So what's new Physics wise?

  • Thread starter Thread starter JakeCourtney
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For me it looks like the guy is being disgusted by looking at something and ready to throw up lol.
 
Also, a lot of real life, pro drivers use iRacing as a training tool.

NASCAR Sprint Cup
Dale Earnhardt, Jr.
Jimmie Johnson
Martin Truex, Jr.
AJ Allmendinger
Marcos Ambrose
Bobby Labonte
Scott Speed
Joey Logano
David Ragan
Max Papis


NASCAR Nationwide Series
Brad Keselowski
Michael McDowell
Justin Labonte
Chase Austin
Brad Coleman
Brandon Whitt
Kyle Krisiloff
David Green
Landon Cassil


NASCAR Camping World Truck Series
Chad McCumbee
Cale Gale
Brian Scott
Colin Braun
Willie Allen
Donny Lia
Erik Darnell
James Buescher


ARCA
Parker Kligerman
Jeremy Clements
Kevin Swindell
Dominick Casola


NASCAR Camping World East
Matt DiBenedetto
Ryan Truex
Kevin Swindell
Steve Park
Owen Kelly


IRL
Danica Patrick
Justin Wilson
Tomas Scheckter
Rafael Matos
Mike Conway


Indy Lights
Stefan Wilson
Martin Plowman


Grand-Am
Leighton Reese
Alex Gurney
Matt Plumb
Spencer Pumpelly
Paul Edwards
Henri Zogaib
Jack Roush Jr
James Burke
Andrew Caddell
Sasha Anis
Ryan Dalziel
Ricky Taylor
Jordan Taylor
Josh Hurley
Joao Barbosa
John Pew
Dane Cameron


FIA GT
Sean Edwards


NHRA
Ron Capps


SCCA MX-5 Cup
Marc Miller


Star Mazda
Alex Ardoin
Conor Daly
Joel Miller
JC Kester
Anders Krohn
Adam Christodoulou
Taylor Hacquard
David Ostella
Chris Cumming
Michael Guasch
Phil Fogg
JW Roberts


Speed Touring
Eric Foss


NASCAR Canadian Tire Series
David Thorndyke


Castrol Canadian Touring Cars
Andrew Wojteczko


SCCA
Don Knowles


ASA Southeast
Parker Hammons


ASA Midwest
Blake Brown


USAR Pro Cup
John Gibson
AJ Frank



Trans-Am
Mike Skeen


British Formula Ford
Josef Newgarten


Dutch Supercar Challenge
Andre de Vries


Misc/Unknown/Retired
Doug Heveron
Barry Waddell
Divina Galica
Jacques Villeneuve
Brian Redman
Jonathan Goring
Bertrand Godin

This list is fairly current I think.

All these drivers are members at iRacing, some are more active than others.
A ton of real life drivers use iRacing as a training tool and swear by it.
 
For me it looks like the guy is being disgusted by looking at something and ready to throw up lol.

A bit off topic, but the nosebleed/blush usually represents a reaction from something perverted or erotic (in Japanese anime).

For example, if I see this image, I'd have a nosebleed reaction:






kissxsis18.jpg
 
I am amazed how people think there is going to be some dramatic improvement in GT5 physics, compared to what we have seen in the TT demo and later demos. And for all the GT5 experts out there, I'm sure if they are really doing it, there will be some evidence of Polyhpony Digital actually laser scanning tracks. Here is an example of what iRacing does with their tracks.




What exactly was so bad with the TT physics anyway? I don't get it, all you claim is the track wasn't bumpy enough?

I have no idea what cars are available in iracing, but even if they have a 370z on that same track, even the slightest change in setup will alter the way it behaves, so I'm curious to know what you found was so wrong with TT physics, even though gt5 will be an even further improvement on it?

For lfs, Ive tried out lots of cars setups and tracks I can conclusively say imo its too floaty and cloudy across the board to be realistic, there's no resolution to important part of the edginess and sudden spikes/ changes in physics behviour driving real cars have. TT captured this nicely imo.

The fact you keep saying lfs is just a notch below iracing and comparable to it, and then at the same time claim lfs has better physics that gt5 leads me to believe you might be mis-representing the realism of iracing as well.

Btw laser scanned track is great to replicate track accuracy and autheticity, but speaks nothing for how realistic the physics engine is or in turn how realistically the game behaves
 
So iRacing has most realistic tracks, but sir, dont say they have most realistic car physics..

@rexc
Thanks for info, ill read about it :)
 
I like how everything Mr Iracing knows about GT5's physics is either thirdhand or based on a vastly inferior GT5P...
 
haha cpp214 I sense a bit of unfair discrimination here toward gt and possibly fanboi-ism toward iracing because you are a subscriber.
CPP214 is correct - the feel and nuance communicated through the wheel in iRacing is unlike anything else I've played, and I believe that's in large part due to laser scanning. Regardless of what you think of their business model, they are definitely on to something good. Their detailed track surfaces combined with the depth of GT would make for one incredible game. Let's hope that game is GT5. :)
 
From what I got out of the GT5 demo is, its way better than GT5P in regards that I could feel a connection to the track. This was also with a controller that did not vibrate. I can never play GT5P without vibration. I also notice that it did not feel so harsh as the TT demo did with a controller I could actually drive pretty good with the controller. Very Intense and fun. I think with a good wheel it should be fun!

Me playing the Demo



 
Can't go wrong with pro. I'm actually curious why one would bother playing in standard physics in the first place though? Wouldn't that destroy the purpose of the real driving simulator? I've nothing against standard by the way.
 
Can't go wrong with pro. I'm actually curious why one would bother playing in standard physics in the first place though? Wouldn't that destroy the purpose of the real driving simulator? I've nothing against standard by the way.

Its for the casual players who love cars but dont like real life physics. I do enjoy some arcade racers like MotorStorm Games and Burnout games. But if game has realism options, I will always turn it to the max.
 
i too have heard all this talk of iRacing being the best (and one day if my life isnt so busy i will subscribe) but do they have any standard production cars in it?
I ask this as I can only referance physics quality to real life experiance with standard cars on a track/street. I have been playing alot of LFS lately and accept its physics is the closest to real life feel (even though it uses generic cars) with regards to low speed stuff (donuts etc ) but does lack the edgyness in the high speed stuff.

Played the GT5 motor show demo in standard mode with TC and it sucked bigtime so till they show the real thing i wait ......or subscribe to iracing
 
iRacing is what it is. Racing. All cars, even the Pontiac Solstice and Volkswagen Jetta TDi, are race-spec vehicles to help encourage and promote real life racing.

I too would love to have production cars in the game, but those cars give you a general sense of how cars handle somewhat close to their counter parts. I would think the Solstice would be the closest road car there since that thing has a lot of body roll and not a lot of grip.
 
Guys, I really don't understand why do you fight over your opinions when the best thing is to enjoy the variety of choices!!! The only obstacle to me is money and time.

I was subscribed to iRacing for a while and I tended to just play iRacing. That also happens with MMORPGs, as you pay a fee, you maximize your money playing a lot, also iRacing has some RPG aspects, as there is a progression towards higher categories, etc. But I also race friends on LFS, I like to try addons and mods for rFactor, and I also enjoy relaxing with arcade games like Dirt or Motorstorm.

I stopped paying iRacing because of time constraints and lack of proper hardware (playing it in a "Bootcamped" 24" iMac!), and I won't pay the monthly fee if I don't play it "enough" to feel I am making the most of my money, but it is a great simulation and a great idea for the hardcore racing simmers.

For what I have experienced in GT Academy, the combination of graphics and new physics (plus tons of options like B-Spec, Photomode, Course Maker, etc) will make GT5 a great driving game/simulation, hopefully closing the gap to more simulation oriented games like iRacing, LFS, rFactor, etc

Also, to consider a game more of a simulation, there are more things than physics. For me is important to have a proper replay system (I love the top down camera in LFS and iRacing), some kind of lap time analysis (sectors), good setup configuration that is not unrealistic (like in LFS...) and tons of options (in this LFS really excells) to set up controllers, display, graphics, etc. I know GT5 won't bring this kind of level detail, but in the other hand it is much more easy to get ready and go straight to racing.

If I have enough money and time in the future I would like to play iRacing again, or maybe LFS will be updated at last (LFS players are used to serious delays!!), but wait, there is also rFactor 2 coming!!!!

Guys, our only problem is lack of time and money, the rest is just complaining as a sport...
 
The thing with GT is that how accurate can the individual physics and modeling (w/ vastly different tires - which is an important aspect of modeling) of each car be when you have something like 1000 cars of vast varieties? In some cases the cars realism and handling traits may be so far off from real life it may be rather laughable to some of us looking for the most realistic driving experience. To me this is the part that could potentially be a rather large turn off in some cases (I'll still find a lot of cars to enjoy undoubtedly), especially coming from iRacing where each individual cars physics and tire modeling are meticulously detailed to be as exact and realistic as possible (although some cars they still need to work on). Back to GT5 - I know from the GT5 TT demo the Tuned 370Z felt like it had a very unrealistic amount of front end grip to it - the front end felt so planted especially around turn 3 @ Indy that I must say it felt a bit odd for what I'd consider a lightly tuned car (felt more like an open wheel car :lol:). The stock Z felt way to wishy washing and had a rather unrealistic amount of throttle oversteer in most cases (as if there was a lack of grip).

Also with iRacing, the laser scanned tracks are simply incredible and are one of the big reasons I keep coming back to it (Prologue was an absolute joke in this regard). Having every little bump and nuance replicated into the game COMPLETELY changes the dynamic of driving and putting in the perfect lap, as well as making the driving experience feel MUCH more alive. With that said I really hope this is one aspect Kaz has been working on a lot for GT5. For me it's alright if the track doesn't have complete 100% accuracy in regards to the bumps and nuances - but for christ sakes, after experiencing iRacing, racing on a glass surface like Prologue is an utter joke and terribly unrealistic - in fact I can't even play the game anymore mainly because of that .
 
GT5 physics may be improved, but they are not even in the same league as iRacing. iRacing is and has been the benchmark in sim racing physics for a couple of years now. Netkar Pro is okay, but it's not in the same league either. It's a notch below Live for Speed really.

And iRacing is REDOING their tire model? Not hardly. They are constantly improving their tire model--just as they constantly improve their sim every 3 months with updates. You can actually feel what all 4 tires are doing in iRacing, and you can feel every bump in the road because all the tracks are laser scanned. Name one track in Gran Turismo that has been laser scanned...and if you can, show me the proof, because I want to know how much they are paying to have it done, as it's highway robbery. You can't feel every bump and imperfection in the track as you can with iRacing. This is why iRacing has the best FFB in any racing game--you can feel every bump in the road and you can feel what is going on with the car better than any sim out there.

You can push like a madman and take all sorts of unrealistic liberties with the cars in GT games. That's not the case in iRacing. It's a white-knuckle driving experience that always keeps you on your toes, and you never feel quite like you can push the car to the max--the physics are too realistic and punish you accordingly for taking too many liberties with the car.

And as far as the quality of driving in iRacing goes--99% of the drivers in iRacing drive cleanly and courteously, it's not a demolition derby like online racing in Gran Turismo Prologue. There is a safety rating system, an actual mechanism for reporting unsportsmanlike driving, and a driver rating system that groups drivers of similar skill level. There is an actual Sporting Code that governs online racing and chat behavior, and it is followed very closely for the most part. People who don't play by the code don't hang around long, either because they weren't serious about sim racing in the first place, or because they are weeded out by iRacing staff.

GT5 will be more "fun" than iRacing, but to compare it as a "sim" to iRacing is laughable.

I think you should separate the canned "micro-bump" wheel jiggle from the real FFB in iRacing. The two are separate things, because I an tell you right now a 60-150mb track in iRacing is not going to have that kind of polygon data to create those mm/cm sized resolution needed to create those bumps for real. If the track sizes were in the 1 and more GB range then you can start to think that :)

There are laser scanned tracks in other games, but they don't have that micro-bump jiggle. It's a "canned" effect to some degree

Ferrari Virtual Academy/Netkar Pro > LFS when it comes to feel and FFB effects. LFS feels really old these days, it hasn't been updates in quite some time. I also much prefer FVA/Netkar's tyre model over iRacing, it just has this certain feeling.
 
From what I got out of the GT5 demo is, its way better than GT5P in regards that I could feel a connection to the track. This was also with a controller that did not vibrate. I can never play GT5P without vibration. I also notice that it did not feel so harsh as the TT demo did with a controller I could actually drive pretty good with the controller. Very Intense and fun. I think with a good wheel it should be fun!

Me playing the Demo



One thing that interests me is how cars react to surface that looks like some kind of stone causeway. We call roads like that "catheads" in our country, they are slippery and in the wet they are very slippery. And they are producing decent noise if you are driving fast on them. But grip and tyre sound in GT5 seems unaffected by that surface, which is weird.
 
As far as iRacing physics go, here is a sure fire way to find out how it fares vs real life when the MX5 comes out for it, then we'll have a car that GT5 will also have....Enthusia made the MX-5 the car to showcase their physics engine as well



We'll see which game allows you to make it move like this :)
This should tell you a lot about a game's tyre model compared to real life. I know GT5's tyre model has changed a lot since the Time Trial.
But iRacing may not offer street tyres to go with it...


 
One thing that interests me is how cars react to surface that looks like some kind of stone causeway. We call roads like that "catheads" in our country, they are slippery and in the wet they are very slippery. And they are producing decent noise if you are driving fast on them. But grip and tyre sound in GT5 seems unaffected by that surface, which is weird.

In this video you can hear the road noise increase in the paved section
 
Can you do donuts from a stationary start in the GT5 demo without the car edging down the track?

Yes, and you could do it in the Time Trial just fine. Although it does vary from car to car off course. Not hard, but opposite lock, wider diameter donuts is a better test

On the tuned version with R1 slicks - stock version on N3 tyres
 
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Those cars are in motion before they donut.

I tried in the TT and I couldn't, you could in GT PSP but only with 4wd cars. If you can't in GT5 then the tire model is still flawed. :grumpy:
 

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