Slipstream in GT5

  • Thread starter Thread starter Gaviao_pt
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Yes, the draft is very annoying sometimes. All you need to do to win a NASCAR race at Daytona or an Indianapolis FGT race is stay behind the leader on the last lap, and overtake coming out of turn 4. It would be nice to be able to hold position once in awhile... lol
 
I'm wondering if anyone has studied slipstream effects (I haven't) to see what realistic is.

I know the car behind should push the car in front when close enough, and that doesn't happen in GT5 either. But to see exactly what effects it actually has would be super.

Masi
Likewise, if you are leading and you are alone and turning the fastest and most
consistent laps all day, 2 drivers in tandem from 10 seconds back can tag along and catch you within a few laps.
It should be noted that this happens in NASCAR quite often last I watched, though it's been a while.
A stray lead car almost always gets reeled in by multiple cars teaming up, and the effect, especially on high speed runs like Talladega and Daytona are massive.
 
I know GT5 clearly has to much, but my question is, how much to much?

That will change depending on the situation. My result was kept simple because I did not do enough to give a really detailed answer. I just did CFD and let it speak for itself where appropriate.

On estimating GT's error, the models I used in the CFD were probably better drag wise than a real LMP. So let's double the gain from drafting, which makes it about 10% acceleration.

I've never measured the effect of the draft to decimal precision in GT, but it seems like it's at least a 50% boost to acceleration.

GT draft is probably 5-10 times too strong.
 
It should be noted that this happens in NASCAR quite often last I watched, though it's been a while.
A stray lead car almost always gets reeled in by multiple cars teaming up, and the effect, especially on high speed runs like Talladega and Daytona are massive.

Only true with Restrictor Plate tracks. Since the cars are pretty much at their top end (reaching 190-195), the further speeds they reach are pretty much as a result of the reduced downforce - so yes, a car running alone in Daytona is a sitting duck. In medium style tracks, most cars in clean air tend to fade away (extend its lead) from the rest of the field. The further you are from first, the more likely you're going to run through traffic and dirty air, which disrupts downforce - thus making the car turn less.

I secretly like NASCAR and follow it every week - mainly because my dad works for Gene Haas, the former, and now co-owner of Stewart-Haas racing :)

Friend: Dude, why do you have NASCAR.com in your browser?
Me: Oh that? Pshh... its nothing man, i was just lookin at NFL scores and i accidentally hit NASCAR for some reason... left turns right? What a joke! ...ahem
 
I can confirm I will still be in GT5 come the Spec 2.0 update... ;)

One thing to keep in mind, though, is that if they do change the exaggerated effect (and I agree, they should), that some events/license tests will need to be adjusted accordingly. I can't think of them off-hand (I've only gone through the licenses to gold them on my two PSN accounts), but an older example is GT4's Skyline drafting challenge. If the draft is a more reasonable level, PD will need to fix up a handful of tests to accommodate that.

I'm looking at those tests with Jeff "Dead Eyes" Gordon, actually...
 
I can confirm I will still be in GT5 come the Spec 2.0 update... ;)

The awkward moment when SlipZtrEm posts in a thread about slipstreaming. :sly:

Anywho, wasn't the slipstream nerfed in the last two updates? Cause if it was, I really haven't noticed it TBH...
 
Only true with Restrictor Plate tracks. Since the cars are pretty much at their top end (reaching 190-195), the further speeds they reach are pretty much as a result of the reduced downforce - so yes, a car running alone in Daytona is a sitting duck. In medium style tracks, most cars in clean air tend to fade away (extend its lead) from the rest of the field. The further you are from first, the more likely you're going to run through traffic and dirty air, which disrupts downforce - thus making the car turn less.

I secretly like NASCAR and follow it every week - mainly because my dad works for Gene Haas, the former, and now co-owner of Stewart-Haas racing :)

Friend: Dude, why do you have NASCAR.com in your browser?
Me: Oh that? Pshh... its nothing man, i was just lookin at NFL scores and i accidentally hit NASCAR for some reason... left turns right? What a joke! ...ahem
I've dabbled in NASCAR in the past myself.:D

I really don't know what it should be like exactly, all I know is this draft has been since GT1, and one time in life I saw an advantage from drafting waaaaaay bigger then I ever expected. (It was very obvious the following car should not have been keeping up, and wouldn't have if they were side-by-side)

So that all leaves me at the big ? spot that I'm at now, of what should it really do?
 
Kaz should just put an option - Off/On/Real

Slipstream is off in free-run - had a few battles during WSGTC practice and its pretty fun not worrying about the draft, although the total absence of it just feels weird. Only way to make a pass (or catch someone) is if you had a really good run off corner exit.


Speaking of the devil! Please Vote for a change in the slipstream! Check my Sig or CLICK HERE to VOTE!
 
I think the strength is fine, It just needs to only effect the car if your with in .3 - .5. Currently it sits at 1 - 1.2 seconds!!

Fingers crossed it's been adjusted.
 
From the news page about 2.00 within GT5: "You can now change the slipstream strength setting in the lounge". 👍
 
This is just great guys. I feel like I won a prize for dealing with the ridiculous draft option.

This is the way I would've done it, had I been a guest programmer for PD just to re-arrange the online options:

"Ok guys, we're not doing a strong and weak draft option. Kato - here, take this current 'draft' model we have, add this as boost low, then make the current boost low, boost medium. Now that that's taken care of, make draft 'low' the standard option, kthxbai my work's done here"
 
This is just great guys. I feel like I won a prize for dealing with the ridiculous draft option.
To me, it feels like my Birthday and Christmas at the same time. I cannot believe they actually addressed it! 👍

Now it's only a matter of figuring it out exactly how it works. :lol:
 
Oh yeah, finally!!! I was a bit disappointed because I thought the slipstream has not been taken care of. This surely is a big suprise to me, and a really good one.:D
 
Did a quick test with Remy_K (alien) and it certainly feels weaker but it's still questionable - need more testing. Also can't determine as of now in terms of how much boost you get at certain variable distances. Lastly, aero drag when coming off the slipstream seems to be the same.
 
I wonder why they did not call it "Realistic" like they did for other options.
In any event I just hope it is, the name doesn't really matter.
I Guarantte you that it's more realistic when you set it to LOW! i'm testing it in Monza right,well done PD!
 
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