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- koszak27
No Amateur Karting leagues in Pittsburgh... that I know ofI want to race so bad.
But there is autocross.
No Amateur Karting leagues in Pittsburgh... that I know ofI want to race so bad.
BottozTo the real life racers:
Ready for the new season? Spring is right around the corner, and it's time to start racing! We've got our yearly Tech and Dyno Day in a few weeks... I'm looking forward to getting back on track!
Cool! Have fun!
... I'd run a GTP sticker if given one...
nitrorocksGTP sticker pack would be cool
I just know that oversteering and countersteering using karts in GT5 was a problem for me at first (when I first started using the karts right after GT5 released). I haven't tried the karting much since the physics have been updated so it could feel more natural. On the kart tracks it felt a bit too smooth, but they're custom Course Maker kart tracks and those always have smooth surfaces. I can't remember trying them on non-kart tracks.gorsadI used to drive arrive and drive go-karts a lot. The driving really doesn't compare to GT5, in wheel settings I'd suggest that the steering is way too smooth for a go-kart. Then again, I use a DS3 and I'm not sure how this translates to a wheel.
DerNosferatuOk, here's my thought. I have a lot of co-driver experiences but first hand: I have driven a race-prepped Ford Sierra Cosworth (RWD version), Mini Challenge cupcar and a VW funcup beetle on both Spa Francorchamps and Zolder in Belgium. I do think you can actually take some of the sim abilities to the track, but experience wise you cannot and may not compare.
As a co-driver the thing that you really notice (especially if your light-weight like me) is that you have the feeling of being thrown around. When you're driving you have the anticipation of what the car is going to do because you tell it to, but as a co-driver you do not have that luxury and you feel all the forces working at your body.
The main thing you miss obviously is speed sensation and gforces. When playing GT5 I "feel" when the back steps out but I think I "feel" that because of an abnormality in pixel-direction (?), the image I am looking at does not move the way I expect it to (sounds weird but cannot explain it myself).
In a real car you feel when the back steps out with your behind in the seat and you can feel it a lot soon than you'd expect.
My weekend-car is a 944 and 3 years ago it was my only car, going to work in the snow, even then with that car the rear axle talks to your behind through the seat. "Watch it, lad. I'm about to break traction here! Wait for it ..... wow, nice catch, almost lost it there!"
Maybe this sounds like incoherent mumbling but I cannot explain it any other way but it comes down to this: a wheel cannot take the place of your behind, FFB emulates it together with the image you're seeing so you can have some indication but not a realistic one.
Yet another thing, the funcup was without servo-steering, as a lot of (race)cars are, and -my god- it feels like your arms are about to explode after 7 lap francorchamps something i haven't felt in GT5 on that very track. Force feedback cannot replicate that experience as force feedback is also used as a tool to converse to a gamer what the car is doing. This because gamers only have limited 3 way-communication, being hearing (quite realistic), seeing (only the screen), and feeling (only FFB).
Braking is another thing you cannot comprehend if you step into a racecar. You think you have to brake about here to make the corner. No, brake even further, further, even more further. Something the realy steering tells you but FFB doesn't. Neck-snapping, you wouldn't believe.
On the upside, as I already said, I do think that you can take the basic understanding of racing, track knowledge and the enhanced reaction times learned for racegames to the track as an advantage. But that being said, I think it's not fair to make a definitive comparison between the two. (unless weare talking about moving 3-axis simulators, but there,I lack any experience)
TLDR: simulations can help but they're still "simulations" of real driving/racing and FFB is even more simulated.
BTW: I own a G25 and I like it, no complaints, but see TLDR ;-)
f1webberfanWell my only IRL "race" experience is with karts. And as they don't have servo-steering actually I find GT5 quite similar if you speak about the handling. I have a G27. After 10 laps in the IRL kart I can sense that my arm muscles are stiffened - literary.*
With the G27 in GT5 ... nah - I'm having more trouble trying to put the right lines on the track (handling), not to fight the strain in the arms ... if ever there is some strain. So far at least.
So as Jaywalker wrote:
JohnnypensoI raced karts for several years when I was younger and as someone above pointed out, GT5 is not really close in terms of realism because so many of the sensory inputs are missing. Not that GT5 is bad, it just has some pretty severe limitations to deal with in terms of the sensory input it can provide. One thing that does help is a good sound system. I feel much more immersed in the game when I can turn it up loud, raise the db in the rear speakers where many of the cars' exhaust sounds come from and let the subwoofer really rumble.
GTP sticker pack would be cool
race'emhardLucas Órdonez has a profile on GTP, and we all know what he does.
Dear PD...
Figured i drop by here and post the latest video from the Porsche GT3 Cup im running in this year
I posted the info about my car in post #43. https://www.gtplanet.net/forum/showthread.php?p=6292255#post6292255Recently started doing the Autocross thing. I'll agree that it IS a bunch of waiting for like 5 runs, but I'd rather do that than drop $10,000 on something which could easily be wrecked on a road course my first day out.
Plus I dont have the cash up-front to get the license and what-not.
Recently started doing the Autocross thing. I'll agree that it IS a bunch of waiting for like 5 runs, but I'd rather do that than drop $10,000 on something which could easily be wrecked on a road course my first day out.