- 106
- nakme, GTP_NakmE
Hello everybody, still a newbie here but have been following gtp for years from time to time..I am hoping to start a good and constructive discussion on this topic..
I can't see any specific thread about physics for gt5 prologue yet, so I decided to start one. Since PD has been listening to our voice on tyres screeching sounds and multiplayer issues on the second update, I think it is important for them to hear and solve the physics issues too.
All credits to PD for creating the most gorgeous and great driving game. No doubt, I know the fact that PD is trying their best to simulate realistic experience but for me, the basic physics is still lacking when you're not racing and the car is on its limit. I know a lot of people here don't just play GT only for racing, occasionally some would do drifting or just plain sight seeing since the graphics is astonishingly superb you will end up dreaming watching the replays! Sometimes you want to drive and enjoy the car and not just racing.
To be honest I am very dissappointed the fact that I still could not do countersteer donuts in Prologue. Anybody using logitech DFP or G25 would understand what I mean. I remember it was worst in GT4, and thanks for all your voices, PD slightly improved it on GTHD where decent drift can be done a lot easier although countersteer donut still not possible.
Take 'Live for Speed' and 'Rfactor' for example, in these simulations, you can still race, drift and do whatever you want with the car. Their physics are almost as real life cars as far as I am concern. I'm sure anybody who play LFS would agree with me doing countersteer donuts as a basis of drifting and drifting itself are fairly a lot easier to do than in any other games although it is a simulator. They modelled it correctly and it is still a fun game to play. The downsides are they don't offer the same 'feel' of dreams as in GT where in those games cars are not real and graphics are not as cool. No offense to LFS fans!!
I am not a programmer but I don't think that it requires a lot of time for PD to amend the physics. It is just a slight revamp that can give a huge impact to the driving experience. In fact, think about it deeply, by improving it they will end up giving a game that is easier to drift and easier for novices to handle the car. Easy games + more people play = more sales. Wasn't that what Kazunori wants it to be in GT5 previously from one of his interview, which is good for beginners and good for hardcore players as well?
Also, If the physics is repaired, I'm sure the grip racers will be happy when the fatal snapback on those long sweeping fast corners is progressively reduced although not eliminated. And for drifters, long drifts will be eventually possible!
I attached some video links to demonstrate what I mean:
Your voices really count guys. Thanks
I can't see any specific thread about physics for gt5 prologue yet, so I decided to start one. Since PD has been listening to our voice on tyres screeching sounds and multiplayer issues on the second update, I think it is important for them to hear and solve the physics issues too.
All credits to PD for creating the most gorgeous and great driving game. No doubt, I know the fact that PD is trying their best to simulate realistic experience but for me, the basic physics is still lacking when you're not racing and the car is on its limit. I know a lot of people here don't just play GT only for racing, occasionally some would do drifting or just plain sight seeing since the graphics is astonishingly superb you will end up dreaming watching the replays! Sometimes you want to drive and enjoy the car and not just racing.
To be honest I am very dissappointed the fact that I still could not do countersteer donuts in Prologue. Anybody using logitech DFP or G25 would understand what I mean. I remember it was worst in GT4, and thanks for all your voices, PD slightly improved it on GTHD where decent drift can be done a lot easier although countersteer donut still not possible.
Take 'Live for Speed' and 'Rfactor' for example, in these simulations, you can still race, drift and do whatever you want with the car. Their physics are almost as real life cars as far as I am concern. I'm sure anybody who play LFS would agree with me doing countersteer donuts as a basis of drifting and drifting itself are fairly a lot easier to do than in any other games although it is a simulator. They modelled it correctly and it is still a fun game to play. The downsides are they don't offer the same 'feel' of dreams as in GT where in those games cars are not real and graphics are not as cool. No offense to LFS fans!!
I am not a programmer but I don't think that it requires a lot of time for PD to amend the physics. It is just a slight revamp that can give a huge impact to the driving experience. In fact, think about it deeply, by improving it they will end up giving a game that is easier to drift and easier for novices to handle the car. Easy games + more people play = more sales. Wasn't that what Kazunori wants it to be in GT5 previously from one of his interview, which is good for beginners and good for hardcore players as well?
Also, If the physics is repaired, I'm sure the grip racers will be happy when the fatal snapback on those long sweeping fast corners is progressively reduced although not eliminated. And for drifters, long drifts will be eventually possible!
I attached some video links to demonstrate what I mean:
Your voices really count guys. Thanks