- 546
- Northeast :(
- z06fun
EDITED BY STAFF TO ADD:
I'm going to make this really simple.
----------------------------------------------------------------------------------------------------
So I though I would start a physics discussion thread for the beta. These are my thoughts so far, I've had a lot of driving & tuning time with it at this point. Many of of you know my background, years of sim experience, years of real experience competing with and suspension tuning many many different cars yada yada yada...
Also check out praiano63's findings with the beta, he has been looking at tuning responses quite a bit:
www.gtplanet.net/forum/threads/gt-sport-beta-physics-discussion.354702/page-3#post-11768452
EDK posted some good tuning related info he found here: https://www.gtplanet.net/forum/threads/gt-sport-beta-physics-discussion.354702/page-9#post-11773755
I've used many different cars at this point, mid RWD, F/R RWD, FWD, and the AWD cars. I've mostly used a G29 so far, I mention this because using Assetto Corsa on PS4, the T300 gives much more detailed and correct FFB vs the G29. See T300 beta comments down near the bottom.
The beta tire model feels much more correct to me vs GT6. The tires no longer immediately overheat and experience a huge grip drop from a little bit of sliding, unlike GT6. The tires seem to feel fairly correct around their peak grip slip angle, as far as how the grip changes when you are above and below the peak grip slip angle. However its hard to really tell what the tire model is like because of the physics problems listed below.
A physics issue in GT6 that seems to be fixed is the delayed RWD tire spin. In GT6 you could slam the gas down in a situation the should cause immediate wheel spin, but oddly the wheel spin would not happen until AFTER the weight seemed be shifted to the rear. Very messed up and incorrect, but that delay seems to be gone now and feels more correct now:tup:
FFB feels more correct compared to GT6, also more detailed. But it is not at the level of realism you get in AC on PS4. Although the beta (and GT6 too actually) has less of a center FFB deadzone with the G29, compared to Assetto Corsa. The curbs seem to give FFB impacts relative to their size, very good! I need to try more FFB setting variations here, so far I've mostly been running ~2 or 3 for both FFB settings. I need to get access to a track with bumps too (vs just curbs), hopefully the ring will come back.
The more Major Physics Problems/incorrectness I've found so far:
1) Balance of RWD does not change properly when going from complete throttle lift to partial throttle. Doing this should add some rear grip, and help straighten/correct the car if the rear is mildly sliding, it doesn't seem to though. The issue of this not working correctly is more obvious on a mid engine car like the Evora. In real life a mid engine car will tend to experience a big shift of balance (to less oversteer/more understeer) when going from full lift to partial throttle due to the close distance of the CG to the rear wheels, compared to say a 50/50 weight RWD car. I feel like the reverse of this physics issue is also true, lifting mid corner does not seem change the balance towards more front grip the way it should, and at times causes the opposite to happen where it actually adds understeer. These physics issues were also present in GT6, however it is probably somehow tied to the next issue.
2) There is also a behind the scenes "driving aid"/physics incorrectness that will sometimes cause the front of a car to lose grip if the rear starts sliding a bit. This can be seen if you have a fairly balanced car, and you are in a long turn and you lift off the throttle and the rear starts to slide a bit, it basically takes the front with it rather than adding front grip from the weight shift and helping rotation like it should. Very noticeable/obvious on the Evora because it has a bit of oversteer by default. This effect is super frustrating. This is by far my biggest upset with the beta as it REALLY takes away from the driving experience for me. Others I've talked to have echoed similar feelings about it. I actually made a post on the official beta feedback forum just about this issue, but my guess is that won't change anything. Why not put this behind the scenes "driving aid" only on with the "Brake/Steering" driving assist, or with skid force recovery if it is included? There is also optional stability control for those who may want that help. Or make this aid only on for the controller users maybe?
3) I'm sure there are still other little behind the scenes "driving aids" happening too. In general the driving experience is more correct and generally much better than GT6, but is still a bit filtered, simplified, and less involved compared to what it could/should feel like, and compared to AC on PS4.
Proper tuning responses rely on proper physics modeling, past GT versions have been known to not respond to tuning properly in some ways. This is what I have found so far:
I have not seen much balance change from sway bar or spring changes. Seems like the can be used for fine tuning only. Need to investigate more though.
Camber seems to have a big impact on grip, much more than real life, much more than GT6. Luckily it at least changes grip in the correct direction when you change it. I have not tested the impact of excessive negative camber etc yet.
Rear toe, seems to mostly affect power lay down. You should be able to toe out the rear and have the car turn better from the affect of rear steering that it gives, but that only seems happen by a small amount on FWD the cars where you really need. I think it's just that there is not enough toe out range to really help FWD, because I certainly feel the rear steering on the more balanced cars when you have ~0.50 rear toe out. In real life rear toe out is often used to help a FWD or AWD car turn when class rules prohibit staggered wheel/tire sizes.
LSD change seems to give a response similar to GT6, its still a very good tuning knob. One issue I see, if you lower the accel setting enough to get inside wheels spin on the pavement, you should easily get wheel spin if only one drive wheel is in the grass, but you don't if you are going straight. This is another "driving aid" I'm guessing. The grass is very slippery here, as it should be. You get lots of wheel spin if both drive wheels are in the grass.
Dampers seem to work properly, affecting the balance change rate as they should, but again hard to tell for sure with the physics problems noted above getting in the way.
So what things are you all noticing with physics?
Maybe we'll also get a few others with real car experience that can add their thoughts too.
to PD for the early use of GTS!
EDIT/Updates: I just drove the ring with the SLS for a hour. The LSD will spin 1 wheel when its up on, or partially on some curbs, if you have a low accel setting. Lots of bumps coming through the FFB here too (G29). Car gets loose even under mild throttle in places. Much more involved driving experience compared to Brands Hatch or Tokyo. Still feel the tire model is fairly decent (these were race hards).
More general observations, I now have 2 mid engine cars, the stock Evora and the Audi R8 LMS. Neither one feels like it puts down power better than the F/R cars in the game. GT6 had this same issue, like weight on the drive wheels doesn't translate to a higher peak force that the tire can generate
Also, like GT5 & GT6, all cars lose most of their acceleration ability while turning. This is way over done from how it should be but not a huge annoyance.
Tried the T300, I definitely like it more than the G29. Curbs feel great on it, the FFB gives a good sense of how big they are etc. But I haven't tried it on the ring so more testing is needed when the ring comes back. One downside is the ratio is slower than the G29, and the built in degrees of rotation setting it has does not change anything in the beta.
UPDATE: tried the T300 on the ring, its nice. If anyone is deciding on T300 vs G29 for this game I would definitely go T300. More details seem to come though on the FFB, feels much better around the center area too.
Willow springs real shows this odd physics thing I mentioned in #2 above. With RWD and AWD the long turns really show this bizzare effect where, if you lift in one of the long turns, you will usually push way off line, vs not lifting which keeps the car turning better. Its very strange, makes it harder to drive because you often can't tuck in the front by lifting.
Mar 5 Update: I originally posted here that I found the Gr. 4 GTR to feel very different between Arcade mode and Sport time trial at Brands Hatch. I've now tried this with a few other cars and see no difference in the 2 modes so maybe an odd thing with the GTR only. Needs a bit more investigation.[/URL]
I'm going to make this really simple.
- Any videos or images posted without explanation will be deleted.
- Any claim made must be supported with some form of evidence that can be tested by any member who wants to
- Any claim of how that then relates to real world physics must be backed up with good, independent sources.
----------------------------------------------------------------------------------------------------
So I though I would start a physics discussion thread for the beta. These are my thoughts so far, I've had a lot of driving & tuning time with it at this point. Many of of you know my background, years of sim experience, years of real experience competing with and suspension tuning many many different cars yada yada yada...
Also check out praiano63's findings with the beta, he has been looking at tuning responses quite a bit:
www.gtplanet.net/forum/threads/gt-sport-beta-physics-discussion.354702/page-3#post-11768452
EDK posted some good tuning related info he found here: https://www.gtplanet.net/forum/threads/gt-sport-beta-physics-discussion.354702/page-9#post-11773755
I've used many different cars at this point, mid RWD, F/R RWD, FWD, and the AWD cars. I've mostly used a G29 so far, I mention this because using Assetto Corsa on PS4, the T300 gives much more detailed and correct FFB vs the G29. See T300 beta comments down near the bottom.
The beta tire model feels much more correct to me vs GT6. The tires no longer immediately overheat and experience a huge grip drop from a little bit of sliding, unlike GT6. The tires seem to feel fairly correct around their peak grip slip angle, as far as how the grip changes when you are above and below the peak grip slip angle. However its hard to really tell what the tire model is like because of the physics problems listed below.
A physics issue in GT6 that seems to be fixed is the delayed RWD tire spin. In GT6 you could slam the gas down in a situation the should cause immediate wheel spin, but oddly the wheel spin would not happen until AFTER the weight seemed be shifted to the rear. Very messed up and incorrect, but that delay seems to be gone now and feels more correct now:tup:
FFB feels more correct compared to GT6, also more detailed. But it is not at the level of realism you get in AC on PS4. Although the beta (and GT6 too actually) has less of a center FFB deadzone with the G29, compared to Assetto Corsa. The curbs seem to give FFB impacts relative to their size, very good! I need to try more FFB setting variations here, so far I've mostly been running ~2 or 3 for both FFB settings. I need to get access to a track with bumps too (vs just curbs), hopefully the ring will come back.
The more Major Physics Problems/incorrectness I've found so far:
1) Balance of RWD does not change properly when going from complete throttle lift to partial throttle. Doing this should add some rear grip, and help straighten/correct the car if the rear is mildly sliding, it doesn't seem to though. The issue of this not working correctly is more obvious on a mid engine car like the Evora. In real life a mid engine car will tend to experience a big shift of balance (to less oversteer/more understeer) when going from full lift to partial throttle due to the close distance of the CG to the rear wheels, compared to say a 50/50 weight RWD car. I feel like the reverse of this physics issue is also true, lifting mid corner does not seem change the balance towards more front grip the way it should, and at times causes the opposite to happen where it actually adds understeer. These physics issues were also present in GT6, however it is probably somehow tied to the next issue.
2) There is also a behind the scenes "driving aid"/physics incorrectness that will sometimes cause the front of a car to lose grip if the rear starts sliding a bit. This can be seen if you have a fairly balanced car, and you are in a long turn and you lift off the throttle and the rear starts to slide a bit, it basically takes the front with it rather than adding front grip from the weight shift and helping rotation like it should. Very noticeable/obvious on the Evora because it has a bit of oversteer by default. This effect is super frustrating. This is by far my biggest upset with the beta as it REALLY takes away from the driving experience for me. Others I've talked to have echoed similar feelings about it. I actually made a post on the official beta feedback forum just about this issue, but my guess is that won't change anything. Why not put this behind the scenes "driving aid" only on with the "Brake/Steering" driving assist, or with skid force recovery if it is included? There is also optional stability control for those who may want that help. Or make this aid only on for the controller users maybe?
3) I'm sure there are still other little behind the scenes "driving aids" happening too. In general the driving experience is more correct and generally much better than GT6, but is still a bit filtered, simplified, and less involved compared to what it could/should feel like, and compared to AC on PS4.
Proper tuning responses rely on proper physics modeling, past GT versions have been known to not respond to tuning properly in some ways. This is what I have found so far:
I have not seen much balance change from sway bar or spring changes. Seems like the can be used for fine tuning only. Need to investigate more though.
Camber seems to have a big impact on grip, much more than real life, much more than GT6. Luckily it at least changes grip in the correct direction when you change it. I have not tested the impact of excessive negative camber etc yet.
Rear toe, seems to mostly affect power lay down. You should be able to toe out the rear and have the car turn better from the affect of rear steering that it gives, but that only seems happen by a small amount on FWD the cars where you really need. I think it's just that there is not enough toe out range to really help FWD, because I certainly feel the rear steering on the more balanced cars when you have ~0.50 rear toe out. In real life rear toe out is often used to help a FWD or AWD car turn when class rules prohibit staggered wheel/tire sizes.
LSD change seems to give a response similar to GT6, its still a very good tuning knob. One issue I see, if you lower the accel setting enough to get inside wheels spin on the pavement, you should easily get wheel spin if only one drive wheel is in the grass, but you don't if you are going straight. This is another "driving aid" I'm guessing. The grass is very slippery here, as it should be. You get lots of wheel spin if both drive wheels are in the grass.
Dampers seem to work properly, affecting the balance change rate as they should, but again hard to tell for sure with the physics problems noted above getting in the way.
So what things are you all noticing with physics?
Maybe we'll also get a few others with real car experience that can add their thoughts too.
EDIT/Updates: I just drove the ring with the SLS for a hour. The LSD will spin 1 wheel when its up on, or partially on some curbs, if you have a low accel setting. Lots of bumps coming through the FFB here too (G29). Car gets loose even under mild throttle in places. Much more involved driving experience compared to Brands Hatch or Tokyo. Still feel the tire model is fairly decent (these were race hards).
More general observations, I now have 2 mid engine cars, the stock Evora and the Audi R8 LMS. Neither one feels like it puts down power better than the F/R cars in the game. GT6 had this same issue, like weight on the drive wheels doesn't translate to a higher peak force that the tire can generate
Also, like GT5 & GT6, all cars lose most of their acceleration ability while turning. This is way over done from how it should be but not a huge annoyance.
Tried the T300, I definitely like it more than the G29. Curbs feel great on it, the FFB gives a good sense of how big they are etc. But I haven't tried it on the ring so more testing is needed when the ring comes back. One downside is the ratio is slower than the G29, and the built in degrees of rotation setting it has does not change anything in the beta.
UPDATE: tried the T300 on the ring, its nice. If anyone is deciding on T300 vs G29 for this game I would definitely go T300. More details seem to come though on the FFB, feels much better around the center area too.
Willow springs real shows this odd physics thing I mentioned in #2 above. With RWD and AWD the long turns really show this bizzare effect where, if you lift in one of the long turns, you will usually push way off line, vs not lifting which keeps the car turning better. Its very strange, makes it harder to drive because you often can't tuck in the front by lifting.
Mar 5 Update: I originally posted here that I found the Gr. 4 GTR to feel very different between Arcade mode and Sport time trial at Brands Hatch. I've now tried this with a few other cars and see no difference in the 2 modes so maybe an odd thing with the GTR only. Needs a bit more investigation.[/URL]
Last edited by a moderator: