Gran Turismo 7 Physics

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Do you want more detailed and realistic physics on the next GT


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Okay, so, off-roading.

The bits on dirt itself I don't have much of a problem with - it's still functional, it's still not very fun, welcome to GT on dirt for the past 25 years. I have low expectations, it still meets them.

However, the sections of Barcelona RX that are on tarmac are now absolute knife-edge death traps that will send you spearing into the opposite barrier if you so much as look at the analogue stick wrong. I don't know if that's more realistic for dirt tyres on tarmac (and thus the previous model was too forgiving), but what I will say is it is completely unenjoyable.
 
Driving the AMG and attempting some stupid stuff, I did notice it was almost impossible to make the car spin out. So much grip.

And we still didn’t get visible tyre temps 🙄
Was racing at Nordsheife and someone went around carousel in an M6 Gr3 so fast he understeered into the left hand wall before the next sweeping left turn.

Someone got a 2.17.0xx in the Alfa 4C at Spa. I could hardly get into the 18s in a 650s.

I was regularly going round the tight right hand corner before the back straight at Road Atlanta at 70mph+ in the Nissan GTR. Not sure of the usual speed there but it seemed excessive.

All RS tyres.

I've went from having my controller sensitivity at maximum to now at minimum in an attempt to get used to these chewing gum cartoon Dirt 5 physics. A problem is that a lot of people in lobbies are like yeah it's trash, but just keep on playing. Stockholm Syndrome. Never seen so many people crash, starting from the back is like Moses parting the red sea.
 
I sort of agree with most on the new physics (on wheel). The slip is more realistic, cars now move from side to side, braking is a bit more than just slamming on the brakes, overall I quite like it.

(On the point of overall grip though, I think there is too much. It’s been this way for a while really. A GT3 car with TC 0 should be wild to drive and they are quite tame)
 
With the wheel:

This update is a massive step forward on improving (...fixing?) power-oversteer interaction, ie. drifting solely through power, especially at low speeds like 40 mph around tight corners! The ability to modulate wheel spin and affect trajectory through steering is hugely better now.

I was playing with the circle skid pad at Willow Springs (stock e46 M3 on CS tires) just prior to the update so it was easy to go right back for a comparison. One of the HUGE issues before was that there was only an extremely narrow window where you could actually use the throttle to maintain a drift. Outside of this window, the car would either spin inwards in an ever decreasing radius with no chance of correction, or regain grip abruptly. Outside of this window, when you got off the gas to balance the car, it was impossible to get back on the gas to continue the drift: the car would either continue decreasing radius and adding more throttle made the radius sharper, or too little throttle or too little slide angle would have the car grip snap the other direction, there was no way to balance it back despite whatever I was doing with gas and countersteering.

And now this is no longer the case! Off the gas as usual to decrease oversteer, ability to add gas to re-establish more oversteer while also balancing with countersteer. It works as it should and is doable outside of a very narrow window of inputs.

The F82 M4 was an incredibly frustrating car to drive previously because it had a tendency to silently snap into oversteer in slow corners, like the two tighter ones at Tsukuba for example, and the only way to deal with it was to lose momentum while I waited for it to regain grip. It is now a completely different story! I can feel the oversteer come on better, counter steer and ease off the gas as per usual, but instead of just waiting and waiting while the car loses momentum, I can re-add throttle and power back out of the turn! You know, like you're used to seeing Chris Harris do so casually. It's fun now!

I've been complaining about power-oversteer interaction on this forum since the game launched, and I got to say this is the biggest improvement ever in this area.

I do have some concerns: is it too difficult now to initiate power-oversteer? It take much more effort on the gas than before, and IMO was about right before. Is the car too stable on the brakes now? I loved how the cars used do dance and wiggle on the way into the corner, but now they feel completely dead?
 
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Haven't had the chance to test the new physics

But from what I can gather reading here and other places, things improved for everything that doesn't feature in Gr3 and Gr4, right?
 
I think it's a positive change. Although a bit too reactive and the cars feel a bit lighter and nimble it's better than the sluggish wheel turning that it used to be...
 
Ok, I’m not a driving dynamics expert, and I haven’t once played the last 3 games on a wheel more than maybe 20 minutes, and I primarily fiddle with slow road cars. BUT, here’s what I’ve noticed in the first 45 minutes I’ve spent with the changes:

- I feel like I have a bit more traction with FWD cars in most situations. In fact, throttle in general feels more smooth, but I also haven’t driven anything over 240hp yet.

- I’m barely ever locking my brakes. I’ve tried a ‘97 BMW M3 and S2000 (both of which I’d never driven prior, so bad testing data on my part), a Demio, recently tuned Porsche-swapped beetle, and an N24 Twingo replica. The Demio, Beetle, and my Twingo all had fairly notable differences all previously being tuned. It seems like there’s a general higher resistance to rotation under both power and braking, and a somewhat increased rotational force while lifting, and more detail and nuance in the braking effects based on how much input you put in (trail braking).

- The Beetle was a pretty dramatic change. I was mid-tune before the update, on sports medium tires, and was previously trying to get rid of lift off and braking oversteer. Driving it after the update it was fully understeering under braking, actually extremely stable and shockingly close to the kind of dynamics I was hoping to have in a later stage of the tune - but I hadn’t touched a thing. It again resisted rotation on acceleration and braking like I mention in the last note, but it had enough power and stiffness in the rear to break traction and power slide and rotate under power. I have a feeling it’s ratted to dampers, which I’ll outline later.

- The “wiggle” people are talking about is very much real, the controller analogue steering dampening algorithm is dramatically different. I’m struggling to parse what’s different on “press” (turn in, basically), but on “release” (lifting the stick go back to the center on its own), the return to center is WAY snappier, and even possibly over compensates. You can watch the steering input applied by the game with the red dot and see for yourself how it moves compared to your controller input.

- I’ve ran max sensitivity since Sport and 7 both dramatically slowed steering input to an annoying degree compared to 5 & 6. Previously it had a similar effect to a door damper, where it initially shoots towards center when you release the stick, but decelerates and incrementally crawls back to the center by fractions of a degree for a couple seconds, smoothening your input. Now it’s a much quicker jump, and the dampening is less. It appears to even overcompensate, and apply an opposing force, which overcorrects to briefly steering the opposite direction. It basically pendulums, I think 3 times (I’m fully turned to the right at speed, release the stick, the dot swings all the way into the left side, swings back in to the right, and then slightly brushes over the left again before sticking to the center).

I’m not sure how I feel about the “pendulum” effect in the controller steering now, but it’s better than the slower less reactive steering previously. We really should have an option for no dampening, because it’s been an ongoing issue for catching slides and drifting, and hides some of the steering feedback from your direct inputs. This change is at least faster, so you can more quickly feel your consequences and react, but the “pendulum” is now an issue in the opposite direction where the car wiggles as other users described, and will now briefly go the opposite direction of intended input. I’ll need to see how bad this is on more twitchy cars to see if it’s a more dramatic problem, ore even a problem at all.

BIG changes to default suspension values, particularly dampers and spring rate: stock suspension on basically every car was previously at 40 compression/20 rebound, with the custom suspension defaulting at 45/25. New stock default is 45/60, and custom suspension defaults at 30/45. You can’t even bring the compression back to its stock value, it’s capped at 40, and the rebound cap is the default. Spring rate roughly doubled, ARB default customized went from 4 to 5. I think dampers are the biggest change here.
 
I’m loving the feeling of driving and as some of you said you can really feel what the front tires are doing. If PD can give the tires a little bit of less grip it would be even better. I am a A+ driver but it should be a harder challenge to drive GT3 and higher without tcs. I’m just waiting for the day we have to start running TCS with these race cars, but I am truly enjoying the driving.
 
I've done a few races at Nürburgring today (after the update), and I've noticed or it appears to me that the A.I. cars seem to crash far more.

I've literally witnessed cars turning into each other and others getting airborne from crashes, or driving off track ? anyone else had this.
 
I am liking a lot the new update.

The main difference that I am noticing is how much the car is reacting to the accelerator: reducing and increasing the pressure make the car rotate in the curves quite significantly.
If before the trail braking was the tool to rotate now also the accelerator can do its part.
I am lower B drive so most probably this is not the best thing to do but it gives me the feeling to control the car as in the real life.

What it is strage is that I can put TCS at 0 and almost never spinning when accelerating out of the corner, while before for me it was almost mandatory to put at 2.

Now I can feel the tires when are scratching the asphalt and the sensation with the Fanatec DD Pro is very realistic.
I can also do a sort of “braking” giving more steering angle for just a second and reducing the angle you can recover the speed. There is a way to control the speed in the curve playing with the steering that before was not possible.

Also this action could be not the right way to drive on the track but it sounds to me like something I can do in real life.

This update is giving me the feeling that now GT7 is closer to a simulator.

Am I exaggerating?
I don’t know, but the experience is more involving and give more pleasure.
 
Very weird.. I wanted something raw to test so i took stock Cobra and Ford Mark IV to Nurb with sport and comfort tyres. Just weird. Like there is a water tank stabilizer in the car, that keeps you wobbly straight even if you try to de-stabilize the car, and then suddenly it decided to take you to other orientation and you are stuck in that - often understeer 4 wheel slide, but without latitude forces. Just a watertank floating over the ground. And its the same on tarmac and grass. Then might suddenly snap to oversteer with no apparent reason and stabilize itself back to another angle float. Like the car had its own random physics detached from the world. I recall we have had something similar long time ago in GT7 or GT Sport. Like some randomly self-alining driving aid stuck on. 🤔
 
Well, after a few hours of testin, doing many laps of the Nordschleife in road cars and Sardegna in GT3 cars and I have to say, the update is absolutely amazing.

I play using a Fanatec DD+ and have never felt such a strong connection to the cars. Braking feels much better, it’s easier to tell when to lift off the throttle, and I can finally catch oversteer effectively.

The laps on the Nordschleife in road cars, in particular, have never felt this good or been this much fun! And I actually have real-world driving experience there in my Fiesta ST. To me, everything feels much smoother, and I have a far better sense of what the car is doing on the track. I really don't quite understand the negativity I'm hearing and reading about. I’ve never enjoyed using my Fanatec setup in GT7 as much as I do now.
 
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