Road Test: Online Physics vs Offline Physics

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FWIW- I notice a fair amount of difference between offline handling and racing in My Lounge with the Boost set to low or high. It appears the "Boost" feature in My Lounge effects both speed and handling.
 
FWIW- I notice a fair amount of difference between offline handling and racing in My Lounge with the Boost set to low or high. It appears the "Boost" feature in My Lounge effects both speed and handling.

Boost should be ignored for any and all of these tests. All driving aids were off for this test except ABS 1. Boost is just another driving aid to keep Online races competitive with a large disparity of cars/driver skills. It has no basis in reality nor is it available offline.
 
You guys are all talking about Tyre temperature/ consumption and fuel gauge, but you really have to explain me why the online gameplay feels so different from Endurances, that have also Fuel and Tyre consumption? I've done some tests on Gran Valley with a bone stock NSX in both Grand Valley Endurance and Online, and it's for sure a different thing, online it's more slippery and is definatly different from online. Anyway I play a lot online, so this difference is not much a problem to me, but it's definatly here, no doubt on it in my opinion.

Exactly. Said this in the other thread as well and I'll just say it again.

I always have problems with the Karussell on the Nordschleife when racing online, doesn't really matter which car I use. I spin out 90% of the time in that corner when taking it low on the bumpy things. I always have to take it higher just to be safe. Offline however I never have this problem, even in one make races or endurance races with tyre wear and fuel depletion turned on.

It's also noticable on other bumpy tracks like Deep Forest and Trial Mountain. Can easily get oversteer in any corner on these tracks online, while you can pretty much go full throttle without wheelspin offline (again with tyre wear and fuel depletion turned on). To me it's pretty obvious that the physics are not exactly the same online and offline. It's definately not the tyre wear or fuel depletion causing it since I did tests with this turned on offline as well. No idea what else is causing it though.
 
Exactly. Said this in the other thread as well and I'll just say it again.

I always have problems with the Karussell on the Nordschleife when racing online, doesn't really matter which car I use. I spin out 90% of the time in that corner when taking it low on the bumpy things. I always have to take it higher just to be safe. Offline however I never have this problem, even in one make races or endurance races with tyre wear and fuel depletion turned on.

It's also noticable on other bumpy tracks like Deep Forest and Trial Mountain. Can easily get oversteer in any corner on these tracks online, while you can pretty much go full throttle without wheelspin offline (again with tyre wear and fuel depletion turned on). To me it's pretty obvious that the physics are not exactly the same online and offline. It's definately not the tyre wear or fuel depletion causing it since I did tests with this turned on offline as well. No idea what else is causing it though.

Karoussel online can be tricky, but I found that if you take it with throttle at 25% and be careful with the steer, you will pass it without spin out. But as you say, Karoussel is one of the examples that demonstrate (IMO) that online physics is different from offline physics.
 
You guys are all talking about Tyre temperature/ consumption and fuel gauge, but you really have to explain me why the online gameplay feels so different from Endurances, that have also Fuel and Tyre consumption? I've done some tests on Gran Valley with a bone stock NSX in both Grand Valley Endurance and Online, and it's for sure a different thing, online it's more slippery and is definatly different from online. Anyway I play a lot online, so this difference is not much a problem to me, but it's definatly here, no doubt on it in my opinion.
I went to set up a Peugeot 908 online, and then raced it in the Grand Valley 300. The car felt the same to me.
 
Good test. What I find is that offline I can be full throttle mid corner but online full throttle mid corner will spin the car out. Perhaps the grip level is similar so on/offline produce similar lap time. However the style is different, ie, online need to feather the throttle more. Offline is more forgiving.
 
Like the maker of shift 2 said " We will leave the exact mathematical simulation side of things to Gran Turismo and the like, while we have a sim aspect to our physics model we want to focus on more of a race day feel, atmosphere and the feeling of speed inside a race car "

Seems clear to me the shift boys have realised how advanced the physics and tyre modelling are in GT5 and are steering well clear of going down that track.

Mind you, Shift 1 felt IDENTICAL in its' handling offline or on...

You only have to look to F1 to see that, if you design a car totally in the 'numbers', you end up with something slower than one where the numbers are just the jumping off point for the best performance. If Shift 2 concentrate on something that their tame race drivers tell them FEELS right, rather than something that their numbers tells them OUGHT to feel right (but doesn't), I'll take their approach any day and twice on Sundays... :sly:

No-one is asking the right question... WHY did PD have different models for each section? What was so wrong with having just ONE consistent model from game section to game section? We seem to be spending most of our time trying to quantify the difference, rather than simply ask why this was even necessary in the first place.
 
But it was the SAME bar of soap, no matter what mode you were in! :sly:

GT5 appears to change the brand on you depending on mode... :ouch:
 
You all seem to ignore that you can't roll over online...

(Unless someone did say something, besides SHIRAKAWA Akira and Chinese_Drifter, then I'm sorry because I was skimming over the messages)

But I have done my own testing and you can't roll over and I'm 100% sure on that.
 
The best way to feel this difference (and maybe identify it) is to use a light MR car. Their natural balance is utterly destroyed online.

IMHO it messes up the RR cars even more than the MR, but overall I've been unwilling to make judgement on that as the only cars I use IRL motorsports are RR cars. At any rate, I've had much less trouble with the MR cars than I have with some of the RR machines. It's really sad that PD didn't bother to test things enough to realize they had a serious problem here...

Here is the original thread: https://www.gtplanet.net/forum/showthread.php?t=139123&highlight=different+online

There is a lot of good info there. It might really make more sense to combine the threads or something, because a significant amount of testing has already been done. Virtually every question in this thread has already been argued and answered.

Unfortunately, because this issue varies significantly from track to track and car to car, I don't think we will ever really figure out what's going on in a technical sense;it's is just an exercise in futility. I can say that online some of the RR cars don't feel right at all on certain tracks (or even just part of a track. Cape Ring is an excellent example). Offline they feel right but also seem to me to be too easy to manage. Online they fall completely apart on certain tracks, and seem much better on others. Something has definitely been bungled somewhere. A key component (managing weight-transfer with the throttle to keep the rear-end settled) goes completely haywire online. Watch the video of the Alpine 1600s I made at Trial Mountain online and offline. It pretty clearly demonstrates the issue. But again, I do think this all should be discussed in the other thread where so much of this work has already been done.
 
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For some goddamn reason PD doesn't allow your car to rollover online. It completely ruins online first corner dashes. I'm not a crasher, I'm saying that if you crash heavily on the last lap, seeing your car roll/get trashed helps a little with frustration and makes for a great replay.
 
For some goddamn reason PD doesn't allow your car to rollover online. It completely ruins online first corner dashes. I'm not a crasher, I'm saying that if you crash heavily on the last lap, seeing your car roll/get trashed helps a little with frustration and makes for a great replay.

Surely if the car doesn't roll over online then the physic's are different to offline?
 
I worked on a great tune for both my RUF CTR and BTR, offline they are running great. Online it's still loads of oversteer everywhere, can't race it...
 
I would've never guessed. I thought the game just did it itself, then reported it's location every so often. Which would explain how some cars seem to "jump" from place to place online.
 
I worked on a great tune for both my RUF CTR and BTR, offline they are running great. Online it's still loads of oversteer everywhere, can't race it...

Hey sanmusa,

fell for the same trap; using my lounge (tyre wear, fuel depletion on) for working on my setups now.

By the way - please use your BTR online; too few guys out there going for the real thing :D
 
the online and offline physics are the same you just need to have tire wear turned off.

i really dont see how you guys manage it to feel different because after the patch and me being able to turn that off my yellowbird drives the exact same on and offline and i manage lap times within 0.5 seconds of each other :S
 
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