TDU2 driving physics?

See, I went in expecting a free-roam, earn easy money arcade game. I came out pleased. I really only bought it because of the free roam, I didn't really care about the racing much. If I want to race, I'll play Forza or GT, if I want to free roam in fast cars, I'll play TDU2.
 
Hi guys, TDU2 for PS3 has become so cheap now that I wanna pick up a copy...

- Just wondering if there's any proper FB on G25 with a PS3? I dare not expect 100% FB like GT5 though...

- Also, for cars with a stick, can I use the clutch on G25?

I only aim for cruising in cool cars - racing online/offline is virtually out of my mind for TDU2~ Cheers guys!
 
The problem is not the physics but the default controller sensitivity.

When I first picked up the game, in my mind I was saying "omfg. what a ****** physic's engine.." because I kepted spinning and the handling was so twitchy.

I did some research and solved my problem; it was the default sensitivity of the controls the was making the twitchy handling. After I fixed the settings the handling was superb for a arcade racer ;).

P.S : Stay away from the Golf GTI
 
Thanks guys! I hope the brakes & clutch don't behave like a digital on/off button.

After racing hard & always pushing to the limits in GT5, I need a break from the racing world and something like a relaxing cruise in TDU2 would be great~
 
The reason why I haven't commented here on TDU2 is because I don't own TDU2. However, I've played it as a rental and can comment here. I turned the driving settings on to Hardcore to experience the full extent of the driving mechanics. TDU2 is an arcade-type racing game, but it doesn't feel like a totally arcade game. I was actually having fun going off-road in the Impreza. It was even more fun than in my Range Rover as far as off-roading is concerned.

As for on-road... can't really comment professionally on it. I do wish you could drift better. In fact, that was one of my problems with TDU1. You can't seem to chain together drifts and get credit for them. Remember that I've only played the PS2 version of TDU1. TDU2 does have some very good physics. Not sim-quality, but certainly not super-arcadish.
 
Ok, physics are obviously trash... But, once I accepted what TDU2 is and is trying to be, an arcade driving game with no force feedback, horrible wheel "support" (best word I can think of right now), and a mediocre story, I started to have fun.

It's name is TEST DRIVE. Yes, it would be nice to have an update with better physics, force feedback, better controlls etc., but you're just supposed have fun driving! I'm finally at the point of getting more cars and houses, and I'm enjoying driving all around the island trying to find different car dealers or roads in general!
 
You know, playing the PS2 version of TDU1, a lot of the elements of TDU2 are completely new to me playing it on the PS3. TDU2 doesn't have motorcycles, so I can't imagine what it would be like if TDU2 had motorcycles. I'd SURELY love to go around Ibiza on a motorcycle. Give me a Ducati Desmodesici RR to go around Ibiza, and I'll be straight.

Driving dynamics in TDU2 are nothing impressive to me as a sim racing person. I guess why I respect the Test Drive series is that the driving is somewhat a proper mix of realistic, while not being sim-realistic. It is still an arcade racer. Just not Need for Speed (for example) arcade.
 
There was supposed to be a big update that was suppose to fix lots of issues, add extra wrecks to find and lay the groundwork for motorbikes and other dealerships. Unfortunately Atari and the developers had a big argument, loads get sacked and/or walked out and nothing has happened since.
 
There was supposed to be a big update that was suppose to fix lots of issues, add extra wrecks to find and lay the groundwork for motorbikes and other dealerships. Unfortunately Atari and the developers had a big argument, loads get sacked and/or walked out and nothing has happened since.

Probably Atari got crossed when TDU2 - having already postponed its launch - isn't exactly up to the likes of GT5/Forza/Shift & is being complained about its physics/force feedback/glitches globally...

The developer on the other hand maybe blaming things like mis-communication, lack of resources, restrictions from Atari or whatever...

A typical scenario between business people & technical people~ I face it everyday... :guilty:
 
Probably Atari got crossed when TDU2 - having already postponed its launch - isn't exactly up to the likes of GT5/Forza/Shift & is being complained about its physics/force feedback/glitches globally...

The developer on the other hand maybe blaming things like mis-communication, lack of resources, restrictions from Atari or whatever...

A typical scenario between business people & technical people~ I face it everyday... :guilty:

Ive just read on the official Atari TDU2 forum, that the XBOX360 patch is being released mid August, hopefully the PS3 will be along shortly after.
 
I like the handling of TDU2! There... I said it!

I have started the game 3 times (so far). I am playing on the 360 by the way. I use a controller.

For some reason I set the Sensitivity Slider as far left as possible and use either Sport or Hardcore mode (not seen much difference between the two to be honest). On my current (third) game (I still have access to my first two but have so much more on my current, including the two Casino cars - I won the Audi and bought the Spyker) I thought the handling seemed "dead" and discovered the slider was in the middle of the scale. Moving it to the far left (maximum sensitivity) brought the feel of that save to "life".

In my opinion there are no bad cars in the game. I'll qualify that by saying that some of them require a little more practice than others to get a feel for.

In my current save, I have a Golf GTi with over 500 miles on it and after getting used to it, I really enjoyed a fast drive through the countryside with it.

The Alfa Romeo 8C Spider manages to make the Golf seem fairly tame. It spins with very little provocation especially when you go over a jump. After almost 650 miles of driving one, I rarely if ever spin. As long as you keep the accellerator button planted on a jump the car will not spin on landing. The rest of the time, for fast progress you need to balance the accellerator and brake buttons. The only time I totally lift off the accellerator is when I am going to come to a standstill or when I am travelling slowly and want to slow a little. Now if only you could set up a Challenge that is restricted to the Alfa I might be able to persuade more people to come to terms with, but unfortunately the car is excluded from Challenges.
 
One strange scenario is when you do jumps in TDU2. The physics are unspeakably foul when you do jumps. You would think most arcade-type racing games would have such easy jumps. This game, though, you go into barrel rolls and stuff like that. I almost get scared to do jumps sometimes in this game because I know I'm going to get owned in a jump.
 
Hi guys, eventually I did get a copy of PS3 TDU2. After adjusting the steering wheel settings as suggested from Internet, I do find handling and physics acceptable for normal relaxed cruising - still find it a bit strange for actual racing.

Just one quick question:

Using a G25, I can't toggle the dialogue box for left/right indicator & open/close convertible roof. Do I have to plug the game online and install the latest PS3 patch to fix this?

Thanks mates, every one of you~
 
Hey all!

Some folks I know speak pretty highly of this game, but I was curious what the driving physics are like. I'm not opposed to arcade racers, but I was curious about what to expect, should I purchase this game.

Racing titles I've purchased and enjoyed:

Gran Turismo 1, 2, 3, 4, and now 5
GRID
Midnight Club 3, Midnight Club Los Angeles
NFS Underground, Underground 2, Carbon
Burnout 3, Burnout Paradise

It has much better and more realistic physics than all of those games besides gran turismo.

If you're using a controller, one thing I recommend is don't get frustrated, just repeat after me, THROTTLE CONTROL. If you get that down quickly you're golden. The handling of the game is brilliant, it's just the tire physics are wonky, but still easy to get used to, it's all in your right index finger bro.

If you use a wheel, set steering sensitivity all the way to the left, steering speed sensitivity 2 clicks from the left and steering damping one click from the left.

It's counter intuitive (and had me hating the game for a bit), but the steering sensitivity is best all the way to left (you would think moving to the right would increase sensitivity not reduce it). The further you put it to the right, the more of a deadzone in the center of the wheel will be. All the way to the left and it's just fine
 
GTA IV has better driving physics...

wow that's the most ludicrous statement I've ever heard. Seriously, road rash on sega genesis has better physics than GTA IV. The handling in that game is pure trash and they never should've changed it
 
I find the physics and handling to be below average. Even after adjusting all settings for G27, it is neither engaging or entertaining to drive. The FFB is even worse. It's spotty at best, non existent at worst.
 
I find the physics and handling to be below average. Even after adjusting all settings for G27, it is neither engaging or entertaining to drive. The FFB is even worse. It's spotty at best, non existent at worst.

I think the FFB and the tire physics are the problem. Even with optimal settings, there's a FFB deadzone in the center of the wheel, you have to turn the wheel a bit before you get any real resistance. It's not the only game with that problem.

A way to combat that is to increase the steering damping but I sometimes don't like that over dampened feel, if you try it, make sure to turn the speed sensitivity all the way down.

The physics on the rally races are actually very good/fun. On the road though, the tires are the problem. The cars have weight transfer, the react to your input and bumps the way they should, you can easily distinguish the cars by drivetrain and furthermore the cars all feel unique and similar to how they're known to feel in real life in some cases.

However, the tire physics are not good. It's a problem many games suffer including even rfactor and GTR2 (but obviously to a lesser extent), but there's almost nothing between having maximum grip and no grip at all. There's no transition, and if you've ever slid around in a car in real life, you would know there's a huge transition even at high speeds.

In TDU2, it's only much more pronounced than most games. It's easy to compensate for but it requires unrealistic amounts of throttle control, and with an R2 trigger, that's not easy. It's very unforgiving. With a wheel it's fine, but when cars slide, they're unaturally hard to correct due to the poor tire physics.

For the controller people, it would so much better if you could map throttle/brake to the right analog, that would give you SO much more control over it but alas, you can't map anything.

It's sad because the physics in TDU 1 were really something to behold for an arcade games. I mean really, driving the lotus elise around made that game seemed like it bordered on simulation, they got the lift off oversteer perfect and it just felt right.

If they ever make TDU 3, they should go back to TDU 1s physics and keep the same number of events from it as well. Im still not even at 30% in TDU 1 on PC or PSP but Ive beat TDU 2 twice.

TDU 2 looks great, and has some cool new features but I think TDU 1 is the ultimate arcade racing game and nothing can compare at all
 
I think the FFB and the tire physics are the problem. Even with optimal settings, there's a FFB deadzone in the center of the wheel, you have to turn the wheel a bit before you get any real resistance. It's not the only game with that problem.

A way to combat that is to increase the steering damping but I sometimes don't like that over dampened feel, if you try it, make sure to turn the speed sensitivity all the way down.

The physics on the rally races are actually very good/fun. On the road though, the tires are the problem. The cars have weight transfer, the react to your input and bumps the way they should, you can easily distinguish the cars by drivetrain and furthermore the cars all feel unique and similar to how they're known to feel in real life in some cases.

However, the tire physics are not good. It's a problem many games suffer including even rfactor and GTR2 (but obviously to a lesser extent), but there's almost nothing between having maximum grip and no grip at all. There's no transition, and if you've ever slid around in a car in real life, you would know there's a huge transition even at high speeds.

In TDU2, it's only much more pronounced than most games. It's easy to compensate for but it requires unrealistic amounts of throttle control, and with an R2 trigger, that's not easy. It's very unforgiving. With a wheel it's fine, but when cars slide, they're unaturally hard to correct due to the poor tire physics.

For the controller people, it would so much better if you could map throttle/brake to the right analog, that would give you SO much more control over it but alas, you can't map anything.

It's sad because the physics in TDU 1 were really something to behold for an arcade games. I mean really, driving the lotus elise around made that game seemed like it bordered on simulation, they got the lift off oversteer perfect and it just felt right.

If they ever make TDU 3, they should go back to TDU 1s physics and keep the same number of events from it as well. Im still not even at 30% in TDU 1 on PC or PSP but Ive beat TDU 2 twice.

TDU 2 looks great, and has some cool new features but I think TDU 1 is the ultimate arcade racing game and nothing can compare at all


You make some very good points. And I agree wholeheartedly about TDU 1 being better than the second. I think that's where my issues with the game are. The first one was almost perfect, and instead of improving upon it with the new features, they took features out and filled it with silly sims nonsense. Don't get me wrong, there are some nice new features, but a lot of them are a waste IMO.

I've also noticed that when off road (truly off road, not meaning the dirt roads), the FFB is much more consistent. It's just when you get back on the cement when everything goes weird.

You can't map buttons on the wheel either, which leads to a whole host of problems in itself. Can't look left/right in cockpit view, no seat adjustment, no horn, can't see indicators, etc.

I'm waiting to see what changes come with the improved FFB (and hopefully physics) in DLC2. The potential to be absolutely amazing is still there, I just hope they realize it.
 
This game pipped my mind lately, after playing the refined Rfactor game Simraceway which is both friendly to the complete novice (by use of driving aids) and the complete hardcore simracer, the idea of playing Test Drive Unlimited 2 with the car models and driving model from Simraceway just seems like what would be the perfect game for me.

Personally I always thought the physics in TDU2 were an abomination, along with the steering wheel support and FFB, but the game itself and the world to drive around had massive potential, if it had been married with a top quality driving model it would have been amazing.

The actual thought of driving the cars from Simraceway, exactly as they are in this open world, with a friend, it would be something amazing.
 
TomBrady
wow that's the most ludicrous statement I've ever heard. Seriously, road rash on sega genesis has better physics than GTA IV. The handling in that game is pure trash and they never should've changed it

Could not dissagree more.
 
Conbon14
Could not dissagree more.

He is right it is virtually imposible to ride a motorbike on gta iv its all floaty like there is helium in the rear tire even rockstar themselfs have said they are gonna fix the strange handling physics in the next gta :)
 
More like a slippery feeling like NFS:HP(PS3),more powerful cars have a huge tendency to oversteer and go off road unexpectantly
 
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