Since the first game, what was the one thing that impressed you about the physics?

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Grip gets simulated more properly from GT1-GT5. Haven't tried GT1 yet, but in GT2, which kinda has an improved version of GT1's physics engine, cars tend to slide and bounce. It's a whole lot better in GT3 but cars slide sometimes. The whole game started looking like a simulator in GT4, and in GT5, PD is close to making something realistic.
 
In GT5 it's got to be the ease of drifting/powersliding that impresses me most. No gimmicks, no bulls**t. Seems like driving games have been struggling with this for millenia, including the GT series, and have only recently started getting it right. Altho, in all fairness, I think Enthusia was the first to ever really come close on a console.
 
Have not played any of the previous GT's. This is my first experience with something that attmepts to come close to real driving. I like it!

Two things that caught my eye. GT Academy Special Event (AMG) where you drive the car down each leg of Nurburgring. The end of the first leg it's a long straight followed by a slight turn to the left then an curved elbow to head north. I kept sliding off the track on that slight turn. Looking at it, it appears you should be able to hold that turn at high speed without even tapping the breaks. Because of G-forces and the angle of the road leading up to and then the change in the angle after the turn; it makes you slide off to the right. That amazed me!

Something very similar happend at the Test Track during the Special Event with the Lotus Elise. That first turn I hit the breaks and slide to the right sideways. Why? Everything appears normal. But again it's the cars performance on the shape and angles of the track; the geometry and momentum of the weight of the vehicle! Truly amazing stuff!

Finally, I learned that F1 drivers learn their craft in virtual simulators like the GT series. It must be good if Sebastian Vettle can start as a rookie and win a championship having learned in a simulator!
 
Its possible to wheelie :p

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GT Academy Special Event (AMG) where you drive the car down each leg of Nurburgring. The end of the first leg it's a long straight followed by a slight turn to the left then an curved elbow to head north. I kept sliding off the track on that slight turn. Looking at it, it appears you should be able to hold that turn at high speed without even tapping the breaks. Because of G-forces and the angle of the road leading up to and then the change in the angle after the turn; it makes you slide off to the right. That amazed me!

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That slight turn to the left is Schwedenkreuz, it is notorious IRL for unsettling even, a well balanced car, a lift slightly before it and hug the left kerb, usually helps things out, as your tyres wear down a longer lift before or a small dab on the brakes will help :)

A lot of time can be lost, by have a go heroes, going wide, spinning on the grass and ending up in the kitty litter at Aremberg :dunce:
 
For me, it's how you can actually 'feel' the changes you make to the suspension settings. Even a .1 change to spring settings can result in a change in the force feedback through the wheel.
 
In GT5 it's got to be the ease of drifting/powersliding that impresses me most. No gimmicks, no bulls**t. Seems like driving games have been struggling with this for millenia, including the GT series, and have only recently started getting it right. Altho, in all fairness, I think Enthusia was the first to ever really come close on a console.

That, 100% correct

(THIS IS MY 400TH POST)
 
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Something that has always been the most important thing to get a handle on in all GT games.

Weight transfer.

Only LFS and iRacing have managed to do this as well as GT and if you can learn to control the weight of the car you are going to go fast.
 
Something that has always been the most important thing to get a handle on in all GT games.

Weight transfer.

Only LFS and iRacing have managed to do this as well as GT and if you can learn to control the weight of the car you are going to go fast.


I'll vote for the feeling of weight transfer under load too 👍
 
Before GT1, never seen car tires in a game "bounce" when they hit a bump or dirt.

I have, but not to the extent that it happened in GT1.

One of the things I really dug about the first game (which was dropped in GT2, 3, and 4 :grumpy:) was the way cars could get up on 2 wheels if you cornered them hard. Lateral forces made certain cars (especially lightweights like Miatas) start to lean heavily, and then finally dance on their outside wheels. Although this isn't entirely realistic, it is notable that in real-life there is some ability for certain cars to lift wheels under hard cornering. Lotus Elises tend to lift their front inside wheels for instance IRL.

Also in GT1 (again, dropped from later games) was the fact if you set your ride height too low, some car tires would wind up rubbing into their fender wells, which means a bit of lost speed. It gave you a reason not to just set every car to its minimum height.

Neither of these features are entirely realistic, but they added some cool handling dimensions to GT1. Granted, there are plenty of new handling traits in GT5 that keep me occupied. :dopey:
 
The fact that it's been 14 years since the first GT but cars still "slide" under 5 KM/H.

Also in GT1 (again, dropped from later games) was the fact if you set your ride height too low, some car tires would wind up rubbing into their fender wells, which means a bit of lost speed. It gave you a reason not to just set every car to its minimum height.:

No more present in GT5 :grumpy:
The wheels will just "glitch" into the wheel arches. :crazy:
 
No more present in GT5 :grumpy:
The wheels will just "glitch" into the wheel arches. :crazy:

Yup. :indiff: Remember the Dodge Copperhead/Concept? With its default settings, it would bounce like crazy and lose speed, especially on banked turns. The driver would have to tune this away, by lowering damper/spring rates, and raising the height a bit, if I remember correctly. In other words, it was a car that came with tuneable parts, and you actually had to tune it to get it rolling right.
 
Realistic body roll and weight transfer... Looks amazing in replays though it was more obvious in earlier gt's
 
GT2 was the first driving simulator I ever saw, didn't even know of pc sims at the time, the thing that impressed me the most was watching the general way cars moved in the replay. You can always tell if a sim is any good by studying the cars movements in a replay & comparing them to morot sport TV footage imo.


👍
 
The fact cars can flip over now. Never saw one go on its lid in GT4. But the ease to do it isn't real yet. A Samba bus doing 90 sliding sideways should flip over like crazy.
 
Something that has always been the most important thing to get a handle on in all GT games.

Weight transfer.

Only LFS and iRacing have managed to do this as well as GT and if you can learn to control the weight of the car you are going to go fast.

That plus the fact that in GT5 (but not in past GT), you can feel the difference in how a production cars and race cars carry their weight. Especially if you're using a FFB steering wheel. With my G25 to 10, I can feel how much lower the centre of gravity in a race car (any of the Super GT cars, for example) compared to road cars. And because of the suspension setup and the difference in mass, the weight shift on a race cars feels more controlled (though more ferocious) than most road cars. None of these was there in GT3, GT4 or GT5P.
 
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