- 1,549
- Singapore
- XSquareStickIt
Hello. Just a quick question to see if I'm alone in my struggles to transition from GT6 to Sport, so that I can form a better informed opinion on the game. Also, please send help
I'm an avid racer in GT6 with a G29, though I'm by no means good. I've had a driving license in real life for less than a year and I've only driven on city streets with normal family cars. Where I live, cars are stupid expensive, and there is actually nowhere in this small country we can legally go over 90km/h, so all of my opinion on performance cars has come from the main numbered GT series, of which I've only missed out on 3 and 4.
GT Sport is the first game I'm having immense struggle trying to learn how to drive. Heck, I can't even bring a stock car around Tokyo East Loop without hitting any walls in spite of having learned the layout of the track by now, let alone race anyone.
For starters, I feel that the wheel gives me way too little information. Under hard braking, I don't get a very good sense of the friction circle for the front tyres; in GT6, when your front tyres hit the limit of their grip under trail braking, I'd feel my wheel hit a "wall" in its willingness to steer the car. In GTS, that information simply isn't presented to me, and I'm left to guess how much grip the front tyres have under hard braking and trail braking. There are audio cues in the tyres starting to squeal and slip, yes, but they're so drowned out and muted most of the time, it's hard to catch, especially above all the samey, exaggerated gearbox whining that's in most of the cars in the game. Also because the tyres sound like garbage in this game. This lack of information feedback makes it very hard to learn a car's limits, and I find that I could never really "know" a car, or get into a "zone" where you're one with the machine and slice a precise racing line.
It's not just under braking, either. When accelerating out of a corner in RWD cars, I don't know how much power I can apply before the rear starts to break out. In GT6, when a RWD car is about to break its rear end out when accelerating and turning at the same time, the wheel would suddenly lighten up, simply because the front tyres aren't struggling too hard to turn the front end since the rear is sort of doing that for the front. In GTS, again, I don't feel this AT ALL. I've only visual cues and only very slight, if any, audio cues to my car breaking loose on corner exit. Sometimes even when I see my car start going sideways, I instinctively still hold the gas because I don't feel 🤬 from my wheel. This is especially awful in those tight, low second gear hairpins, where a car can go from understeer to butt first into a safety barrier in half a second, especially the racing machines that make up most of the game's car roster.
In fact, the rear tyres of all RWD cars strike me as weird. I don't remember needing TCS that often in racing cars in GT6. That's not to say you can't slide them, but the slides were always within manageable levels. In the first driving school tests I was spinning the rear tyres of the Mazda Roadster for what, four whole seconds? And I barely heard the tyres screaming from cockpit view. I actually thought the Roadster had the most whack gear ratios until I realised I was short shifting the thing from 1st to 2nd because my wheels are spinning THAT MUCH, and I only found out when I switched to chase view out of curiosity.
In stock cars, the pitching of cars is simply ridiculous. Taking Tokyo Expressway again as an example, I could slam the brakes for an uphill turn and my car would pitch forward SO MUCH that, from the cockpit view, I lose all sight of the walls rapidly approaching me. I personally don't remember stock cars being this sloppy in GT6, even when comparing the closest parallel stock cars in both games, the Lan Evo X. I've tried everything from the Mazda Roadster to the Subaru Impreza, and the Imprezas in GT6 always made me feel invincible with how compliant yet responsive they are. Yet in GTS everything just feels... sloppy and a mess. Like the pitching and rolling of cars is greatly exaggerated.
Tuning cars in GTS feels odd as well. I can't even seem to change the units of measurements from lbs to kg, and what's all this Hz thing with the spring rates? Why can't I change them? Doesn't Japan use kg/mm all the time with car tuning? In GT6 your power and mass units would change depending on the language you set your PS3, and even with Eng UK as my language in PS4 I'm still getting pounds with no way to change it to a unit I readily understand. As far as I can figure out I can't seem to double the spring rates on my Mazda Roadster (stock is 1.3Hz, adjustible up to 2), when in GT6 I often find myself more than tripling the spring rates on my cars when I tune them. Heck, just look at some of the tuner cars from Mine's or RE Amemiya in GT6 and compare their cars to stock counterparts; it's usually more than tripled, maybe even quadrupled. Why can't I do this in GTS? Damper and Anti Roll Bar stiffness are still arbitrary levels with no real units attached to them, and for some dog 🤬 reason stock cars still come default with a .6 degree toe in angle. What was this about Kaz saying that driving is easy and games failing to convey that is evidence of the games doing something wrong? Yet you can't trust me to keep a Roadster from oversteering? What if the stock cars come with a factory toe angle? Why would you rob this experience and knowledge from me? At least now you don't have to shell out credits to buy an aftermarket suspension to revert back to stock alignment settings, so I guess there's that.
ABS on cars also seem less adjustible and more ambiguous. We used to have a numerical slider on GT6 for ABS sensitivity (though honestly most cars worked just fine on the default 1 and I've never seen anyone need to go over 4). Now it's just "default", "weak", "strong", or "off". This is also something I don't get. Yes, aftermarket brakes aren't a thing in GTS anymore, which makes tweaking with ABS sensitivity levels quite irrelevant. But I've actually had to buy aftermarket racing brake kits in GT6 just to lock up my tyres in GT6 on racing tyres with my RX-7, and having a slider was SUPER essential for testing out how much of my front tyres' friction circle I wanted to use for that. Even if this isn't a feature in GTS, why would you want to remove the option for a potential future patch?
I don't know. Are these changes more realistic? I seem to be the only one struggling to learn the game, so I feel as if I might be missing out on something here. I've tried adjusting the force feedback sensitivity and max torque settings to no end, to no avail. I just could not get the cars to "talk" to me anymore, and it's driving me up the wall. GTS is a game I want to like. I bought a PS4 even before GTS was announced, thinking that GT7 HAS to happen on a PS4. I literally bought a PS3 ONLY for Gran Turismo, and I haven't even ejected my GT6 disc in years. Yes, all GT titles have severe flaws to them, but I've never found myself hating a GT title before. Who cares about FIA partnerships, decal editors and scapes if I can't even 🤬 drive a Roadster properly?
I'm an avid racer in GT6 with a G29, though I'm by no means good. I've had a driving license in real life for less than a year and I've only driven on city streets with normal family cars. Where I live, cars are stupid expensive, and there is actually nowhere in this small country we can legally go over 90km/h, so all of my opinion on performance cars has come from the main numbered GT series, of which I've only missed out on 3 and 4.
GT Sport is the first game I'm having immense struggle trying to learn how to drive. Heck, I can't even bring a stock car around Tokyo East Loop without hitting any walls in spite of having learned the layout of the track by now, let alone race anyone.
For starters, I feel that the wheel gives me way too little information. Under hard braking, I don't get a very good sense of the friction circle for the front tyres; in GT6, when your front tyres hit the limit of their grip under trail braking, I'd feel my wheel hit a "wall" in its willingness to steer the car. In GTS, that information simply isn't presented to me, and I'm left to guess how much grip the front tyres have under hard braking and trail braking. There are audio cues in the tyres starting to squeal and slip, yes, but they're so drowned out and muted most of the time, it's hard to catch, especially above all the samey, exaggerated gearbox whining that's in most of the cars in the game. Also because the tyres sound like garbage in this game. This lack of information feedback makes it very hard to learn a car's limits, and I find that I could never really "know" a car, or get into a "zone" where you're one with the machine and slice a precise racing line.
It's not just under braking, either. When accelerating out of a corner in RWD cars, I don't know how much power I can apply before the rear starts to break out. In GT6, when a RWD car is about to break its rear end out when accelerating and turning at the same time, the wheel would suddenly lighten up, simply because the front tyres aren't struggling too hard to turn the front end since the rear is sort of doing that for the front. In GTS, again, I don't feel this AT ALL. I've only visual cues and only very slight, if any, audio cues to my car breaking loose on corner exit. Sometimes even when I see my car start going sideways, I instinctively still hold the gas because I don't feel 🤬 from my wheel. This is especially awful in those tight, low second gear hairpins, where a car can go from understeer to butt first into a safety barrier in half a second, especially the racing machines that make up most of the game's car roster.
In fact, the rear tyres of all RWD cars strike me as weird. I don't remember needing TCS that often in racing cars in GT6. That's not to say you can't slide them, but the slides were always within manageable levels. In the first driving school tests I was spinning the rear tyres of the Mazda Roadster for what, four whole seconds? And I barely heard the tyres screaming from cockpit view. I actually thought the Roadster had the most whack gear ratios until I realised I was short shifting the thing from 1st to 2nd because my wheels are spinning THAT MUCH, and I only found out when I switched to chase view out of curiosity.
In stock cars, the pitching of cars is simply ridiculous. Taking Tokyo Expressway again as an example, I could slam the brakes for an uphill turn and my car would pitch forward SO MUCH that, from the cockpit view, I lose all sight of the walls rapidly approaching me. I personally don't remember stock cars being this sloppy in GT6, even when comparing the closest parallel stock cars in both games, the Lan Evo X. I've tried everything from the Mazda Roadster to the Subaru Impreza, and the Imprezas in GT6 always made me feel invincible with how compliant yet responsive they are. Yet in GTS everything just feels... sloppy and a mess. Like the pitching and rolling of cars is greatly exaggerated.
Tuning cars in GTS feels odd as well. I can't even seem to change the units of measurements from lbs to kg, and what's all this Hz thing with the spring rates? Why can't I change them? Doesn't Japan use kg/mm all the time with car tuning? In GT6 your power and mass units would change depending on the language you set your PS3, and even with Eng UK as my language in PS4 I'm still getting pounds with no way to change it to a unit I readily understand. As far as I can figure out I can't seem to double the spring rates on my Mazda Roadster (stock is 1.3Hz, adjustible up to 2), when in GT6 I often find myself more than tripling the spring rates on my cars when I tune them. Heck, just look at some of the tuner cars from Mine's or RE Amemiya in GT6 and compare their cars to stock counterparts; it's usually more than tripled, maybe even quadrupled. Why can't I do this in GTS? Damper and Anti Roll Bar stiffness are still arbitrary levels with no real units attached to them, and for some dog 🤬 reason stock cars still come default with a .6 degree toe in angle. What was this about Kaz saying that driving is easy and games failing to convey that is evidence of the games doing something wrong? Yet you can't trust me to keep a Roadster from oversteering? What if the stock cars come with a factory toe angle? Why would you rob this experience and knowledge from me? At least now you don't have to shell out credits to buy an aftermarket suspension to revert back to stock alignment settings, so I guess there's that.
ABS on cars also seem less adjustible and more ambiguous. We used to have a numerical slider on GT6 for ABS sensitivity (though honestly most cars worked just fine on the default 1 and I've never seen anyone need to go over 4). Now it's just "default", "weak", "strong", or "off". This is also something I don't get. Yes, aftermarket brakes aren't a thing in GTS anymore, which makes tweaking with ABS sensitivity levels quite irrelevant. But I've actually had to buy aftermarket racing brake kits in GT6 just to lock up my tyres in GT6 on racing tyres with my RX-7, and having a slider was SUPER essential for testing out how much of my front tyres' friction circle I wanted to use for that. Even if this isn't a feature in GTS, why would you want to remove the option for a potential future patch?
I don't know. Are these changes more realistic? I seem to be the only one struggling to learn the game, so I feel as if I might be missing out on something here. I've tried adjusting the force feedback sensitivity and max torque settings to no end, to no avail. I just could not get the cars to "talk" to me anymore, and it's driving me up the wall. GTS is a game I want to like. I bought a PS4 even before GTS was announced, thinking that GT7 HAS to happen on a PS4. I literally bought a PS3 ONLY for Gran Turismo, and I haven't even ejected my GT6 disc in years. Yes, all GT titles have severe flaws to them, but I've never found myself hating a GT title before. Who cares about FIA partnerships, decal editors and scapes if I can't even 🤬 drive a Roadster properly?