Why does PD only use rolling starts?

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They use rolling starts because your car is on ice for the first 3 seconds when you start from a stop. After it is melted you are good to go.
 
So the lead car is a bit further down the road making it slightly harder to pass the poor AI, basically.
 
Depends on the race. The Indy 500 has the traditional 2 by 2 rolling start, but the Tsukuba 4 hours has a grid start because I imagine that's the way it's done in real life.

As far as Seasonal Events go, yes I could also use a break from the rolling starts. Not to mention cars in them are so far apart they all basically finish in the same position they start, except for the player who has to scramble from last to first place in 5 laps or so. It gets old.
 
I heard that PD uses rolling starts to try and spread the cars out to try and stop the frame rate from dropping. In standing starts when there are a lot of cars close together the frame rate suffers.

Please note this is what I heard I'm not sure if it is real or not. Do not take this as fact.
 
That's a possibility, but of course, that isn't a fact.

I speculate all the time, but none of it is true, until proven, which has happened on more than one occasion for me :sly:
 
Because otherwise the framerate suffers. However, if I remember correctly. If you do a 16 car race on a custom track, it starts on a grid start, and the framerate doesn't stuff up. :odd:
 
Probably since custom tracks are more basic than all other tracks. Once the cars start moving at faster speeds and the game starts using the PS3's power potential, that's when the framerate starts stuttering or suffering. Sixteen cars' physics all being calculated at once, so the harder the cars work, the more power needs to be used.
 
There is no difference really. Most the people here can handle everything the AI has thrown at us on these console racing games
 
I also hate the intros to rolling starts. They take too long.

Same, but i also hate the grid start count down thing where you see 3 angles of the car during count down.

GT1s was nice, a nice pan to the view you picked.
 
I don't know, but the current system is awful for actual competitive racing.

On the rolling starts, you start in last place and have what, 3 to 5 laps to make your way to first?? This encourages lopsided racing. I really wish they'd bring back qualifying as an option before implementing more standing start races.
 
Ah.....as many here know I've been banging on about rolling starts. I completely and utterly HATE them, tolerable in dual file when it's based on a real series....Super GT, NASCAR etc. But NEVER single file.

Also it's got nothing to do with the frame rate as originally the game HAD standing starts and a patch took it all away...IIRC the same patch that gave us the Ai backing off mid corner. Gotta be the worst patch in the history of racing games!

I really wish they'd bring back qualifying as an option before implementing more standing start races.

I've been clamouring for Qualifying to come back. rolling starts and no qualifying were the two worst aspects of GT4.
 
Ferrari F1 seasonal has standing start in Eiffel.

It may be because it´s simple for people WITHOUT a wheel to accelerate the car without spinning too much. Or maybe because its fun for them.

In any case, NOT ALL EVENTS has rolling starts.

Have you actually played GT5?
 
Eunos_Cosmo
Because the tire physics below 5km/h are different from the tire physics above 5km/h. I wish I knew why, PD.

I've never heard about this. How is it different? Is there a thread about it? More info needed!
 
Good question, it was mixed between standing and rolling starts at release, also no qualifying
oddly...
And yes, the F1 race has standing starts. *shrugs...


I hope that was a joke about the controller thingy not able to start without wheelspin...
 
I've never heard about this. How is it different? Is there a thread about it? More info needed!

Go park on one of the banked Daytona curves and slowly accelerate from a complete stop. Tell us if what happens from 0-5mph or so is in any way accurate to real life.

GT's low-speed tire physics have always sucked. In motion they're excellent, but from a stop they're terrible.
 
Go park on one of the banked Daytona curves and slowly accelerate from a complete stop. Tell us if what happens from 0-5mph or so is in any way accurate to real life.

GT's low-speed tire physics have always sucked. In motion they're excellent, but from a stop they're terrible.
Did you check after Spec 2? I have read that has been fixed.

I will try later.
 
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