Online Offline Tuning Question

  • Thread starter Thread starter Smurfer
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Hi,

First of all, I would like to introduce myself - I am new to this forum, so I would like to say Hello to you all. I have been a GT fan from the PSOne days and have played just about every console or PC racing game that has been worthwhile playing over the years. I haven't however spent a lot of time with online racing over the years as I haven't found it to be very good in general, but I've recently setup a GT5 racing club at work and we race every week just for a bit of fun.

Over the past few weeks it has been noticed by a few of us that there are considerable differences between the online and offline handling characteristics, and after reading up on the subject there are loads of posts in relation to this and in regards to the differences, but I can’t seem to find the answers to all my questions.

I appreciate that this has probably been asked a million times, however I can’t find an answer to my specific questions so I’ve decided to take the plunge and ask this community. There are only 24 hours in any one day and although I could probably spend 23.5 of those hours driving GT5, I do need to spend some time sleeping and working. So after, sleep, work & life, I’m left with maybe 1.5 hours a day to do anything with GT5 and I’d rather not spend the majority of that time tuning cars twice – I find the whole concept of having to tune the same car for online and then again for offline to be infuriating. I know I can also copy tunes but that feels a bit like cheating in my eyes.

So my questions are:
1) Why is it possible for some tunes to work both online and offline and some not at all? I find this particular point quite baffling, and it leads me to the next question.​
2) Has anyone discovered specific differences between online/offline tuning that have a greater bearing on the handling characteristics of a car? (ie/ Do higher spring rates provide a better chance of having a single tune work for both, or maybe something else).​
3) Does anyone know why there are different physics models? It just doesn’t make any sense to me why this would be the case. If the concept is that the online racing is supposed to be more realistic, why would there be an arcade mode and simulation mode in the game at all. Has there ever been an answer from polyphony as to why?​

Sorry about all the questions, but if someone has some answers for me I’d be very grateful to hear them.

Thanks,

Kurt
 
Just tune online as most cars still work offline but not the other way around!

The physics model is pared back for bandwidth reasons I assume online, put high quality, 10 players maximum and disable mics for the best online experience.
 
Tune your car online with underspecced tyres.

Eg a racing car with SH etc.

You'll find the tune scales to offline and other tyres perfectly. Only difference will be gearing.
 
I only had problems with online vs offline with cars under 4600pp. I haven't checked to see if this is still true. I was having trouble getting heat in the tires for cars under 460pp online. The tires would stay dark blue for a whole lap around Nurburg. Offline, the tires appeared to warmup in practice mode. I've never had that problem with cars above 480 pp. I tune with the grip level set to real and tire wear on. I race in rooms with 12 players or less.
 
So my questions are:
1) Why is it possible for some tunes to work both online and offline and some not at all? I find this particular point quite baffling, and it leads me to the next question.​

Cars with higher overall grip and/or more neutral handling characteristics as in race cars tend to make the best crossover. Why I don't know, but probably because if a racecar for example has a grip level offline of 10 and online 8, that's smaller discrepancy of 4 to 2 with a nonracecar.


2) Has anyone discovered specific differences between online/offline tuning that have a greater bearing on the handling characteristics of a car? (ie/ Do higher spring rates provide a better chance of having a single tune work for both, or maybe something else).​

Less grip overall online and a narrower range of settings that work well online. Radical ride heights like +10/-35 on an FF car that may be great offline, will be undriveable online in most cases.
Offline I find cars tending towards understeer and online towards oversteer and tuning is often done to compensate for that.


3) Does anyone know why there are different physics models? It just doesn’t make any sense to me why this would be the case. If the concept is that the online racing is supposed to be more realistic, why would there be an arcade mode and simulation mode in the game at all. Has there ever been an answer from polyphony as to why?

No idea and I don't believe PD has ever said anything on the subject.

I can save you a lot of time and trouble by saying if you want to run online, tune online and it will work for both online and offline. That's the best solution for me, except for specific offline events like Time Trials or tuning competitions. Other than those I never run offline and always tune in my own Lounge. Forget about trying to find crossover cars that work well in both environments it's a waste of time.
 
Thanks a lot for your feedback guys - I really appreciate the time you have taken to answer my questions.

I will tune from my own private lounge from now, and maybe I'll now be a chance of not spinning wildly off the track unexpectedly. 👍

I'll also test a different room quality to see if that helps everyone else too.

Thanks!
 
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