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Damn, I hope I have enough time to find any ****s to giveRun! The forum is going to come for you lol
Damn, I hope I have enough time to find any ****s to giveRun! The forum is going to come for you lol
And just for fun; is this GT7 or Assetto Corsa?
It sounds also like you're on console AC and not PC AC. There's a difference there and a bit more depth to the physics as well. Especially with CSP's extended physics. I had AC Ultimate Edition for my PS4 before too before going full on PC and I would say that console AC is a little more bare bones. We can now change new FFB profiles/settings on top of additional files that can be read in the data by AC's physics engine that compensate for past vague areas.![]()
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A recent video on the settings however I have a DD2 and my settings are not what this guy uses.
Don't know what to tell you.I got around to this and tried to find a decent Evo X mod and failed. lol. There isn't a proper Streets of Willow mod either that I could find. Got the Sol Mod but it looks to be only for wet weather physics. Tested the GT86 on Eco tires and it is just like the PS4 version with extreme understeer. Physics in general feel similar. Compared the Huracan Evo to ACC's version and they are different from each other. I don't know, AC's physics feel very unnatural.
Don't know what to tell you.
There's a good EVO out there. Not at my rig right now. So what were your pressures? Tire temps? Was the track rubbered in? Set to green, fast or optimal? What was ambient temp or track temp? You can put semislicks on the car if you want. Street tires on AC would be indicative of comfort hards in GT7 I would say. Put those on your car and see how it goes. If you like GT7 then have at it. For me, AC is marvelous, GT7, not so much. I'm sure if you used AC almost every single day and then went to GT7, you'd be like "what the hell is this" as well.
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AC | California Raceway
DescriptionCalifornia Raceway is located in Willow Springs near Rosamond, California, about 80 mi (129 km) north of Los Angeles. It is the oldest permanent road course in the United States. Construction began in 1952, with the inaugural race held on November 23, 1953. The main track is a 2.5-mile (4www.virtual-racing-cars.com
Well AC on console came out 10 years ago. Ten years. So you would have to put that up with GT6 which would be in the time frame of when they both came out. Even AC on PC as updated as it is and modified by its community is still 10 years old and it holds up to this day just fine. It's aging no doubt in some areas, even Kunos themselves came out with a better physics model in ACC and again, can assume even better in AC2. These guys are good.AC's physics, on console,Is the most overrated thing by sim community and expeccialy on this forum.
Everytime i read comparision by users here,and i go to test them on the game (PS4),i never agree with what i read here.
Gt7 physics Is Better than AC console version.
I use a t300 gt edition. And yes,i agree that on console acc Is far better than AC.Well AC on console came out 10 years ago. Ten years. So you would have to put that up with GT6 which would be in the time frame of when they both came out. Even AC on PC as updated as it is and modified by its community is still 10 years old and it holds up to this day just fine. It's aging no doubt in some areas, even Kunos themselves came out with a better physics model in ACC and again, can assume even better in AC2. These guys are good.
But if you're going to get into comparing physics models on Playstation, what do you really have? ACC and that's it and I find the complexity and detail of ACC to be way more compelling than what GT7 has come up with in their Gr. 3 cars. Plus what are you using? On a DD2 with Heusinkveld pedals, ACC wins hands down, of course I'm on PC and I have to use a drivehub for GT7 but I have a buddy with a DD Pro GT bundle and swear I like my feedback better than his anyways.
It is easily agreeable that GT7's physics are by far the best physics of any Gran Turismo game to date, without question. They won that battle hands down! 😄
Very pleasantly surprised with this update. I'm in the camp that finds the FFB has been enhanced for the better, and the experience generally more realistic.
More specifically, the oversteer characteristics have been MASSIVELY improved. It just so happens that I've spent a few days sliding around the circle at Willow Springs before the update hit, and was able to get a really good back to back impression of just how big of a change there is:
- Initiating power oversteer isn't much different in effort, but once intiated the speed of rotation and amount of rotation is much more reduced. You have much more time to countersteer into it, and the countersteering speed and amount is reduced.
- Once sliding, there's a much much much larger sweet spot where you can hold, modulate the slide, and increase the slide without looping inward.
- The rear tires don't so abruptly regain grip anymore. There's more opportunity to keep them sliding and more progressiveness to them. This means a lot less tendancy for huge snappy tankslappers.
- Countersteering has a much bigger effect. This is a big one! It used to be that beyond a certain point countersteering did almost nothing. The car would just loop in tighter and tighter or you would snap out of the slide. There was the flaw where if you were doing tight burnouts in a certain direction there was no way to reverse the direction through steering... the car kept spinning in the same direction regardless if you steered completely in or completely out! Now you can.
- Related to the above, you can now power oversteer out of turns on the gas using countersteering to catch the slide and smoothly straighten out, still on the gas, while preserving momentum and keeping the car smoothly transitioning out of oversteer. Whereas before you HAD to back out of the gas in a big way, then the rear tires catch abruptly, and the car snaps into place.
All said, this new oversteer behavior has made the driving experience massively more fun and IMO, much more true to my RL experience.
These are all the things I want to hear! I'll be playing a little later and I'm extra pumped for it now.Very pleasantly surprised with this update. I'm in the camp that finds the FFB has been enhanced for the better, and the experience generally more realistic.
More specifically, the oversteer characteristics have been MASSIVELY improved. It just so happens that I've spent a few days sliding around the circle at Willow Springs before the update hit, and was able to get a really good back to back impression of just how big of a change there is:
- Initiating power oversteer isn't much different in effort, but once intiated the speed of rotation and amount of rotation is much more reduced. You have much more time to countersteer into it, and the countersteering speed and amount is reduced.
- Once sliding, there's a much much much larger sweet spot where you can hold, modulate the slide, and increase the slide without looping inward.
- The rear tires don't so abruptly regain grip anymore. There's more opportunity to keep them sliding and more progressiveness to them. This means a lot less tendancy for huge snappy tankslappers.
- Countersteering has a much bigger effect. This is a big one! It used to be that beyond a certain point countersteering did almost nothing. The car would just loop in tighter and tighter or you would snap out of the slide. There was the flaw where if you were doing tight burnouts in a certain direction there was no way to reverse the direction through steering... the car kept spinning in the same direction regardless if you steered completely in or completely out! Now you can.
- Related to the above, you can now power oversteer out of turns on the gas using countersteering to catch the slide and smoothly straighten out, still on the gas, while preserving momentum and keeping the car smoothly transitioning out of oversteer. Whereas before you HAD to back out of the gas in a big way, then the rear tires catch abruptly, and the car snaps into place.
All said, this new oversteer behavior has made the driving experience massively more fun and IMO, much more true to my RL experience.
What he Say Is true.These are all the things I want to hear! I'll be playing a little later and I'm extra pumped for it now.
Finding and holding opposite lock, then being able to power out of countersteer until the tires regain traction is an example of those little realisms that speaks to a lot of strange differences between GT and real world physics. The game is so much harder than real life in this respect, and whenever I'm hooning around for fun in the game my hands are flying all over the wheel trying to keep up with the twitchy way cars snap into and out of grip. It's doable, but much harder than real life in most situations, which is super frustrating when the game gets so many other things right.
If what you say is true, then this update is amazing.
Some people will complain no matter what about GT. The updates lean hard on the AC type of physics with more understeer. GT still feels better since the balance of the car can be shifted a lot better with steering input and throttle and can still induce oversteer when rebalancing the momentum. AC suffers from the cars not being snappy enough on throttle. Progression to the loss of traction is too slow and there is an absence of quick steering input to correct the cars. I messed around with a lot of mods. The GR86 feels great in AC, but drives better in GT. However, there is too much low quality content and vanilla car physics are meh.I've said this multiple times in the thread but they should retire the physics guy and just use his salary to buy Kunos' physics engine. Saves them SO much headaches and constant physics/BOP revisions.
I finally made time to play, and yes... what he says is true! I can't overstate how important this trait is, not only because it's the way cars perform in the real world, but for how much this means for GT7's tire model and physics as a whole.What he Say Is true.
The only thing i don't agree Is about ffb,that in my opinion still sucks. I don't know If Is a problem with my wheel (t300 gt) or his firmware.
With my old g923 ffb was less annoying on this game,but was weaker and less qualitative on AC and ACC.
I think this update improved overall a physics that was better than AC one even before this last patch.Some people will complain no matter what about GT. The updates lean hard on the AC type of physics with more understeer. GT still feels better since the balance of the car can be shifted a lot better with steering input and throttle and can still induce oversteer when rebalancing the momentum. AC suffers from the cars not being snappy enough on throttle. Progression to the loss of traction is too slow and there is an absence of quick steering input to correct the cars. I messed around with a lot of mods. The GR86 feels great in AC, but drives better in GT. However, there is too much low quality content and vanilla car physics are meh.
Was looking forward to hearing what you thought =) Glad you and others share the same experience on this, and then some. It really is a huge step foward in driving experience.I finally made time to play, and yes...
Always good to find people with discernment. You explained it perfectly. People accostumed with great turn-in possibilities are frustrated/unwilling to adapt to the new realism in this part of the physics. Before this patch, GT had amazing brakes that let you turn as if you weren't smashing your foot down the brake pedalI finally made time to play, and yes... what he says is true! I can't overstate how important this trait is, not only because it's the way cars perform in the real world, but for how much this means for GT7's tire model and physics as a whole.
As far as FFB goes, my T300RS feels amazing! There is a much wider range of feedback, huge differences in force load between tire compounds/construction, and a lot more road surface/curbing detail is present. Didn't even have to change my settings (max torque 4, sensitivity 6), though I still may play around with them to see if any changes make it better even though I'm happy with it.
Overall the update is amazing, and brings a lot of great changes to the physics model. 4WD cars pull themselves on throttle instead of being tail happy like RWD cars. RWD cars can be managed in oversteer now, with lots of communication in opposite-lock and ability to modulate angle with the throttle, which I can't rave about enough. Rear-engine cars are WAAAY less prone to their tail coming around, and much more understeer is present on throttle, which makes finding and exploiting their balance so much fun. FWD cars (at least various Integras I have built) have lost that strange and annoying RWD character too, where they would be loose in the rear on throttle (which is an insane trait, and so unlike reality), and are now planted in a straight line on throttle. There still is less lift-throttle oversteer than I feel is lost, but it's still a great improvement over 1.30.
I found no issues with traction/understeer with the SC430 or 911 GR3 cars. Tire temps are more important, and cold tires don't like to be pushed, but when they're warm there is tons of grip and so much satisfying load building through the wheel when really pushing a slick-tire into slow speed corners.
Tires seems to be separate carcasses between models. Comforts are very squishy compared to the stiffer and more responsive sports, then moving up to race brings more lateral stiffness and response, along with deep amounts of traction and feedback.
The balance between over/understeer is much more delicate, and braking and compound traction limits are very defined. You can no longer bury cars in the brakes and expect to have a bunch of turn in too. I think a lot of people are struggling with finding this new balance due to being used to the less-correct previous model, and pass it off as "cars understeer now" while in truth the new balance is much better, and cars can be controlled as they are in the real world.
In general, everything I'm noticing brings us closer to realism when it comes to GT7 physics. There are still many things that can be improved, but I don't see any shortcomings compared to 1.30, and definitely don't agree with those that think this is a step backwards.
Just for context, I've been playing GT since 1998 when the first game came out. I only played AC since 2016. I would be the first person to congratulate PD when they get physics/FFB right. But right now, it's still far off AC/ACC, and even vintage sims like LFS (and RBR if you count rallying). Even rFactor with RealFeel FFB still feels better to drive than GT, and that base game came out in 2004.Some people will complain no matter what about GT. The updates lean hard on the AC type of physics with more understeer. GT still feels better since the balance of the car can be shifted a lot better with steering input and throttle and can still induce oversteer when rebalancing the momentum. AC suffers from the cars not being snappy enough on throttle. Progression to the loss of traction is too slow and there is an absence of quick steering input to correct the cars. I messed around with a lot of mods. The GR86 feels great in AC, but drives better in GT. However, there is too much low quality content and vanilla car physics are meh.
I'm playing AC on a laptop from 2014 with Logitech G25 just so you know. I spent more money on my PS4 Pro, TV, T-GT, GT7 25th Edition and PS+ subscription. So no, if I'm elitist I would be defending GT instead. And I would never call GT arcade or simcade. It's a sim, but one with flaws (whether intentional or non intentional, is up for debate) because it's aimed at mass market.I think this update improved overall a physics that was better than AC one even before this last patch.
The truth Is that there are a lot people with "elitist" attitude. They invested so much ego and money too,in something that have to be better than this "arcade game for masses" ,that now they can't admit that gt7's physics Is good.