gt5 prologue close to reality

  • Thread starter Thread starter (AP:B)bobpolo
  • 34 comments
  • 4,432 views
Messages
29
Messages
bobpolo
we all know that gt5 prologue is a game close to reality but how close?
i drive with a g25/g27 with manual clutch and no abs and other settings that make the car easier to steer. i haven`t got my licens yet but do you think it will make it easier for me to drive in the real world when i have practised on
gt5 ?
 
The game will not teach you how to drive properly as you shouldn't be driving in real life the same way you're driving in the game. If you're trying to drive fast GT5P will show you what to do and when to do it, but doing all this in a real car is a different experience altogether.

This will show you the basics of what to do and how to do it, much like Rock Band can teach you to keep a rhythm and separate what your left and right hands are doing... but it will NOT teach you how to play a guitar or bass. But it will give you some basic tools that can help you to learn how if you know how to apply it.
 
As a begginer driver, let me tell you, not close. As someone else said, GT would give you the basics of track driving, but still you'll need a looooooooot of skill to learn how to drive properly on a track. And it's even worse if you talk about day to day driving. The clutch in the G27 is nothing like the clutch on a real car, first of all. And second, is that you don't turn much your hands driving in a track because you take turns at high speeds, when you try to do something like that around the block you'll fail like me. Also, driving instructors don't like much threshold braking and left-foot braking.

Just so you know...
 
GT5P is perfectly fine for learning the basics, such as proper corner speeds, braking in a straight line and apexing. I'm usually pretty quick on the track or in karts thanks to the firm grounding in the basics I first acquired from playing Turismo. Quicker than most casual drivers and track-day-ers, not quite as quick as a professional.

Turismo won't tell you anything about reading grip thresholds, g-forces, steering feedback, tire scrub and brake pulse and fade. Granted, these feedback mechanisms actually make it easier to read what a car is doing in real-life than it is in the videogame, but actual proficiency (and safety) on track comes from being more deliberate, more calculating and smoother than you have to be in GT5P. (actually... look at the fastest lap replays in Pro mode... the fastest laps look slow and deliberate. No wheelspin, no oversteer, no understeer. This is what you should aspire to in real-life)

This will all come into terrifyingly sharp focus the first time you bounce a car off a kerb, destroy your suspension bushings and have the car swing sideways on its way into the barriers. GT5P can help prepare you for real life, just like Paintball can help prepare you for real-life combat... but in both instances, doing something wrong has less disastrous consequences than in real life.

In GT5P, as in Paintball, you can take silly risks in order to see if they'll work. If they don't... reboot, try again, wash that paint off your face. In real-life, you take several laps of familiarization before you even think about trying to flick the tail sideways in that one bend, or brake full-force into the hairpin. Even after dozens of laps of familiarization, I don't rely on 100% braking into the slowest corners... brakes on street cars aren't meant for such abuse, and driving at 90% versus 100% can mean the difference between limping home on glazed brakes or riding home in a tow truck.

If you ain't getting paid to do it, it ain't worth the risk to your car.

-

Tips for first-timers on track:

Remember, both hands on the wheel at all times, except when shifting. If you have to take your hand off the wheel for extra steering input (except on an autocross), you're turning in too sharp and will probably wash wide into understeer. Brake first, aim the car into the apex as soon as it's settled under braking... then think about what gear you want to be in. Excessive downshifting and engine braking into a corner is a great way to blow a street engine. You only want to downshift because you need to be in the right gear to exit a corner... not to enter!

Always expect the worst. Understeer is easy to deal with... just slow the hell down. Oversteer... if you're a smooth driver, you won't have to think about it. If you're not, it's best to be ready to dial in a little opposite lock if needed. Remember... "when in doubt, both feet out..." try to steer out of it first, and avoid sudden throttle or brake applications that will just further upset the car... "in a spin, both feet in." Brake and clutch, steer into it, and hold on. You want to be able to quickly restart the car when it comes to a stop and get it the hell out of the way of the other drivers on the track.

Test your brakes at least once every lap by giving them a tap where its safe (at some point between corners where you don't have any more space to accelerate but still don't need to brake). Once your foot starts sinking in, it's over... slow down and put your blinkers on and cruise around to let them cool off.

Take time to watch your gauges. If the car starts to overheat, slow down to let it cool off. Then take it back in to see what's wrong. A street car in good condition shouldn't overheat on the track, so something is bound to be wrong if this happens. And if your fuel level is low, don't push it too hard in the corners. Fuel starvation is no fun for the engine.

-

Oh... were we talking about street driving? :lol: Hardly the same thing. Except... be smooth. Don't take silly risks on the brakes. And don't apex anything. Leaving rubber marks on the curb are a sure fail on a driving test. :lol:
 
GT5P is perfectly fine for learning the basics, such as proper corner speeds, braking in a straight line and apexing. I'm usually pretty quick on the track or in karts thanks to the firm grounding in the basics I first acquired from playing Turismo. Quicker than most casual drivers and track-day-ers, not quite as quick as a professional.:

I like what Niky says. I have also found that the main thing that you learn from GT5P that can be brought across to real life is learning about braking & acceleration points. Hitting the right spot on the apex to start accelerating is different for every car and every corner. The end goal is all about your exit speed.

If your talking about car physics, than on professional setting it seems to me to be impressively close for a video game. But I'm no race driver. :)
 
I drive a stock manual transmission vw mk5. I would have to say that GT5P has been instrumental into turning me into a maniac on public streets with curves. Sure, there are differences between driving in GT and driving a real car, but the physics are a close enough facsimile (for the non-exotic cars I have real experience with) as to let you kind of know what to expect when you push your car in the real world. Handling at the limit is complicated in real life by gravity, but the game teaches you the basic mechanics, and for my car, the game version is pretty good in most respects. GT5 is also a great tool for learning how to size up and take a line. The other day on the street, I passed a 997 carrera at a stoplight as it turned green. He gunned it and totally flew by me. I floored it too and I followed him up to about 90, with him having around a 1.5 bus-length lead. Here the road starts to curve right and then left but it's a very gradual curve so you can take it at a very high speed. Two lanes, no traffic but us. When we hit the curve I take a reasonably agressive line hold to the right and then left apex the second corner late. By the end of the S I have taken out the whole distance and am RIGHT behind the porsche. He lets off and I do too. He was definitely close to the limit (I was right at the limit of lateral static friction), but not knowing how to take a line made him lose a lot of time. Track days, and racing in general, gt may prepare you less well for. But it's good for the basics and keeping reflexes sharp.
 
The other day on the street, I passed a 997 carrera at a stoplight as it turned green. He gunned it and totally flew by me. I floored it too and I followed him up to about 90, with him having around a 1.5 bus-length lead. Here the road starts to curve right and then left but it's a very gradual curve so you can take it at a very high speed. Two lanes, no traffic but us. When we hit the curve I take a reasonably agressive line hold to the right and then left apex the second corner late. By the end of the S I have taken out the whole distance and am RIGHT behind the porsche. He lets off and I do too. He was definitely close to the limit (I was right at the limit of lateral static friction), but not knowing how to take a line made him lose a lot of time. Track days, and racing in general, gt may prepare you less well for. But it's good for the basics and keeping reflexes sharp.

autowrack-verkehrsunfall-wolfsburg-13418894-mfbq,templateId=renderScaled,property=Bild,height=349.jpg
 
I drive a stock manual transmission vw mk5. I would have to say that GT5P has been instrumental into turning me into a maniac on public streets with curves. Sure, there are differences between driving in GT and driving a real car, but the physics are a close enough facsimile (for the non-exotic cars I have real experience with) as to let you kind of know what to expect when you push your car in the real world. Handling at the limit is complicated in real life by gravity, but the game teaches you the basic mechanics, and for my car, the game version is pretty good in most respects. GT5 is also a great tool for learning how to size up and take a line. The other day on the street, I passed a 997 carrera at a stoplight as it turned green. He gunned it and totally flew by me. I floored it too and I followed him up to about 90, with him having around a 1.5 bus-length lead. Here the road starts to curve right and then left but it's a very gradual curve so you can take it at a very high speed. Two lanes, no traffic but us. When we hit the curve I take a reasonably agressive line hold to the right and then left apex the second corner late. By the end of the S I have taken out the whole distance and am RIGHT behind the porsche. He lets off and I do too. He was definitely close to the limit (I was right at the limit of lateral static friction), but not knowing how to take a line made him lose a lot of time. Track days, and racing in general, gt may prepare you less well for. But it's good for the basics and keeping reflexes sharp.

If your ever in Ireland, please use public transport.
 
Wouldn't that be in every city?

After driving in for 2 weeks in parts of California, and driving in Paris many times, i would say he would be classed as a good driver in those parts of the world. :)
 
I just got GT5:P rcently and while I love it, the physics are dissappointing compared to the time trial, and force feedback too :(
Even on professional, in some ways GT4 felt better....

Damn I miss the time trial physics
 
Gran turismo taught me everything i know!
Just ask my friend, i scared the pants off him in his own WRX STI drifting around roundabouts :nervous: .

outside the game, ive driven some fast cars but ive never driven anything
4wd. It took me less than 5 minutes to get the feel for the back end stepping out and i think my experience with GT helped a lot.

The one thing that has always stood out to me as being close to reality in all the GT games is how well the game portrays "weight shift" eg: lifting off in corners. this knowledge i have gained from the game has got me out of more than one sticky situation in "real life" in my early years of driving!
 
to answer the original post and question.
GT will not teach you how to drive. An example of this is ask your dad mum friend wife etc who has been driving real cars for years but never played gt and ask them to sit in your rig and take a car around any of the tracks in gtp. I bet they cant do one lap. This would also be true for someone who can play gt like they are nigel mansell but never driven a real car, put them in a real car and they would not get to the end of the road.
gt5 will be a great game but thats all it is a game, its not even close to real life. Will it help you learn tracks, yes. Will it help you leard the correct racing lines, yes. Will it get you to asda in your mims mini metro to pick up a loaf of bread and some milk, NO. You will die!!!!!!
 
I bought a G25 last year and drove on Live for speed on pc, and gt5p when I bought it and I haven't driven on a track but it has taught me how to drift.

I recently had the chance to slide an S14 set up for it and once I got used to G-force and feeling the back slip through all of me not just through the wheel I felt it was very similar.
Footwork and steering work was more or less identical. I'm 16 and just leapt in and slid it. (must say the owner was confused and impressed)
 
(actually... look at the fastest lap replays in Pro mode... the fastest laps look slow and deliberate. No wheelspin, no oversteer, no understeer. This is what you should aspire to in real-life)

Actually, a lot of the fast lap replays I have seen are people finding any way they can to get on top of the leader boards. I watched one last night with someone sliding the car into the corner and mashing the gas to get through them faster. Basic description of a cheater right there. 👎
 
The thing is GT5:P physics allow for that

One thing I tried in the Time Trial, was traveling down a straight at decent speed and then pulling the hand brake. The car instantly flies out of control and spins out etc
Tried this in GT5:P and nothing happens at all, as long as your pointed straight!
Obviously the physics are much different

Also doing salom type sweeping runs doesn't seem upset the car all that much in GT5:P, but it sure does in the Time Trial

When I try to drift in GT5:P the car always reacts the same way, like it's scripted....
 
In real life, if you're steering perfectly straight and pull the handbrake, you'll tend to go straight, unless you get a shift in weight to one side or the other from control inputs or bumps. In GT5P, pull the handbrake when going straight and you'll go straight unless you shift the car sideways with a steering input, then you'll go straight in the same direction with the car slightly crooked. Pull the handbrake in a turn, with the weight already shifted, and the car starts to slide sideways.

It's pretty realistic... certainly much better than in GT4, where no amount of hand-brakery would get the car sideways.

Actually, a lot of the fast lap replays I have seen are people finding any way they can to get on top of the leader boards. I watched one last night with someone sliding the car into the corner and mashing the gas to get through them faster. Basic description of a cheater right there. 👎

In standard, it's like that. In pro... fastest laps are eerily like fast laps with a good driver on track in real life... smooth... very little drama, driving just at the point before the tires start to scrub.
 
Last edited:
Well I don't think going at 100+kph and pulling a handbrake hard is going to do nothing like it does in GT5:P :)
Locking the rear wheels like that has to create a major disturbance in the force!

This would mean that if you turned ABS off, and set rear brake bias high, you would lock it at high speed and nothing would happen? Yer right...

edit - I just tried that - zero brake force at front, max at rear, ABS off
rolling start up to 160kph, slammed the brakes, nothing happened, the car slowed down just fine :)
 
Last edited:
Take note... On a perfectly straight road, with no bumps, and given that both rear tires grab at the same time... pulling the handbrake at high speed may have you slew a bit, but will still have you going in the same general direction. I've locked the rear drums on a few non-ABS equipped cars in such situations... and that's what happens. Simply applying brakes in a straight line doesn't change the direction in which all that momentum is pushing your car.

Since GT5P doesn't model tires in detail... lacking tire scrub, wheel-hop, tire deformation and such... you can't really expect much more than that. But if you pull the handbrake in a turn, whether it spins your or leaves you understeering for the outside kerb depends on what attitude your car is in and how hard you're trying to turn into the turn.

It might not be perfect, but again, it's still better than GT4, where handbrake application did nothing but slide you out into understeer.
 
well in the Time Trial, you spin out of control as I would expect if you pull the handbrake at high speed.

and with my fiddling with brake bias just now in Prologue, locking up the front or rear tyres isn't like it should be, the car just doesn't behave as drasticly as it should. Sometimes the car understeers with heavy rear brake bias!
Even having 50-50 brake bias like all the Prologue cars setup as default should cause major oversteer. I don't think cars are setup 50-50 from the factory...

I deliberately locked up my rear tyres once in real life, at slow speed and the car full 360 in a blink of eye - scary. I'm glad the physics in GT5 will be better than in Prologue, and more true to life
 
Are you pulling up the handbrake on the straights... or in the corners?

When I handbrake on the straights in GT5P, nothing happens... when I handbrake in the corners, the car slides sideways... what are you expecting?
 
On the straights - do this in the Time trial and car the flips out
When you lock some wheels drastic things should happen as they provide sudden resistance
 
well in the Time Trial, you spin out of control as I would expect if you pull the handbrake at high speed.

and with my fiddling with brake bias just now in Prologue, locking up the front or rear tyres isn't like it should be, the car just doesn't behave as drasticly as it should. Sometimes the car understeers with heavy rear brake bias!
Even having 50-50 brake bias like all the Prologue cars setup as default should cause major oversteer. I don't think cars are setup 50-50 from the factory...

I deliberately locked up my rear tyres once in real life, at slow speed and the car full 360 in a blink of eye - scary. I'm glad the physics in GT5 will be better than in Prologue, and more true to life

Cars may be set up 50-50 brake pressure wise (i don't really know), but most cars have much bigger brakes at the front which i would think would create a braking bias towards the front of the car.
 
OP: I figure it's like this, I wouldn't want to fly in an airplane with a pilot who's only flown in flight sims. However, I hear some flight schools use sims as a training item, which is good too.

You can learn a lot from GT and other high quality sims. Braking distance, turning points, good stuff like that. There's also a lot about driving that the sims will not teach you. So driving in GT is not enough to prepare you for fast driving in real life, but if you are aware of this fact and do not act as though it is a perfect trainer, you can still learn things that you ought to be able to apply in the real world.
 
On the straights - do this in the Time trial and car the flips out
When you lock some wheels drastic things should happen as they provide sudden resistance

Time Trial is on the Indianapolis Speedway... the "straights" are banked.

Drastic things will happen if you have centrifugal force pushing you towards the outside of the track... some excess camber, bumps or are cornering. Pull the handbrake when going straight on a straight road with the steering perfectly straight (and with your hand steadying it) and the car will slide...

...straight.

Seriously... unless you do a scandinavian flick to set up the car properly, or ensure that the car is angling into a turn when you pull up the handbrake, the car will simply go straight:


A low speed turn is something else entirely... as you don't have a hell of a lot of inertia built up pushing the car forward. I can sit for days in a parking lot doing successful handbrake turns... But pull it up while going at a fair clip in a straight line without slowing down first? Nothing. Nada. Zip. Add steering input and the car (as seen) will start to point in a different direction, but it'll still tend to go straight. You're braking the rear wheels of the car... which, as you're slowing down, don't have a hell of a lot of weight on them. Which is why it's so easy to break traction with the handbrake in the first place.

Go ahead and try it without setting up properly, as this guy did... you'll get the same result.

GT5P models it thus... Pull up the handbrake without steering in any direction, and you'll understeer into the weeds... Cock the car slightly right before you pull the brakes, and you'll execute a nice little drift. I honestly don't see what the problem is.
 
Last edited:
i haven`t got my licens yet but do you think it will make it easier for me to drive in the real world when i have practised on
gt5 ?

No!:scared:

And distinguish between real world racing and real world public roads driving please!

In racing their are no lamposts, sidewalks, pedestrians and the cars are only driving in the same direction!

Racing sims are good practice for racing; if you are so lucky as to have a car to race :)
 
Gran turismo taught me everything i know!
Just ask my friend, i scared the pants off him in his own WRX STI drifting around roundabouts :nervous: .

outside the game, ive driven some fast cars but ive never driven anything
4wd. It took me less than 5 minutes to get the feel for the back end stepping out and i think my experience with GT helped a lot.

The one thing that has always stood out to me as being close to reality in all the GT games is how well the game portrays "weight shift" eg: lifting off in corners. this knowledge i have gained from the game has got me out of more than one sticky situation in "real life" in my early years of driving!

you're so full of **** its not funny.
 
Back