that doesn't look anywhere near what's happening in the video I posted.
Okay, I guess there's no arguing against someone who isn't being consistent.
that doesn't look anywhere near what's happening in the video I posted.
that doesn't look anywhere near what's happening in the video I posted.
I'm not trying to troll but he's going at 20-30 mph but the player in the game is going 60-70 mph through the same turns.Okay, I guess there's no arguing against someone who isn't being consistent.
They modify AWD cars like the Evo for drifting in competitions. In order to do drifting like that you need a RWD car.
I'm not trying to troll but he's going at 20-30 mph but the player in the game is going 60-70 mph through the same turns.
Movies can represent how these cars get damaged in reality In computer games, developers can't know all inner workings of cars let alone simulate them in realtime so manufacturers can always sue them claiming they incorrectly used their trademark to represent something other.I was wondering why Hollywood gets away with having real cars burn, flip over, cause massive carnage, and all that while game developers have to get a licence and severily limit what they can do to those cars. Seems weird to me.
I'm not trying to troll but he's going at 20-30 mph but the player in the game is going 60-70 mph through the same turns.
Actually I just found out you can only use a different set of cars modded for drifting for drift trials.What's the problem here? Your argument is that the Evo would need modding to perform like the video, yet the game does specifically have a Drift mode and a pre-defined set of tuned cars. Show me a time trial replay of the standard Evo doing that, and then we'll talk.
The physics aren't realistic.
No sim game makes an AWD car skid like this:
http://www.youtube.com/watch?v=xm7x...ums/index.php?showtopic=91510&st=0&p=1657875&
As with regards to the claims from the gentleman with the Mercedes who, like me, has had the opportunity to compare driving on the Nurburgring in the game with the same experience in real life, I would like to know more details on the exact comparison he has made. This includes the tires used in game and in the car, but also whether or not tire-wear was on and lots of other stuff like that. I mean, sure, there are limits to GT4 in terms of how realistic it did and could simulate real life, but overall the two match amazingly well.
I am actually someone who learnt driving from (among others) this game
I and many others had of GT4 was that some cars were almost impossible to get into drift in the game, where it was easy in real life.
Overall, me and my mate reckon GT4 is about 20-30 mph to fast in turns on average, after doing some comparisons with his porsche boxter s (comparing it to the 3400s RUF).
GT4 = stock tires, tire-wear off, no aids on. car: CLK 55 AMG '00
Real life car= day old (not used on track before) P-Zero tires, CLK 500K kleeman with full AMG setup (suspension, bodykit etc) (different engines, but its the same car, same body, same suspension etc and the speed of which you can take the corners at should be more or less exactly the same.
My new car, an '06 CLK 500 is also way to slower compared to the old one on nurburgring. Forza Motorsport is a bit to fast as well, but not so much (and this has nothing to do with me playing it safe in real life, in a lot of the bends there isn't much "risk" to damaging the car if you run out on the tarmack).
Overall, me and my mate reckon GT4 is about 20-30 mph to fast in turns on average, after doing some comparisons with his porsche boxter s (comparing it to the 3400s RUF).
The difference isn't bad at all, Forza was a bit more off if i remember correctly, i think thats because the scale of the tracks seems a bit wrong compared to real life. (If you compare size of car vs size of track).
It's a shame that a day on the track requires you to buy new tires, expensive in the long run =(
Offcourse and the smartest thing that you can is doing it on a official playstation board. Its the best place to break NDA's and letting developers do the negative PR for a particulary game !Do you believe that a developer is going to say this over a PM on the Playstation board?
Edit: dead link, BTW.
Have you seen the contract? or you believe whatever they say to cover up their incompetent?
I think a computer racing sim, any of them, can be a fun way of learning the broad shape of a track map, and thats about it. There is way more of a learning curve in a good instructional book, let alone actual seat time with instruction. Anyone who starts out in racing thinking their sim experience is going to give them some kind of advantage that lasts past the first day or two, is a risky student!
Forza doesn't have the Nurburgring in it. That is to say, they made a huge error in scaling the track (something like 75%) so that there is no match (as you point out yourself here later on). So unfortunately you can't use it for any kind of comparisons. Forza also doesn't even lean the cars forwards when you brake, so that's kind of weird to begin with.
A day old car? Are you even allowed to push that car?
And how are the cars set-up? Both in the game, and in real life?
And are you sure that the weight of the two cars is the same? Don't they normally differ by about 300 kilos?
"GT4 is about 20-30 mph to fast in turns on average". That is absolutely outrageous, as well as a weird statement in itself. Even in very fast corners 20-30mph (32-48km/h) seems quite a lot, but if you had qualified the comment like that - saying that in turns where you could, say, go 160km/h in real life, you could manage 200km/h in the game, then I might have understood. I wouldn't even have agreed with those without knowing the exact details of the comparison, but I would have at least considered it to be within the realm of possibility.