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

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There was a Group 3 Daily Race there more or less the same week it was released, wasn't there?
I mean being able to have Nur II / reverse Nur in lobbies, so we can host races with our preferred cars/regs, like every other track in the game. I don't get why we still don't have the option
 
Come now, Super Touring is the best. Busy busy busy in the workshop… :D

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I can't say I love this update for physics. While I'm not entirely upset that GR.3 of all types are "easier" to drive in terms of corner exit I do feel like corner entry has been compromised in significant ways, spring rates/damper rates have been tweaked in ways that disallow curb riding like most GR.3 was able to, and that hammering the throttle on corner exit with TC = 0 won't cause a spin even on RH in most GR.3 unlike it used to.

I'm far from one of those game players who believes that "harder is more realistic" but that doesn't stop me from feeling like I should NOT be able to come out of the Nurburgring GP Hairpin full throttle zero TC and not lose the back end at least a little.

In general it feels like overall top speed has been nerfed in most of the GR.3 cars (if you can't tell this is where I've spent all my time post update) but acceleration hasn't so that's kinda weird. Brakes are also vastly stronger than they used to be even as cars aren't going as fast as they used to.
For example, again at the 'Ring, on the GP circuit approaching the last chicane before the leff hander onto the Nordschleife the typical brake marker was between 100 and 50 meters before the corner complex and you'd approach it somewhere around 145-155 MPH.

Corner complex could be navigated between 95-105 MPH before accelerating towards the final left.
Now I'm approaching at 150 and braking exactly at the 50 meter board and navigating the complex between 100-110 MPH on RM when it used to take RS to get that type of behavior.

Positives:
Holy cow they've definitely updated the AI especially when it comes to the DLC races. In the past I could start the N24 Endurance dead last and be leading by the end of lap 2 with a lead they couldn't catch by first pit on Lap 8.

Now I start dead last and while I don't "struggle" to hang onto the pack I am definitely having to hustle the car all the way around the circuit to be competitive.

Last run I did about a week ago I used the Mustang GR.3 and lead by almost a minute by lap 8 and won by 4-5 laps. The run I started this afternoon has me 10 seconds behind on lap 4 and that's doing hard lap after hard lap. 24 hours of that is definitely going to be a struggle to maintain which is exactly what I was hopeful for.

Road Car Grip has definitely been improved as well which is fun. Not necessarily tires either, it really feels like suspension geometry has been updated in meaningful ways.
 
VR seems improved to me on PS5 Pro. A bit clearer and the tonal dynamic range seems improved both in 3d and flat - first impressions anyway

have not tested the problem hud cars yet, or LOD ranges but it just feels more natural overall
Yeah, I guess it’s clearer. I used the Caterham at Bathurst and I’ve felt vision was clear looking at objects on the dash before this update , but looking into the distance I still see a bit of pixelation, if you get my meaning.
Maybe a night race at Tokyo might be a better test for me.
 
Qualifying again for Race B...Gr4 cars feel weird now on controller

office no GIF
 
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Physics feel amazing,
But Please do something about the car audio. For the love of god.

Do you think its possible we get a spec 2 equivalent for audio? Like a complete overhaul?

RB26 especially the R32 nismo
Sounds like a blender. Chaser sounds nothing like a 1jz either.
 
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Does anyone know what the yellow roof thing is for? If its a light, does it actually work?
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A Japanese taxi sign.

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I believe their decision to add this to the JZX100 was likely an homage to the "drift taxis" used at Ebisu Circuit.
Furthermore, if we consider why the taxi sign was added as an option to the Mark II rather than the Chaser, I would speculate that it was because the Mark II was preferred over the Chaser for taxi use in Japan.
 
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A Japanese taxi sign.

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I believe their decision to add this to the JZX100 was likely an homage to the "drift taxis" used at Ebisu Circuit.
Furthermore, if we consider why the taxi sign was added as an option to the Mark II rather than the Chaser, I would speculate that it was because the Mark II was preferred over the Chaser for taxi use in Japan.
Makes sense. I learned something new today! :cheers:
 
Dirt racing is completly broken, at least on a pad. It's like the game is constantly trying to correct the steering when the car slides, despite all assists being turned off. The results is the car is zig zaging all the time even though I'm not touching the pad.
But the more I drive with this update the more I feel this is also impacting road racing, just a lot less.
 
Dirt racing is completly broken, at least on a pad. It's like the game is constantly trying to correct the steering when the car slides, despite all assists being turned off. The results is the car is zig zaging all the time even though I'm not touching the pad.
But the more I drive with this update the more I feel this is also impacting road racing, just a lot less.
This might be just the oscillation. They have basically removed any deadzone in the middle of the steering, so ffb feels seamless, but that also means it is going back and forth instead of staying centered. Its a double-edged sword - seems we cant get one without the other.

My logic says they should make last few degrees both sides of the center point slightly centering instead of pulling out or "dead", but hey - Im not a coder and dont know the limitations the system has.

I also tried the new rallycross track experience in catalunya, and it felt horrible. But it was just so short test I dont know if it just needs getting used to. As someone who has driven a lot on gravel and snow, I always miss the feel how tire gets traction - also laterally, as it digs in to gravel/snow. That evo at catalunya felt like they have lost even the little grip they had on gravel. Like driving on hard ice with mediocre winter tires. Thinking of it, if I was a coder I would try using tire overheat opposite to asphalt - make it give more grip. That could simulate the "dig-in" of the tire.
 
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Dirt racing is completly broken, at least on a pad. It's like the game is constantly trying to correct the steering when the car slides, despite all assists being turned off. The results is the car is zig zaging all the time even though I'm not touching the pad.
But the more I drive with this update the more I feel this is also impacting road racing, just a lot less.
my guess it's likely to do with this part of the patch notes.

- Adjusted the physics models for the suspension and steering characteristics:
  ・The steering geometry for each car has been optimised, improving the simulation of turning forces;
  ・Damper attenuation characteristics have been changed to make stance changes and road surface tracking feel more natural.

If you drive on a dirt/gravel road and let go of the steering wheel in a real car, it will not go straight. Seems this is what they are trying to achieve.
Just a guess. 🤷‍♂️
 
I also experienced the problems that the new physics brings to dirt racing, but with the Evo X Gr.B, for example, by setting the drive balance to 50:50, applying strong toe-in to both the front and rear, and adjusting the differential to favor understeer, I was able to drive without any problems.

Of course, that’s a solution that only works for cars player actually own.
But for challenges where we have to use a loaner car, like License tests or Circuit Experience, Mission races...I wonder what the best approach is?
 
I was genuinely surprised by the Hyundai Ioniq :) I thought the Caterham would’ve been my favorite car of the update, but I kinda like the Ioniq just a tiny smidge more :rolleyes: I was surprised when I first drove it, expecting the ‘generic EV driving experience’, but didn’t realize the car has gears and a ‘normal’ engine sound :D
 
Dirt racing has always been crap in GT games. If you play on EA WRC on a wheel then switch to GT7 you'll see how laughable it is.
Can't wait for AC Evo to come to console since the WRC franchise is pretty much dead
Funny timing to say that as the new official WRC game will be shown later today.
 
As usual, I hate trying to describe and talk about physics/tire changes because it's endless debate and subjective.

Only spent a few hours last night going through a mix of stock platforms (low power FR, AWD, FF, RR, higher power FR, etc) but I really like the new feeling. It does feel like there is more overall grip, like the tires feel more like rubber instead of hard plastic, and there is a more direct/quick turn in on I think every car I tried. The most obvious improvement is there feels like a better connection between the throttle and steering. You can drive a car in that area on the limit of traction more easily. Modulate the throttle (which seems more sensitive now) and neutral steer out of a corner.

It simply feels good overall and sometimes great. I jumped into one of my stock NSXs and drove that; seemed more easy to control. I'd previously spent so much time trying to set various race NSXs up to make them more controllable and not so weird and snappy. So I took that stock NSX, stuck the custom suspension back on it, made a couple tweaks and.. Wow. I was literally grinning from ear to ear for a handful of laps. I cut 1-2 seconds off my lap just by being able to more aggressively turn in, gently get on throttle at the apex and smoothly exit turns with a little slide.

This is on a Fanatec DD Extreme I should note. It's hard for me to say whether force feedback is better? It's been awhile since I played on the wheel. Not sure if update was only for GT DD Pro and the Extreme already had FullForce. But I will say it was a great reminder how good the feedback can be once I tried out my Mclaren F1 GTR. I've spent a lot of time in it doing the Spa 1hr. Big difference after driving all the road cars. Much heavier, more detailed feedback. The weight of the wheel getting heavier as you drive into the compression of Eau Rouge. This is to be expected with a race car vs a power steering assisted, softer road car. With the Caterham, the steering wheel also felt more in line with what my Elise is like I think. I'll also note the changes/improvements on the F1 GTR (Slicks) were not really noticeable to me. It handles the same as I remember?

I have to spend more time with it this weekend. Basically, the more I drove normally and smoothly, the more noticeable and better the changes felt. If I drove in a way where I was just focusing on trying to feel differences in how it handled i.e. driving aggressively and doing weird stuff, the improvements were less apparent and stuff still felt janky at times.
 
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Havent seen any comments on DD PRO fullforce. Can anyone confirm it actually working? FFB had such a big change and I havent experienced DD Extreme, so I dont know what effect Fullforce should give. Atleast I dont feel anything like "gearjolt" or road textures that I guess it gives on PC. 🤔 and yes - my CSL DD PRO is up to date. PDIs "requires update" comment makes it a bit vague..
 
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PDIs "requires update" comment makes it a bit vague..
Fanatec actually commented on this in a little news post about the GT7 support clarifying that PD is in fact incorrect, and that firmware for the wheels already supports FullForce in GT7. They added support some time ago I think and were just waiting on PD to implement it. Can't find link now as I am running out the door to work. Sorry! But I saw it in the Fanatec software app thing on PC when I was updating my firmware.
 
Dirt racing is completly broken, at least on a pad. It's like the game is constantly trying to correct the steering when the car slides, despite all assists being turned off. The results is the car is zig zaging all the time even though I'm not touching the pad.
But the more I drive with this update the more I feel this is also impacting road racing, just a lot less.
yea i wrote this right away. i did the weekly lancer race and came as 2nd xDDD cause the car literally was wiggling from side to side all the time. it was like driving against "random force" which makes the car unstable all the time. i hope they patch it and don't decide "this is a realistic behavior"

// bots on developers...
 
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?
Now that I've had some more time, I would say yes. At least as Gr3 cars are concerned. Haven't driven a whole bunch of others at this point but the Gr3 class is already too slow since the last time PD Nerf'ed the whole class and now they've done it again. Add to that the physics update which makes the cars that much easier to drive. Used to be about finesse and now it's just brute force. Thrown the car in, slam on the brakes, crank the wheel, and use the throttle like a binary switch, the car will respond.

It just doesn't make sense while exiting a turn the car starts to understeer.... the solution is just add more steering input. That's not how it works. If the car is understeering the fronts have started losing grip, adding more steering input would make them lose more grip not give them grip. It's the same thing under braking. Previously if you braked too late you went a bit wide and had to deal with it; now, you can crank the wheel towards the apex and the car turns.

I think the new updates have closed the skill gap and turned the race cars more arcadey than they were before.

I also love how they drop this set of updates before the North American GTWS. The European and Asian drivers didn't have to relearn how to drive their cars and get a huge BoP update right in the middle of their season. Imagine picking and qualifying in a competitive car and at the flick of the wrist within PD now it sucks. I know some of the NA drivers are less than pleased.
 
Fanatec actually commented on this in a little news post about the GT7 support clarifying that PD is in fact incorrect, and that firmware for the wheels already supports FullForce in GT7. They added support some time ago I think and were just waiting on PD to implement it. Can't find link now as I am running out the door to work. Sorry! But I saw it in the Fanatec software app thing on PC when I was updating my firmware.
Yes, they really did add FullForce support to the GT DD PRO 8NM wheelbase and broke it. Within 20 minutes of gameplay, the force feedback disappears, and it can't be fixed by setting automatic values. Yesterday I installed base firmware version 1.9.1.1 and updated the game. The force feedback disappeared five times over the evening. It feels like at some point the base receives too strong a signal and just shuts itself off.
 
Personally I love this update to the tyres and suspension feel. Turn in feels vastly improved. Rear brake bias feels more natural and the effect from braking on a cambered surface feels much better.
It's revitalised the whole game for me and I'm keen to drive all sorts of different cars again.
Must admit I'm in the 'road car gang' and I use VR2 but heck this game is more alive than ever now 🥳😎
 
Thinking of it, if I was a coder I would try using tire overheat opposite to asphalt - make it give more grip. That could simulate the "dig-in" of the tire.
that would be cool! i also hate how currently the wet/intermediate tyres wear is implemented, feels too arcady. while it's decently wet it doesn't wear at all when it's medium wet it begins to degrade hard (even if you keep racing on the wet part of the track)

tldr the simplest solution would be to add another assist, without it, it would be like it's right now and with car would "autocenter' (so it doesn't feel that horrible as it's right now). "fairness" in this game is dead anyway (and basically not possible), at least it should be enjoyable.

maybe it should be that way already but there is a bug in implementation idk.
 
Now that I've had some more time, I would say yes. At least as Gr3 cars are concerned. Haven't driven a whole bunch of others at this point but the Gr3 class is already too slow since the last time PD Nerf'ed the whole class and now they've done it again. Add to that the physics update which makes the cars that much easier to drive. Used to be about finesse and now it's just brute force. Thrown the car in, slam on the brakes, crank the wheel, and use the throttle like a binary switch, the car will respond.

It just doesn't make sense while exiting a turn the car starts to understeer.... the solution is just add more steering input. That's not how it works. If the car is understeering the fronts have started losing grip, adding more steering input would make them lose more grip not give them grip. It's the same thing under braking. Previously if you braked too late you went a bit wide and had to deal with it; now, you can crank the wheel towards the apex and the car turns.

I think the new updates have closed the skill gap and turned the race cars more arcadey than they were before.

I also love how they drop this set of updates before the North American GTWS. The European and Asian drivers didn't have to relearn how to drive their cars and get a huge BoP update right in the middle of their season. Imagine picking and qualifying in a competitive car and at the flick of the wrist within PD now it sucks. I know some of the NA drivers are less than pleased.
I really hope they would bump GR3s back up atleast 100hp or so now that the bop is a mess anyways. I also think GR3 has become too sluggish and boring because of the nerfing. They should boost slower cars in bop instead of nerfing the fast ones.
Yes, they really did add FullForce support to the GT DD PRO 8NM wheelbase and broke it. Within 20 minutes of gameplay, the force feedback disappears, and it can't be fixed by setting automatic values. Yesterday I installed base firmware version 1.9.1.1 and updated the game. The force feedback disappeared five times over the evening. It feels like at some point the base receives too strong a signal and just shuts itself off.
That sounds like the problem Fanatec had right after the original 8nm holding torque update. Anyone else having this issue? How high FFB setting you have in game? Im currently at 8 and no problems. Might be that the new stiffer FFB is bringing back the Fanatec holding torque issues. Not straight related to FullForce.

Anyone with DD extreme - does it have a "gear jolt" effect? Would be a dead give away if DD PRO FullForce is actually working or not..
 
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Shame there was no native RS50 support. It's more or less a G Pro I suppose though. Should have a dedicated TrueForce slider as well
 
I want to revisit what I said about the game's new physics. Some cars / specifically road cars, really struggle to handle it.

The TVR Tuscan, which used to be one of my favorites, has practically become one of the worst. It squirms all over the place at the slightest input. If you make a small steering adjustment on a straight line to realign the car, it keeps wobbling from side to side the whole way until the next braking point. It feels less like the car is fitted with tires and more like it’s on balloons; the way it moves goes far beyond what the tire width or thickness should allow without the tires to break appart. I have close to zero confidence into driving this car anymore.

More generally, it is now more difficult to make a road car close to believable as a race car. Engine swaps and customizable racing parts have less interest than before to that end.
 
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