If you just want the cash and experience, whats wrong with that?
Maybe you drafted someone?
Boost can be turned be set off, weak or strong for online. Check the room regulations, it's listed when you hover over the room in the list
Physics felt different to me online, harder, maybe because tyres are a lot colder starting off, or the extra weight of the fuel.
Anyway its seems soft racing tyres are far too grippy for anything under 450hp, but above that you can still lose it. I did using my NSX GT500 online yesterday at Fuji SuperGT race against a bunch of Japanese guys on the final turn
Nice race against those guys as always, they don't chit chat and trash talk
Well tyre wear in GT5 seems a bit with with the racing tyres
At least offline, online things seem much different, even the the way the cars feel is different.
Soft slicks are qualifying tyres, and maybe too grippy even then, I can't even get a 320+ HP Clio v6 to oversteer with them, but I doubt anyone would use a qualifying tyre for a Ring time attack as they need a lot of heat to get grippy and might not last the distance
Anyway you'll note all the race events and Time Trials that GT5 have use the Hard race tyres only
I guess they did it to make the cars more driveable
The ones in GT5 feel a lot easier to drive than the one I tried in the older public demos! Those ones would spin on a whiff of throttle, and they felt really heavy and hard to turn....
I usually start at -0.05 front and +0.05 back for all cars as a default and go from there. If you want to drift then -0.20 at the back to start
Camber, 1.5/1.3
We need saveable setups soon....
Yeah the stock setup for all cars have no camber at all!
Take out the rear +0.20 positive toe. All cars in the game have it. I guess to make the car stable on the straight and understeer to make it mainstream and novice friendly. You'll need the custom suspension upgrade though. You can reset the other settings to default, if you copy the values off the stock suspension.
The toe has a big effect on handling in GT5, change the +0.20 to -0.20 on the rear toe, and suddenly all cars become more agile, less stable and want to oversteer, but when doing so, less snappy.
Even adding an LSD was very noticable in the Mini I used for the seasonal event, compared to without. You can feel it with the wheel even though it's subtle thing.
I was thinking of the analog sticks for both steering and brake/gas
Then again the top 10 of the drifting leaderboards is mostly D-Pad and 200 degree wheels (Logitech Driving Force in 200 degree mode)....
Controller makes the drift replays look bad though, with the front wheel twitching all over the place
That's because you over corrected, same applies to the wheel as well, probably more so. DFGT is a bit too slow to do drifting with lots of angle, and it's noisey as hell! Spins too slow to keep up with the physics, much slower than a real wheel, so fish tailing is more common as a result
Tuned Mustang GT - exhaust, and gameplay vs replay sound
Not the sort of car I would buy, but it's needed for the bonus online seasonal events. So I had to spice it up
Anyway there seems to be a difference between the sound in gameplay and replay. Listen to the warble in the gear shifts etc in the replay version... http://www.youtube.com/watch?v=illDgA_jfoI
I had the closest Kart racing ever just then, on another room. Got first place by .0004 secs
Not bad, I bagged myself 2 wins in a decent field, and almost had another on London by I spun on the final lap while in 2nd and finished 3rd. There are some nasty bumps mid turn on London
Vids to come
FFB on Karts is excellent, Wished they toned down the drafting though