A number of times people have said such things as:
"the more you tune a car the more flawed the physics in the game become"
I thought this would be a good place to discuss realism issues with the 'simulation' before putting something in the GT6 forum for suggestions đź’ˇ
-Roll centers of cars not modeled into the physics engine?
As a consequence tunes that don't correlate to reality are more successful then 'default' tunes. This should note be the case.
-Arbitrary numbers.
Example: ride height - you are given an arbitrary range in mm instead of being given the actual ride height of the car.
Anti roll bars fit into this issue in that you get a range of 1-7. In some ways this is ok because people don't want to spend too much time on tunes, so having settings is fine, however, in my experience 1-7 is not enough. If i change front or back anti roll bars by more then 1 'setting' away from each other the tune goes bad. (This is for 'neutral' tunes where ride height is equal front to back)
'GT5, the real driving simulator'
In its current state i'd like tuning in GT5 to Need for Speed III: Hot Pursuit (1998) tuning where you move sliders left and right for "stiffer"/"softer", "higher"/"lower" etc for tuning. This is disappointing because a lot of time can be spent tuning in GT5 and this is made worse by not knowing some basic factual information, such as, what the car's actual ride height is (according to GT5), and not having enough control over anti roll bars, and not seeing expected results from changes made in the setup/tune.
It is time wasting trying to guess what changes might be suitable for tuning because you don't have some of this simple information such as ride height.
In many ways it would be better if tuning in GT5 was just done with sliders because you could then spend more time driving and less time tuning.
There are many issues that could be improved upon, such as:
-impact of ballast on cars is too extreme (unless i'm adding the weight to the roof?)
-changing the roll centers (ride height Front:Back) of the car so that they are far away from each other (up/down) doesn't cause the car to become unstable. The experience here is "thy have moved the rear ride height down the car shalt now have +9 resistance to body roll; you have raised the front ride height thy shalt now have +15 steering response"
-Some light cars, such as the Caterham Seven Fireblade appear to be 'penalised' for being light, whereas, the Suzuki GSX-R/4 Concept '01 is great.
what would people like fixed in GT6?
"the more you tune a car the more flawed the physics in the game become"
I thought this would be a good place to discuss realism issues with the 'simulation' before putting something in the GT6 forum for suggestions đź’ˇ
-Roll centers of cars not modeled into the physics engine?
As a consequence tunes that don't correlate to reality are more successful then 'default' tunes. This should note be the case.
-Arbitrary numbers.
Example: ride height - you are given an arbitrary range in mm instead of being given the actual ride height of the car.
Anti roll bars fit into this issue in that you get a range of 1-7. In some ways this is ok because people don't want to spend too much time on tunes, so having settings is fine, however, in my experience 1-7 is not enough. If i change front or back anti roll bars by more then 1 'setting' away from each other the tune goes bad. (This is for 'neutral' tunes where ride height is equal front to back)
'GT5, the real driving simulator'
In its current state i'd like tuning in GT5 to Need for Speed III: Hot Pursuit (1998) tuning where you move sliders left and right for "stiffer"/"softer", "higher"/"lower" etc for tuning. This is disappointing because a lot of time can be spent tuning in GT5 and this is made worse by not knowing some basic factual information, such as, what the car's actual ride height is (according to GT5), and not having enough control over anti roll bars, and not seeing expected results from changes made in the setup/tune.
It is time wasting trying to guess what changes might be suitable for tuning because you don't have some of this simple information such as ride height.
In many ways it would be better if tuning in GT5 was just done with sliders because you could then spend more time driving and less time tuning.
There are many issues that could be improved upon, such as:
-impact of ballast on cars is too extreme (unless i'm adding the weight to the roof?)
-changing the roll centers (ride height Front:Back) of the car so that they are far away from each other (up/down) doesn't cause the car to become unstable. The experience here is "thy have moved the rear ride height down the car shalt now have +9 resistance to body roll; you have raised the front ride height thy shalt now have +15 steering response"
-Some light cars, such as the Caterham Seven Fireblade appear to be 'penalised' for being light, whereas, the Suzuki GSX-R/4 Concept '01 is great.
what would people like fixed in GT6?