the understeer is killing me !!

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hey guys
i want a way to get rid of the crazy understeer :nervous:
but i want it to work on almost all cars :indiff:
is it possible
best regards :)
 
Edit: Never mind.
 
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Try lowering the front ride height more than the rear to get more weight over the front tyres. Also try some toe out on the front tyres.


One flaw I have noticed with GT5p is in the way the cars handle, especially on low grip tyres. You get horrid understeer on entry and huge amounts of oversteer on exit, even with 5% throttle on the slightest of bends it wallows all over the place. It's way over exaggerated especially in that F40 TT on eiger at the moment (I've never driven a real F40 tho). In my motorsport circles we call this pig wallow and if your car behaved like this in real life you would be furious with how it's setup. Just a gripe I have with GT5p physics.
 
Try lowering the front ride height more than the rear to get more weight over the front tyres. Also try some toe out on the front tyres.


One flaw I have noticed with GT5p is in the way the cars handle, especially on low grip tyres. You get horrid understeer on entry and huge amounts of oversteer on exit, even with 5% throttle on the slightest of bends it wallows all over the place. It's way over exaggerated especially in that F40 TT on eiger at the moment (I've never driven a real F40 tho). In my motorsport circles we call this pig wallow and if your car behaved like this in real life you would be furious with how it's setup. Just a gripe I have with GT5p physics.

👍 I like that.
 
just a gripe I have with GT5p physics.

My complaint about GT5p physics is that it still allow people driving the car like "drifting" and have good times (eventually best times) on track, this is not realistic, because when you approach turns with a lot of oversteer, in real life the speed goes down.. and after 6 or 7 laps at suzuka your rear tyres will explode. I really hope they fix this physic bug in GT5.
 
My complaint about GT5p physics is that it still allow people driving the car like "drifting" and have good times (eventually best times) on track, this is not realistic, because when you approach turns with a lot of oversteer, in real life the speed goes down.. and after 6 or 7 laps at suzuka your rear tyres will explode. I really hope they fix this physic bug in GT5.

That is standard physics. You can't dorifto and win in pro.
 
I must admit, I tried it once (pro events online are lonely). Then, when I saw the entire field basically drifting the Daytona oval, at over 200 mph, I logged out as quickly as possible.
 
That is standard physics. You can't dorifto and win in pro.

unfortunantely yes you can, at high speed ring 600pp with gt-r 1.14.8xx while drifting and 1.15.4xx without drifting. They HAVE to fix this thing. Drift is cool in drifting event, but drifting in race = arcade. Gran Turismo don't want to be arcade so they must find a solution. (I hope they already found it with the new GT5 physic) I really hope that
 
That's news to me. Especially since I've never seen anyone win Daytona in Pro by drifting. If it were possible, the Time Trial leaderboards would be full of pro physics drift replays.
 
That's news to me. Especially since I've never seen anyone win Daytona in Pro by drifting. If it were possible, the Time Trial leaderboards would be full of pro physics drift replays.

at high speed ring in time trials, there is another bug.. some of them crash into the wall at the last turn and didn't get the penalization.. (f340 pro physic in time trial mode)
 
Okay... looked it up... I found it... yes... I did read about the GT-R drift bug before... but that's just one car. It doesn't happen with everything else (the Subaru bug is an entirely different thing).

The last turn crash isn't a physics thing... it's simply a penalties thing... that barrier is probably not zoned as a penalty area or, if you're hitting it just right, it doesn't count as a penalty due to some quirk of angle/speed/clipping/whatever.
 
Okay... looked it up... I found it... yes... I did read about the GT-R drift bug before... but that's just one car. It doesn't happen with everything else (the Subaru bug is an entirely different thing).

The last turn crash isn't a physics thing... it's simply a penalties thing... that barrier is probably not zoned as a penalty area or, if you're hitting it just right, it doesn't count as a penalty due to some quirk of angle/speed/clipping/whatever.

Yes GT-R have some drift bugs. I found a similar problem at Fuji Speedway F, some users approach the turn 3 (a long right turn) in drifting at high speed. I think it's a strange bug because GT-R is one of the Yamauchi's favourites. I hope they fix this in GT5 and I hope GT-R will be slower than Ferrari 458 and Lamborghini Gallardo SV. GT-R is a great car but in my opinion they increase the performance too much.
 
Yes GT-R have some drift bugs. I found a similar problem at Fuji Speedway F, some users approach the turn 3 (a long right turn) in drifting at high speed. I think it's a strange bug because GT-R is one of the Yamauchi's favourites. I hope they fix this in GT5 and I hope GT-R will be slower than Ferrari 458 and Lamborghini Gallardo SV. GT-R is a great car but in my opinion they increase the performance too much.

That last part has been discussed to death. The GT-R has been shown in real life to be faster around the racetrack than the other cars in the same class that are in GT5Prologue (in real life, the GT-R is faster than the F430 and F599 around a racetrack... though slower than the F430 Scuderia... which isn't in the game)... which is reflected properly in the game and exacerbated by the fact that the heavy GT-R gets additional handicap bonuses from the PP system. The big difference is that since it's AWD, it's much easier to handle than twitchy rear-wheel drive cars that are in the same class. If we will see 550-600 hp AWD Lamborghinis in the game, they will likely be faster than the GT-R.
 
(in real life, the GT-R is faster than the F430 and F599 around a racetrack... though slower than the F430 Scuderia... which isn't in the game).

That would vary track by track.
 
All the Gran turismo games have been quite understeery feeling. I never realised how much until i had got Rfactor, played that for a bit and then went back to gran turismo, to realise that i just couldn't drive the cars anymore due to the huge understeer.

That said i love Gran turismo games, and played them fine for years, having got used to the physics with nothing else at the same quality to compare it to until recently, but i do hope that they fix it for GT5. Its hard to fix the issue with setup without screwing up the car in other ways, since the physics are naturally that way, rather than it being a car to car setup thing.
 
^^ I agree. Car manufacturers build their cars with understeer as a safety measure but it can't be tuned out effectively because it's a physics issue. Even the race cars have it.
 
It's kind of difficult to compare GT5P to Rfactor, since Rfactor's cars are fictitious.

I've never found understeer to be a problem. Having driven cars very hard in real life, I'm used to it. Everything understeers. The only difference is: some cars start to oversteer first... :lol: Even on cars that are reputed to be very neutral, you still have to work your way around the front end push when cornering at high speed, not unless you're actively trail-braking or flicking it.

What's depressing in GT4 is the difficulty in tuning it out due to limitations in tuning (tire pressure, tire staggering) and the quirky low speed physics (lack of tire lift without banging off of curbs... the lack of tire skipping when you stiffen up the rear). The fundamental physics issues were somewhat sorted out in GT5P, and things were even better in GT5 TT... I'm hoping GT5 itself will finally allow us to lift wheels, as well. And I hope they address the tire modelling issue, too.

That would vary track by track.

Knock yourself out:
F430 Lap Times
Nissan GT-R Lap Times

While the vagaries of day-to-day differences and driver-to-driver differences make an absolute comparison impossible in terms of lap times taken on different days, the trend is clear: the stock GT-R is a few seconds quicker than the F430 around any track. Now if the difference were just a single second per track, it'd be arguable... but it's between two to four seconds at various tracks. In head-to-head comparisons, the same results show through... GT-R = faster.

In the only head-to-head I've read for the GT-R and the standard F599, the GT-R was also faster. But the F599's problems in GT5P were of a different sort... poor throttle mapping made it too difficult to drive.

Note: the F430 Scuderia has been reported to be faster than the GT-R... and the 599XX is undoubtedly so. But those cars are obviously not in GT5P.
 
With all due respect, only the original cars that came with the first version of Rfactor are "Ficticious", and even in that case they were modeled on real cars just without the licences. Later updates included cars such as the panoz esperante, Bmw Sauber F1 car, not to mention the hundreds of profesionally modeled/developed third-party mod cars (Which go alot further in using the physics model, and realism than the original cars).

Point being, many people consider the GTR2, Rfactor, Live For Speed, Iracing sims to be alot more realistic than the current brand of GT games we have, and i have to agree that to me it does feel more real, the tires have a more rubber grip to them, when cars understeer its usually because you're driving too fast, or in the wrong gear. When i go back to GT4 it always seems like you have to really compensate for a lot of understeer to drive the cars. When i tried other games, the sims especially i found myself steering into walls/offtrack alot due to how much i had learned to compensate for the understeer in GT4 for all those years.


The Zonda road car suffered badly from it, though with good setup and some time learning to drive it, it was probably the fastest road car in its power range around monaco, but that said it was always a battle against the understeer.


I cant actually speak personally for GT5P, but from what ive heard from other people its similar to GT4 with its issues.



Edit 2: Perfect example just occured to me, a lot of the time in GT you are able to basicly "Full lock" the steering wheel/gamepad through corners, and when driving fast laps it would almost be the norm around a lot of corners, where as in a real car, or above mentioned sims you would have to balance the steering at the right angle/turning point/pressure. Doing a full lock would cause the car to spin off or slide due to the forces you're putting through the tires with the turning direction.

Im not sure if its to do with a speed sensitive steering, but it causes the cars to be very understeery, and you end up mashing the steering a lot to compensate.
 
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With all due respect, only the original cars that came with the first version of Rfactor are "Ficticious", and even in that case they were modeled on real cars just without the licences. Later updates included cars such as the panoz esperante, Bmw Sauber F1 car, not to mention the hundreds of profesionally modeled/developed third-party mod cars (Which go alot further in using the physics model, and realism than the original cars).

Point being, many people consider the GTR2, Rfactor, Live For Speed, Iracing sims to be alot more realistic than the current brand of GT games we have, and i have to agree that to me it does feel more real, the tires have a more rubber grip to them, when cars understeer its usually because you're driving too fast, or in the wrong gear. When i go back to GT4 it always seems like you have to really compensate for a lot of understeer to drive the cars. When i tried other games, the sims especially i found myself steering into walls/offtrack alot due to how much i had learned to compensate for the understeer in GT4 for all those years.


The Zonda road car suffered badly from it, though with good setup and some time learning to drive it, it was probably the fastest road car in its power range around monaco, but that said it was always a battle against the understeer.


I cant actually speak personally for GT5P, but from what ive heard from other people its similar to GT4 with its issues.

Ah. GT4 was really understeer heaven... but some of us are of the opinion that it was due to a lack of detail in oversteer physics to balance out the understeer (which seemd to occur at the right amount of lateral G and at the right speeds, according to the testing done by other members). This can be seen in the low speed physics issues... lack of donuts, impossibility of handbrake turns. Didn't really matter much to those of us who raced "clean" (slow in, fast out), but it was a big issue for many.

GT5P still has understeer, yes, but this is better balanced by oversteer dynamics. Still not perfect. Tire models are still sketchy and not even as detailed as NFS Shift (which is basically an arcade version of a PC racer). But much better and much more natural feeling.
 
But dont get me wrong, i loved GT4 and the way it plays. I played it almost religiously for years, everything was compared on a meter scale with GT4 at the top in my eyes, for a long time. I have completed it 100%, with golds in all the licences and considered myself pretty handy at the game, thinking myself a really good racer. But i moved to the PC sims that the purists were raving about, as they bashed my favourite game as an "Arcade racer". But when i played the PC sims i had a shock of a lifetime, completely different, alot more difficult. But i have grown to love them now too.

Alot of my Gran turismo driving gave me bad habbits when playing the Pc Sims and i found myself having to relearn how to drive, the lack of ABS was alien to me, as was having to "blip" on downshifts to stop cars spinning.

I still love the GT series and i will be buying a PS3 specifically for GT5 (and recently got a G27 for GT5) but i just hope they can take the good things from the current GT series games, with the good things that other simulation racing games have developed to give us a very playable but more advanced and realistic GT5.
 
We can always hope. I don't think that we can ever expect PC racer levels of sim-like realism on a console game... but if it looks right, feels right and is fun enough, I think "suspension of disbelief" is achievable. 👍
 
The best way to fix understeer is to fix the driver. Literally 50% of drivers who complain of understeer can change their line, braking, throttle, etc. to suite that car and corner and eliminate the problem.

In real life, an understeering car typically gets the rear end stiffened up some.
 
The best way to fix understeer is to fix the driver. Literally 50% of drivers who complain of understeer can change their line, braking, throttle, etc. to suite that car and corner and eliminate the problem.

In real life, an understeering car typically gets the rear end stiffened up some.

I think you miss the point though, if a player comes from racing other simulation type games to gran turismo, the car feels reallys slugish in the corners.

The two best examples i've heard is the "lack of proper oversteer modeling" which is probably a big part of it, and the way the game is optimised for controls (You can full lock through a lot of corners without spinning/skidding off).

The game feeling really understeery has nothing to do with the way people drive as a rule, its more about learning to drive to compensate for a minor flaw in the games physics. I say this as a big fan of the games, someone who has completed GT4 with golds in all licences, a dedicated fan of all the games since release in 1997. But also as a big fan of other racing simulations to compare with.

Dont get me wrong, the game feels great, and if you're used to it then its not something you would notice, you would have to play other games (like Rfactor, GTR2, Iracing... or amplify it x10 if he's played arcade racers like NFS as they have terrible/no oversteer/understeer mechanics) then come back to gran turismo to understand/notice what it feels like.



Best advice i can give to the poster is, take it to the extreme (not sure if GT5P has these but). Pagani Zonda road car with full customizeable suspension set (makes it understeer more in default settings) and race it around monaco (if its not available, then around another tight street circuit).

The practice of learning to deal with the cars very understeery feel to the point where you can put in a fast laptime (its an amazing car for those tracks if you can drive it) you will find that all the other cars feel really pointy in comparison, and i doubt you will notice the issue anymore.

Also checkout the numerous tuning guides available on this very site.
 
Am I the only one who love understeering/balanced setups? I think some cars in GT5P really have the opposite problem: oversteer, some RWD are too harsh on throttle, I know you have to be a good driver to bring an RWD car in first place but some of the are simply too overstering imho, Ford GT Tuned with the standard setup in exhample. (I'm just talking about standard setup, I know you can change the feeling completely in every car if you know how to do it)
 
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