Gran Turismo 7 Update 1.71 Arrives With Major Physics Changes & Fanatec FullForce Support

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So I tested out the new Torque Distribution on the two Ioniqs, and I think it's bugged? Both of them accelerate slower if the setting isn't at 50/50, and it's especially noticeable if you put it on 0/100 (RWD) or 100/0 (FWD).

0-100 km/h test:
  • 50/50 distribution does around 4.9 seconds;
  • 0/100 distribution does around 7.5 seconds;
  • 100/0 distribution does nearly 10 seconds (!!!).

Seriously, try a standing start on Special Stage Route X with a 0/100 or 100/0 distribution, and you can clearly see the difference between your Ioniq and the AI's (which is on 50/50). Best leave it on 50/50.
Actually that seems logical with that much torque. You loose a lot of grip when you go away from 50/50.. just cant put the torque to the road and thus such big differences. 0/100 has the weight on pulling wheels and thus so much faster than 100/0..
 
Actually that seems logical with that much torque. You loose a lot of grip when you go away from 50/50.. just cant put the torque to the road and thus such big differences. 0/100 has the weight on pulling wheels and thus so much faster than 100/0..
The thing is, there's literally zero loss of grip. No tire spin at all, and you can hardly do donuts on the 0/100 distribution. It seems more like it cuts the power from the front/rear wheels instead.
 
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In all honesty, might have made a typo or 2, difficult to type when banging head against wall at the same time. Hopefully this'll help a few people maybe.. :indiff: :( :indiff:

EDIT: forgot to say, looks like GR3 n 4 are the same as before, but only checked a couple of cars.


 
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Wait what? They were already too damn slow.
Indeed. See Fezzik's posts in the GTWS thread:


 
Hmm.. interesting to see what the guys with tire temp apps say. Understeer seems to be the name of the game, but I went to Redbull Ring in GR3 Mustang, and it really seems you can quite easily overheat your rear under acceleration. The car dirst hooks up, but if you keep accelerating too hard the rear tires loose grip and it takes a while to get it back. Very much like overheating tires. 🧐

Also FFB on DD GT Pro seem very different. Dont know if Fullforce is yet active, but the difference is not what Id expect from fullforce. It feels like there is a lot less "rattle" on FFB and a lot more dynamic changed in strenght. Feels more like my old Moza R9 on PC or something..

Edit. That burning rear MIGHT have been the extra 200hp in my setup.. 😊

But I do still feel like the tire temps are more dynamic. And even though I think there is understeer, it seems to be more controllable. In general it feel like you are able to manipulate the car a lot more. Kind of take it over the limit and pull it back. Makes sense in real life physics.. and feels more intuitive than before.
 
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I see some folks upset about the physics change but I kinda like it.. it feels a lot more natural imo. If they can maybe give the tires a bit less grip across the board I think it would be even better. I am in a Hyper car online league so I’ve been driving the 499 for a while. It definitely lost its edge with coming out of turn, but everything else feels so much better and natural.
 
Honestly, most racecars in the game are too fast anyway compared to their real life counterparts. Slowing them down is a good thing.
You are completely mistaken if you think Gran Turismo 7 Gr3 cars are faster than real world GT3 cars. Polyphony Digital heavily nerfs the virtual cars, and the lap times at Spa Francorchamps prove it. Real world GT3 series and GT7 use entirely different Balance of Performance targets. In real life, under official SRO regulations, cars are tuned to run between 530 and 560 brake horsepower. In GT7, following the massive class wide balance overhauls, the game aggressively chokes engine output. For instance, the McLaren 650S Gr3 is severely restricted to just 474 brake horsepower. That means real world cars carry a massive 60 to 100 horsepower advantage over the game. Because of this horsepower gap, GT7 cars stall out significantly earlier on Spa massive straights. A real modern GT3 car easily clears 275 to 285 kilometers per hour on the Kemmel Straight before braking for Les Combes. Fire up a Gr3 car in a BoP Time Trial in GT7, and without a massive slipstream from another car, you will struggle to hit 265 to 270 kilometers per hour. The digital cars simply lack the top end. This directly impacts the lap times. In competitive real world GT3 racing at Spa, professional drivers routinely qualify and log elite race laps in the 2:14 to 2:15 bracket. When you lock down a Gr3 car under official BoP rules in GT7 on a standard set of tires, average good community lap times sit way back at 2:18 to 2:20. Even highly skilled players max out around the 2:17 mark. A real GT3 car is consistently 2 to 4 seconds a lap faster around Spa because it can actually accelerate out of corners. Polyphony Digital scales the horsepower down to the 450 to 490 range to fix a fundamental problem with video game physics and player behavior. A game player can extract way more from a physics engine because they can play for hundreds of hours per week, whereas real GT3 drivers actually do not even drive much, except for a few very busy professionals. Go ahead and ask the top drivers in the GT7 community how many thousands of hours they have played the game. Their seat time is astronomical in comparison to even a real life pro driver, never mind a fast amateur who only gets on track a few times a year. Because gamers can grind thousands of laps to perfectly exploit momentum physics, the developers lowered the power to prevent the cars from breaking traction too easily and spinning out. Lowering the power acts as a buffer for the lack of physical motion feedback. It makes the game highly playable on a PlayStation controller, but it actively breaks the simulation. If you want to drive a real 550 horsepower GT3 car with accurate lap times, you have to play a dedicated simulator like Assetto Corsa Competizione or iRacing. GT7 Gr3 class is essentially a detuned, slower category by comparison.
 
So the vibe I'm getting from reading reactions to the physics changes seems to split people across the same line everything else in this series does: Road car fans are liking it a lot, Gr.3 fans are not.

Does that track with what people are feeling here?
 
So the vibe I'm getting from reading reactions to the physics changes seems to split people across the same line everything else in this series does: Road car fans are liking it a lot, Gr.3 fans are not.

Does that track with what people are feeling here?
I don't think road cars feel that different, kind of just like they've been bumped up a couple tyre compounds. There's something weird with the steering though, like you can saw through corners and keep turning past the point you should be scrubbing off speed.

Gr.3 feels akin to being shot in the head on D-Day as soon as the boat opened.
 
Christ on a bike.......they've changed the spring rates on road cars........ ALL OF THEM !!!!!!!!!!!!!!!!!!!!!!!!

:banghead: :crazy: :banghead: :boggled: :banghead: :eek: :banghead: :eek: :banghead: :boggled: :banghead: :crazy:
 
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Hmmm, the Gr3 changes do not seem super significant and agree the RSR needed a nerf, it was too common. I like what I am hearing on the progressive nature of the grip, just wish HP was not reduced across the board.

I am not very good with my throttle control, when i try to modulate and be progressive I am very slow, and when I am too aggressive I of course spin. So this change seeeeems to work in my favour. Will test it out tonight.
 
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Gonna probably be looked at like I am a lunatic, but I actually enjoyed this circuit experience. Its not the long and dragged out nonsense of Nurburgring reverse or Fisherman's Ranch (That was pure suffering), its quick and to the point. Once I remembered "Oh yeah, the E-Brake", I got it sorted in only 5 attempts.

Of course I am one of the few that actually doesn't mind the dirt driving in GT7 because I just don't care if its not the gold standard in rallying, I just like throwing it sideways and looking cool doing it.
 
The thing is, there's literally zero loss of grip. No tire spin at all, and you can hardly do donuts on the 0/100 distribution. It seems more like it cuts the power from the front/rear wheels instead.
It probably doesn't affect the launch, but rather the wheels in motion after a certain speed. If 100% of the power goes to the front, it's pulling over 5,000lbs on just two wheels, so it'll no doubt struggle to get up to speed.
 
So the vibe I'm getting from reading reactions to the physics changes seems to split people across the same line everything else in this series does: Road car fans are liking it a lot, Gr.3 fans are not.

Does that track with what people are feeling here?
The few Gr3s I’ve quickly tested feel better to me, though definitely slower.
 
The thing is, there's literally zero loss of grip. No tire spin at all, and you can hardly do donuts on the 0/100 distribution. It seems more like it cuts the power from the front/rear wheels instead.
Now that I think about it - that is exactly what it does. As it has separate motors front and back, it cant move the power from one axel to another, it can just restrict one of the motors. 😆 So works exactly as it should. Front 166kW and read 282kW - hence the difference in acceleration 0-100 vs 100-0.
 
Doing this while dinner's getting cold. I'm looking at the Megane Trophy right now; and I can see the damper compression got changed to 30/30 from 25/25 and the diff cranked to 10/40/60 from 10/20/30. Also now has 0.45° front toe out.

The 296 GT3 has the same damper and diff settings, and 3.8Hz front frequency up from 3.6. WHOA, the stock BRZ dropped from 730PP to 714. 4Hz front and rear, 10/40/40 diff, shared with a lot of FR GT3 cars, 0.45° front toe out and 0.45° rear toe in. Downforce is the same.
Porsche GT3 R has 15/30/75 diff. Skyline Silhouette has 2.0/0.0 camber now.

Porsche 919's stock downforce is now 1000/1500 (shared with all LMP1 cars) from 900/1200 and its turbo upgrade now sits at 585BHP instead of 591. Sauber C9's downforce is still 750/1500, and has a 10/30/60 diff. Lost 23PP as well. The R92CP finally got buffed to 1000/1750 downforce, but my 800PP tune now shows 821.77PP. Raising the rear downforce from 1500 to 1787 gets it back under. The hypercars now have 800/1200 downforce up from 750/1000. Nissan GT-R got a yuge buff again. It sits at 895PP, 1/5 anti-roll bars, 5.50/3.50 frequency, 0.45° front toe out, 0.9° rear toe in, and 0.5/1.5° camber.

The LSD adjustment range is now 0-30, 0-100, 0-100 instead of 5-60 for all three settings. Oh no, the tuned Superfast has more max downforce - 350/500 up from 320/500.
AMG Black Series: 200/300 from 150/250.
992 GT3 RS still has the same downforce.
The stock Chiron got knocked down (new physics) from 696 to 663PP.

McLaren F1 GTR 1997: 425/650 from 500/800.
CLK-LM: 650/1000 from 600/900.
TS020: 750/1000 from 600/900. Honestly, more accurate-looking figures.

Modern GT500 still has the same stock downforce, except the RS5 with 750/950.

The F3500's got a decent PP bump into the 970's. Worth noting that the V8 F3500-A has more cornering G than the V8 F3500-B.
The X2019 is now up to 982PP.
If anyone's wondering, the SF23 and SF19 now rev to 10,300rpm. They got bumped to 962 and 960 PP.

The Tomahawk X breaks the 1400PP barrier with a new stock rating of 1402.67PP. The Unimog... thirteen.
Point zero two.
 
Did a run with the Caterham on the Nordschleife. I don't drive IRL yet so this could be why, but the car was weaving almost as if it was on ice, but in a straight line. It felt like low grip. I actually liked it a lot, does anyone know if this is more accurate to what a Caterham (this one specifically) would be IRL? I know not everyone has one, but maybe there are some accounts online about how it drives? Had a brief look at some reviews and didn't find much except for that the tyres slip and shimmy at about 5500 rpm in third gear.
 
Initially I wasnt a fan at all of the new physics, but then it hit me what they've done and it's absolutely inspired; PD have managed to accurately simulate switching from Michelins to dog poo Dunlops. (I'm not a fan of Michelin either, but at least they only turn to dog poo at around half their usable life, for the first half they're great, as opposed to dunlops which leave the factory as terrible tyres)

All my favourite road cars are now at least a second slower around Tsukuba now, thanks PD for reminding me why I hate Dunlop.

I can't wait for the Ling Long Ditchfinder collaboration, or I can always point Kaz in the direction of a place near me that does remolds and part worns. Great work, worth the wait (Y)

Edited to add, drifting seems easier now in my favoured V12 Crown Athlete, not sure if that's good or not but it just seems stick it in 3rd and forget any other gears, transitions seem to require little finesse now.
 
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The update has ruined all my tunes, I had a perfect tune for the Peugeot 205 GTI for doing the Eiger Nordwand powerpack race, I could win with my eyes closed, even skipping the qualifying and starting from the back, the car even had the first weight reduction, but now I have had to try and make another tune and I cannot get it to 430pp I have had to remove the weight reduction and as close as I can get it, I am two seconds off the pace!Power output at 94 is less than at 93!!!!
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I thought I would try a downtuned Super7 for the Eiger Nordwand event instead and the car is woeful.

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As for a fully modified Super7 well I use Spa as a test to set-up and tune, I didn't even make it half way around the circuit before I quit.

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As for the other new cars,
Hyundai IONIQ 6 N '25, Toyota Chaser Tourer V '97, and Toyota Mark II Tourer V '97, I couldn't care less about them, this has been a bad update imo.
 
So far I like the physics changes. As a controller player, I feel that the cars are more responsive and for example, before the update, I couldn’t take 130r flat but now since the car is more responsive and it matches better the wheels player, I can do it. Although it does need a bit of getting used to…
 
Gonna take a bit to get used to the physics update. Stock road cars feel wobblier, like the suspensions are softer and/or the tires are squishier. Haven't tried race cars yet. 😤
See my previous post about the two cars I tested on Tokyo,GTR T spec and the engine swapped M3,they both felt more lively,or skitish.The engine swapped Beat and Cappuccino were still crazy,but more so.
 
Kinda lame PD basically split the Hyundai "automatic and manual" EV drive modes between the 5 N and 6 N via the car selection themselves instead of allowing it to be chosen via using automatic or manual before a race*

*though I get the feeling they kinda boned themselves by allowing the player to change shift assist during the race itself. I assume it's simply not possible under the current circumstances without re-doing a bunch of code or something :indiff:
 
Kinda lame PD basically split the Hyundai "automatic and manual" EV drive modes between the 5 N and 6 N via the car selection themselves instead of allowing it to be chosen via using automatic or manual before a race*

*though I get the feeling they kinda boned themselves by allowing the player to change shift assist during the race itself. I assume it's simply not possible under the current circumstances without re-doing a bunch of code or something :indiff:
I think this is more that they want a big distinction between "difficulty assist" and "car setting", and they see player transmission choice as purely the former.

If they ever do update the 5, I imagine its auto mode would just be replaced rather than presented as a choice.
 
Everyone, put your tint foil hat on.

I find it strange that the meta in daily race B is the Elantra N tc and that the meta in daily race C and in the manufacturer cup race 1 is the Hyundai genesis..🤔
Keeping in mind that Hyundai seems to be more and more interested in the game by adding their cars and so on…
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But that just a theory, (a game theory. Lol)
 
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