How does the new Gran Turismo handle??

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Just wondering, people who are using a steering wheel, Driving Force Pro or G25 or anything else similar and that have played Gran Turismo 4, or even Enthusia, what do you think of the car handling and physics of GT5:P versus those games?

I always felt GT4 and Enthusia were awesome with the wheel, but Enthusia the different cars felt way more unique in the way the acted on the track. GT4 is fun too, but all the cars suspensions seem similar, and they all seem to use magical train brakes or something to stop.

Anyways, I don't want this to be a discussion on GT4 vs Enthusia, but I want to know how GT5 feels to you guys. From what I've read so far the physics are way better than GT4, and maybe even better than Enthusia based on that race car drivers review.
 
I haven't played Enthusia but Live For Speed, and not GT5P but the demo of it. Still, only judging by the demo, GT5P is going in the LFS direction at a fast rate. The slipperiness and the feeling of power actually moving to the wheels is greatly changed from GT4 and it undoubtedly feels more like a simulator now. While I don't believe GT5 will be a full blown simulator (would be too hard tor casual gamers) the arcade feeling is pretty much gone.
 
GT5P is definitely an upgrade over GT4. Running pro physics on S or R tires with a wheel and no assists provides a very convincing drive, and there's a nice feel to the edge of friction when cornering at high or low speeds. N tires feel a bit too floaty, or as if the track is covered in ice. This is really apparent at Eiger, especially last week's Lotus race online. Cars also feel heavier than in GT4 or Forza 2, and you get a very good sense of the car's weight underneath you.

Collision physics still need a good bit of work, I think. I'm not even talking about damage here... just the reaction of one vehicle to another when contact occurs. And yes, the AI cars are a bit smarter than in GT4 but still drive "on rails" on the racing line.
 
GT5P is definitely an upgrade over GT4. Running pro physics on S or R tires with a wheel and no assists provides a very convincing drive, and there's a nice feel to the edge of friction when cornering at high or low speeds. N tires feel a bit too floaty, or as if the track is covered in ice. This is really apparent at Eiger, especially last week's Lotus race online. Cars also feel heavier than in GT4 or Forza 2, and you get a very good sense of the car's weight underneath you.

Collision physics still need a good bit of work, I think. I'm not even talking about damage here... just the reaction of one vehicle to another when contact occurs. And yes, the AI cars are a bit smarter than in GT4 but still drive "on rails" on the racing line.

excelent post bro,especiaily that quote about how the cars feel heavy.Having not played GT5p yet i too woulld like to know how GT's physics are shaping-up to Enthusia's (considered the most immersive benchmark in console physics by me).Please any one else got a comparison???
 
the AI is really improved.. if you get next to them they will block you... but once u next to the car he will give you some space... better AI then playing online haha ;) since online ppl ram you
 
A question for the one's who have raced at the Daytona Speedway. Is it possible to successfully bump draft the AI or even them bump draft you?
 
No one talks about what happens when you have real collisions combined with bad AI.

Real collisions mean you spin out or are damanged and lose the race because you got bumped by stupid AI. If you ever race against AI in LFS you'll know what I mean.

Another issue is real collisions when racing against people. It's really frustrating when you lost because some noob braked too late and knocked you out of the race.

So now noobs are really hated and have a hard time joining the community. I'm afraid to race in non-demo races in LFS because I'm afraid to piss people off by braking too late or too early. When you're just a little slow in a corner you become a major road hazard.

I think GT should offer an option to turn on/off realistic collisions so as not to frustrate new players.
 
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