GT 6 physics messed up after 1.03 update ?

  • Thread starter Thread starter Raf Laureys
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The thread is about changes to the physics, and grip progression (which was one of the points you made) is a factor of physics, yes it does then have an effect on feel, buts it root is in the physics.

Very much so, I am in no argument with you.
I only gave an example of feelings of racing and simulated physics of racing dont really go hand in hand, much because the feeling of speed and forces dont translate well through a tv.
 
It's more likely the astronomy simulation, the current phase of lunar cycle.

Philosophers Aristotle and Pliny the Elder argued that the full moon induced insanity in susceptible individuals, believing that the brain, which is mostly water, must be affected by the Moon and its power over the tides, but the Moon's gravity is too slight to affect any single person.

Ok since you clearly dont understand and neither did he who my comment was aim at I am going to clarify.

I have a car that turns on a dime! Its extremely grippy. And since I drive it on public roads the speeds are well within its limits, so I always have grip when turning and really have to push it very very far before any understeer cones in and even then its more likely to be the back that steps out.
But on public roads even pushing it I rarely get there.
And since sense of speed and drama and gforces are much higher in real life then it is filtered through a tv I dont have to go very fast to feel like I am!
So compared to a game where I might have to go 150km/h to feel like I do when going 70 in real life, the game that simulates turning in 150 as if you turned at 70 for real is going to be the one that makes you FEEL like you are driving for real! Since at 70 my car turns like an arcade racer at 150.
This is just an example. The translation of sense of speed and drama is hard to simulate at the same time as doing it all 100% real on the tv.
The update has made the game a little less arcade and more simulator, good and bad depending on what you look at. Since I think this I how the demo felt like I would say there was a major bug somewhere that messed it up and nobody noticed since some cars got "better" because of it.
 
@Sydbom, agree that, I said somewhere (some thread) at people are pushing way faster/harder than any of driver would do in real life, reactions of car on higher speeds are really twitchy in real life also IF you have guts to to such a big steering maneuver what people using/doing in game. <- pretty much same as you said on your post.
Real car and 100km/h speed and one progressive (to maintain grip) quick 120 degree wheel turn in real life make car spin/flip/or just activate ASM/ESP/ESR/DSP/DTC/etc. and put driver to go home and change his underwear.
 
Sad but this "physics" tweak is only changed grip level on tires, not even stable change, if you go to Pit and change tires (same compound) game will change grip level higher than it was before pitstop. Amount of change is easily noticeable and on some cars it feels really bad, some it feel just better after that.
PD has to decide what grip level they want to offer, 'coz this changing model is really out of question.

I have been racing allot of nascar lately for long races with fast or very fast tire wear on, my car is tuned very well and was dialed in before this last update.if you are in a lobby with faster tire wear it becomes more obvious that this last update has changed like (OdeFinn) said "if you go to Pit and change tires (same compound) game will change grip level higher than it was before pitstop."So anyway my first set of tires wears down and i remember exactly what the tire wear outcome and i drive exactly the same high line the entire race, mind you this is when you are not in somebody draft wake which as we all know reduces tire wear and fuel consumption cuz u can chill and follow. Anyways after this last update the first set wears down normally and after the first pit stop the grip level changes and affects tire wear, for me it made my tires wear out 1 to 2 laps EARLY, but lap times arent affected until the tire prematurely wears out and then its WAAA WAAAA lol . I had to either put mediums on the rear to keep a steady pace and i tweeked the toe and it helped the tire wear but now my car is slower, come on PD :grumpy:
 
In 1.02 LSD changes impacted car properly. My setting was basicly reying on good LSD setting, which allowed me to exit corners with full thortle and not to spin.
R8 LMS tends to oversteer in midcorner at low speeds, i think it's related to strange weight transfer and damper settings. My setup looked really strange, not like in other cars, for example damper rebound rates were lower than compression.

In 1.03 my setup was broken due to changes in physics ;/
I see, there were changes then between v1 and 1.03 regarding physics.

I experimented yesterday with the Audi R8 LMS setup and found something.
As is my custom to study car behaviour until I find a base balance of the car in toe settings, camber and it's LSD setup, I use lower grip tires - I went from racing tires on the R8 LMS to sport tires.

To my shock, the issues with the extreme snap oversteering, especially when removing throttle under high speed were gone!
With identical setup I can run the R8 LMS on Racing tires and the rear tires squeal at the slightest bit of side force, while the sport tires provide plenty of grip, never going to snap away, as the racing tires did!

I am a bit confused now.

Anyway, I continue to run the Audi R8 LMS in sprint races on Sport Soft tires and refine my setup …
Interestingly the LSD settings are in a normal range again @ ~ 10/43/22 when running Sport Soft tires.
I even could reduce the rear ends toe angle to allow for a more fluid turn in without forcing the rear end into an artificially stabilised path.


It all will be a lot easier, once we will have proper data after a setup run - I loved, how you could get some basic data during a replay in Forza.
 
I see, there were changes then between v1 and 1.03 regarding physics.

I experimented yesterday with the Audi R8 LMS setup and found something.
As is my custom to study car behaviour until I find a base balance of the car in toe settings, camber and it's LSD setup, I use lower grip tires - I went from racing tires on the R8 LMS to sport tires.

To my shock, the issues with the extreme snap oversteering, especially when removing throttle under high speed were gone!
With identical setup I can run the R8 LMS on Racing tires and the rear tires squeal at the slightest bit of side force, while the sport tires provide plenty of grip, never going to snap away, as the racing tires did!

I am a bit confused now.

Anyway, I continue to run the Audi R8 LMS in sprint races on Sport Soft tires and refine my setup …
Interestingly the LSD settings are in a normal range again @ ~ 10/43/22 when running Sport Soft tires.
I even could reduce the rear ends toe angle to allow for a more fluid turn in without forcing the rear end into an artificially stabilised path.


It all will be a lot easier, once we will have proper data after a setup run - I loved, how you could get some basic data during a replay in Forza.

So you're telling that R8 LMS drives better on Sports tires? I remember trying Racing Hard tires and car felt better than on Soft Racing tires, but i didn't gave it lot of importance... didn't thought that Sports tires would make it better.

What you found out about camber and toe settings? In my setup camber was similar like in stock setup 3.0/1.2 - 1.4. As for toe, i can't figure it out how this setting affects handling...
 
I think the change has been a subtle one. I can say that I'm enjoying the KTM X-Bow Street much more now. Driving it stock on The Ring 24 Hour, the tyres feel more progressive & I'm able to slide it around more now without feeling like it's gonna suddenly snap away. I can push it to the limit more, I like the improvement. My fav car the 111R initially felt a little duller, but after driving it for a few laps it's just a tad more controllable & more fun as a result. That said, the Diablo 98 is no longer mad as a box of frogs (which was kind of fun for a while), but is still mad enough to be enjoyable to drive.
 
I raced yesterday in stock Ferrari F40 on comfort soft tyres. Feels great it's far from undriveable. They changed physics to make MR cars easier to drive, and yet people are stil complaining...
People drive MR cars the same way they drive FR cars which is the same what they drive FF and 4WD cars.
This is why majority of them are complaining.
I'm still getting used to throttle/brake control for MR road cars.
 
So you're telling that R8 LMS drives better on Sports tires? I remember trying Racing Hard tires and car felt better than on Soft Racing tires, but i didn't gave it lot of importance... didn't thought that Sports tires would make it better.

What you found out about camber and toe settings? In my setup camber was similar like in stock setup 3.0/1.2 - 1.4. As for toe, i can't figure it out how this setting affects handling...

Yes, this was my weird finding and I am a bit surprised about it. The car feels a lot better with a lot more grip on the rear when using sport soft tires than with Racing hard tires with identical setup!

I mostly left the camber settings at stock (I might have tuned the rear a click or two).
The stock toe settings ride A LOT of toe in on the rear (positive value).
I generally try to get the rear end as much as possible towards a neutral toe setting, as this extreme toe in increases tire wear (you even hear them scrubbing a lot), makes the transition from good grip to loosing the rear end a lot slimmer (the snap oversteering feel, when loosing the back) and makes the rear glued to the track (a lot of forced understeer).

I am still of the opinion, something weird is wrong with either tires, this Audi or physics in general.
According to motor Journalists and drivers, the R8 LMS is a sweet pie to drive - one of the easiest and least beastly GT3 cars around! It cannot be that it either kills tires or is un-drivable.
 
Failed to make Fiat 500 do a forward roll, was very disappointed. Did manage to make it to a 180 on it's nose though...
 
I assume the tyre grip has been modified, along with changes in weight shifting.

The S class Ascari 10 lap race with a stock 430 Scuderia on SH felt different on the first couple of laps. Once the tyres dropped to about 80% all felt fine to me.

The SLS GT3 has less under steer, the GT500 Lexus SC430 less power on oversteer on RH than before.

So I'm just going to drop the tyres down a grade for races not having tyre wear and everything should be "normal" again.
 
There's no consensus as to whether the physics has changed at all.

I had no firm opinion myself so posted a poll asking GTPers whether they thought there had been a change. The poll got around 200 votes so it has some significance. The results show absolutely no consensus on the question whatsoever.

Here are the results:

Has the physics changed because of the 1.03 update?
  • I think the physics has changed - 72 vote(s), 35.0%
  • I think the physics has not changed - 65 vote(s), 31.6%
  • I don't know - 69 vote(s), 33.5%
https://www.gtplanet.net/forum/threads/update-1-03-poll-has-the-physics-changed.297757/
 
All I know is I used a stock CSL for the polyphony digital cup in 1.02.. It was excellent. Had great balance. Much more prone to understeer now as far as I can tell.
 
There's no consensus as to whether the physics has changed at all.

I had no firm opinion myself so posted a poll asking GTPers whether they thought there had been a change. The poll got around 200 votes so it has some significance. The results show absolutely no consensus on the question whatsoever.

Here are the results:

Has the physics changed because of the 1.03 update?
  • I think the physics has changed - 72 vote(s), 35.0%
  • I think the physics has not changed - 65 vote(s), 31.6%
  • I don't know - 69 vote(s), 33.5%
https://www.gtplanet.net/forum/threads/update-1-03-poll-has-the-physics-changed.297757/

That's an opinion poll of course. Either the physics have changed or they haven't. When it comes to physics you have a huge range of players, from DS3 Pad/button users to high end wheel users and everything in between. You have some players who are top pilots and/or tuners who can sense every little change in a car, and others that may be 5-10 seconds a lap slower and aren't really in tune with what's happening with the car.

Personally I'd trust the opinions of a handful of top pilots and tuners over 1000 random votes any day.
 
So, did PD made changes to some cars ? My Aston Martin V8 Vantage V600 - Comfort Soft/Sports Hard replica has understeer, lots of it in 1.02, imagine close 2000kg and more than 60% at the front end. In 1.03, I don't see it has more understeer, it would be really bad :lol:
At the same time, I think cars can have so much over or understeer that adding to it might be unnoticeable. I would think it would be more accurate to take a car close to neutral that one is very familiar with and test that as opposed to something either end of the extremes of rotation.

I haven't driven for a couple of weeks but next time I get on I plan to test the cars I've tuned and are very familiar with and see if they are changed.
 
My Audi R8 was actually handling decent in 1.02. Now in 1.03 it handles pretty bad with some understeer and spins like it before I mastered it. My GTR GT3 which managed to be the fastest car in overall lap time round the N24 track now just spins and handles like a house. The SLS hasn't seemed to changed as far as I can tell.
 
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