Slipstream in GT5

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According to finalists of the Irish GT Academy, they played on a GT5 build that had the slipstream off !

My reasoning here is that if this issue was important enough to have a GT Academy final with slipstream off, then on the final GT5 the host of a online race will be able to at least turn it off, among other specifications he will be able to set for the race.

There could be a full set of options regarding slipstream like:

- on / off
- simulator (less pronounced effect) / arcade (similar to now)
- distance of the slipstream effect (meaning how far behind the slipstream would be felt)


What do you think about this and what would you like?

Cheers
 
I agree it needs to be toned down alot. You need to be around 1-5 meters for it to start to take effect and even then you will only speed up enough the either pass or out brake at next corner.
 
Well, it's not realistic if you don't have slipstream. But I agree that slipstream in GT5P was unreal...
Distance of the slipstream effect (meaning how far behind the slipstream would be felt) is what I want in GT5!!!!
 
Yes. They need to adjust it.
BTW You guys that where at the GT trial final's, how does the slipstream feel like?
 
Slipstream is something I expect in a racing game, and for me it doesn't need any settings. It should be on by default, and realistic. It's not like it's a setting that needs to be tweaked as part of an "assist" for people who struggle to get the car around the track in the first place.
 
Slipstream is something I expect in a racing game, and for me it doesn't need any settings. It should be on by default, and realistic. It's not like it's a setting that needs to be tweaked as part of an "assist" for people who struggle to get the car around the track in the first place.

Yeah, but in Prolouge you get the slipstream on like 100/150 m behind the car.
 
Slipstream is something I expect in a racing game, and for me it doesn't need any settings. It should be on by default, and realistic. It's not like it's a setting that needs to be tweaked as part of an "assist" for people who struggle to get the car around the track in the first place.

amen, couldn't have said it better.
 
Slip stream in GT5 should just be toned down alot to match real life, this is one thing about GT5 prologue that wasn't right and I think it would be best to just be on always with no settings.
 
There could be a full set of options regarding slipstream like:

- on / off
- simulator (less pronounced effect) / arcade (similar to now)
- distance of the slipstream effect (meaning how far behind the slipstream would be felt)


What do you think about this and what would you like?

Cheers

There should only be one slipstream option: reality. Anything else would be stupid.
 
I'm not up on my fluid dynamics but surely the effect would be different depending on the shapes of the car producing it and the car driving into it?
 
I'm not up on my fluid dynamics but surely the effect would be different depending on the shapes of the car producing it and the car driving into it?

Yeah, I'm sure that affects it, and that a simple distance meter wouldn't be able to accurately portray slipstreaming.

Then again, I've never raced, and I don't know much about fluid dynamics at this time.
 
I'm not up on my fluid dynamics but surely the effect would be different depending on the shapes of the car producing it and the car driving into it?

It should be so, the more spoilers you have the bigger difference slipstream should make.
 
I'm not up on my fluid dynamics but surely the effect would be different depending on the shapes of the car producing it and the car driving into it?

Yes, it probably should have a different effect on say, a saloon car or a formula one car, but these effects, if applied, should be built into the car's handling model, not generally into slipstream as a whole i think.
But i could be horribly wrong, still i do not think you should be able to change the amount of slipstream as it is a force of nature, not a tuning device.
It should be realistic, perhaps less pronounced as Prologue.
 
I once did part of a road trip slipstreaming from a friend's van in front.
Looking back now it sounds crazy, I know, but you do that kind of stuff when you're young :)
I was in a van with a low power turbodiesel engine, and the turbo had broken down, so it wouldn't go any faster than 70 or 80 km/h on the highway. But being "towed" by the slipstream we could travel at 110 or 120 km/h - quite a difference!

All of this to say that as far as I remember the slipstream effect was quite strong but only available at a small distance, 4 to 5 meters behind the car in front.
 
I once did part of a road trip slipstreaming from a friend's van in front.
Looking back now it sounds crazy, I know, but you do that kind of stuff when you're young :)
I was in a van with a low power turbodiesel engine, and the turbo had broken down, so it wouldn't go any faster than 70 or 80 km/h on the highway. But being "towed" by the slipstream we could travel at 110 or 120 km/h - quite a difference!

All of this to say that as far as I remember the slipstream effect was quite strong but only available at a small distance, 4 to 5 meters behind the car in front.

That was in a VAN so the slipstream would naturaly be larger and still only can be felt at 4 to 5 meters, so with that information I think that the slipstream effect in GT5P is definately too strong and should be reduced.
 
That was in a VAN so the slipstream would naturaly be larger and still only can be felt at 4 to 5 meters, so with that information I think that the slipstream effect in GT5P is definately too strong and should be reduced.

Nascar and Cart series are a good example of slipstream reacing.
 
Couldn't agree more cletus

What I'd like is that we could choose the slipstream to be either
arcade - for people that want easier races, easier to pass the guy in front
or simulator - for people that prefer an experience closer to reality, like most of us at GTPlanet

And online "specialist races" should be with the "simulator" setting of course
 
GT5P's slipstream is too powerful. If the following happened in GT, the Aston would have doubled in speed.

http://www.youtube.com/watch?v=W25U3WwnO28

As far as options, I don't mind their being options to turn up/down the effect so long as a realistic setting is possible. I'll just use the realistic one and let other people do their own thing.


arcade - for people that want easier races, easier to pass the guy in front

Thing about super vacuum is that it makes it easy to fly off the track or ram the guy in front of you when you get to the brakes. It might not be easier for a rookie. About the only solution I can think of is havin draft disable when braking while it's on arcade settings.
 
There should only be one slipstream option: reality. Anything else would be stupid.

This.

I don't know why there is an obsession with putting rubber banding or handicaps of any sort in racing games.

If you are a good driver, you are a good driver. If you are not, you are not.

I don't see first person shooters implementing handicaps. In Counter Strike Source, if you lose, you get less money the next round, meaning you can't afford weapons, which means you will probably lose again. In Call of Duty, if you are outmatched, there is nothing you can do other than lose or quit.

Motorsport is exactly that, a Sport. It is supposed to be competitive. I don't know about you, but competitive sports usually involve the best winning. The ones who are worse than the others don't get handicaps. I suppose Ballast in SuperGT is an exception to this, maybe if race tournys were implemented, dominant drivers should be given a ballast to even the field. But catch-up/slipstream/Arcade methods are not good for GT and diminish the overall experience.

I'm saying that, and i'm a 🤬 driver, i rarely win, in prologue i'm always 1-2 seconds off the pace. In standard physics i'm good because i'm consistent, but thats more to do with the forgiving physics making the game easy than any handicap.
 
It should be "realistic" by default, and if they really need, allow users to increase the effect. But it's essential to ensure the proper racers have an option to keep it realistic.

The GT series does seem to have a tradition of a strong slipstream effect (at least was so in GT4 and GT3, and can't remember what it was like in previous GTs). The only reason this tradition will be broken is all down to online play, for me, and how they know (or should know) about how most people will want to race with as realistic conditions as possible.
 
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This.



But catch-up/slipstream/Arcade methods are not good for GT and diminish the overall experience.

Hope i get this right, by catch-up you mean rubberbanding which is unrealistic and thus arcade, so i agree with you on this one.
Slipstream however is realistic and using it is part of racing, i use it all the time, it's not cheating or arcade-ish.
 
Hope i get this right, by catch-up you mean rubberbanding which is unrealistic and thus arcade, so i agree with you on this one.
Slipstream however is realistic and using it is part of racing, i use it all the time, it's not cheating or arcade-ish.

But the range of it is very arcade style.
 
Gotta admit when it comes to rubber band boost I reckon it has it's place. If you want a competition then fair enough leave it out but if you just want a kickabout where winning aint the bee-all then turning on the rubber band leads to 15 minutes of constant overtaking and unfeasibly close practice that you just wouldn't get in a real race and it can be more intense fun for that specific reason.

I'm not the best driver and I'm not the worst and in most online battles, without the slow player boost, I'm pretty sure I'd spend 90% of the time just hotlapping. So it's a racing "simulation" fair enough but it's also a game and sometimes you just want to "play" it
 
Gotta admit when it comes to rubber band boost I reckon it has it's place. If you want a competition then fair enough leave it out but if you just want a kickabout where winning aint the bee-all then turning on the rubber band leads to 15 minutes of constant overtaking and unfeasibly close practice that you just wouldn't get in a real race and it can be more intense fun for that specific reason.

I'm not the best driver and I'm not the worst and in most online battles, without the slow player boost, I'm pretty sure I'd spend 90% of the time just hotlapping. So it's a racing "simulation" fair enough but it's also a game and sometimes you just want to "play" it

👍 Glad to see I'm not the only one who sees the other sides of the coin.

I also hate the rubber banding for true racing, as it effectively throws all the hard work to build up a lead out the window. However, I can appreciate not everyone enjoys full on simulation racing, especially as this game has a broader audience than the average simulation* game.

All they need to do is allow full options, then everyone should be happy. If they want to make it simple, they can stick exaggerated slipstream in "standard" physics mode and realistic slipstream in "simulation" physics mode, at least it would make sense then. Otherwise, allow it to be adjusted for custom races.

*Simulation in the sense of attempting to simulate something realistic and being aimed at shall we say "hardcore" players.
 
Slipstream however is realistic and using it is part of racing, i use it all the time, it's not cheating or arcade-ish.

Nobody is debating whether or not slipstream should be in GT5. The question is about the intensity of the slipstream effect, if it will be realistic, and if there will be any options to change the intensity.

One of the current online events is Fuji with 550 Performance Points. Using the Honda Integra, even in the early part of the straight at around 100-150kph, you can pick up the slipstream from a car in front even at around 1.5 seconds behind. This is around 1.3 seconds unrealistic!
 
Nobody is debating whether or not slipstream should be in GT5. The question is about the intensity of the slipstream effect, if it will be realistic, and if there will be any options to change the intensity.

One of the current online events is Fuji with 550 Performance Points. Using the Honda Integra, even in the early part of the straight at around 100-150kph, you can pick up the slipstream from a car in front even at around 1.5 seconds behind. This is around 1.3 seconds unrealistic!

I was refering to a previous post where it seemed slipstream was put in the same range as rubberbanding.
I pointed out that rubberbanding was arcade as opposed to slipstreaming.
 
in my opinion its hard to believe that PD will give us that type of option detail... but the slipstream is definitely a very weak point over GT series...

since the game isnt yet released we might give it a push with this subject and maybe they'll fix that in time :) slipstream should be reduced a lot...

GT5P's slipstream is too powerful. If the following happened in GT, the Aston would have doubled in speed.



As far as options, I don't mind their being options to turn up/down the effect so long as a realistic setting is possible. I'll just use the realistic one and let other people do their own thing.


nice video.. everyone knows about it but the video just confirmed it for the skeptical people.. that circuit has such a long straights and even with that its so hard for the aston to overtake and he is really close of the Z06 rear... as someone already said here.. driving in Fugi (GT5P) with the integras even at low speeds its easy to catch the slipstream and pass... ppfff

for those who didnt see it already here's a video from GT academy (france national final)



the white car (Learner___Driver) is definitely the fastest as he can gain some gap on the corners (look at the splits in each sector) but on the straights he lost all that gap so easily because of the exaggerated slipstream... besides he's being faster, after all, he still needs to fight all the race to win it for a tiny margin.. 👎 so this really need to be fixed to put some truth in those type races...

of course for those who still want to just play it... there's always the standard mode where slipstream still a good thing to make closer races for fun.. but to compete its just awful..
 
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