Handbrake is binary. Rear brakes can be modulated. You want just the right amount of dive/load on the fronts and slip on the rear to turn into the corner. This is how you drive real cars, other racing sims and to a lesser extent pre-1.31 GT7. Now it's cartoonish old Gran Turismo physics again.If you want to lock the rear tires, wouldn’t you just pull the handbrake instead of setting the brake bias to rear? And if you want to see what happens when you lock the rears, then pull the handbrake. It often doesn’t end well…
I only heard the version "slow is smooth and smooth is fast" (I think it was driver61 on youtube?)There is a saying "smooth is fast" and "fast is smooth"
I read on different forums and boards that people usually use only 11-17nm of torque. Everything higher and they wrestle the wheel instead of the car/simulator...While I don’t necessarily disagree, it gets to the point that unless you have a full motion platform, VR and a 20nm wheel…
ABS Weak feels good to me and overall the physics are now massively better and much more realistic than before 1.31. Cars handle and feel more like in real life. In VR with a wheel everything just clicks and feels very accurate. Under braking and cornering you can now actually sense the weight transfer when it used to feel like nothing, like the car was "floating". This helps a lot when trail braking.Handbrake is binary. Rear brakes can be modulated. You want just the right amount of dive/load on the fronts and slip on the rear to turn into the corner. This is how you drive real cars, other racing sims and to a lesser extent pre-1.31 GT7. Now it's cartoonish old Gran Turismo physics again.
I talk about locking the rears completely to prove a point. If abusing the brakes without ABS doesn't even lock the rears, the rear brakes aren't working or the rear tyres have too much grip. This is not fun.
Fixing the throttle map and adjusting traction control was sufficient enough to fix the previous physics. What they did now is a massive overcorection and I honestly don't even feel like playing the game anymore.
Hmm, you may be onto something. I've been looking at the red portion of the braking bar. With ABS off and playing with the balance, the red section seems smaller than I remember previously. The proportion of red bar for full front or full rear bias seems unchanged, in that the full rear weakens the stronger front brakes giving about double the amount of red bar, vs if you set to full front bias.I wonder if each point on the brake bias adjustments now corresponds to a different percentage than before? It certainly feels like 5 to the back doesn't feel as far back as it used to.
I just wish it was an actual percentage you could choose from like in practically any other title.
I only heard the version "slow is smooth and smooth is fast" (I think it was driver61 on youtube?)
I read on different forums and boards that people usually use only 11-17nm of torque. Everything higher and they wrestle the wheel instead of the car/simulator...
Can't you see the Newton meters on the base OLED screen?I’m one of those try-hards-posers that run an alpha male 20nm base. I haven’t been able to find good information on how much force I’m actually using IG. My in game settings are as per recommended by Fanatec (5-1), but for gr.3 cars and below, I run the base at 100%. For gr.2 I run it at 90% (because the increased down force makes 100% too much), and for Gr.1/prototypes - I run about 80-85%, for the same reasons.
All of these different “percentages” that I run for high downforce cars, feel just as heavy, if not heavier than the “100%” that I run on the base for gt.3 cars.
Which brings me back to the original question. If 80% on Gr.1 cars feels exactly the same - if not heavier than 100% on GT3 cars…. Then how many NM am I actually running at 100% on said GT3 cars?
Regardless, the wheel does beat you up a bit running heavy torque like that, but I do notice that I sacrifice detail (and realism to an extent 🙄), if I run lower torque values than that.
Maybe @super_gt can shed some light?
Yeah that's the key difference I find from the other sims I use. I ran a really aggressive setup at a Monza race on ACC last week, and had the brake bias nearly at 50% so quite far back (Audi R8 Evo), and braking for T1 at the absolute latest point had the car shaking as the abs worked on keeping the rear stable whilst I was slamming the pedal. It was fast though as it wasn't bad enough to unsettle the car so I had a nice pointy front end for the corners.There is an annoying hidden assistant that prevents the rear tires from locking even with ABS Off.
I've also really enjoyed the way that cars drive on intermediate and wet tyres. If you watch a lot of onboards of GT cars etc driving in the wet, you can see that the drivers are able to put in a lot of lock and to try and induce understeer. This style often works well in those conditions as you're keeping the rear more in check and the stability helps build confidence in the tricky weather. This is completely possible to recreate within GT7 and it's actually quite rewarding to adapt your technique to the conditions.The more I play the better I like the physics. The tyre wear of RI and Wets when on a dry track is great you sometimes have to search out the wet bits of track to cool them down to extend their life,also the loss of adhesion in the wet on RH,RM,R/S is a lot more realistic. I think the biggest plus is the increased stability under hard braking,pre update some cars were just undriveable due to the crazy weaving,I just hope they don’t change it and bugger up the whole game.
Judging by what I saw the last time I played it few days ago it seems that it's much improved since launch and that is getting closer up to Assetto Corsa standards, even though it would still need some degree of improvement to get there. Altough as I said, it is not too far from it.July 2023 question. As of this latest updated (1.35), how would you compare GT7's physics with other leading simracing titles like Assetto Corsa on PC? Does GT7 match it? Or still lags in the physics department?
Not comparing against ACC new ver 1.9 but beforehand, as I have yet to try the new ACC update on console. With that caveat said, I’d say the physics in GT 7 have come a step or 2 closer to realism with the last big physics update.Anyone playing both regularly and could comment?
I've spoken at length about the similarities between GT7 and ACC and the short story is that they're fairly close in terms of overall feel. However as a controller user, GT7 is more enjoyable as it has a better connection to the road and the car compared to ACC. That game can lack a bit of feel but that's more a result of it not really being optimised for the controller. Despite this, ACC most definitely has the better tyre model as it exhibits heating, cooling and deformation properties with a lot more realism. GT7 isn't there yet but the way the cars pitch and yaw is pretty much the same. Driving on the limit is easier with GT7 as it doesn't require as much finesse as ACC demands.Anyone playing both regularly and could comment?
GT7 is closing the gap but is still a ways off. ACC is so much more communicative through the wheel compared to GT7, even with the recent improvements.July 2023 question. As of this latest updated (1.35), how would you compare GT7's physics with other leading simracing titles like Assetto Corsa on PC? Does GT7 match it? Or still lags in the physics department?