Notable matter for tuners (regarding 2.08).

  • Thread starter Thread starter C-ZETA
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I can do everything again, every car one by one, but the evolution of the physics and the pleasure to play the game must come together, if not i'll look another one.
I'm downloading at this moment IRACING, i've payed for 1 month just to check all the good things people are talking about it.

Wait and see.:)

><(((((°>°°°°°°°°°°°°°°°°

I think you'll enjoy iRACING Praiano. The only drawback is that it is expensive but well woth it in my opinion. I had to give it up after my accident as I know longer could afford it. I miss it immensely tho. You won't be disappointed my friend.
 
So first word I've heard from Roj is that his NSX has a bit more rear grip (probably due to the aero changes) but otherwise acts the same as it did.

Anyone want to do some testing for me? You'll need SSRX, a FWD car, a RWD car, and an AWD car; I want to see if drag tuning has changed how I expect, if at all, and based on those results I want to see if something I think should work actually does.
 
So first word I've heard from Roj is that his NSX has a bit more rear grip (probably due to the aero changes) but otherwise acts the same as it did.

Anyone want to do some testing for me? You'll need SSRX, a FWD car, a RWD car, and an AWD car; I want to see if drag tuning has changed how I expect, if at all, and based on those results I want to see if something I think should work actually does.

Tested a mostly stock GT-R SpecV right before, Just updated and I'll see what's what. Will post update in a couple of minutes. I'll also give top speed testing a go.
 
Big thanks to Polyphony for both documenting the physics change and giving us advanced warning about it. A great improvement.

I saw a lot of generalities as usual without any clear explainations as to what the changes mean in specific terms. PD really needs to work on their communications skill, they are horrible.

So first word I've heard from Roj is that his NSX has a bit more rear grip (probably due to the aero changes) but otherwise acts the same as it did.

Anyone want to do some testing for me? You'll need SSRX, a FWD car, a RWD car, and an AWD car; I want to see if drag tuning has changed how I expect, if at all, and based on those results I want to see if something I think should work actually does.

Some testing has already been done in this regard and top speeds are definitely affected much more by aero from what I've read.
 
2.07 to 2.08 Comparison ~~~~~~~~ Enjoy

GT-R SpecV Full Aero (-20/40 Ride Height)

2.07 - 2.08

9.376 - 9.387---------(1/4 Mile)
23.517 - 23.623-------(1 Mile)
2.061 - 2.061---------(0-60)
4.296 - 4.304---------(0-100)
1.81G - 1.81G---------(G-Force)

Top Speed: R8 Race Car 01 (Typical Top Speed Settings)

2.07 - 2.08

291.9 MPH - 297.3
 
2.07 to 2.08 Comparison ~~~~~~~~ Enjoy

GT-R SpecV Full Aero (-20/40 Ride Height)

2.07 - 2.08

9.376 - 9.387---------(1/4 Mile)
23.517 - 23.623-------(1 Mile)
2.061 - 2.061---------(0-60)
4.296 - 4.304---------(0-100)
1.81G - 1.81G---------(G-Force)

Hmm, so traction based on ride height hasn't actually changed any, as evidenced by identical 0-60 times.

Could you flip the ride height on your Spec V and let me know what it runs? (max/min)

Top Speed: R8 Race Car 01 (Typical Top Speed Settings)

2.07 - 2.08

291.9 MPH - 297.3

And downforce has increased for a given setting, not just drag.
 
Conventional Top Speed Setups have improved dramatically...Holy smokes. For comparison I just took out the fastest LMP - Toyota GT-ONE. Prior to 2.08 my personal best was 307.7 and that was with a banked run. I just did a line to line and hit 313.9 and was constantly bouncing off the rev limiter.


@RJ - As you requested. Max/Min gave a faster 1 Mile time.

9.427
23.604
2.113
4.354
1.69G

2.07 - 2.08 (Min/Max) - 2.08 (Max/Min)

9.376 - 9.387 - 9.427----------(1/4 Mile)
23.517 - 23.623 - 23.604-------(1 Mile)
2.061 - 2.061 - 2.113-----------(0-60)
4.296 - 4.304 - 4.354----------(0-100)
1.81G - 1.81G - 1.69G----------(G-Force)
 
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I'll be able to test some 2.07 settings in an hour or so, if you want to post or PM them.

I wanted to test the ride height split thing specifically, so having someone's settings that actually knows what they're doing for top speed runs would be, er, handy.

I'll also happily test max/max vs min/min for yucks, just to make sure nothing's changed.

(Sharing won't work, since I won't be able to go online)
 
I'll be able to test some 2.07 settings in an hour or so, if you want to post or PM them.

I wanted to test the ride height split thing specifically, so having someone's settings that actually knows what they're doing for top speed runs would be, er, handy.

I'll also happily test max/max vs min/min for yucks, just to make sure nothing's changed.

You don't have to test Top Speed I think. Personally I have at least 5 cars I have tested 2.07 and have retained settings. It seems for Top Speed, 2.08 is faster (Using a conventional setup). I'm sure people in the Top Speed Thread also have a bunch of cars with saved settings from 2.07.
 
You don't have to test Top Speed I think. Personally I have at least 5 cars I have tested 2.07 and have retained settings. It seems for Top Speed, 2.08 is faster (Using a conventional setup). I'm sure people in the Top Speed Thread also have a bunch of cars with saved settings from 2.07.

So the basic drag coefficient has changed, but there's seemingly no change in the way RH affects it?

If Ride Height was inverted by the patch, any lift/drag effects should show up there too, but I suppose it's possible it's separated out to only affect wings/adjustable DF.
 
So the basic drag coefficient has changed, but there's seemingly no change in the way RH affects it?

If Ride Height was inverted by the patch, any lift/drag effects should show up there too, but I suppose it's possible it's separated out to only affect wings/adjustable DF.

Well we've verified that downforce has gotten stronger for a given numeric value (not just an increase in drag), as verified by the top speed setups (max/min ride height, soft rear springs, soft front if zero front downforce, stiff if >0, min/max downforce) getting faster (this is the "wheelie glitch" from GT3/4 in effect) and that ride height has the same effect on traction as it did pre-update.

My bet is that ride height's effect on lateral grip has changed, but longitudinal hasn't. It's also obvious that the aero glitches still exist (though apparently GT isn't the only game to have done it; certain versions of VHR had nose-up setups resulting in much, much faster lap times) though max/min time trial setups may become much less common on twisty courses as they'll understeer like pigs if they've "fixed" the lateral grip side.
 
I know it's not one of the two issues that C-ZETA opened with but did anyone notice this as part of the update:

"Lessened an issue where the tires and car would jump violently when going over angled bumps on road surfaces or sharp cornerstones."

I had an issue with light cars front wheels bouncing when rounding a loop like on Cape Ring or Autumn Ring. It was most noticeable on my Caterham. I wonder if this fixed the problem? Doubt it. I'll check.

Any thoughts on this improvement?
 
I had an issue with light cars front wheels bouncing when rounding a loop like on Cape Ring or Autumn Ring. It was most noticeable on my Caterham. I wonder if this fixed the problem? Doubt it. I'll check.
Any thoughts on this improvement?
I found this issue with the Caterham and other similar cars...it was very frustrating. If they have fixed the issue then those types of cars might appear on TT leader boards?
 
You don't have to test Top Speed I think. Personally I have at least 5 cars I have tested 2.07 and have retained settings. It seems for Top Speed, 2.08 is faster (Using a conventional setup). I'm sure people in the Top Speed Thread also have a bunch of cars with saved settings from 2.07.

Damn, all that work we put in over the last few months and now pretty much every record needs to be rewritten. (or at least rechecked) I have a huge amount of work to do now!
 
Forget the Toyota, I expect the X1's are now capable of warp speed!

Gotta retry my Bentley and Audi LMP's to find out exactly how much work I have, followed by the Sl600 and a few other roadies.
 
After a quick lap with my Zonda R the ride height change doesn't seem to change much. I run the Zonda with a nose down setup (not max difference, only a few points), so I was curious if I would have to redo much of the tune. It doesn't seem so, everything like it should be.

The aero change is notable though. The car has downforce a few points above minimum. After 2.08 it had 1 PP more. Even when using more limiter to get it below 600 again the topspeed is much increased.
 
Damn, all that work we put in over the last few months and now pretty much every record needs to be rewritten. (or at least rechecked) I have a huge amount of work to do now!

Exactly...

Know where you're coming from, as do alot of others I know.. Quite a few people have got alot of possible checking (and potential correction) to do - whether they be drivers, tuners or organisors..

👎 :banghead:

BUT:

1) If this is finally "right" and this is the last 'physics' change or corection Polyphony are gonna do (that affect setups), then OK.. 👍

or

2) If it means endurance races are going to feel more like endurance races, rather than changing (soft) tyres every few laps, then also - OK 👍

Fingers crossed that finally they got it 'right'...
 
Ok, a few quick speedtest runs revealed the following:

Road cars (Without wing) - Not so much affected, although when using the exact same shift patterns will gain top speed earlier with the "head up, rear down" method than either "flat" or 0/lowest ride heights

Redbull - Massively lower top speed, regardless of wing angles. Rather comical, but the addition of ballast still yeilds a higher top speed than the basic weight reduced car. Got a rather low 340ish mph top speed, booooo!

LMP - HUGE top speed gains. My Bentley gained a full 10mph over it's 2.07 record without changing anything. The one thing I didn't do was drop the rear downforce off, but I did for the GT One and was giggling like a schoolgirl getting her first Barbie doll. I went from a 305.7mph to 315.7mph with the same setup as 2.07. (maxed wing, head up setting etc)
Then I dropped the rear aero off and had to retune the final drive ratio as it bounced the redline at 320, and suddenly I'm hitting 334.5mph!
So my 800something bhp Toyota is, as near as makes no difference, as fast as my Redbull?! Or to put it another way, my Redbull is wasting 800ish horsepower and is now as slow as my Toyota? Makes no logical sense to me!

I haven't checked anything else yet but if this trend follows suit across the rest of the race modified cars I shall be a very busy, but happy, bunny.
 
Just had a friend message re tyre wear.

Indy (oval) NASCAR was around 10(ish - depending on setup / driving style) laps on softs, he's now just got 30 (THIRTY) laps from his softs.

Before, we'd get around 12-15 laps on hards (again, depending on variables).

We'll be doing long races tonight (20+ laps of different tracks in 600pp Touring cars on HARDS & MEDIUMS) so we can compare tyre wear on longer races, but it's looking good so far..

:D
 
PD says, foggy way: Adjusted the changes in control characteristic when altering vehicle height from standard height. (Vehicle height can be changed by adjusting ride height, either by installing a suspension kit or adjusting a full customizable suspension kit.)


More clearly explained: Adjusted the changes in TURNED OFF the control characteristic when altering vehicle height from standard height OFFLINE. (Vehicle height can be changed by adjusting ride height, either by installing a suspension kit or adjusting a full customizable suspension kit.)

It continue the same ONLINE
MAX FRONT / MIN REAR = MORE OVERSTEER
MIN FRONT / MAX REAR = MORE UNDERSTEER


To resume, you don't have anymore the RH glitch alternative OFFLINE to make your favorite FF car turn better.
ONLINE continue the same.

That's all folks !! For the rest i did not check but it will not change radically any grip settings anyway, just can make it better with more front grip in the case of front spoiler on a road car.


><(((((°>°°°°°°°°°°°°°°°
 
To me the Downforce feels more noticeable in the turns too now than before as well as the drag... might just be me though :lol:
 
I raced online with my usual Nascar Indy setup. It has full downforce and I have lost 5 mph on the straights. I normally run 212mph and now I'm only hitting 207mph.
 
I have only drive one car on one track so take this feedback for what it's worth (not enough testing). I was tuning a Shelby Cobra at Moraco for the next FITT challenge for a couple of hours right before the 2.08 download. I had gotten the car pretty well done with ride heights around -5/-7. I stopped tuning, did the download then went right back to the track to see the difference.

There wasn't much difference in this car at this track. I detected a little less front grip and could not quite keep up with my ghost replay from 2.07. I did test 0/0, slam ride height to -25/-25, -20/-20, -15/-15, -10/-10, 0/0, +10/+10 then some splits. I need to do a more scientific job of this, but in general, the car seemed to have more of a sweet spot than before. Too low and it got more slidy, but still did not bottom out on the tire load indicator. Too high and noticed a loss of grip.

As for splits, I tried Praiano's tune with +30/-20 and it seemed to push more than before the update, but I did not have a ghost saved for direct comparison.

With my car, I ended up -13/-7. Higher rear brought back the missing front grip from 2.07 to 2.08.

Much, much more testing needs to happen.
 
I was driving this tune online:https://www.gtplanet.net/forum/showthread.php?p=5542639#post5542639

It is terrible online! Undriveable! You spin out in every fast corner. But only online....


I must say the after fixing the ride height the car felt absolutely great.
Changing online from +10/-20 to -15/-14 was like driving offline with +10/-20 (from what I can remember, based on how the car originally drove back in the shootout time).

Everything apart from ride height seems to work the same way on and offline though. Just with the side note that negative rear toe can be very dangerous online.



Front up, rear down is undriveable online, as far as I could see with my tests.

---
@MCH
You tested offline?
 
I did test 0/0, slam ride height to -25/-25, -20/-20, -15/-15, -10/-10, 0/0, +10/+10 then some splits. I need to do a more scientific job of this, but in general, the car seemed to have more of a sweet spot than before. Too low and it got more slidy, but still did not bottom out on the tire load indicator. Too high and noticed a loss of grip.

I plan to start doing some testing in a similar manner and maybe contribute something back to the forum here. :) I am breaking in 3 cars, 1 for each drivetrain, and plan to test RH and DF incrementally in the speed tests and on a short track somewhere. Hoping to start tonight but we'll see how it goes.
 
I was driving this tune online:https://www.gtplanet.net/forum/showthread.php?p=5542639#post5542639

It is terrible online! Undriveable! You spin out in every fast corner. But only online....


I must say the after fixing the ride height the car felt absolutely great.
Changing online from +10/-20 to -15/-14 was like driving offline with +10/-20 (from what I can remember, based on how the car originally drove back in the shootout time).

Everything apart from ride height seems to work the same way on and offline though. Just with the side note that negative rear toe can be very dangerous online.



Front up, rear down is undriveable online, as far as I could see with my tests.

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@MCH
You tested offline?
That's exactly what I would have expected at any point in time for that tune online.
It oversteered a bit offline, with a huge ride height difference, aka - slammed rear, which means the oversteer online would be catastrophic.
Judging by you saying it still is, it doesn't sound like they changed much to me.
 
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