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After spending 40 minutes on a fuel map 6 tune and 1minute behind the leader, I soon realized that saving that much fuel for no real net gain was a very, very bad waste of time...
Not even lapping them?Yeah exactly! I always use the Valkyrie for Sunday Cup, just to be on the safe side. On racing tires, with full TC, automatic counter steering and stability control it feels really good to drive!
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But yeah, those races usually are a bit boring, I wish PD would do something to make it more enjoyable.
🫣😄
Not really. If you just blitz any race with max pp, GT is a very boring game.PD allows for it, so its more on them than on the players who choose whatever car they want
Not really. If you just blitz any race with max pp, GT is a very boring game.
Here is a less boring version of that 1h race at Mount Panorama :I think the race is pretty boring tbh.
Made it through with one pitstop and without ever changing tires. They got the multipliers wrong imo.
There’s not much going on. Just a long race 🤷♂️
You start in the dark, but the sun comes up on the very first lap and here’s no rain either to make it interesting.
The spa race has more soul. As does the 30 min Le Mans race.
Boost weak and high seem to be reversed or something, whilst boost off doesn't turn it off at all. Also, "boost" is far more invasive in custom races than for World Circuits races.And what exactly is "purposely broken" with the boost option in custom races ?
No chance, that was on hard mode! I ain't gonna do anything else than hard mode 'cause I want some real challenge, 'ya know?Not even lapping them?
Not really. If you just blitz any race with max pp, GT is a very boring game.
PD could have restricted the bathurst 1h event to just gr3 cars. Maybe drop the 800 max pp. It would be more challenging but still easy enough for casual players. Makes sense to me.Yeah, and too many restrictions can make the game too frustrating for casual players.
Although a lot of people, especially on a Gran Turismo internet forum would like to say “F- the casual players, they should just practice until they’re better” - and I actually do agree - an expensive game to produce such as this can’t have that attitude.
There are of course many events in the directory with strict restrictions, and for me they’re the better events in the game, but most of them ‘allow’ less experienced/dedicated players to pick an OP car and simply blast through to make progress. It’s been this way on every GT game, and I doubt it’s ever going to change.
It could be better, of course. But for now, the simple solution for the best challenge is to choose a car that’s in the same class as your opponents, or it’ll be too easy and boring.
The Neo Classical events are a bit harder to do this for, I’ll admit.
Good point.This is the problem GT always has with trying to cater to both the more sim race-y "GT3 cars should only race other GT3 cars" immersion/realism crowd and the "I should be able to tune my Silvia into a racing car and beat the race car events" classic GT game fans at the same time. Pretty much every decision they make on some level has to be routed around that schism.
In this case they've prioritised the latter.
And individual players can make it a pure Gr.3 event by using a Gr.3 car... it's entirely up to the player which way it goes.PD could have restricted the bathurst 1h event to just gr3 cars.
No good idea in my eyes...what I like about the WTC700 and WTC800 races is the fact, that you can use (tuned and customized) road cars to race against the pure GT-racers...same goes with rally events: I prefer those, where road cars are also allowed and not just the GroupB carsPD could have restricted the bathurst 1h event to just gr3 cars.
Didn't think about this... but very true. I've seen multiple people play deep into the GT4 events with a road car or a car which doesn't technically fit the regulations, but that freedom is what classic GT is about, IMO, and the freedom gives you the opportunity to play the way you want, more sim or a non-conforming car which keeps up with the dedicated race cars.This is the problem GT always has with trying to cater to both the more sim race-y "GT3 cars should only race other GT3 cars" immersion/realism crowd and the "I should be able to tune my Silvia into a racing car and beat the race car events" classic GT game fans at the same time. Pretty much every decision they make on some level has to be routed around that schism.
In this case they've prioritised the latter.
Thought I'd revisit this as I have finally got the rig going. Good news is the DD Pro is LIGHT YEARS ahead of the T150 I had, I mean I know there is a yawning price gap but I suspect the T150 had an issue as the car was not controllable. So my steering feels fine so far, really encouraging but I have two issues I cannot seem to get past.I thought I would ask this here as starting a thread seems a bit asinine. I used to be a frequent player and contributor on this forum but in April 2023, physics update 1.31 was a massive change and I could no longer be competitive (Middle A skill reference) using a controller and my preferred method of D-Pad and X/Box like it's still 1998. So I took a hiatus blasting away at other dad's on Fortnite (young uns have decided it is no longer cool) but I miss racing ang got myself a Xmas present consisting of a Titan cockpit, 8nm DD Pro Base, the 30 inch wheel and load cell pedals.
So my question, has the physics been updated since then and if so what do they feel like? The change was weird, the rear became very loose, a heavy increase in lift oversteer, weird understeer and generally just awkward cars to drive. I usually drove Group 2/3/4 for the most part. I also remember TC was suddenly needed on all cars (pre-change i could drive the Group 3 Supra with TC for example) but they fixed TC to some degree as it was far more intrusive before the change.
The appeal for GT to me personally is the latter, to test various car types against each other.This is the problem GT always has with trying to cater to both the more sim race-y "GT3 cars should only race other GT3 cars" immersion/realism crowd and the "I should be able to tune my Silvia into a racing car and beat the race car events" classic GT game fans at the same time. Pretty much every decision they make on some level has to be routed around that schism.
In this case they've prioritised the latter.

I found countersteering on helped with the Plymouth Superbird around the Daytona Oval. With it off, the car just sways too much and the rear is always unstable.Is it just me or does the countersteering assist barely help with car swaying? Also touching the grass a tiny bit seems to take away any and all control.
Of course it could just be me who needs to improve.
You know, I never thought of that.Though again, road cars really need a Racing Fuel Tank upgrade to make them viable in events where fuel consumption is a factor. This is likely the main reason why the DTM & JGTC special events don't have fuel consumption at all.
Fair point. They probably could have if they wanted to, though I recall the Mazda 787B possibly having a bit of an advantage on fuel economy.But then why was the Group C event without Fuel Consumption or Tire Wear?
a Racing Fuel Tank upgrade
It would give a road car the equivalent of a racing 100L fuel tank, meaning the HUD fuel gauge would go down at a slower rate, leading to making pitstops at a similar interval as proper race cars.
Would give a road car the equivalent of a racing 100L fuel tank, meaning the HUD fuel gauge would go down at a slower rate, leading to making pitstops at a similar interval as proper race cars.
This would make using modified road cars (including replicas) against race cars in events where fuel depletion is enabled a viable option.
I remember first hearing about this when Top Gear modified a BMW into a race car and entered the Britcar 24h. They had to install a larger racing-spec fuel tank.
It's not something you can do in GT7, so it's odd to suggest that this a reason behind any decision on fuel multipliers.Though again, road cars really need a Racing Fuel Tank upgrade to make them viable in events where fuel consumption is a factor. This is likely the main reason why the DTM & JGTC special events don't have fuel consumption at all.
That's a weird thing about GT7.I mean... I know what one is, but I don't see how it applies to GT7 where every car already has an identical - and, as it happens, 100-litre - fuel tank...
True, even if road cars could have similar fuel depletion to race cars, it doesn't mean Polyphony have to use fuel depletion for those events.It's not something you can do in GT7, so it's odd to suggest that this a reason behind any decision on fuel multipliers.
Even if my [admittedly] mad rambling about a Racing Fuel Tank isn't a solution to the road car vs race car fuel economy topic, I do still think there should be something that we can do to achieve a similar effect, that isn't an engine swap.However, any road car which can have a racing car engine swap gets a better fuel economy (presumably on the basis that race car engines are designed to run harder for longer, whereas road car engines tasked in a similar manner get a bit thirsty), so the relative fuel economy of a road car isn't really a reason to turn off fuel consumption in these races.
This might be me misremembering things, it's been a while!That's a weird thing about GT7.
It seems like what they do is scale up both the actual fuel tank capacity of a car, and the depletion rate, so that the player gets a nice consistent round 100L to work with while maintaining an accurate rate of depletion for the real tank size.
e.g. Car has 80L real-world fuel tank:
80L tank = 1.0x depletion rate.
Scale it up.
100L tank = 1.25x depletion rate.
For a car that already has a 100L real-world fuel tank:
100L tank = 1.0x depletion rate.
No need to scale it up.
If the depletion rate is tied to the engine, this could explain why race car engine swaps improve road car fuel economy, as the depletion rate didn't have to be scaled up to meet the 100L tank size.
It's the equivalent of doing a fuel tank swap alongside the engine swap.
Do I have evidence that this is how it works? Of course not. This is just a theory trying to rationalise why things might function the way they do.
I'm also aware that there are other factors that go into overall fuel depletion, such as engine displacement & revs.
From the dtm youtube channel:I don't think DTM had pitstops in real life
I think that's what is called rubber-banding, and paired with the "chase-the-rabbit" system, it makes many single player races a bit annoying.Also i don’t fully understand the whole sudden difficulity spike in some races. I’m playing on medium setting and i always start with leader 30sec ahead but once i got close to let´s say 10 or 5 second gap to first AI just discovers the secret second gas pedal or using power of “family” to rocket out of my sight again.