Does GTS, or any other racing game for that matter, takes into account the driver's weight?

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This is something I've been wondering lately. It appears to me that the weight that's used for physics simulation is the weight without driver. For most road cars that weigh around 1500 kg it doesn't make much difference but it has a huge impact on lighter cars especially those single-seaters that weigh well under 1000 kg.
 
As an example, the Porsche 911 GT3 (991) weighs in at 1420kg in game, which is also the DIN weight given by Porsche.

The DIN weight is a German norm which includes the driver (75kg) and a tank that’s 90% full.

Now, what they actually modelled in game, only PD knows.
 
One of the things I do in Manufacturer Series / Nations cup races is during qualifying, I use my out lap to crawl around the track in a high gear, revving the life out of the motor, thus burning more fuel and lightening the load. By the time it's time to set my lap I have relatively fresh tyres and about 10-15% less fuel which should equate to less weight!

I have no idea if such a weight change is reflected in game, but I'd like to think it is!!
 
Probably not a good idea to plaster yer car with McDonald's & Kentucky Fried Chicken decals either.

Better safe than sorry.

What?

I have no idea if such a weight change is reflected in game, but I'd like to think it is!!

I don't think it is. The only modern racing game I know that takes fuel weight into account is Project Cars 2.
 
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What?



I don't think it is. The only modern racing game I know that takes fuel weight into account is Project Cars 2.

Fuel weight is definitely taken into account in this game, only when fuel consumption it turned on in a race though. People burn fuel before hot laps in FIA races all the time to get a quicker hot lap. :)

Example, @Tidgney ’s driving school video on Qualifying.
 
To be honest, i am not entirely sure that all the car weights in GTS are kerb weights rather than dry weights. Let alone counting in the driver

As for Live For Speed, you could also add passengers to your car and it would affect the weight and balance aswell. For a game as old as LFS, it surely is impressive
 
It's easy to put this thing but it's unworthy to any game do this..
Because everyone put the lowest weight so this it's not worth..
 
Tourist Trophy certainly takes rider weight into account, there's even a license test where you get to test the effect of a passenger's weight on the handling of the bike. Who knows whether that carries over into GT though.
 
As an example, the Porsche 911 GT3 (991) weighs in at 1420kg in game, which is also the DIN weight given by Porsche.

The DIN weight is a German norm which includes the driver (75kg) and a tank that’s 90% full.

Now, what they actually modelled in game, only PD knows.

Hmmm I'm not sure if our driver's avatar are supposed to be taken into consideration, but they do look like the average pilot build: height of about 1.80 meters tall, and looking at them I could say that 75kg is a good estimate for their weight.
 
This is something I've been wondering lately. It appears to me that the weight that's used for physics simulation is the weight without driver. For most road cars that weigh around 1500 kg it doesn't make much difference but it has a huge impact on lighter cars especially those single-seaters that weigh well under 1000 kg.
Project Cars (both) and Assetto Corsa both definitely take it into account, and it can be seen via telemetry and tuning in terms of the effect it has on the static loading of the cars at each corner (i.e. it's not equal laterally). Its effect on the physics of the car can also then be seen during a hard launch, etc.

I've seen no evidence its modelled in such a way in GTS (or the GT series for that matter, as certainly it doesn't appear to affect the static load or its effect on the physics under hard launches, etc. I suspect in GTS it's simply a value that makes up a part of the weight of the car and little else.
 
Any race games in VR that notice you leaning in corners? :) I shift my weight around a lot while racing :lol:

GTS can't even keep my height steady in VR, I always slowly sink into the seat and have to hold options down every 5 minutes to reset the viewpoint height or else I'll disappear below the steering wheel.

Of course it can't simulate the G forces on you either. The car might have great downforce yet without a seat belt I would probably fly out of the F1500 at Flugplatz. Does the game model fuel sloshing around in the tank? Does that happen in race cars? I can definitely feel the effects of a 5 gallon jug of water rolling around in the trunk in my everyday suv.
 
Any race games in VR that notice you leaning in corners? :) I shift my weight around a lot while racing :lol:

GTS can't even keep my height steady in VR, I always slowly sink into the seat and have to hold options down every 5 minutes to reset the viewpoint height or else I'll disappear below the steering wheel.

Of course it can't simulate the G forces on you either. The car might have great downforce yet without a seat belt I would probably fly out of the F1500 at Flugplatz. Does the game model fuel sloshing around in the tank? Does that happen in race cars? I can definitely feel the effects of a 5 gallon jug of water rolling around in the trunk in my everyday suv.

Racing fuel cells have baffles and/or foam to reduce fuel slosh.
 


I don't think it is. The only modern racing game I know that takes fuel weight into account is Project Cars 2.

The F1 games definitely take fuel weight into account. If you lower the load during qualifying you go faster and at the start of a full length race the full fuel tank makes a huge difference in handling and speed. Towards end of race especially with fresh tires lap times get considerably faster.
 
Not sure what exactly you are asking.
Here is my thoughts:

1. The weight of the cars is obviously fixed, the only variable is fuel weight!
So there is no 'extra' driver weight

2. The question remains of whether they have taken the driver weight (and position!) into account for the physics of
a) weight distribution (sitting on one side will obviously influence balance and cornering)
b) moment of inertia (pretty small effect, I guess)
c) the fact that the driver moves and is bumped around (pretty advanced, too)
remains open...
 
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