This is just embarrassing at this point...

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We're 4-5 updates removed from them breaking the physics, and they've still done NOTHING to fix it.

That awesome new Carrera? Have fun given they didn't give it any rear downforce, the death knell for older cars in this garbage physics sim where downforce is the band-aid holding everything together. Just don't have too much, as that breaks it too, lol. Oh, but we have front downforce for it! I guess the plus side is the 911 finally feels like a 911, but in the worst, most unrealistic way possible.

They've either got a 2 man team that works part-time on this game, or it's been abandoned; there is no other option. THIS is not 60 days of work by a AAA studio; it's not even 6 days worth of work. A year out and it's still this shoddy; I can't believe I lost an hour of sleep for THIS. I knew it would be trash, but I'm a masochist for getting kicked in the dick by these lazy sacks of ****.

Oh, and the cherry on top: another totally wasted course with no events that pay worth the time invested. Cool to have it for Time Trials, but I just can't with this insulting Sardegna grind-sim they call a "game" anymore... Finally going back to Sport, the game I always said was the worst in the franchise. At least it functions...

Maybe next year it'll be fixed I guess; that should give the two interns Kaz has working on it enough time to at least be something approximating a beta. What a joke of a "AAA game" But hey, at least we can race Sophy for a couple weeks before they yank it back out of the current alpha build!

Scrap this ****** studio and merge the car modelers with Turn 10 or the ACC guys as their talent is wasted on this trash studio; Kaz does not deserve their talents.
 
Full PSVR2 implementation, Sophy races, a completely remodelled track and 4 new cars plus the rest.

Tell me you don't know how game development works without telling me etc....
Also, they were working on Sophie a month after launch that we knew of, so probably longer than that. Like I said, I gave the modelers their due. Again, they deserve to work for a reputable studio.

Oh, as for the PSVR integration, what's the point if the fundamentals of the game are bugged? Well, I know the answer: to move units and sucker more people into giving this studio money they don't deserve. Any studio worth their salt would have FIXED THE PHYSICS! That's the ultimate priority in a driving game, above the cars, tracks, an AI race bot we won't truly see until GT8, all of it. You fix that which everything else depends on FIRST.

But hey, it's two college interns building the game, I should probably cut them some slack, lol

Edit: Apologies for the insulting first comment that I've since removed. I took my Ambien right when the download finished and lost the sleep-window, so I'm slightly un-inhibited at the moment. It was uncalled for, so again, my apologies.
 
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We're 4-5 updates removed from them breaking the physics, and they've still done NOTHING to fix it.

That awesome new Carrera? Have fun given they didn't give it any rear downforce, the death knell for older cars in this garbage physics sim where downforce is the band-aid holding everything together. Just don't have too much, as that breaks it too, lol. Oh, but we have front downforce for it! I guess the plus side is the 911 finally feels like a 911, but in the worst, most unrealistic way possible.

They've either got a 2 man team that works part-time on this game, or it's been abandoned; there is no other option. THIS is not 60 days of work by a AAA studio; it's not even 6 days worth of work. A year out and it's still this shoddy; I can't believe I lost an hour of sleep for THIS. I knew it would be trash, but I'm a masochist for getting kicked in the dick by these lazy sacks of ****.

Oh, and the cherry on top: another totally wasted course with no events that pay worth the time invested. Cool to have it for Time Trials, but I just can't with this insulting Sardegna grind-sim they call a "game" anymore... Finally going back to Sport, the game I always said was the worst in the franchise. At least it functions...

Maybe next year it'll be fixed I guess; that should give the two interns Kaz has working on it enough time to at least be something approximating a beta. What a joke of a "AAA game" But hey, at least we can race Sophy for a couple weeks before they yank it back out of the current alpha build!

Scrap this ****** studio and merge the car modelers with Turn 10 or the ACC guys as their talent is wasted on this trash studio; Kaz does not deserve their talents.
Are you done ranting?
 
Are you done ranting?
Yeah, pretty much. It's not going to fix the physics, so I'm off to bed. Enjoy your "awesome" game!

@Boxster Yeah, my short exasperation at the state of this game 12mo after launch is the embarrassment, not the actual "game" itself.
Can't imagine what a truly well-made game must be like for you! I truly wish I had such low expectations, it must be nice (not even kidding...)
 
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Yeah, pretty much. It's not going to fix the physics, so I'm off to bed. Enjoy your "awesome" game!

@Boxster Yeah, my short exasperation at the state of this game 12mo after launch is the embarrassment, not the actual "game" itself.
Can't imagine what a truly well-made game must be like for you! I truly wish I had such low expectations, it must be nice (not even kidding...)
No, poor tormented soul, the issue is not the shortcomings of the game, but the inability to let go and accept reality even after 12 months. And the total lack of social antennas that give you the conviction that nothing, absolutely nothing is more important than you being able to vent on this forum your never-ending feeling insulted by a video game that disappoints you.
 
No, poor tormented soul, the issue is not the shortcomings of the game, but the inability to let go and accept reality even after 12 months. And the total lack of social antennas that give you the conviction that nothing, absolutely nothing is more important than you being able to vent on this forum your never-ending feeling insulted by a video game that disappoints you.
I disappear for weeks/months at a time; to act as if this is just to bitch on a forum is you doing nothing but being an anti-contrarian defending the game at all costs. You're the Yang to my Yin, so stop acting like you're any better. Please tell me, genius, where do I direct CONSTRUCTIVE feedback to the devs? Where can anyone get in touch with them to let them know that their new content is being overshadowed by physics bugs they've let remain in the game since 1.23?

Both the Carrera RS and the Honda F1 have the "pendulum" swing under braking/cornering. Both would be eliminated with rear downforce. So if they're going to neglect the physics, realism be damned (as if GT tuning is anywhere near realism) they need to give the option to add rear downforce to ALL cars.

I don't even know why I bother; it seems everyone else that saw the obvious with GT7 have abandoned both the game and this forum, so sticking around here is pointless.
 
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I disappear for weeks/months at a time; to act as if this is just to bitch on a forum is you doing nothing but being an anti-contrarian defending the game at all costs. You're the Yang to my Yin, so stop acting like you're any better. Please tell me, genius, where do I direct CONSTRUCTIVE feedback to the devs? Where can anyone get in touch with them to let them know that their new content is being overshadowed by physics bugs they've let remain in the game since 1.23?

Both the Carrera RS and the Honda F1 have the "pendulum" swing under braking/cornering. Both would be eliminated with rear downforce. So if they're going to neglect the physics, realism be damned (as if GT tuning is anywhere near realism) they need to give the option to add rear downforce to ALL cars.

I don't even know why I bother; it seems everyone else that saw the obvious with GT7 have abandoned both the game and this forum, so sticking around here is pointless.
Your tone has never been constructive iirc.
 
I don't even know why I bother; it seems everyone else that saw the obvious with GT7 have abandoned both the game and this forum, so sticking around here is pointless.

Finally something we agree on.

You posted a mindless rant that made some ridiculously false claims. What kind of a response did you expect.
 
wow, I literally just got out from having a super quick first blast with the Pork, I thought it was tons of fun, but then my controls are all nicely setup and that alone helps a ton, have you considered for a moment some of your problems may just be "your" problems ?
 
I disappear for weeks/months at a time; to act as if this is just to bitch on a forum is you doing nothing but being an anti-contrarian defending the game at all costs. You're the Yang to my Yin, so stop acting like you're any better. Please tell me, genius, where do I direct CONSTRUCTIVE feedback to the devs? Where can anyone get in touch with them to let them know that their new content is being overshadowed by physics bugs they've let remain in the game since 1.23?

Both the Carrera RS and the Honda F1 have the "pendulum" swing under braking/cornering. Both would be eliminated with rear downforce. So if they're going to neglect the physics, realism be damned (as if GT tuning is anywhere near realism) they need to give the option to add rear downforce to ALL cars.

I don't even know why I bother; it seems everyone else that saw the obvious with GT7 have abandoned both the game and this forum, so sticking around here is pointless.
When you say physics bug, and talk about pendulum effects in rear engine cars in the same sentence I am not sure which or if both are part of the same point ?? You of course understand rear engine cars of that vintage come with defacto pendulum effects gratis of actual "physics" right ?

Btw, just interested to know your control method, because if there is one thing surer than sure, it is entirely possible your experience is not shared by all by virtue of your input control method, not to mention a 1000 other potential variables of course :)
 
This isn't just a case of not knowing how to handle an old 911.

OVERVIEW OF GENERAL HANDLING ISSUES WITH CERTAIN CARS
There are borked cars in this game. They handle as you'd expect for the type of car / age / drivetrain initially, but when they start to corner above ~100 mph, all grip in the rear vanishes suddenly in a way that doesn't make sense for that car. It's as if a switch were flipped.

The old Alpine A110 does this. The Ferrari Dino does this. The Wicked Fabrication GT 51 does this. The BMW 3.0 CSL... The Superbird... Despite the era, suspension and drivetrain differences, they all lose grip the same way through high speed corners. The most straightforward fix is having as much downforce as possible at the rear and little or no downforce at the front.

You can experience this rear grip loss behavior at the opening corners of Trial Mountain, the first and last corners of High Speed Ring, and most of the Tokyo 600pp grind race when the track starts to dry out.

Other than downforce, you need to run softer tires on the rear, or mix compounds (ex: Sports Tires on the front with Racing Tires on the rear). If you don't, the only safe way to navigate high speed corners is with partial throttle, despite having mega grippy tires with a mega grippy tune.

Comfort tires and low speeds mask this problem.

INITIAL TEST OF THE PORSCHE CARRERA RS 2.7

STOCK

My initial test of the Porsche Carrera RS 2.7 was done all at High Speed Ring. Note that I run Dual Shock 4 with analog steering, braking and throttle. I am no E-sports level driver, but I do drive and tune A LOT. I've also golded all missions, licenses and tarmac circuit experiences; many by a large margin as well.

The first set of tests was through a range of tires, Comfort Softs (comes fitted to the car stock), Sports Hard, Sports Soft, Racing Hard and Racing Soft.

The Carrera RS 2.7 is manageable and lively on stock power across the tire ranges, but there's a disturbing hint of high speed looseness. Note that I never got above 160 mph. Most here would probably enjoy the Porsche this way, even find it exciting and engaging. But this early behavior tells me that the Porsche will suck for serious track work.

TUNED
I then did a near full tune - widebody, wide wheels, max weight reduction, engine, suspension, power, body rigidity, LSD, full customizable transmission, etc. I settled on a 600pp tune with Sports Hards and the low rpm turbo to see a worst case scenario.

For most of the track, the car was fine in that old 911 way - brake in straight line, balance the car with the throttle through medium speed turns... BUT when I tried to take the banked first corner flat at 170mph, the rear just broke away. I was able to manage it with partial throttle and steering corrections, but only just. Not fun. Not engaging. Just random, annoying and exhausting. Mind you, I love driving historic racecars in simulators! I even enjoy license S-10 in this game for heaven's sake!

The next 20+ laps I did everything I could think of aside from mixing compounds or having a high front / low rear ride height. I even put 200 kg of ballast in the nose of the car, changing the weight balance to 51:49 front/rear!!

With this abonimation of a tune, the car was rock stable in mid-speed corners - mega understeer, then oversteer on demand on throttle - but the moment I got into a high speed bend, there was that same behavior: the rear just let go as if a switch were flipped and all my tuning had been turned off.

I will do some more testing on Tokyo when I have the energy. But these initial findings are NOT encouraging.

FINAL THOUGHTS
OP is right in their criticisms. The Superbird is an undriveable joke because there's no option to add rear downforce. The Porsche Carrera RS 2.7 isn't quite as bad, but it is still terrible. This being a classic with an extensive racing heritage, I don't get why we don't even have the option (all I saw was cosmetic stuff in GT Auto) to add rear downforce and lean heavily into the old race car vibe.

My old A110 is a total mess, but with a silly rear-heavy downforce tune, it's lovely to drive now. This Porsche could be the same, but it isn't because... reasons (PD).
 
Still cannot play 2P Splitscreen with my friends and niblings almost a whole year after launch.
Makes me wonder why I bought a second Dualsense in the first place.

This is kinda embarassing for PD and makes me sad.

/rant
 
This isn't just a case of not knowing how to handle an old 911.
when they start to corner above ~100 mph,
Well that's your problem right there, IRL the cars don't even do this around corners at Spa or LeMans...
BUT when I tried to take the banked first corner flat at 170mph, the rear just broke away.
Again same as above... you're trying to corner like its a modern day LMP car
 
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That awesome new Carrera? Have fun given they didn't give it any rear downforce, the death knell for older cars in this garbage physics sim where downforce is the band-aid holding everything together. Just don't have too much, as that breaks it too, lol. Oh, but we have front downforce for it! I guess the plus side is the 911 finally feels like a 911, but in the worst, most unrealistic way possible.

The Carrera is a true joy to drive and is incredibly realistic. It is a total bastard to keep in a straight line if you brake late and find yourself still braking when you want to turn, and God help you if you over correct coming out of a chicane… but this is what makes it a challenge. You need to be smooth as silk to get the best out of it. The real one had nowhere near enough downforce compared to modern cars or even 80/90’s versions and the tires were grippless compared to more modern rubber.

If you have ever driven a 70’s 911 you would know this.

I have 2 of them already, one stock and one with the engine bored out and polished to achieve 575pp. Have spent many hours battling the classic races with this. Still a few seconds off the Lambo at Goodwood and nearly 10 off at the Ring where the Lambo’s power takes him away from you on the long straight and although I have not yet won, I have not had this much fun with GT for a while.
 
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The Carrera is a true joy to drive and is incredibly realistic. It is a total bastard to keep in a straight line if you brake late and find yourself still braking when you want to turn, and God help you if you over correct coming out of a chicane… but this is what makes it a challenge. You need to be smooth as silk to get the best out of it. The real one had nowhere near enough downforce compared to modern cars or even 80/90’s versions and the tires were grippless compared to more modern rubber.

If you have ever driven a 70’s 911 you would know this.

I have 2 of them already, one stock and one with the engine bored out and polished to achieve 575pp. Have spent many hours battling the classic races with this. Still a few seconds off the Lambo at Goodwood and nearly 10 off at the Ring where the Lambo’s power takes him away from you on the long straight and although I have not yet won, I have not had this much fun with GT for a while.
Watching the Yellow Bird vid from the Green Hell is probably compulsory viewing for anyone who is interested in old powerful 911's :D

Good ol Stephan and his slip on's :D

 
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This isn't just a case of not knowing how to handle an old 911.

OVERVIEW OF GENERAL HANDLING ISSUES WITH CERTAIN CARS
There are borked cars in this game. They handle as you'd expect for the type of car / age / drivetrain initially, but when they start to corner above ~100 mph, all grip in the rear vanishes suddenly in a way that doesn't make sense for that car. It's as if a switch were flipped.

The old Alpine A110 does this. The Ferrari Dino does this. The Wicked Fabrication GT 51 does this. The BMW 3.0 CSL... The Superbird... Despite the era, suspension and drivetrain differences, they all lose grip the same way through high speed corners. The most straightforward fix is having as much downforce as possible at the rear and little or no downforce at the front.

You can experience this rear grip loss behavior at the opening corners of Trial Mountain, the first and last corners of High Speed Ring, and most of the Tokyo 600pp grind race when the track starts to dry out.

Other than downforce, you need to run softer tires on the rear, or mix compounds (ex: Sports Tires on the front with Racing Tires on the rear). If you don't, the only safe way to navigate high speed corners is with partial throttle, despite having mega grippy tires with a mega grippy tune.

Comfort tires and low speeds mask this problem.

INITIAL TEST OF THE PORSCHE CARRERA RS 2.7

STOCK

My initial test of the Porsche Carrera RS 2.7 was done all at High Speed Ring. Note that I run Dual Shock 4 with analog steering, braking and throttle. I am no E-sports level driver, but I do drive and tune A LOT. I've also golded all missions, licenses and tarmac circuit experiences; many by a large margin as well.

The first set of tests was through a range of tires, Comfort Softs (comes fitted to the car stock), Sports Hard, Sports Soft, Racing Hard and Racing Soft.

The Carrera RS 2.7 is manageable and lively on stock power across the tire ranges, but there's a disturbing hint of high speed looseness. Note that I never got above 160 mph. Most here would probably enjoy the Porsche this way, even find it exciting and engaging. But this early behavior tells me that the Porsche will suck for serious track work.

TUNED
I then did a near full tune - widebody, wide wheels, max weight reduction, engine, suspension, power, body rigidity, LSD, full customizable transmission, etc. I settled on a 600pp tune with Sports Hards and the low rpm turbo to see a worst case scenario.

For most of the track, the car was fine in that old 911 way - brake in straight line, balance the car with the throttle through medium speed turns... BUT when I tried to take the banked first corner flat at 170mph, the rear just broke away. I was able to manage it with partial throttle and steering corrections, but only just. Not fun. Not engaging. Just random, annoying and exhausting. Mind you, I love driving historic racecars in simulators! I even enjoy license S-10 in this game for heaven's sake!

The next 20+ laps I did everything I could think of aside from mixing compounds or having a high front / low rear ride height. I even put 200 kg of ballast in the nose of the car, changing the weight balance to 51:49 front/rear!!

With this abonimation of a tune, the car was rock stable in mid-speed corners - mega understeer, then oversteer on demand on throttle - but the moment I got into a high speed bend, there was that same behavior: the rear just let go as if a switch were flipped and all my tuning had been turned off.

I will do some more testing on Tokyo when I have the energy. But these initial findings are NOT encouraging.

FINAL THOUGHTS
OP is right in their criticisms. The Superbird is an undriveable joke because there's no option to add rear downforce. The Porsche Carrera RS 2.7 isn't quite as bad, but it is still terrible. This being a classic with an extensive racing heritage, I don't get why we don't even have the option (all I saw was cosmetic stuff in GT Auto) to add rear downforce and lean heavily into the old race car vibe.

My old A110 is a total mess, but with a silly rear-heavy downforce tune, it's lovely to drive now. This Porsche could be the same, but it isn't because... reasons (PD).
The Superbird is a boat not a car 😃
 
Well that's your problem right there, IRL the cars don't even do this around corners at Spa or LeMans...

Again same as above... you're trying to corner like its a modern day LMP car
Turn 1 of High Speed Ring is a long high banked corner. It is NOT El Rouge.

I'm not annoyed that the Carrera RS struggles going through Turn 1 of High Speed flat out. I'm annoyed at how it struggles to do that.

Aside from the 1st and last corner, the handling is old 911, as I expect (and enjoy). But in those two turns, the rear just lets go. No warning from the front. No crabbing, no wobbling, no progressive glide that I can play with... just traction switched.

I'm driving around it fine, but that's akin to having two sets of physics in my head.

MORE TESTING

Tokyo 600pp Grind

I've won the Tokyo 600pp grind twice on normal difficulty with 20 and 30 second margins of victory over 2nd place. The car is iffy through the high speed corners, but not nearly as bad as on High Speed Ring. I had to micro-manage the car with partial throttle through most of the corners to catch oversteer. Feels on the edge of OK. Slow.

I settled on a Sports Mediums and ~140kg ballast in the nose.

Alsace Village (time trial on Sports Mediums)
Same 600pp tune. Through most of the course, good old 911 behavior. But, in turn 2, the high speed left, the rear lets go suddenly. Everything else is fine.

Trial Mountain (time trial on Sports Mediums and Racing Hards)
Surprisingly OK here. Opening corners are hairy, but manageable on both sets of tires. I'm NOT noticing the sudden high speed grip loss here. I even switched back and forth between my tune, the stock suspension and the default settings on the racing suspension. I even removed the ballast.

This run confused the hell out of me, but good showing to for the old 911 here!

Northern Isle Speedway (time trial on Sports Mediums)
High speed, high banked oval...

Most of you may have blocked this out because of the Circuit Experience with the 1950s Corvette racecar...

The Carrera is a deathtrap here. The car turns in on full throttle until the rear tires overheat and you spin. The way I made it around was turning with a mix of partial throttle and pulses of the throttle. Turn, or be on the throttle. Pick one.

TODAY'S OBSERVATIONS + GENERAL PHYSICS OBSERVATIONS
The Carrera is better than my initial impressions. It's between manageable ~ fine under stock power and its stock top speed. High speed, high banked corners are an absolute worst case scenario for this car.

Those high speed, high banked corners expose something wonky in the physics that I've not noticed before: cars with an even distribution of downforce front and rear, become unstable while turning on full throttle in high speed, high banked corners. I did a quick couple laps in a stock F40. 100/100 front/rear downforce. Same grip loss as the Carrera through turn 1.

BONUS - PD MAY BE TROLLING US
So, I checked the custom parts again at GT AUTO... Now, knowing what we know about high speed instability and how downforce can be used to fix it in this game, can someone explain to me why we actually can add front downforce (up to 100!!), but only in the front?:grumpy:
 
Turn 1 of High Speed Ring is a long high banked corner. It is NOT El Rouge.

I'm not annoyed that the Carrera RS struggles going through Turn 1 of High Speed flat out. I'm annoyed at how it struggles to do that.

Ok wel it’s pretty obvious that it can’t go flat out through T1 at high speed ring, have you tried lifting off the accelerator?

You do realise it’s a 50 year old car with old suspension design and little to no aero?

Bizarre that you’re annoyed it doesn’t handle like a modern day GT
 
Me when I cant drive a 50 year old car over 150mph up a steep embankment (The game has bad physics!)

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Ok wel it’s pretty obvious that it can’t go flat out through T1 at high speed ring, have you tried lifting off the accelerator?

You do realise it’s a 50 year old car with old suspension design and little to no aero?

Bizarre that you’re annoyed it doesn’t handle like a modern day GT
I'm driving around it fine, but that's akin to having two sets of physics in my head.
Oh, I'm definitely lifting and correcting, and I getting through the corner fine.

The feedback the car gives me all around the course except those two corners tells me that
1) I can indeed go through there flat
2) If I can't go through there flat, then I'm understeering off
3) If I'm not understeering off, then the back will begin to come around and I'll have to balance it

The Carrera doesn't do this in turn 1. Instead, the front tires grip with zero issue, while the rear... suddenly doesn't.
 
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