Is the Tuning in GT3 realistic?

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Race Idiot

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Well to tell you the truth, I understand the basic workings of a car. But I haven't got a clue when it comes to modifying cars and I don't intend to start on my 1982 ford escort. So what I do understand is that fitting certain parts to a car will change its performance (yes that is very basic). Although I am pretty sure that you can’t just stick a huge turbocharger to a car’s engine without doing anything else to it, yet in the game this is possible. Also I’m sure some of the parts cannot be bought buy from the official manufacturers tuner (trd, sti etc), I was reading through www.rallycars.com and in most of the cars gearboxes were supplied by another manufacturer (X-trac, hewland) also suspension and brakes did not seem to be supplied by the manufacturer, whereas in GT they are. So does this mean that allot of the modifications in the game aren’t real?

Well of course the racing car modifications aren’t real but I’m not taking them into account, because they shouldn’t have been introduced in the first place.

So can I get some of you Irl car nuts explaining this to your local idiot?
 
The answer to your question is a definite sort of.

GT3 tuning has been simplified dramatically, and also the effects have been magnified - particularly in the horespower realm. The power numbers are wildly inflated. Yes, you can build a 1000-hp Skyline in real life. But that engine would cost twice as much as you paid for the rest of the car, and it would be built to such a fine edge of tolerance that it would be nearly useless as a streetable car, and it would likely need to be replaced on a regular basis - particularly when driven in sustained road racing conditions.

The suspension modifications are a little more realistic, but again simplified somewhat. Suspension changes are fairly easy to make, physically; but the engineering behind them is incredibly complicated. So the effects are simplified for game purposes to ignore these differences and make the interface more understandable.

For instance, the Neon ACR and the new Civic Si are fairly comparable. When putting competition springs on the Neon, the typical rates are in the range of 200-300 in/lbs. For the Si, they can be upwards of 500 in/lbs. This seems like a big difference, and would be hard to understand consistently in the game. But differences in the suspension design mean that the Civic's springs are actually located farther inboard than the Neon's, meaning they don't have as much leverage to work. Consequently the wheel rates of the two cars are quite similar. This kind of subtle difference is sort of smoothed over for game purposes.

As a sim, it is not perfect, but it is pretty much the best out there. It's good enough that my favorite amateur racing magazine recommends GT3 with a wheel and pedals as a good way to stay in practice over the off-season.
 
Well I can understand making the game's set-up procedure a little simpler, because it is aimed at the console audience. I still don't understand why all the modifications to the car are under one company.

Maybe it would have been a better idea to have different overall levels of tune?
 
They did it that way because those aftermarket companies are the factory-endorsed modifiers. For instance, Chrylser has a performance subsidiary called Mopar Performance, which is a separate company but with access to Chrysler engineers and with Chrysler support. That doesn't stop companies like Knight Engineering, Kirk Racing Products, AF/X Manufacturing, AEM, or others from developing parts for Chrysler cars. Those companies are doing it as privateers, so to speak, and without official support from the parent company.

With the licensing and legal issues involved in GT3, it only makes sense for PD to stick with the 'home team' performance folks from the companies they are already involved with.
 
Yeah I understand that, but say you were modifying a car in real life you would have the choice to choose to go with the manufacturers recommended tuner or a different one. Allot of the sponsors in gt are by tuner companys anyway, so i'm sure they would have no problems colaborating. Well I can understand not doing that, but you don't even get a choice in tyre manufacturer.
 
i find that is pretty realistic but i find i can be more they could of done a better job on the tuning like making the car lower when you reduce the ride height ...But it's good as it is .. :)
 
with some, not all, of the setups ive seen from the real fast guys there is no way that sort of thing could work in R/L
 
I would like to see a difference when you adjust the ride height...and an option to choose tire size, as well as compound.
 
It's oversimplified for the 'no idea about cars' crowd. If we had a petrol head game that you had a choice of which suspension company you went with etc, etc.., I'd buy it.
 
But you'd still buy GT3 anyway? I wouldn't mind if Polyphony just simplified one and called it "Gran Turismo 4: Simplified" and then have "Gran Turismo 4: Technical".
 
Originally posted by Cobraboy
It's oversimplified for the 'no idea about cars' crowd. If we had a petrol head game that you had a choice of which suspension company you went with etc, etc.., I'd buy it.
Yeah, me 2, they should make the game more technical!
It would be nice if we could choose between a GReddy or HKS turbo... a single one or twin-turbo etc...

And for the ones who don't know anything about cars (technical aspects of a car) they'll have to learn some basic things!
 
You should be able to vary the camber and toe of individual wheels. there should also be a program that can recommend settings.
 
We want more mods, mods from different suppliers, individual settings per wheel, tire pressures and tire temps.

I dont think it's gonna happen. Most GT3 buyers (and I know this doesn't apply to most GTP members) are not interested in this stuff. You have to remember that serious GT3 addicts are the minority.

But we can dream....
 
ok 1- cant u actually put a stage 4 turbo in any type of car?? i think u can
2-i dont think they should have technical or easy i think they juz should slowly work on getting more parts but only put like 3 more in each game
3-no tire pressure thing cuz if u had less it would turn better but go slower and if had too much air would go fast but not turn as well an it would also wreck tires faster if not the right way i think tires are fine juz add more if there is more
4- we need rally style rally races i mean goin 1 place to another in dif types of conditions (snow, rain, ice, mud, etc)
5- juz thought of maybe like engine over heats or breakdowns like if u keep it floored too long the engine over heats so that way the rubber band trick wont work with the escudo(maybe a heat therm. in the corner of the screen) now breakdowns lets see how bout like if u ramp like in trail mountain you could break your suspention or break somtin in engine of if u hit a wall gion faster than like 100 say your engine stalls for like 5 secs

tell me what you think about my simple ideas
 
I agree to a certain extent... I think each part yo ubuy should have a life. Like the suspension lasts for 3 game months before having to be upgraded. A Stage 4 turbo lasts approx 100 laps before it needs to be upgraded. Simple stuff like that would make the game better IMO.
 
thats not what i said cobra loli mean if u hit like a wall somtin pops out of place and doesnt work or u get air and land like not close to on all 4s
 

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