- 13
- Finland
Maybe rallying is just in the finnish blood and it takes time to get known to gt racing
Obviously you are correct that sim racing doesn't have the dangers of real life. I also agree that watching faster drivers can help, but you will definitely run into diminishing returns. The fastest players are fast because they know how to drive. Yes, they take advantage of the game aspect, but unless they knew why a corner should be taken with a late apex or understand corner prioritization or other real world racing techniques, they would not be able to achieve those lap times.
Suppose PD releases a brand new fictional track. The fast drivers will get up to speed in a handful of laps. How is that possible without having someone to watch and copy? Simple, they can do this because they understand real world racing techniques. They will abuse curbs and exploit track limits to improve, but that is secondary to having the actual racing knowledge.
One of the biggest problems with just watching and copying is that works best for setting a Daily Race qualifying time. It's a big difference with other cars on track, fuel management, tire wear, etc. Understanding the why is much more important than observing the how.
I didn't mention anything about being a fast driver in real life. That's a whole different topic. Actually, you have basically inverted what I am suggesting.I cannot agree with this completely. I dont think being fast in GTS will make one fast in a real life race car. The only real sense you are using in a video game is eyesight whereas in a real car you can "feel" what the car is doing not only with your hands but also your butt and your whole body. There are so many things wrong in GTS where drivers would be severely penalized speed wise if they drove a real race car the same way. This is purely a guess on my part but I would guess a lot of GTS's fast players also play other video games which they are also above average at. It is my belief that fast GTS players are great video game players and they understand concepts such as making corners as straight as possible, late braking, trail braking etc. but you just cant feel the "traction circle" while playing a video game, but you can manipulate it with vision and hand eye coordination. Has anybody ever taken someone who never raced before but was great at video games or sim racing and put them in a car? My youngest son was great in karts but that did not cross over to Gran Turismo at the time. Im sure at the time he didnt understand the traction circle or vehicle dynamics but he was able to go to an unfamiliar track and start putting in competitive times relatively quick and he could accurately relay what he felt in the kart so that it could be adjusted for better handling. This was when he was between the ages of 12-15 years old.
What I am suggesting is learning from books and websites to learn real life race theory. Then apply that theory to the game.
Isn’t that just way more better than seemed when reading your opening post ? Not everyone is skilled to be the best. You can enjoy races from the middle and top 8 seems pretty good to me. The fun is in the race.I usually finish in top 8 if it goes well.
Sadly no
Oh, I do upload races as well, albeit less often than hotlaps, so I can show how to overtake and defend or be aggressive in general without being dirty
One of my defensive moves is to decide where I will leave room for someone to attempt a pass. At Suzuka the straight leading to 130R is a common place for someone to draft and try to pass. I will leave about 1/2 to 3/4 of a car width on the inside to try to make someone who wants to pass go around me on the outside, unfortunately there are many willing to put 2 wheels in the grass and wipe us both out for an attempted pass, it drives me crazy. I think leaving no room on 1 side is much more fair than swerving which is a tactic I wont use.
Let's take that example so we have common ground. If I were the defender, what I would do is I'd defend 1 side leaving no room (the inside) to completely force the other guy to go outside. And then when the attacker does go outside, I'll then "go back to the racing line" and try to be as wide as I can without obstructing the attacker's outside line.One of my defensive moves is to decide where I will leave room for someone to attempt a pass. At Suzuka the straight leading to 130R is a common place for someone to draft and try to pass. I will leave about 1/2 to 3/4 of a car width on the inside to try to make someone who wants to pass go around me on the outside, unfortunately there are many willing to put 2 wheels in the grass and wipe us both out for an attempted pass, it drives me crazy. I think leaving no room on 1 side is much more fair than swerving which is a tactic I wont use.
Let's take that example so we have common ground. If I were the defender, what I would do is I'd defend 1 side leaving no room (the inside) to completely force the other guy to go outside. And then when the attacker does go outside, I'll then "go back to the racing line" and try to be as wide as I can without obstructing the attacker's outside line.
Or, what I could do is an undercut. It wouldn't be ideal in this specific example, but I commonly use it in hairpins. What I could do is move to the outside, give the inside to the opponent. I'll maintain an overlap until just before the entry, where I will decelerate much earlier than the attacker to completely lose the overlap.Spaces don't work properly so here instead:
View attachment 751300
The reasoning behind this is I've successfully compromised the attacker's line, giving them a poor exit. I on the other hand, can basically flat-out 130R because of it and have a better exit than the attacker. The attacker can either try to maintain their line and go wide, giving me room to flex my much better exit; or they can keep the inside to prevent me from fully utilizing my exit. However because of this, I will get an inside overlap for the final chicane. Win-win
Slowing down earlier isn't all there is to it, but rather the additional control you get by slowing down earlier. You can have a much later turn-in with a slower entry without veering off into the barriers, so in turn I can have a much later, straighter exitThat's a good solution too
For reasons I dont understand setting up passes by going in the first corner a little slow to gain higher exit speed on the next straight doesnt seem to work as well as it should, not sure if its PD's physics, differences in car manufacturers, or just me, still trying to figure it out
I've been driving gt sport for about 150 hours and now i feel, that it is so hard to improve lap times. I am about four seconds slower than top 100 almost on every track. Feels like i am just banging my head against the wall and i can't find any ways to improve.
Got any races with the Raptor by any chance ?Oh, I do upload races as well, albeit less often than hotlaps, so I can show how to overtake and defend or be aggressive in general without being dirty
Lemme checkGot any races with the Raptor by any chance ?
"Tips for the beginner"The video was a very good watch.
Now what would be interesting is seeing if he now were to apply what he had learned of the limitations of the car and what as far as real world track limits actually are and came back and turned online laps applying those real world limits to his online racing what if any would be the difference in his online lap times that what he did before the actual racing experience.
I bet his new online lap would be slower as a result.
I know for a fact that one of the things that holds my pace back is driving the car to take care of the equipment and not abusing curb or track limits that in the real world would destroy suspension, tires and splitters on the car.
I am fine staying within those realistic limits and understand that I will never be one of the fast racers but to me such unrealistic practices and in some cases track limits being used within the game ruins the racing aspect of it being an actual representation of realistic racing.
I also saw where in the video they were telling him to shift earlier and stay off the rev limiter as again in the game not doing so will not cost you an engine or transmission or some other drive train parts. Again for me an immersion killer but doing it as would be acceptable in the real world can cost a little in some instances with pace.
I think from personal experiences and my comparing the sim racing to real world is if you apply actual real world logics to sim racing it will slow you down in the virtual world.
Yes you do have a better understanding of racing lines, putting corners together and finding your braking and turn in points but if you treat the virtual curb as you do the real life one you will be slower in the virtual world period.
Most real world cars driven on the real world track the same as in the virtual world would be only a handful of laps before they were no longer driveable and were in the garage needing multiple thousands of dollars in repairs.
This is an interesting point. Of course, if you treat a racing game like real life you will be slower. The opposite is also true, if you treat real life like a racing game you'll be dead.The video was a very good watch.
Now what would be interesting is seeing if he now were to apply what he had learned of the limitations of the car and what as far as real world track limits actually are and came back and turned online laps applying those real world limits to his online racing what if any would be the difference in his online lap times that what he did before the actual racing experience.
I bet his new online lap would be slower as a result.
I know for a fact that one of the things that holds my pace back is driving the car to take care of the equipment and not abusing curb or track limits that in the real world would destroy suspension, tires and splitters on the car.
I am fine staying within those realistic limits and understand that I will never be one of the fast racers but to me such unrealistic practices and in some cases track limits being used within the game ruins the racing aspect of it being an actual representation of realistic racing.
I also saw where in the video they were telling him to shift earlier and stay off the rev limiter as again in the game not doing so will not cost you an engine or transmission or some other drive train parts. Again for me an immersion killer but doing it as would be acceptable in the real world can cost a little in some instances with pace.
I think from personal experiences and my comparing the sim racing to real world is if you apply actual real world logics to sim racing it will slow you down in the virtual world.
Yes you do have a better understanding of racing lines, putting corners together and finding your braking and turn in points but if you treat the virtual curb as you do the real life one you will be slower in the virtual world period.
Most real world cars driven on the real world track the same as in the virtual world would be only a handful of laps before they were no longer driveable and were in the garage needing multiple thousands of dollars in repairs.
In both of the above experiments, you would have to be crazy to bet against the group with more knowledge. Regardless of whether that knowledge was gained in game or in real life, that knowledge is still a huge advantage that can be applied
I'm not disagreeing with you, but the thing is this thread is titled "Tips for beginners". We can talk about "Alien Lines" that don't necessarily reflect real racing, but that's for another thread if one would ask for more "advanced" tips. All of these posts about how real-life lines will be slower in GTS after reaching a certain skill level will be very confusing for a beginner who may not know the basic racing line, or one that may know how the basic racing line works, but cannot apply it yetBut there is definitely a point to where knowledge or experience in the real world can actually become a hindrance if that knowledge is applied to the virtual world. There are many instances where in GTS that using the "Alien fast" line which means jumping curbs, leaving the racing surface completely or putting two wheels on a curbing and two in the dirt works fine in GTS but the real world results will not be the same.
They dont talk about how much instruction he went through before they put him in the car so it makes it tough to baseline against someone else. .
I selected the above sentence to pinpoint where we are diverging. It is the "if" that we are really discussing.But there is definitely a point to where knowledge or experience in the real world can actually become a hindrance if that knowledge is applied to the virtual world.
If you're overthinking in a race, you haven't thought enough in practice.Although I endorse acquiring fundamental knowledge as a means to success, sometimes theory can be a limiting factor through overthinking.