you can see that, in both instances, the car was 'wedged' by another car as soon as its rear was was lifted from the initial wall impact. That was the real cause for the massive catapults. The fact that this happened more than once was why I stated that "Lightning strikes twice".
 
Thank you! If you watch the videos, he crashes into the wall...why would you crash into the wall on the very first lap? You shouldnt be that far from the line anyway.

the video isnt of my own , i just found it on youtube, but , dont crash???, lol say that to a nascar racer!

its like, hey juan montoya, if you dont like how crashing at 250mph feels, dont crash then!
 
the video isnt of my own , i just found it on youtube, but , dont crash???, lol say that to a nascar racer!

its like, hey juan montoya, if you dont like how crashing at 250mph feels, dont crash then!

I would say that to a NASCAR driver. They crash, and they would be dead. Anyway, crashing in the real world would mean you're completely out of a race.
 
I would say that to a NASCAR driver. They crash, and they would be dead. Anyway, crashing in the real world would mean you're completely out of a race.

yea i got your point, but what im trying to explain is that crashing depends of many facts, not only driving on your line, may be another driver makes you crash, or the tires use,etc...
 
PD have 2 serious things to improve before getting new DLC:

-IMPROVE THE ENGINE SOUNDS
-IMPROVE THIS PHYSICS (DRIVING ISTS FINE)

If the driving physics are fine (and they are) then why do I care about the crash physics?

Yes, it would be nice if, when cars crashed, they didn't bounce around as though they were filled with helium as I've seen them do in other people's videos, but that's way the hell down on my list of priorities. This is, after all, a driving game, not a crashing game. As long as the cars react properly when they're on the ground the occasional glitchy "big launchy spinny crash" doesn't really bother me.

I would certainly rather have more DLC than have PD spend time working on a glitch that, in over 47,500 game-miles, has never once occurred for me. I've crashed a lot, but I've never been launched into the air like those videos show.
 
It seems the car's behaviour is "undefined" when the wheels aren't on the ground. Quite why that Focus didn't try to rotate downwards on its nose is baffling, and makes me worry about the underlying physics. It's clearly some sort of (series of) hack(s) rather than a proper fully-functioning, "global" dynamics system (that may be why it took so long for the "roll-over lock" to be removed).

The latter isn't a requirement for realistic driving, but it helps tie the whole thing together so that all interactions are subject to the same rules. It's odd because the collisions with objects and cars have been massively improved (i.e. they actually impart rotation onto the cars now), but it seems it only works when the wheels are on the road.
 
Learn actually driving and be happy with (already) fixed sounds.
 
That makes no sense.

For those people who don't really care about the sound in games (noisiaturismo is one of those people - which is fine), the sounds aren't "broken".
Just in the same way as for those people who don't really care about the relatively fringe activity of airborne vehicular acrobatics, the physics are "fine".
 
that looks like an issue related to net lag more than anything else. I've seen things like that in virtually every PC sim I've been involved with since Grand Prix Legends. Weird stuff still happens in Iracing as well. Its certainly not an indication theres anything fundamentally "wrong" with the physics engine. Its a glitch and theres probably no way to completely eliminate those sorts of things.

Personally, I don't care much what happens once my car gets airborne. By the time crazy stuff like that starts happening I've probably hit the quit button and started a new race already.
 
I was playing in a big shuffle race on Cote d'azur last night, and it got very shuffly in one chicane and one of the cars popped out of the pack: It jumped up about 7 metres in the air like a spring! I watched from the back (in a diesel, pff) and lol'd :lol:
 
here's my thing. i cannot feel like this is a proper racing game, or feel a real level of immersion to the game if the crash/damage physics are so lousy. It is one of the fundamental parts of racing, you hit a wall, your car looks like crap. No matter how great the physics are, its always hard to get really into this game when it has such a bad consequence system. I play this game everyday so im not a hater, i just want to see a less bumper kart style look and feel to the damage engine. hitting a wall atm feels more like a penalty then damage.
 
I don't think you people want Realistic Damage... all you want is a crumpled up car. Realistic Damage would drive you away. One little tap or bump and your race is over.
 
If there's something wrong with the physics it's the behavior of the car at low speeds, say under 3mph. Try driving a Subaru 360 for example. If you look closely the tires start instantly spinning like mad but you'll be picking up speed very slowly as you can see looking at the front tires :D
Does this mean there's no clutch mechanics simulation at all? All torque goes directly to driving wheels and with some quirky low-speed physics, they just start spinning until the point a real clutch would be fully engaged.
 
In GT5 cars don't crumble because there's no damage so the momentum from the crash can't get absorved which then becomes motion as we see on the video.
In a crash cars crumble because they absorve energy from the crash, if they couldn't absorve energy (no damage) - crashes in real life wouldn't differ too much from this video in the op.
Also, play iRacing and you'll see the same problem - no game has realistic crash physics.
 
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