Why doesnt gt5 model brake fade

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SAVAGE_388_
PD claims to be the real driving simulator but hauling around a track like monza in a boat like the dodge challenger is going to result in runaway truck like fade, which would effect lap times and making lap times more realistic.
plus brake upgrades would be cool.
 
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He said.
"PD claims to be the real driving simulator but hauling around a track like monza in a boat like the dodge challenger is going to result in runaway truck like fade which effects lap times and making it more real plus brake upgrades would be cool."
 
savage388
PD claims to be the real driving simulator but hauling around a track like monza in a boat like the dodge challenger is going to result in runaway truck like fade, which would effect lap times and making lap times more realistic.
plus brake upgrades would be cool.

Is that any better?
 
They don't deal with much equipment issues like braking failure or engine overheating or tires rupturing.

The reason probably is that there will a) always be a complaint about 'why didn't they include this too?' and b) it would be more difficult to accurately program that in than you think.

All those saying 'it would be so easy for PD to program this in' are free to show me their racing game where they programmed it in.
 
I think he means that the heavier the car, the more wear will go onto the brakes, which will slow the car down less during braking, and eventually be destroyed. At least that's what I understand.
 
tribolik
Pardon my ignorance but what does «result in a runaway truck like fade» means?

Have you ever seen a video of a truck that lost it's brakes going down a hill? Thats what I meant but I was trying to exaggerate.
 
They don't deal with much equipment issues like braking failure or engine overheating or tires rupturing.

The reason probably is that there will a) always be a complaint about 'why didn't they include this too?' and b) it would be more difficult to accurately program that in than you think.

All those saying 'it would be so easy for PD to program this in' are free to show me their racing game where they programmed it in.

I know Shift 2 has tire rupture's, but it doesn't have a tenth of the car list, so that might be an issue. Plus I think some PC Sims have it.
 
GT was always an eccentric racing series. PD have standards, but they are THEIRS, and they by no means try to live up to anyone else's but their own. If you want shattering windows, fires, blown tires mechanical issues and brake fade etc, just wait for Rfactor2...but you will need a 1000$ US PC with graphics cards etc.
 
XEPEGTP
GT was always an eccentric racing series. PD have standards, but they are THEIRS, and they by no means try to live up to anyone else's but their own. If you want shattering windows, fires, blown tires mechanical issues and brake fade etc, just wait for Rfactor2...but you will need a 1000$ US PC with graphics cards etc.

I don't care about fires or mechanical issues I just want performance to be as realistic as they can be within reason.
 
I don't care about fires or mechanical issues I just want performance to be as realistic as they can be within reason.

And tell us. Do you really think a tiny thing like some brake fade thing is within reason? I can think of a dozen+ things PD need to improve first before even considering that.
 
A tiny thing like accurately modeling the way a car drives around a racetrack? Certainly more important than a pretty new helmet.
 
A tiny thing like accurately modeling the way a car drives around a racetrack? Certainly more important than a pretty new helmet.

Yes, but In-race saves, fixing glitches, fixing online, more premiums, fixing the horrible paint chip system, more tracks, DLC in general are all more important than this. May more things too.
 
Several PC sims. Tokyo XTreme Racer Drift 2.

I didn't ask for any example. I asked for those saying it's easy to show me it's so easy.

It's great other games have some gimmic level equipment failure.

Some do a fairly OK job, but mostly it's not very realistic.

I think this is a lot like damage. Don't bother including it until you are capable of doing it right. A phony version of equipment failure is more distracting to me than none at all.

Just my opinion, but it seems this kind of thing is extraordinarily difficult to capture. That's the reason GT5 doesn't have it.

The guy complaining they have helmets instead of damage is the perfect example of what I'm talking about. Helmets probably were 10000X easier to include than realistic equipment degradation over a race. It trivialized what you're asking for.

It's like asking why your school teacher wasted time teaching you the names of the planets when she should have been teaching string theory.

Yes, of course I'd prefer a GT with cars that fall apart, brakes that overheat and stop working, tires that actually tear apart, engines that run out of coolant, etc etc. That is the core of what I find interesting in motorsport. I'm not saying they shouldn't try... I'm saying it's a very very tall order.
 
I'd love brake fade, it'd be so much more a matter of stratergy, even if it wasn't like late race you'll have no pads left, if it was just the more you use they fade, then you leave them to cool a little more and they return to normal, sort of like tire wear, when it goes red, you have zip grip.

I would like random mechanical failures too, would be cool if in a race you could blow tires (like in Shift 2), get engine damage (that costs to put right perhaps, although this could be a tad unfair) which could be averted by engine overhauls and oil changes, suspension damage which could be averted by regular chasis refreshment. I don't think this would be too much outside reason, as it'd run on the tire wear engine and already we have the engine and chasis overhaul's. However, I doubt it'll ever happen :P
 
I assumed that their decision not to include brake upgrades was due to a potential future update for brake fade. It ties in with Mechanical damage in a way.

The main purpose of better material brakes is not stopping power or feel, it is durability (Stronger material, less fade, better cooling with the larger more open discs etc.). Therefore currently, brake upgrades are pointless. So let's hope they plan to introduce brake fade in the future in conjunction with brake upgrades. Although, it wouldn't really be in line with GT which tends not to simulate things like this, and I would expect it would be off by default, and most would turn it off as it would be faster (Much like how ABS is on by default).
 
They can't even be bothered to make a game that works properly(Being nice here),so what makes you think they give half an arse about brake fade or the other things that we have all suggested?
Sorry to be so blunt but compared to other games that's just how it is.The feedback and physics is all,but everything else is rubbish.

Edit:This is IMHO,so don't flame,to each their own.
 
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I think it would be very hard to do brake fade well and that is why we don't have it.

I bet they could add a generic effect - but it wouldn't be very satisfying if it is unrealistic or doesn't match the car well. How about carbon/ceramic brakes on your 1979 Bluebird...
 
Don't model brake fade you don't have to provide brake upgrades or include pad/disc changes in the pits. PD being lazy as s*** basically, we can ask why tyre wear is so generic (softs don't last as long as hards), why you can't flat spot tyres, why damage is so basic, why it's not possible to have a race ending crash, etc etc.
 
redmelloc:Good point,but then I'd point to their damage system as "generic" as well.;)
Mitch: Ditto man.

You are right on that. But I think they are more picky when it comes to the actual driving experience. On that account I guess the tire modeling is really the weak point.
 
Shift 2 really leaves GT5 for dead when it comes to tuning, bit confusing why Kaz makes what he feels is a 'perfect' game and fails to actually give us anything good but the physics and graphics....
 

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