A physics problem is the cause of the reversed settings gltich.

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I think people should do a few tests, before contributing to the topic.

We were running a 200hp Fiat 500 (the new one) lobby a few days ago, and while i was already running with the nose two ticks higher than the rear, the car still felt numb/boring, not prone to lift-off (or any other) oversteer at all.
After the race OK8 stated that his car actually has to much oversteer, and kindly shared his ride height settings, which were around +10 at the front -15 at the back (I was running something like -8/ -10).
Next race, second or third corner i was in 90 degree drift, fighting to save the car from a spin. I wasn't prepared for this much lift-off oversteer in a car that wouldn't turn a minute ago.

Anyone who is able to tell the difference between a car going sideways, and a car not being able to go sideways at all, shouldn't have a problem noticing that the ride height settings have a backwards effect in GT5 (compared to real life).
 
I think people should do a few tests, before contributing to the topic.

We were running a 200hp Fiat 500 (the new one) lobby a few days ago, and while i was already running with the nose two ticks higher than the rear, the car still felt numb/boring, not prone to lift-off (or any other) oversteer at all.
After the race OK8 stated that his car actually has to much oversteer, and kindly shared his ride height settings, which were around +10 at the front -15 at the back (I was running something like -8/ -10).
Next race, second or third corner i was in 90 degree drift, fighting to save the car from a spin. I wasn't prepared for this much lift-off oversteer in a car that wouldn't turn a minute ago.

Anyone who is able to tell the difference between a car going sideways, and a car not being able to go sideways at all, shouldn't have a problem noticing that the ride height settings have a backwards effect in GT5 (compared to real life).

so what youre saying is you took your horrible setup, changed something the tiniest bit and now you have come to a conclusion... so many variables go into how the car handles that changing your ride height probably effected so many other broken areas in your setup.
 
so what youre saying is you took your horrible setup, changed something the tiniest bit and now you have come to a conclusion... so many variables go into how the car handles that changing your ride height probably effected so many other broken areas in your setup.

So what you are saying is, that the positive effects i (and many other, respectable racers) achieve by applying the reverse ride height theory to my cars, are not due to the games faulty physics but due to my crappy setups?
 
you just said your car handled bad [wouldnt turn]. This implies that something is wrong the setup. Now you change the ride height and get something wildly different. To me that signals there are other problems that should be solved in the tuning setup before concluding such myths are true.
 
I have trouble following you here. Did you even bother to try it yourself?
If i take a stock setup, and achieve better turn in and lift off oversteer by raising the front and lowering the rear, wouldn't it rather indicate that what i did just does what it does?

And no, i didn't fiddle much with the setup except a bit of toe and camber. I'm not an expert on tuning by any means, but i can tell if a car feels better or worse after aplying significant changes to it's condition.

If you think my setup is crap, i invite you to give my Cinquecento a run in a "properly" tuned 200hp Fiat 500 :)
 
If i take a stock setup, and achieve better turn in and lift off oversteer by raising the front and lowering the rear, wouldn't it rather indicate that what i did just does what it does?)
umm. Yes the result may be more lift off oversteer but maybe its stemming from another problem like incorrect springs dampers roll bars diff setup or driver skill.
 
Uhm, you know that you are actually describing another phenomen?

I havent worked with following formulas for a while, but basically you are describing this:

m = mass of the vehicle
a = acceleration at a given speed
v = velocity
D = this is a basic variable I use to describe friction/drag/etc
r = tyre radius
F = Force between tyre and road
i = gear ratio
n1 = rpm at the wheel
n2 = rpm at the crank
P = engine power

m * a = F - D = (Torque at the Wheel)/r - D
= (torque at the crank * i)/r - D
= n2/n1 * (torque at the crank)/r - D
= P* 2 *pi / v - D

(I know this formula is pretty basic, but the physics are (atleast I hope so!) more or less correct)

so we have a = (P* 2 *pi / v - D) / m
This means that increasing mass leads to a decreasing acceleration.

Yes, the friction between tyre/road increases, I know, but above has a much bigger influence.



Edit: Maybe I was just confused by what Scaff pointed out, weight/load. I thought you were only talking about the weight?



No, I am not talking about the weight of the car itself being all round "good" for performance. A heavier car ALWAYS car means more inertia and more weight to have to displace from one location to another.

This phenomenon alone and only if you consider it alone is pretty straightforward and it should be the same as imaging a car on a frictionless surface, or something close to it like ice, but remove the tyres from the equation and the heaver car will FUNDAMENTALLY be harder to move around and will require more force, even if its just a bunch of guys pushing it around on an ice field they will always have an easier time passing a elise around than a veyron. So in this sense it is pretty easy to say weight is a bad thing, but even this simple concept is NOT 100% straightforward as if the car weights a few pounds it will just get blown away by the wind, so there are always dynamics involved.


I think where people seem to be getting confused is how this is how this extra weight on a car usually translates into more grip that I am referring to, being applied to the tyre. Well basically it presses it down putting more load on it and this giving more grip, in the same way downforce does. This is a very simple concept IMO

It is in fact exactly the same as effect as downforce except with downforce the trade off is increased drag instead of increased weight.



Just ask yourself, if a cars grip was so depending on mass (and you don`t really reduce the "mass" by playing around with the suspension), why were the race cars from the 30s-66s (low downforce) so light?

In the end its very difficult to overcome the benefits of lightness vs the weight = more grip effect I am pointing out. Lightness will win in most scenarios because it has more points on the pros list than cons and the cars are heavy enough to stay on track under their circumstances. I am just saying the gap between heavy car and light car should be closer, and there is a range in the GT5 physics engine where I am not feeling these benefits of a heavier car.

For example in your race car example. What I am saying is if you got those cars in the GT5 physics engine, and then made a copy of them doubling their weight, but made sure to keep things like acceleration and braking capacity were relatively scaled to match the performance so we only isolate weight as the variable, then did the same thing with the same cars in real life, the GT5 version of the cars with double the weight will perform a lot worse than the real life cars.

IN Gt5 the heavier cars will just push like crazy and the added benefit of the extra load on the tyres will not be as apparent as in real life.

The Bently Continental GT Sport and Veyron pull over 1g on the skid pad easy which is more than an Lotus elise. I think the Continetal GT super sport pulls almost 1.3G


And its not just a simple matter of having fatter tyres. If you got those same fat tyres on an elise however they will NOT provide the the same grip as the Continental Gt super Sport because it does not have the weight to do so.

But the Lotus has a LOT less weight, Actually one Continental GT weighs as much as 3 Lotus elises.

So obviously even with the HUGE weight disadvantage where the Bently weighs almost 2.5 tons, it still manages to go around a corner faster than a 800kg lotus elise. Clearly there is more at work here than just fatter tyres.

It looks like in GT5 the reason it doesn't seem so glaringly obvious that something could be off is heavier cars usually have bigger contact patch/base grip value/fudge factor whatever you want to call and so to most people maybe it is not that obvious, but what I am saying is I don't feel that "bite" of the heavier car pushing the tyre into the ground proplery like in real life as weight increases in GT5. I feel the other effects of momentum and increased weight just fine though.


However, I am not saying GT5 does not have load based grip whatsoever, where the more weight is shifted on the tyre the more grip, it has. Ofcourse it does, that is one of the most fundamental parts of a racing sim, otherwise it would feel like Ridge Racer.

I am just saying it does not seem done right based on what I feel, and it is just a theory of mine that this is the reason the ride height setting feel backward.


I think the extent to which weight makes a tyre dig into the ground in GT5 is not present as it should be.



Snake -

I am curious to what your credentials are. Why should I take some random forums poster opinion as some sort of scientific fact when PDI has known experience with Nissan and Red Bull (for example). Plus, I doubt you have access to PDI's engine.

You would figure if there was a discrepancy in PDI's physics engine, someone with knowledge in this field would surely inform PDI over this. If PDI is aware of this, I have to wonder if this alleged "problem" was allowed to remain in due to the fact that GT5 is after all, a game.

Even if what you have concluded is true, it will not matter much to me. In fact, I believe this issue only bothers a select group of gamers including those who wish to prove game "x" is superior to game "y".



I have no credentials. I am just telling you what I feel about the game, real life and thinking about it logically.
You don't have to take anything as scientific fact. It is a discussion If you need credentials then perhaps trying to have a logical discussion on its merits alone is not your strong point

I also have no interested Forza 4 or fanboiing one game over another which Is what I assume you were on about. In fact I think the physics engine in FM4 are a joke, but the rest of the i.e the non Driving parts I enjoy.

If you take that aggressive close minded approach and theres probably little point in bothering explaining anything to you but I have no problem giving it a shot for a while.

It is just a theory as Ive said. I did I give a great practical example of the concept earlier.

Its is by pushing an eraser along a table lightly and then pressing down, i.e putting more load on the eraser and then pushing it along the same table again.

The eraser will dig into the table the more you push it and it will have much much more resistance to sliding, which is what grip is in car terms. Of course if you can push so much the rubber will begin to give way shred, fall apart etc and grip will reduce so it is never that linear or simple, but What I am saying is PD have not modeled this properly
 
umm. Yes the result may be more lift off oversteer but maybe its stemming from another problem like incorrect springs dampers roll bars diff setup or driver skill.

If it was stemming from another problem, i would have encountered it before aplying reversed ride height settings, i believe.
And as far as driver skill is concerned: When i had no lift off oversteer, it was me driving it. When i had tons of lift off oversteer, it was still me driving, as far as i can remember. Yes, i am positive, it was me.
The fact that OK8 experienced exactly the same effects, rather strongly points into one direction, in my opinion.
 
If it was stemming from another problem, i would have encountered it before aplying reversed ride height settings, i believe.

wrong. Suspension tuning is very complex, changing one setting WILL have an effect on everything else.example, changing spring rates will change the ride height which will change the amount of damper you need which will change the roll rates which will need to be adjusted with roll bars which might need camber adjustments which now rolls back to changing springs again and so on.
 
wrong. Suspension tuning is very complex, changing one setting WILL have an effect on everything else.

That is not the point. The question is, does lifting the nose and lowering the rear have a reversed effect on handling compared to real life?
For me the answer is: Yes, without a doubt.
I'm not the most qualified person to have a discussion as to WHY it has this effect, and so far i'm not much convinced by your arguments on that matter either, besides agreeing that a suspension is a complex system.
 
I'm just going to add a clue that was posted in my own reversed-settings thread that could potentially help support Snake's claim about the flawed driving physics:
Some cars are backwards, and some aren't.
Raise the rear and drop the front in the Ram 1500, and go to GT Auto, and it's normal. Do that with the Samba Bus, and it's the opposite.

(I'm currently assuming that the poster is stating that the effects on the two cars' handling due to adjusting their ride heights are opposite, as opposed to the actual visual slant of the cars. I'm awaiting a reply from him for clarification.)

Note that the Ram 1500 is one of the heavier cars in the game (2390 kg), while the Sambabus is a relatively lighter van (1095 kg). From this information, I'm assuming that as a car gets heavier, the effects of adjusting its suspension will affect the car's handling in a more realistic manner, which in turn means that as a car gets lighter, the effects of adjusting suspension will affect the car's handling in a more different fashion to a point that it becomes opposite (which I'm assuming is not supposed to happen in real life).

I don't know how useful this bit of info may be for this discussion, but I'm adding it in just in case.
 
Snake -

Having logical conversations is something I do for a living. I have no problem partaking in them either when it is over something that matters. In my eyes this type of discussion is a major waste of my energy being how GT5 is something I do to relax. Whether or not some precise weight calculation is accurate or not will not change my enjoyment factor one bit.

I might come off as being closed minded (as you put it) but in my 3 years here I have yet to meet anyone who can convince me that PDI is that wrong. PDI in all likelihood knowingly and/or purposely may have a discrepancy or two, but when one considers PDI's vast field experience in engineering/computing and Kaz's real world application of race car driving, I ask, how wrong is it?

My inquiry on your credentials was in fact nothing more than me taking what you said serious (well, video game serious). Nothing more. Nothing less.
 
Ok Snake, I think I know understand what you wanted to say.

I already have done enough testing in this game to know that this physics problem is there. IIRC, during the first GT Academy event (which was in NA right?) I followed the discussion about it here in the forum. A team (team skills IIRC )which changed from FM3 to GT5 setted impressive lap times and one of there members here talked about how they play around with setups etc and how they originally found out, how raising the front increases grip (which works both in FM3 and GT5).
When I finally got my Enzo in GT5, I struggeled alot with its understeering behaviour. I have no problem with understeer, it makes alot of fun to drive understeering cars, but it is just so painfully slow. So I tried it myself to raise the front and it worked. I improved my lap times at Suzuka by 1,5 seconds by just raising the front (+15/-15 compared to -15/-15).
Alot of cars which perform bad suffer from strange downforce settings, like 0 at the front at 20 at the rear. This is my way of overcoming this deficit.
 
I'm afraid there is something off. When the group I race with use to do NASCAR races a couple of us accidentally had our ride heights way up. We were BLOWING OUT the rest of the field like they were racing shopping carts. We found this out about a month after the game came out. It has since been our inside running joke. "Man I can't keep up with your car-X. Let me go raise my ride height real quick"

Myself and a lot of people I run Nascar with on gt5 have the front end up high because on the ovals at high speed the front end is pushed down with the built in down force, even if it's minimum the downforce is still there so this stops the front end from being pushed too low and the car bottoming out and sparking off the ground. In my opinion having it high in the front makes it drive like crap in any other environment other than high speed oval
 
Ok Snake, I think I know understand what you wanted to say.

I already have done enough testing in this game to know that this physics problem is there. IIRC, during the first GT Academy event (which was in NA right?) I followed the discussion about it here in the forum. A team (team skills IIRC )which changed from FM3 to GT5 setted impressive lap times and one of there members here talked about how they play around with setups etc and how they originally found out, how raising the front increases grip (which works both in FM3 and GT5).
When I finally got my Enzo in GT5, I struggeled alot with its understeering behaviour. I have no problem with understeer, it makes alot of fun to drive understeering cars, but it is just so painfully slow. So I tried it myself to raise the front and it worked. I improved my lap times at Suzuka by 1,5 seconds by just raising the front (+15/-15 compared to -15/-15).
Alot of cars which perform bad suffer from strange downforce settings, like 0 at the front at 20 at the rear. This is my way of overcoming this deficit.


It sounds like people may be doing these crazy ride height settings to get the car to do something that should be done through a mix of all the suspension tuning available
 
Snake -

Having logical conversations is something I do for a living. I have no problem partaking in them either when it is over something that matters. In my eyes this type of discussion is a major waste of my energy being how GT5 is something I do to relax. Whether or not some precise weight calculation is accurate or not will not change my enjoyment factor one bit.

I might come off as being closed minded (as you put it) but in my 3 years here I have yet to meet anyone who can convince me that PDI is that wrong. PDI in all likelihood knowingly and/or purposely may have a discrepancy or two, but when one considers PDI's vast field experience in engineering/computing and Kaz's real world application of race car driving, I ask, how wrong is it?

My inquiry on your credentials was in fact nothing more than me taking what you said serious (well, video game serious). Nothing more. Nothing less.

You still havent even hinted at why you think what I am saying is not right. Your only reason for being confident that everything I say is wrong is because PD cannot make mistakes.

Also if as you say you have no interest in this topic or you think it is not something that matters then why make a post at all?
 
I didn't say the object will certainly turn quicker if its heavier I said the tyres will have more grip.

This is true, only if the given tire size and compound, maximum grip level load is not already exceeded.

If a 2000lb car can easily exceed the maximum grip level load of a given tire, putting them on a 3000lb, car won't improve grip.

Obviously, thats why lighter cars can generally run with smaller tire sizes and heavier cars require bigger, or if you prefer wider, sizes.
 
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I dont quite notice a reverse trend on the suspension tuning and car physics. When i lower the front.. Car turns in better. Spring rate seems to adjust as it should. I feel the number one issue thats throwing everyone off is the fact that most everyone starts their tune without adjusting the rear toe to zero or close to it. With so much toe in at the rear, the car will inherently have a greater tendency to understeer, starts your whole tune off wrong. Try lowering it to between 0-5 to start out and adjust as necessary from there. Secondly, adjust your differential. Most people immediately put on the adj diff which has every car at a 10/40/20 default. Try setting the adj diff to the stock diff settings and begin tuning from there. After these adjustments have been made youll find that the only adjustments to the suspension you will make is to the camber, damper, and stab bar. Spring rates generally seem to already be stiffened enough for the upgraded racing duties. Lastly if spring rate does need adjusted, i lower the car 5 points for every 2 points in spring rate front or rear. Try this out and you may notice the tuning is actually more in line with reality.

But all standard LSD's are 7/30/15 and reset every time you change from one to the other!

Snake I'm also with you, most of it is common sense, some settings are backwards/don't respond to real life settings! ( Yes they should before anyone starts with the comments! THE REAL DRIVING SIMULATOR! Yes?)
 

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