So what's new Physics wise?

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Are tire and fuel consumption part of the physics aspect of this thread?
I'm disappointed that like in GT4, short races don't have them activated, and that it's not possible to do time trials with them :(
If their effect on short races is negligible, why disable them?

Hmm? All my races show me my tire heat/wear + fuel gauge. If you sit and do burnout's you damage the tires even in 3 lap races etc. 👍
 
Hmm? All my races show me my tire heat/wear + fuel gauge. If you sit and do burnout's you damage the tires even in 3 lap races etc. 👍

The gauges are there and tire temperatures work, but the fuel and tire indicators don't deplete. After two-three laps at full pace I'd expect at least the fuel to drop a little, but either all cars have a big tank like in GT4 or fuel is infinite in most races.

While I cannot be 100% sure in normal races, I am in the GT Mode time trial as I tried a this bit on SSR7: there is no tire or fuel depletion, although gauges are there. Even after a full speed run or some burnouts.
 
Are tire and fuel consumption part of the physics aspect of this thread?
I'm disappointed that like in GT4, short races don't have them activated, and that it's not possible to do time trials with them :(
If their effect on short races is negligible, why disable them?

Time trials are supposed to be under perfect even conditions each lap run, maybe try do free runs/practise instead
 
I think I posted somewhere in this thread that just because something is easy to do does not mean its unrealistic. Try wrestling the Cobra 427 round the TGTT if you want hard.
 
I'm starting to think my PWTS is not properly supported, because I see a lot of people saying the FFB is godly and I'm not quite feeling it..

I don't know about your setup but I can point something out about FFB.

On the PC side, sims like rFactor (and even LFS at first I think) got a lot of complaints about their FFB because it was unrealistic.The problem was that the FFB was putting more data through the wheel than occurs in reality.

Take an example of a modern car with Power Steering. If you ride over an even bump (like a traffic calmer or similar) you feel the bump in your body through the car chassis, but you don't feel anything through the wheel in terms of a sudden jerk or rumble.

The RealFeel mod for rFactor removed anything from the FFB that wasn't generated by the steering assembly and everyone was much happier.

However, this means that for "realism" the FFB actually doesn't provide much data through the wheel because in a real car you'd feel most of the accelerations and bumps and so on in your body, not through the steering feedback.

GT5 doesn't go quite as far as full realism as far as I can tell, but I think it feels nice enough but everyone is going to have their own preferences.

Rotor.
 
I've noticed another slight possible anomaly,

Civic EK9 at Tsukuba in the 90's Japanese Challenge,

In the slow corners, e.g. Turn 1, full lock, tyres 'scrubbing' (audio wise), nailing the throttle has the car suddenly turning in much more, I would have expected it to start understeering on full throttle in that condition?

Just an observation, be nice if anyone could confirm, the car is 'modded' with engine mods only (Map/Exhaust/Intake) to 197BHP, no other mods, and the default tyres for that challenge.

I'm just thinking out loud really here, but if the front tires are scrubbing then they're overloaded past the max grip threshold (perhaps due to heavy braking, plus full lock etc).When you hit the accelerator, the weight shifts to the rear a bit and unloads the front tires a little, putting them back towards the max grip threshold, thus allowing them to gain grip.

Just a maybe really from what little I know about car dynamics.

I've noticed a similar effect with a modded Golf GTi V but I'd put Sport Soft tires on it so I felt that the extra grip over comfort tires was keeping the front nicely planted. I suspect the Sport tyres would be better served on a more powerful car with the Golf only tuned to about 235bhp from 197...

Rotor.
 
Quick opinion after about 3 hours of play:

The physics have definitely evolved since prologue (I haven't played any other versions since then). I think tyre grip was a bit too linear in prologue, whereas now you can feel the grip begin to fade then suddenly let go (especially with slick tyres) which feels pretty realistic, so you get an accurate feeling of snap oversteer.

The tyres sounds are also greatly improved which help to determine the limit of grip, and drifting feels incredible. You really have to set up your drift and throw the car in to break traction, then its a matter of being gentle with the throttle. The new smoke effects only make this more rewarding.

The only thing I've noticed so far is a bit of instability under braking which tends to kick the rear end out on corner entry. It's not too bad with most cars, but with some it can be quite violent, and once its let go, its a bit too easy to recover. But anyway that's only a tiny thing I've noticed, and its probably exaggerated by the fact that I'm using a controller instead of a wheel/pedals.

Looking forward to putting some solid time into it this weekend to get a better feel for it all, but so far the game is amazing
 
Time trials are supposed to be under perfect even conditions each lap run, maybe try do free runs/practise instead

So far I've been able to enable/see fuel and tire depletion only on Single Races in the Arcade mode, by enabling the "Fuel/Tire depletion" option.
In the GT Mode I think that is enabled only on longer races.
 
So far I've been able to enable/see fuel and tire depletion only on Single Races in the Arcade mode, by enabling the "Fuel/Tire depletion" option.
In the GT Mode I think that is enabled only on longer races.

Also enabled in online races btw as are pitstops to replace tires and fuel even for non-NASCARs (however I think the pitstops aren't animated).

Rotor.
 
Quick opinion after about 3 hours of play:

The physics have definitely evolved since prologue (I haven't played any other versions since then). I think tyre grip was a bit too linear in prologue, whereas now you can feel the grip begin to fade then suddenly let go (especially with slick tyres) which feels pretty realistic, so you get an accurate feeling of snap oversteer.

The tyres sounds are also greatly improved which help to determine the limit of grip, and drifting feels incredible. You really have to set up your drift and throw the car in to break traction, then its a matter of being gentle with the throttle. The new smoke effects only make this more rewarding.

The only thing I've noticed so far is a bit of instability under braking which tends to kick the rear end out on corner entry. It's not too bad with most cars, but with some it can be quite violent, and once its let go, its a bit too easy to recover. But anyway that's only a tiny thing I've noticed, and its probably exaggerated by the fact that I'm using a controller instead of a wheel/pedals.

Looking forward to putting some solid time into it this weekend to get a better feel for it all, but so far the game is amazing

Hard braking should make the car feel twitchy since all the weight is on the front, especially along with engine braking with the clutch in, and mid/rear engined cars will snap spin if you don't brake in a straight line. Not all mind you, I found the Enzo very unstable, while the 458 pretty solid in this regard in the demos I played.

Part of it is also due to the GT's weird 5:5 front:back brake balance default on all cars, setting it to 7:2 etc will make it better here
 
Physics check:

Can someone post all the specification details of the Ferrari F2007 and test it for various levels of downforce; I would like to know peak speed with 1/5th downforce level and for max. Also, what power does it claim to have?

Ta.
 
Hard braking should make the car feel twitchy since all the weight is on the front, especially along with engine braking with the clutch in, and mid/rear engined cars will snap spin if you don't brake in a straight line. Not all mind you, I found the Enzo very unstable, while the 458 pretty solid in this regard in the demos I played.

Part of it is also due to the GT's weird 5:5 front:back brake balance default on all cars, setting it to 7:2 etc will make it better here

Yeah I understand that the car should be unstable under hard braking but if anything a front engined car should understeer under brakes, so you could be right about the brake bias, I didn't even look at it. It would explain a lot given the front wheels can provide up to 75% of the reaction force under hard braking.

I did definitaly notice that the mid engined cars (Zonda, Mp4-12C etc.) were more twitchy under brakes though, which is part of the fun of driving them. I definitely think I need to invest in a wheel though because its 10 times harder to balance a car under brakes with your thumb 👍
 
I think I posted somewhere in this thread that just because something is easy to do does not mean its unrealistic. Try wrestling the Cobra 427 round the TGTT if you want hard.

So true. Overly hard physic engines don't equal reality for me, as I've not driven a car that was hard to drive quickly, including a Ford Freda around country lanes.
 
oh snap!, i just rolled my $400k Lamborghini lp670-4 super veloce at 200mph.... cant wait to see the repair bill...... still loving the physics

Edit: $197,000 ...sounds accurate
 
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oh snap!, i just rolled my $400k Lamborghini lp670-4 super veloce at 200mph.... cant wait to see the repair bill...... still loving the physics

1) How (Or at what point in the game) do you roll?
2) Where is damage?
3) If I need to unlock it, when do I?
 
Who wants arcade physics? Go to the Mercedes driving school and do the 300SL around the ring 👎
 
Quite easy to roll on Trial Mountain using that hump on the final turn into the straight :)

At 2:18
http://s10.photobucket.com/albums/a112/FPVaaron/?action=view&current=MOV00222.mp4
Damage kicks in at level 20 I believe.
Mechanical damage option for Arcade mode is coming in a patch soon, in a few days I think

I know, but I heard you need to unlock damage, and I assumed roll-over is a form of the damage, since I haven't rolled my own car over either.

So, If mechanical damage is coming to arcade, does that mean it already has physical damage? (I haven't tried arcade yet)
 
I know, but I heard you need to unlock damage, and I assumed roll-over is a form of the damage, since I haven't rolled my own car over either.

So, If mechanical damage is coming to arcade, does that mean it already has physical damage? (I haven't tried arcade yet)

Once you get past level 20 I believe

- New patch coming Dec. 1st, which will enable damage in Arcade Mode.
- Damage model is currently enabled from Level 20
- Damage model upgrade will be included that will let car veer right or left, if there is damage to the front wheels.
- possibility to turn on/off engine damage and total loss.
- framerate performance should be better
- will not be the only patch until Christmas

http://www.videogameszone.de/Gran-Tu...zember-801633/
 
I'm not feeling the physics on GT5 yet. After two nights of driving I'm still getting no feeling what the car is doing 'under' me. It's very difficult to find the limits of grip, what I get is just lots of understeering to outside wall without any prior warning that the tyres were about to let go. (Using DFGT with all aids turned off, so far been driving just stock cars.)

I played a demo version a couple of weeks ago, it was set to a lap in Tokyo. I felt right at home with the steering then even if I normally hate that track. The wheel at the booth was G27 (I think). I don't know if it's the wheel or game version that is making the difference but what I have now is physics that feel somehow too forgiving but also difficult because you don't really know what the car is doing.

What I noticed in the wheel sittings is that when you are selecting the steering mode (simulation, amateur or whatever) DFGT and G27 are grayed out. As if that choice would only apply to other wheels. Somehow I think with DFGT you are stuck in amateur mode.

The physics have definitely evolved since prologue (I haven't played any other versions since then). I think tyre grip was a bit too linear in prologue, whereas now you can feel the grip begin to fade then suddenly let go (especially with slick tyres) which feels pretty realistic, so you get an accurate feeling of snap oversteer.
What I'm feeling is pretty much just the opposite. Odd.
 
What I noticed in the wheel sittings is that when you are selecting the steering mode (simulation, amateur or whatever) DFGT and G27 are grayed out. As if that choice would only apply to other wheels. Somehow I think with DFGT you are stuck in amateur mode.

You're kidding? :sick:
 
[...]What I noticed in the wheel sittings is that when you are selecting the steering mode (simulation, amateur or whatever) DFGT and G27 are grayed out. As if that choice would only apply to other wheels. Somehow I think with DFGT you are stuck in amateur mode.
I don't think it's the case. That setting is meant to automatically tweak steering sensitivity at speed and in other situations to compensate for the reduced lock-to-lock steering angle of older wheels. That's why newer ones don't have that available.
 
Not kidding about the grayed out thing. As for being stuck in amateur mode, that's my feeling at the moment, I hope I'll be proven wrong.

I thought that was only for the FFB weighting to be honest, if you read the text for each option (if your wheel allows it ;)) it just says it's like adding power assistence and easier to turn the wheel, I don't think it affects the physics in anyway..
 
But does it allow you to select it anyway, even if it's grayed out.. it doesn't make sense.

Yes it does which is odd. If it's about just some wheel it would be better if you only could change the value with that wheel.
 
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