chris_uk
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Registered: 8th Jul 03
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GTSurgeons - Croatian Gran Turismo Community (Gran Turismo zajednica Hrvatska) - Proudly presents
GTSurgeons.com for GTPlanet.net
WORLD'S FIRST GT5 RETAIL PAL HANDS-ON
So, here we go again, once more in our common history. It was a bumpy and lenghty ride - from 2007 to here - but now everything is done. Thanks to all who understood the logic behind the Winds, special thanks to all GTP Admins and Moderator staff and especially Jordan for giving us support throughout of this years.
Content of this thread is logical from the title. Fortunately, I have something important to do for the next hour or so, so please expect first update around 190 my local time (180 CET).
Until then, one appropriate shot of the box for validation of the future content.
Notice I'll be adding all new info in this first post. See you in one hour.
****
[FIRST UPDATE: Game gently warns that "Install of game data can take up to 50 minutes". See you somewhat later then, I'm going to do somthing useful
It took 40 minutes. First bunch of installed data is actually 6.4GB, but we have already learned that game will continue to install (decompress) the data during playtime. And off we go
# FIRST REAL UPDATE:
I drive with G25.
Clutch users, rejoyce! Clutch works, same style as GT5rologue, no official support, you still have to press triangle before the race, but the beauty is here.
Physics are fantastic. In the line somewhere between cruelty of Academy TT Demo and Prologue. My first ride was Trial Mountain with F40, S1 tyres, all aids OFF (ABS on 1), Professional setting. I spun on lap 2, went into Pause Menu and found out about new addition in Quick Options - Interior View Angle.
Now we can adjust view angle to Standard, Narrow and Narrower.
Map Size can be adjusted, unfortunately, no option to turn-off the HUD yet.
Prior to the race start you can choose Depletion of Tyres/Fuel
# UPDATE FIRST AND HALF
Regarding PHYSICS - the Professional / Standard is gone. I referred to Professional in my previous update as an AI setting in Arcade. However, physics are "Professional" with everything OFF - it seems that new assist "SKID RECOVERY" actually determines the complexity of the tyre physics.
I've just tried RX-7 on compound previously known as N2 (marks N, S and R are also gone - now we have Comfort, Sports and Racing, while only Racing have option to be Intermediate and Rain - logical, since Racing are slicks without grooves) on Indy Road and actually it is damn close to one I remember from Academy TT demo. Although there is no way to compare (demo is out of function) I can safely say that all hard-cores will be very satisfied
From my first byte at physics and overall options - and all at this point have been into Options and Arcade modes only, I'm heading to GT Life now - driving with force feedback wheel (my current FF strength is 5) is more refined than in Prologue and/or Academy TT Demo, yet it is more complex but feels more natural. Please notice that physics elaboration is very sensitive matter, but at this point all who were impressed with Prologue Spec III physics update and TT Demo physics later, will be satisfied.
Notice that ABS-off is now refined to death, lock-up is made very impressive and I really starting to like the journey that lays ahead
# SECOND UPDATE
First to say that sound is greatly improved (I have a large 5.1 setup). Best sound is from the roof-cam (no hood cam, it's final), while tyre sound is refined additionaly. Spund of impact is vastly improved when you bump into other cars.
NO MULTISCREEN OR LAN OPTIONS SO FAR.
No new tracks in Arcade so far. No Sienna too (probably opens after Kart test).
GT Life mode. - spoiler alert, highlight for content:
You can choose design of your racing suit (only once per save) and then design your My Life space (backgrounc color, profile picture (from the PhotoModes, interesting??), you can choose from 12 beautiful sceneries for the Home Wallpaper and edit your Welcome Message.
When in Used Car/Dealership garage, every car (all in Used Car are Standard Models) have a Demo. During the demo you can watch the car being auto-piloted on the test track with great motor sounds due to track configurations - and car story being displayed as an roll-on txt. Despite many members will later find evidence to contrary, I have to admit that during Demo Drive, for instance Nomad Diablo/Plymouth Cuda/Callaway C12 looked very ok. Standard cars looks way better than I expected, but far from complexity of Premiums.
Also, Demo Drive is dome on some special Test Course (probably Cape Ring, not sure at this point), and cars go uphill, downhill, slow and fast, in order to catch the sound and variations of the engine sound (Doppler Effect presented there is amazing). And I assure you that Diablo/Cuda/C12 (oh the V12 ) all sounds freaking beautiful. Driver in Demo Drive will sometimes make a small mistake, force skidding or even drifting - which is a nice touch.
Before going to Licenses you have to purchase a car. Purchasing a car in some colour gives you the Paint Item for that colour (for body or rims).
Now heading for the Licenses. Expect additional updates soon.
UPDATE SECOND AND HALF
OK, all National B Licenses done (10 of them), all Golds.
Nothing particulary challenging, but it was fun to see some licenses from the times of the very first Gran Turismo in the new era All licenses are done with Premium cars as expected.
Notice that Skid Recovery is permanetly on and it can't be set to off for al N-B Licenses. Other assists can be turned off, but you have to do it manually for every new License. Some things never change in he World of Gran Turismo Also notice that quantity of OSD data during in-cockpit is noting short of fabulous Position, map, current time, prize times, best time, all gauges, split-times... My dear Lord. Polyphony sticks to the roots of 15 years ago
For all Bronzes in N-B you get legendary Demio Sport '03. For Silver and Gold you get (spoiler alert): OFC Concept '07 and ZZ-S '00.
Notice that winning all N-B with Gold will get you to Lv. 4 and unlock Kart, JG Nascar and Top Gear Special Races (ones with appropriate level).
Also, N-B 10 License hosts 16 cars on track, so that one question is also settled pretty much.
Will come back soon, I have to do further search into some options now.
# THIRD UPDATE
I have to say that I will go into actual career structure until I finish all Licenses, so my initial focus will be based around that segment.
I have just finished golding of National A Licenses - it was a bumpy ride
First, rally is awesome. Period. Will make deeper explorations of the physics tomorrow, but from what I've experienced today, physics in all aspects of the game is nothing but phenomenal. It is difficult to explain, but with every new corner and movement of the car you get the idea you've learned something new. Some tiny bit, some small idea about something, but important and meaningful. During process of golding N-A it was 1997 ll over again, with some familiar licenses in different setting, all up to One Lap Magic finale.
Golding N-A will rank you directly to Lv.7. Bronze prize car is mm-R Cup Car '01, while Silver and bronze are (spoiler alert): Atenza Concept '01 and 4200 R Concept '89.
Somebody asked about 16 races (as seen in both final One Lap Magic races in Licenses section so far) being mixture of Premium and Standard models. They are in fact, I took a moment to pay attention, but - you just don't see the difference during race. On my set - and I'm using an 50" plasma - all Standard cars look like a Prologue cars in-race. It is more-less visible in the replay, but overall I think PD did a very decent job in mixing the two breeds.
One thing was surprising to me since I race without Race BGM (without music during race) - when you pass the License and Bronze/Silver/Gold trophy appears - followed by crew scene (as in GT4) - there is no corresponding in-game music. In order to hear those special tunes (when obtaining the trophy, after race screen or fail-screen) you have to enable Race BGM. Bu then you have to listen to the music durng License test and that is just a no-go for my concentration Tomorrow I'll try to bypass it by recording an empty MP3 track and by enabling Custom soundtrack - and setting Custom track as Race BGM - but it is a strange workaround (if it will work).
There are 189 songs in total in Soundtrack Library of the game, including glorious selection of Classic music, but there is no "Moon Over the Castle" to be found anywhere. It will be a shame if it does not appear later (maybe after Ending Credits or something, only time will tell - since fan-editing of the intro-movie pretty strongly implied that it is edited for MOTC).
One tiny but beautiful spoiler here, regarding option previously introduced in Tourist Trophy game: you can change the number on the race cars, including 4 types of letters and numbering - from 1 to 99.
Another spoiler about acquiring cars and other items in the game: you can win different kinds of items, such as car-tickets, horn vouchers or Paint Items (probably some other types later). So, instead of winning an actual car, you get a "Ticket" for it. You can then decide to use the Ticket (or any other type of voucher) for yourself of gift it to the friend. Very nicely executed community/RPG/Pokemon feature
In Practice mode (Settings options for car are available if you have "settable" parts) you can run Free Run, Drift Trial or One Make Races which I find great. NOtice that game has it's own logic about Race Starts - on some tracks they're Standing, on others Rolling. I presume once the Online options become available we'll be able to choose desired option for Private Lobby races. But both Arcade and GT Life mode have predetermined ways of starting the races.
Also, Karts should be driven only with force feedback strengthen up to 10 Those babies are fun as hell while physics of the tires surprisingly shows it's manners on the best imaginable way. Online Karts will be great fun for clean drivers.
This will wrap-up my updates for today, will continue to update tomorrow, notice that RDK will probably unlock Lv.20 and Extreme level, so stay tuned to his thread in order to find out details - of course, if he decides to share them and spoil surprises
Thanx to all who stop by and read, good night ladies and gentleman drivers
# FOURTH UPDATE
At this update I'll try to tackle some issues from yesterday, with focus on some questions I found interesting and some elaborations regarding various parts of the GT5.
With physics being most important in my book, I understand that some observation from tomorrow were somehow misleading. So, here are the further impressions.
I drive with G25, no assists except ABS (1), and no clutch (although it works as previously mentioned). I have no idea about limitations of sequential shifters on G27 (as witnessed in Prologue and TT demo), none of my friends have it and I can't try it at this point. I also have a Fanatec 911 GT3 RSV2 Clubsport waiting to be mounted, but until my new rig comes that baby will not start it's GT5 life.
As I mentioned yesterday, most important issue in physics is disappearance of STD/PRO distinction. Instead, GT5 introduces new driving-aid, Skid Recovery Force, which somewhat limits car lateral movement allowing for easier control. I presume it also applies some kind of steering buffer for controller users, but I haven't try the game with the pad so I can't elaborate further. As said before, all license test in N-B and N-A divisions comes with SRF enabled and I presume it can be disabled by progressing into higher tiers of Licenses - as logic of the licenses determines, since by advancing you can turn-off almost every assists (or the appropriate test turns it off as mandatory).
My physics impression comes from driving stock RX-7 (N2), stock M3 (S1) and racing Castrol Supra (R1) on dry surfaces. GT5 physics is the most advanced physics any any GT game to date, more complex than Prologue, demanding as Academy TT physics, but much more subtile and profound. Tire-snap is now logical, you can feel the surface, suspension and weight on tires and you can perfectly determine what is going on with the tire-grip. I'm impressed with modeling of suspensions - feel of the road is phenomenal and in every moment you know what your car is doing through the force feedback effect delivered on the wheel.
You have a constant idea what your car is doing and you just know when you did something wrong. It is very difficult to explain by words, but all variables that determines the feel of the car on particular part of the track are linked perfectly. You just know when you're going over the top, when the line you've taken will not be good or when you've applied the wrong steer. Also, greatest improvement is done in realms of racing cars, where Kazunori finally reached the levels of his only inspiration, Yu Suzuki's masterpiece F355 Challenge. Sense of speed through corners is now perfect. The insane level of grip and power of race cars has been finally toned down, and feeling of having an ultimate driving machine now comes from ability to steer perfectly, to have control of throttle and brakes, to feel the suspension and to have time to prepare for next maneuver. Refinement in this area is the most important to me, because in all previous GT games I had problems with insanity of race cars. Now everything is in place as it should be, and I love that aspect most.
Of course, in days to come, GT5's physics will be analyzed as no driving-game physics ever was. I expect many criticism, searching for flaws, comparisment with "this game" or "that game", but I have strong impression that physics in GT5 is the most refined physics ever introduced in virtual world - as long as "physics" is determined by the feel of actual driving, feel of tires, feel of suspension, weight transfer, engine momentum and actual feel of steering. Sense of speed, grip, weight and car-performance is just logical and natural - and that is what matters most.
I tried to drive without ABS on both stock cars mentioned above, but even G25 pedals are not up to that task Although overall effect of non-ABS braking is more refined than in Prologue, brakes needs to be approached with great attention. Actual tire-lock is easy to be done and I really have no idea how will users of DFGT/DFP drive without ABS if wanted . Watching braking without ABS in replays finally looks logical and natural and later afternoon I'll be doing much more research in that particular field. On the other side, driving a Castrol Supra on R1 without ABS was totally different from stock-cars, I could tackle braking more efficiently and I presume that mechanical setting (tire compound, suspension, brake power distribution) have lot to do with the overall immersion of the non-ABS braking.
One of the most common questions was one regarding the sounds. GT5 have drastically improved sounds over Prologue in every way. I started a Demo Drive for F430 and it sounds much better than in Prologue, as well as all cars I've driven. Notice that sound changes when driving in cockpit, as I mentioned yesterday best (loudest and clearest) sound is when driving from the roof-cam. However, it is logical to be as that, because the sound of the car from outside and from inside is not the same, as in real life. In the sound department I really love the way in which Doppler effect have been implemented during replays. It shines in surround setting and everybody who got any kind of surround system will enjoy probably the most realistic interpretation of audio-design in virtual racing from "spectator" point of view.
Speaking about replays, they're much more complicated in execution than in previous games, with much more option on disposal. You have 2 interior views focused solely on driver (not sure about that view being available for STD cars) and animation of the driver and interior lightning is just phenomenal.
More serious drivers will love the fact that fuel depletion is now inter-connected to the power of the engine, it's aspiration and way of driving. Although I didn't research it yet in any longer race, menu clearly says that driving more aggressively, with revving into red-area and such will consume more fuel. I hope I'll have time to tackle both tire-wear and fuel-depletion today and it is clear it will add whole another dimension for online racing. I have no idea about brake-fade and such but I'll share any insights as soon as I realize them.
Slipstream has finally been reduced to normal levels and I can't wait to go online and try it in real races. Insane slipstream does not exist anymore and it is noticeable from few licenses that includes slipstreaming. Slow drivers will not be happy, fast drivers will finally get a deserved on-track advantage for their skill outside the straight.
Shirakawa Akira made some interesting questions that deserves serious answer
Answer to them is mainly negative or still unknown . GT series was always different from PC simulations and it is very clear that Kazunori's vision is different from one of hard-core PC simulations. I still have no idea about execution of mechanical damage and I presume that Extreme races (unlocked after Lv. 20) will offer more answers in this area. But it is safe to presume that some features such as clutch wear, separate sections for the tire-wear and tire-pressure will stay out of the GT world for time being. As for amount of fuel and functions of the logger, I have no idea yet. I'll take a notice when I tackle them.
I don't know anything about Qualifications process since I didn't go into A-Spec races yet.
PPT values are nowhere to be shown (maybe in A-Spec races?) and if they're still in, they could be part of the online portion of the game. As for yesterday, connecting to PSN haven't prompt any update or allow that menu for Community features becomes available. As I noticed yesterday, I am getting the same message as other members with the game about some functions "Not being available in this Version of the game". It is very safe to presume that players with connection to PSN will get some serious update as servers go up (on 24/11, as being announced on official web) that will unlock or make visible all community/online features.
Somebody asked about tuning and adjusting process being available in Practice mode - it is. You can take any car in Practice mode, tune it there, do Free Runs, Drift trials or do One Make Races. Unfortunately, legendary Test Track is nowhere to be found, together with 0-400, 0-1000 tests. Maybe I didn't search enough.
I didn't try all surfaces yet (rain, snow..), report on that comes later today. Many other advanced options as variable weather and such will probably be introduced in Endurance races (wherever and on whichever Lv. they are) and in settings for still unavailable online races (Private Lobby and races settings).
Also, I couldn't find an option to create a point-to-point track in Course Maker and it remains to be seen will it unlock on some point.
I have a PSEye and I'll be post impressions of headtracking later today.
In the end, I will conclude with overall impression of the Graphical User Interface. As always, GUI created by Polyphony Digital is the most beautiful in the genre and beyond. Everything is designed to insane level of logic and beauty and navigating through menus with great music in the background (lounge and jazz selection is perfect) is a treat of its own. Shortcuts are also welcomed again and although many new users will loose themselves in the beginning, it has to be noticed that complexity of the game structure is almost perfectly executed through GUI.
This concludes this update, I'll be tackle other issues in the early evening (around 180 CET).
Thanx for reading.:tup:
***ENDS
# FIRST Q&A UPDATE
Good morning people.
I have collected many quotes of questions and opinions from last 20 pages and I'll answer them here during my early morning coffee break.
So, we start with my favorite so far:
quote: C.D
not a word regarding damage (which will likely blow) yet, you've got to be ****ing kidding me. Further proof that all of the guys who've gotten the game early are just a bunch of clowns hired by Sony to do viral marketing for the game and build up hype.
Thank you for your nice words sir, it is always welcomed to have such a high-profiled marketing analyst around here. Please notice that your humble opinion regarding implementation of damage can't be answered easily by Clowns because GT5 is a huge game, with slow progress-curve and there is many things to be opened or discovered that can't be done in week of playing.
However, thank you once more for your distinguish approach to the matter.
My second favorite:
quote:
alilsneaky
The amar guy could very well be, he doesn't have to be ofcourse, but jesus ****ing christ the way he hypes the game is a bit obnoxious, it's like watching a toy commercial...
I want to see framerate while racing, proof of screen tearing or lack thereof, word from PD on vsync , news about the resolution, how good is the vibration function on the controller in gt5 (was usually awesome in ps2 games but most ps3 games seem to have something akin to my cellphone to save battery power), how is split screen? how long are loading times if you don't install the game and most of all proper IN RACE footage of car damage without the stupid arcade mode excuse.
I don't hype the game, sorry. I am just making an subjective overview of the game from my personal perspective. I'm not payed to do review here, all I want is to share some of my initial feels and thoughts to people who are members of this community. I am sorry if you find that offensive by any mean, it was not meant to be that way.
As for issues you describe, I stated in my last update that I've encountered some occasional slowdowns, but nothing important in my book. Screen tearing will probably be experienced in some point, but I haven't seen any on my set. I read on NeoGaf that V-Sync is probably off for GT5 because of technical reasons, but until Digital Foundry posts their report I will sustain to comment on that because I do not have sufficient technical expertise not equipment. If it means anything to you, GT5 is graphically the best racer I have ever seen, so take that as a hype, or just as an subjective opinion. I am aware that many people will find their complaints, but while they complain about this or that, they could better improve their driving skills instead of counting frames. There is no perfection oh hardware with 256MB of graphic-CPU, but it is also the main reason why I find final result even much more impressive.
As for controller, I haven't play with it, I use the wheel only, sorry. I will try split screen later today. I instal the game immediately, so I can't tell about loading times for non-installed game. But yes, loadings are longer than in Prologue for instance, but still noticeably faster than in "other games". You can find answer regarding showcasing of the "damage" in answer above, cheers.
quote:
Antonisbob
I wonder if the Diesel Le Mans cars have better fuel efficency than the gas ones?
Maybe they will have, since game clearly states that fuel depletion will depend upon engine type (although it does not explain in further) and way of driving.
quote: krishy_123
..what replay options are available? Also when you said there is no Rewind, did you mean like how GRID/Forza etc have a gameplay rewind function or did you mean replay rewind?
There are many replay options, but I still didn't found time to actually explore replays from technical POW (logger, replay save, exporting to USB stick, attachment to messages in XMB maybe, and so on). I'll do many of such technical explorations today afternoon.
And by REWIND I meant gameplay rewind, yes.
quote: GeeTeeR
There better be Moon Over the Castle somewhere in the Japanese version, or I'm cancelling my Chinese version import.
At this point we know that Official GT5 Soundtrack CD is announced for Japan and it will be available from Dec 22. CD lists "Moon Over The Castle GT5 Version" as the first song - and we can safely presume it will be opening title song for Japanese game - but there is no MOTC on my PAL game, nowhere to be found among 189 tracks listed in Music directory. It is shame, I agree.
Here you can find info about GT5 Soundtrack Album and track listing for both CD's (site is on Japanese):
http://www.getchu.com/soft.phtml?id=696143
quote: cicohipe
But when games like (That Microsoft one) and others are allowing rim changes plus body kits and more, it definitely seems like this game should have them included.
You can change bodykits, rims and such on Premiums, so technically those things are included. To compare, "other games" even remotely do not have many of features of GT5, so it basically comes down to what is more important in driving genre. Answering to that question is pretty much subjective thing, but GT5 obviously have change of rims, bodykits and such, together with plethora of other features that none other game I know can tackle in one complete package.
quote: blue cat
Do you have any idea if the G27 shift lights will work, and if the face buttons are all programmable? i know you only have a G25 atm, but any wheel info is welcome.
No idea about G27 lights, but I have serious problems in configuring my G25 to all the functions of the game It remains to be seen will G27 allow mapping of extra-wheel buttons to different functions, from my experience when testing G27 with Prologue, game was mapping all 6 extra-buttons as same function.
I will also be testing parallel usage of controller and wheel in the same time later today, so it will be part of technical update.
quote: StogyBear
Can you drive the standard and premium versions of the same car and see if there is a difference in the feel. Or actually just any standard car to see if the car feels different than the premiums. I feel like the standard cars have been overlooked I just want to be proven wrong lol
Since I only do Licenses at this point, I haven't use any cars except Premiums. But will try that also later today in technical update, stay tuned.
quote: MaruchanSoup
He hasn't mentioned anything about damage
Because I haven't encountered any, look at the first answer
quote: 88c-v Racer
Would you be able to shed any light on what can be customized if anything besides the rims? Also, can all street cars get the Race Mod?
Selected Premiums will be able to get the Race Mod, but I have no idea which ones, I know that first car I bought - MX-5, Premium - can't have it From what I saw, you can add front and side aero-kits, rear spoilers and change rims, but availability of those procedures is limited by car-to-car basis.
quote: slipp3h
Hope you're able to get head tracking working later, I would really like to hear more about this feature. Any idea why it doesn't work on tracks with pit stop?
Have no idea why it will not work with pit-stops enabled, Game Manual says so. I also can't understand why Headtracking does not work for me, will check on that too. However, friend of mine told me it could be inter-conected to 3D option, which will be a bummer if true, since I do not have 3D set. Will explore this to.
quote: LeGeNd-1
No splitscreen
2-player split screen is in, there is no option to have multi-screen.
quote: []Justin
Do you have to take pics from the replay or can you access photo mode via the pause menu while on track?[/]
You can't access it during the race, you have to finish the race in order to have replay at your disposal and then use the PhotoMode feature.
[quote[Hanako787b
lol.. I just realized I forgot how long the replay recorded during the 24 hours races on GT4, I think I remember seeing it as being full after about 2.5 hours... does anyone else remember that... I actually would hope to have all those long races recorded,
There was no full-race replay in Gran Turismo series since the first game (it was the only GT so far that could "record" the replay for up to 99 laps, we tried it in fact, back in 1998 ). Game Manual points out that "some of the replays can't be saved by full length due to length of the actual race" but it remains to be discovered how much data RAM can sustain.
This concludes this session, I'll be making Technical Update later today, thanx for reading!
few additional answers:
quote: sinbad
Can you drive ANY car on the courses made at the Kart Environments in the Course Generator?
While in Course Builder game allows you to test tracks - even those labeled with Kart - with choice of cars, so I believe it will allow it. I haven't actually save any tracks yet, only made few tests of overall possibilities of the CM.
quote: TheCracker
Just one question for you. I know it's what everyone has really been waiting to hear confirmed. Do standard cars have reverse lights?
I really don't know, I'm driving cockpit-only (bumper on STDS). But will check
quote: objp
Anything about the AI? Hopefully they're not totally stupid like they have been in past GT games.
Regarding AI, here is my answer to same question I made on NeoGaf forums:
Before answering I have to elaborate on this.
I am a 100% clear racer and I try to drive racing simulations as I would drive the car in RL. I also do not tend to exploit the physics and tracks (going crazy over kerbs, going off-track and over shortcuts, passing on impossible places and so on).
Said that, I was amazed with AI in GT5: Prologue because it was the most convincing AI that I ever witnessed in any video game. Of course, during Mission test you had to make few dirt moves in order to pass the tests (especially on One Lap Magic tests on Pro physics), but if you'd settled your own race with 20 laps and then try to race 100% clean - including taking no shortcuts and such - it was a breathtaking race experience.
I know many people didn't dig Prologue's AI, although I can't understand why.
I find AI of GT5 advanced over Prologue, especially in blocking procedures. Also, AI drivers make mistakes and they fight among themselves - which makes for some great moments. However, they will brake on time if you're in front of them (no more GT-GT4 bumping), when you pass they'll try to regain position on the very fair manner and so on.
In short - in my personal book, GT5 have the best AI routines I've ever seen in genre so far.
quote: objp
Also....how come you can't drive without ABS? I've never had a problem with brake lockup in any racing sim with my G27. Makes me question the whole physics write-up when you can't even slow the car without the game holding your hand.
I never said I can't drive without ABS, I just said it is very difficult to drive without, although I also pointed out that actual non-ABS braking is more refined than in Prologue.
Non-ABS driving heavily depends on car you're using. I had almost no problem at all with JGTC Castrol Supra, but I had serious sensitivity-problem with stock cars, such as M3. At this point I haven't developed enough finesse in my foot to sustain more than 3 lap of concentration for non-ABS driving since it asks for serious concentration - especially when battling AI on Professional AI setting.
G25 pedals are more stiffer than those on DFP/DFGT wheel, but even with them you have to be extremely careful while applying brakes, because it is very easy to lock them and go into spin. It was the main point of my elaboration of that particular issue. However, it is probably a matter of time-investment into skill itself, together with additional investment into some hard sponge (for DFP/DFGT users respectfully).
quote: PlayGT5tilludie
Are you able to catch a slide (oversteer) using your G25 and actually perform a drift?
Yes. You will soon find out that physics is in fact very refined Academy TT Demo physics - as I stated earlier. Refinement now includes work done especially in the field of tire-grip and feel of the weight-transfer on the steering wheel. If you can imagine complex physics as those in Academy Demo with proper grip and skid-snap included, you'll have the picture
[Edited on 18-09-2011 by chris_uk]
[Edited on 21-09-2011 by chris_uk]
[Edited on 14-10-2011 by chris_uk]
[Edited on 19-10-2011 by chris_uk]
[Edited on 08-01-2012 by chris_uk]
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Matt H
Member
Registered: 11th Sep 01
Location: South Yorkshire
User status: Offline
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Jamie-C
Member
Registered: 3rd Jun 08
Location: Ballycastle
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WTF!
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Nath
Member
Registered: 3rd Apr 02
Location: MK
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Oh the drama.
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chris_uk
Premium Member
Registered: 8th Jul 03
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it can only be a good thing in the end, more content, polish etc..
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JonnyJ
Member
Registered: 23rd Sep 05
Location: Scotchland
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Oh no, ive already waited 4 years for this how on earth will i cope with another month...
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MoesTavern
Member
Registered: 19th Jul 07
User status: Offline
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quote: Originally posted by chris_uk
it can only be a good thing in the end, more content, polish etc..
http://img294.imageshack.us/img294/8408/fifty.gif
[Edited on 13-10-2010 by MoesTavern]
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Eck
Premium Member
Registered: 17th Apr 06
Location: Lundin Links, Fife
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PMSL. Steve will be swinging his arms everywhere.
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chris_uk
Premium Member
Registered: 8th Jul 03
User status: Offline
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quote: Originally posted by JonnyJ
Oh no, ive already waited 4 years for this how on earth will i cope with another month...
lucky you, everyone else has been waiting 5.
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JonnyJ
Member
Registered: 23rd Sep 05
Location: Scotchland
User status: Offline
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Aye i wasnt that excited in the first year
Had other things on my mind mate.
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JonnyJ
Member
Registered: 23rd Sep 05
Location: Scotchland
User status: Offline
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quote: Originally posted by Eck
PMSL. Steve will be swinging his lower arms everywhere.
EFA
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chris_uk
Premium Member
Registered: 8th Jul 03
User status: Offline
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whats another 2-3 weeks, they say its coming out before xmas (for what thats worth) so hopefully it wont be too much of a wait..
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JonnyJ
Member
Registered: 23rd Sep 05
Location: Scotchland
User status: Offline
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I actually couldnt be less bothered I do really want the game but ill just get it whenever the hell it comes out, its not like my life is revolving around the release date of this game. Ive got FIFA to keep me busy for now, they could delay it for another 3 months if they want
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MoesTavern
Member
Registered: 19th Jul 07
User status: Offline
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That launch party in Madrid is going to be a ton of fun now
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chris_uk
Premium Member
Registered: 8th Jul 03
User status: Offline
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quote: Originally posted by MoesTavern
That launch party in Madrid is going to be a ton of fun now
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Marc
Member
Registered: 11th Aug 02
Location: York
User status: Offline
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I don't care anymore. I've even started playing the 360 again
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Tommy L
Member
Registered: 21st Aug 06
Location: Northampton Drives: Audi wagon
User status: Offline
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FFS
Oh well, I don't have to worry about playing both GT5 and COD. One won't get left untouched fortunately
[Edited on 13-10-2010 by Tommy L]
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Doug
Member
Registered: 8th Oct 03
User status: Offline
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LOLOLOLOLOLOOLZ
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Gavin
Premium Member
Registered: 3rd Apr 02
Location: West Midlands
User status: Offline
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all I'm saying is..... WHAT A JOKE!
pew pew pew pewwwww
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Nath
Member
Registered: 3rd Apr 02
Location: MK
User status: Offline
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quote: Originally posted by JonnyJ
I actually couldnt be less bothered I do really want the game but ill just get it whenever the hell it comes out, its not like my life is revolving around the release date of this game. Ive got FIFA to keep me busy for now, they could delay it for another 3 months if they want
Wait, so it's not the end of the World?
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Nic Barnes
Member
Registered: 5th Apr 04
Location: nowhere near ginger people
User status: Offline
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fucker. this was going to be my first ps3 game ive bought in 2 years as well.
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MoesTavern
Member
Registered: 19th Jul 07
User status: Offline
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At this rate they'll have to delay the game even further to update all the cars to 2011 models.
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Paul_J
Member
Registered: 6th Jun 02
Location: London
User status: Offline
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mwg
Member
Registered: 19th Feb 04
Location: South Lakes
User status: Offline
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A matter of weeks to go till launch and they are still fucking about with it? FFS
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Brett
Premium Member
Registered: 16th Dec 02
Location: Manchester
User status: Offline
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HAHAHAHAHA
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