Should clutches and brakes have health bar like tires?

  • Thread starter Thread starter Brainhulk
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I like the idea of a health bar. You'll know you have to change your brakes when the game goes, "Finish Him!"
 
There would have to be two bars, then. One for wear, one for fading/temperature.
But PD could do it the "realistic" way and only make a "brake" light in the dashboard turn on when brakes are excessively worn, like the "engine" light for engine oil.
Regarding transmissions, in real life "clutch temperature" and "torque converter oil" temperature gauges do exist by the way, so they would not be unrealistic to have.
 
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I welcome brake fade, just like tire wear. If it does get introduced to GT, more than likely the option would be there to turn it off and most beginners would just leave it off.

And clutch wear, Idk? It would be interesting to see someone butcher their clutch and get stranded on the track.
 
Even making repeated hard launch in AT mode with no direct clutch use should cause some clutch wear. It would also penalize those who with their G25/G27 wheels and clutch control only shift gears by powershifting.
 
I don't like the idea of clutch wear, because if you accidently miss-shift there's a chance you've had it. Imagine that just before you're about to finish the race...and in the good position...:scared:

Brake wear i like the sound of...would add something to the race.
 
Yes I think brake fade should be in the game. Some normal everyday cars on a race track can not handle couple of laps under heavy braking. The brakes overheat and significantly loose braking power. It should be in the game so if you buy a cheap normal car, you should upgrade the brakes ASAP.
 
I don't like the idea of clutch wear, because if you accidently miss-shift there's a chance you've had it. Imagine that just before you're about to finish the race...and in the good position.

That's called simulating racing 👍
 
True, very true. I would welcome it...as long as it had the option to turn it off. Once i get used to the g25 wheel and feel very confident using it i'd turn it back on and race for my life :)
 
Sorry for double post but it would also be good to (during endurance races) to have an oil change and new body panels. GT6 maybe?
 
I like the way that in GT4, if you went to GTAuto you could tell how minging your oil was, even if the light hadn't come on in the race. I remember doing a Japanese "championship"-type event, and my oil light came on during the last race. I struggled to bring home 3rd; needless to say, I didn't neglect my oil after that! The same could apply to brakes and other components (suspension damage is supposedly modeled, or at least it was a target at one point).

I see clutch and brake wear as a similar thing. These only really need sorting after a race, but you'd best keep on top of it during a long series or championship (reminders would be cool, with a toggle, of course). Look after your clutch, and it should be fine during a race as long as you're not too stupid, and assuming the clutch control is improved over GT5:P 💡

Brake temps are something that you ought to be able to feel via the fluid temp, and hence pedal feel. That's not practically possible in a game: maybe adding brake squeal at the onset of fade could work instead, or (excess) vibration during braking, representing the irregular "glaze" from the hot pad material on the discs (I know it's not necessarily realistic, but the only other option is some sort of bar) - then you'd know to take it easy. Of course, the effects of fade on your braking distances ought to be obvious enough...
I've read that stock vehicles do have adequate braking performance, once the discs (design) and pads (material) are upgraded and (preferably) the fluid changed - the calipers themselves are usually fine. Some of my friends have testified to the same, but I've not experienced it for myself. The trouble is, these performance packages tend to be noisy!

I also remember, with GT4, thinking the chassis reconditioning and rollcage were gimmicks, but I was impressed by their effect in GT4. Some cars could be "ruined" with a rollcage; I "refreshed" the chassis on my R32 GTS-t Type M and completely rendered my "perfect" setup useless, so I had to spend a lot of time re-tweaking it, but I think it felt better after that!

It's things like this that make me think that if PD do decide to include features such as brake and clutch fade and wear, it'd be done with similar subtlety and depth.
 
Steph290, you quoted the wrong comment ^ but I know it's more than likely going to be there, I was just stating.

I quoted the one you removed, probably the same moment you did, because I saw the double post and clicked the second. I was surprised when I refreshed the page to see it had changed.
 
It's things like this that make me think that if PD do decide to include features such as brake and clutch fade and wear, it'd be done with similar subtlety and depth.
And If thats the case it might possibly add something but I just don't need it.

I have descided that no I would not like PD spending time developing these features.

Good drivers usually won't kill a clutch too easily and if you are racing I would expect that you have a good one in beforehand as for the most part they are cheap (If you have a meter then you know when making it very easy and just another thing to micro manage). I suppose you could implement a good system givin enough effort but I really don't want to have my brakes or clutch going at the end of an endurance race and have to do it over again. It would be interesting to replace a clutch on a supercar though. I might be wrong but once I heard a clutch for a supercar can cost up to 20k. Besides, with a simple clutch on off your not going to be able to do it correctly and you would have to simulate those of us you always use our sweepspot on launch to make it better. All in all unless my clutch has force feedback I don't want this in.

You can almost bet that if a system for brakes was implemented it would be very simple to just take it that much easier on your brakes most of the time unless trying to pass. Either by fine tuning your brake balance controller (Givin enough time this is a guaranteed way to avoid brake penalties) or simply going easy on them. As braking is the hardest thing to get perfect there will not be as many people driving the brake limit, especially with ABS on. I see it as pointless effort on PD's part. It will either hinder really fast people or make the game less attractive to beginners. As such I don't ever see them implementing such features in the near future.

If they did put such fetures in the game I would learn to benefit from it like I do every other in game micro managy thing.
 
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I see it as pointless effort on PD's part. It will either hinder really fast people or make the game less attractive to beginners. As such I don't ever see them implementing such features in the near future.

If they did put such fetures in the game I would learn to benefit from it like I do every other in game micro managy thing.

Well, that's why there's an option to turn wear on/off.

I know you're entitled to your own opinions, but the way I see it, Kaz's vision was to make it as real as possible. The more real-life scenario's the better for Gran Turismo to stand out from the rest (Forza cough*). And I'm pretty sure PD can introduce these features without an epic fail. The way Griffith500 explained it could be a strong possibility in the future.
 
I think both break and clutch wear can wait until we get some feedback on said pedals...

I disagree, because:

- With proper feedback, serious wheel/pedals controllers would end up costing $500-600+ (most of the cost on pedals alone)
- The lack of said feedback didn't prevent pc developers to implement those effects/consequences on their car simulators (LFS for example)
- The lack of real G feedback (arguably the most important physical feeback that a driver can receive from his car, much more than wheel reactions, which on most street cars are rather subtle by the way) didn't prevent PD or any other car simulator developer to develop proper car handling physics
 
This is a great idea for TIME TRIALS event. With this effect, it will even the playing field and no more down shifting from 5th gear to 1st gear (You all know who are those people). :) This is the reason I stop doing a time trial record, you do a proper lap, then you will see someone at the top doing crazy stuff on the transmission. Clutch cheat anyone?
 
Clutch temperature has been implemented in Live For Speed. If it heats up too much, it slips badly, and will end your race and leave you stranded. A similar idea could be added for brakes, and I'd welcome both to GT in a heartbeat.
 
Personally I dont really need/want it, coupled with the fact it would probably shut alot of casual gamers out, I dont think it should/will ever be implemented.
 
Professional driving physics with no driving aids would shut casual gamers out too.
That's why they are set to "Standard" and all driving aids on as default.

Also the extend to which cars will get mechanically damaged in GT5 will be tweakable/selectable, according to past PD/KY interviews. Drivetrain/brake wear could therefore be part of such tweakable "mechanical damage".
 
personally i would rather have these more realistic factors put in than cosmetic effects such as track editor, skid marks, livery editor, proper shifting motion or blah blah blah
 
Professional driving physics with no driving aids would shut casual gamers out too.
That's why they are set to "Standard" and all driving aids on as default.

Also the extend to which cars will get mechanically damaged in GT5 will be tweakable/selectable, according to past PD/KY interviews. Drivetrain/brake wear could therefore be part of such tweakable "mechanical damage".

IMO, damage should be tweakable, but not wear. Just like chassis and engine wear in GT4. You can't disable it. It just happens. And it's natural and logical that it does, after all we're putting all those cars through it's paces.

I'm no expert in mechanics, and I don't know all the consequences that can result from brake and clutch damage, but I understand that there are many. So, if this is to be implemented in the future, I guess the consequences should be spot on.

Also, I'd love to see punctures in the tires.

Since it has all to do with damage, I belive that this sort of mechanical damage (which I call internal bleeding) should have been implemented before cosmetical damage.

Peace.
 
Next people will hope that when they crash, the shattered pieces of the windshield will ACTUALLY end up in their eyes!
 
Next people will hope that when they crash, the shattered pieces of the windshield will ACTUALLY end up in their eyes!
http://en.wikipedia.org/wiki/Slippery_slope

No, seriously, I'm clueless about why are people now are worried that GT5 will get more accurate and realistic (which alone doesn't necessarily imply harder. In fact, as driving physics have become more realistic over time, they have become easier for some people, as in more intuitive and life-like).
That's asking the franchise to go backwards.
There are plenty of other, easier driving games. Maybe those would be better choices for you all.

Monkey House
Now people want to worry about clutches and brakes?
It's a game, people.
Why not play Mario Kart instead?
 
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I'm not worried about it being more realistic than ever, but some people are taking it too far. I don't care for 100% realism. Physics, graphics, and some of the important elements are what matter to me. Those elements would be collisions, AI, weather, sound, race rules, and accurate recreations of the cars and tracks. After that, I don't really care.
 
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