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GT5 Crash Physics Video

Comments

  • Closed Accounts Posts: 23,316 ✭✭✭✭amacachi


    Video borked for me. :(


  • Registered Users, Registered Users 2 Posts: 2,955 ✭✭✭rizzla




    http://www.youtube.com/watch?v=DxGgTtqLWIQ

    There ya go. Looks alright, like how the doors can be knocked off.


  • Closed Accounts Posts: 194 ✭✭Ed_


    I would hope that the damage would be a bit better than that on full release.


  • Registered Users, Registered Users 2 Posts: 11,174 ✭✭✭✭Captain Chaos


    Considering the amount of time gone into the game this is disapointing especially when comparing this to the Forza 3 damage model. The collision detection looks like it has not moved on from the old games and still has that blocky look and feel to it.

    What have DP been up to for all this time GT5, it wasn't the damage modeling anyway.


  • Closed Accounts Posts: 28,128 ✭✭✭✭Mossy Monk


    Considering the amount of time gone into the game this is disapointing especially when comparing this to the Forza 3 damage model. The collision detection looks like it has not moved on from the old games and still has that blocky look and feel to it.

    What have DP been up to for all this time GT5, it wasn't the damage modeling anyway.

    I will wait to see a finished product before I rubbish it.


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  • Closed Accounts Posts: 23,316 ✭✭✭✭amacachi


    I won't be buying this on launch day anyway. Shall wait for reviews, I mean there are some things in the Prologue that it's just beyond belief they haven't bothered fixing yet, surely they have to have dont it for the full release.


  • Registered Users, Registered Users 2 Posts: 9,480 ✭✭✭projectmayhem


    Considering the amount of time gone into the game this is disapointing especially when comparing this to the Forza 3 damage model. The collision detection looks like it has not moved on from the old games and still has that blocky look and feel to it.

    What have DP been up to for all this time GT5, it wasn't the damage modeling anyway.

    I'm a fan of racing games. Forza is no exception, but the idea that people put out there that Forza's damage model is anyway good or realistic is pure bull IMO.

    I got a chance to play Forza 3, and the damage model is essentially the same as Forza 2, but with more polygons.

    When a car crashes in forza, there's great sound effects and apparently the result of every crash is that paint manages to fall off the car, and the impact zone gets a bit awkwardly crumpled. A real crash does not involve the bumped becoming "one" with the rest of the car in a crumple zone. It will hang off, fall off and cause problems for a driver... but it will not mash itself INTO the car.

    Forza's crash model is not beautiful, and certainly doesn't add anything to the gameplay. If you play it properly you won't crash in the first place.

    GT5's crash damage looks great to me. Bits falling off cars is far more satisfying then 2d-era style crumpling.

    I think the old talk of crash damage is a bit ridiculous and fanboyish. It's just a way to flame what is a perfectly brilliant driving sim. I've said this before here, but Flight Sim is heralded as the ultimate flying simulator. Knowing your way around a cockpit in FSX would make you very comfortable in the cock pit of a real plane because everything's the same, and the planes in-game react quite similarly to the real deal.... yet if you plough your plane into the ground or into a building, nothing will happen. In a mission you fail with a static image of a crash and in free roaming mode you just bounce off the ground and continue flying.

    What's more important to me is the racing physics and how the game performs in a race... regardless of crashing. I don't know about you, but I usually try to not crash in a racing game (except burnout etc. obviously).

    People need to make the distinction between fun arcade racing fun (NFS, burnout, GRID) and simulation (GT, Forza). It's far more important to get the "sim" part right then the crash damage.

    I think the big issue for me with GT5 other then gameplay physics models is the online system. I'd sacrifice damage for a good online experience.


  • Registered Users, Registered Users 2 Posts: 2,955 ✭✭✭rizzla


    I think the big issue for me with GT5 other then gameplay physics models is the online system. I'd sacrifice damage for a good online experience.

    I heard the new Forza game lets you set up your own event's, outcomes and game style's. You can set the weight of a certain car, if it gets a head start and all manner of things. It sounds excellent. Hope GT includes or tops the game cutomisation.


  • Closed Accounts Posts: 23,316 ✭✭✭✭amacachi


    rizzla wrote: »
    I heard the new Forza game lets you set up your own event's, outcomes and game style's. You can set the weight of a certain car, if it gets a head start and all manner of things. It sounds excellent. Hope GT includes or tops the game cutomisation.

    Sure even Forza 2 let you have some freedom with the rules for online games. And you could get specific with the cars/weights/power etc.


  • Registered Users, Registered Users 2 Posts: 11,174 ✭✭✭✭Captain Chaos


    I think the old talk of crash damage is a bit ridiculous and fanboyish. It's just a way to flame what is a perfectly brilliant driving sim. I've said this before here, but Flight Sim is heralded as the ultimate flying simulator. Knowing your way around a cockpit in FSX would make you very comfortable in the cock pit of a real plane because everything's the same, and the planes in-game react quite similarly to the real deal.... yet if you plough your plane into the ground or into a building, nothing will happen. In a mission you fail with a static image of a crash and in free roaming mode you just bounce off the ground and continue flying.

    Going a bit OT here.

    Have to disagree with you there, MS Flight Sims 98, 2000, 2002 etc are far from sims compared to some Combat Sims I've played in just pure flying and damage realism. The cockpits in MS Flight sims are rarely a 100% correct in layout and the flight models are all fairly basic to be honest. Its possible to roll a B707 in real life at low altitude, can't do that even at medium altitude in FSX for example.

    Try the flight model in LOMAC Flaming Cliffs of the Su-25T. Amazing and the damage model is top notch to boot, you can even burst the tyres. The KA-50 Black Shark addon is even better again.

    I feel the same with the GT series and would compare it to the MS Flight Sim series, they have both remained very similar for years, have got in a comfortable rut and are afraid to push like their competition does in certain areas. To me the GT series has not changed since GT3 and only the graphics keep getting improved.

    Forza 2 has the same damage model as GT5 from what I can see. Fora 3 has gone a step further and you can roll the car completly, added in a clutch feature and has modeled heating the tyres up to add grip.

    I have being hoping for great things from GT5 for years and was one of the few reasons I got a PS3 for. GT5 Prolouge was GT4 light with a face lift, the handling was the same boxy feel. This video, don't know how old it is but I'm hoping very because GT5 is not looking all that except for the rally demos I watched which were impressive but were not in game. GT5 is ment to be ''The Driving Simulator'' yet in the video above the car just drives into the crash barriers in the corner and is just guided around perfectly without suffering much if and damage or speed penelty, its like Burnout.

    To me playing both of the last editions of each game with a wheel settup, I'll compare the latest GT5P to the older Forza 2, the Forza series feels closer to real life driving in how the cars behave and the way they react. GT feels too stable and ridged, I hope there is a bit more of a variable and free'er feel to the cars in GT5.


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  • Registered Users, Registered Users 2 Posts: 2,955 ✭✭✭rizzla


    amacachi wrote: »
    Sure even Forza 2 let you have some freedom with the rules for online games. And you could get specific with the cars/weights/power etc.

    No but this isn't about different car weights but adding additional weight to a car to slow it down, giving it a handicap, good for a chase sort of gamestyle. Also, you can set the win condition to drift points or other stuff too. Sounds excellent for online.

    This is way off topic though.

    GT5 looks should be good, whenever it's released.


  • Closed Accounts Posts: 74 ✭✭irishman123


    It's possible that GT5 might do a 'Pro Evo'...and get overtaken (pun intended!), after it's years of domination, by Forza (Fifa) as a result of it's lack of evolution.

    I actually think the damage looks fine it those videos. I'm more concerned about the procession of cars from GT5P and will it be fixed for GT5? Even NFS Shift has AI that don't follow a straight line! :rolleyes: That's perhaps what gives a real feeling of authenticity in a driving/racing sim or game.


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