- 3,312
- Kentucky
- Chrunch_Houston
The important thing they need for NASCAR is asymmetric setups.
Yes. "Two turns to the track bar and two pounds out of the left rear."
The important thing they need for NASCAR is asymmetric setups.
Personally I wouldn't consider lack of tyre pressure a dealbreaker, but I would be dissapointed if PD didn't implement it.
For me this feature goes hand in hand with tyre dimensions, which is something so major I cannot believe PD's left it out of the game.
Hopefully the new tyre model will bring these tuning options.
On a side note; does anyone know which tyre dimension (or dimensions) GT5's tyre model is based on?
I had a feeling it would be a generic approach, but I wasn't aware that it was this generic.It's supposed to be handled per car. So the real tyre dimensions of the real car are used. There's a massive flaw in the system somewhere, either through very simplistic modeling of the effects of the tyres' construction on the handling, or through a deliberate attempt at balancing, in that all cars on a given set of tyres (with a given amount of downforce) generate the same cornering force.
I've already argued (briefly, without justification) in this thread that tyre size and construction are more important, in terms of the magnitude of their effects, than the range of useful tyre pressures is, especially for circuit racing (justification). The difference may be even greater for other kinds of driving.
Plus, there's the visual element which cannot be underestimated. It'd be nice if the physics accounted for the differences, especially given the disadvantage those silly stretched tyres would have![]()
I've already argued (briefly, without justification) in this thread that tyre size and construction are more important, in terms of the magnitude of their effects, than the range of useful tyre pressures is, especially for circuit racing (justification). The difference may be even greater for other kinds of driving.
Well PD did say they where re-doing the tire model, maybe that is to accommodate more adjustment of the tires, such as tire pressure.
If you're putting bold tags around tyre as a spelling correction you might want to stop.
Both are correct, "tire" is the American spelling while "tyre" is the British.
EDIT: Since I just realised I never actually got around to responding to this thread, I might as well do so now.
I don't think it's a "must" as it's not going to make or break the game for me; however I think it's an important element that is missing.
Things like tyre pressure and wheel width etc might start making things more complicated for beginner tuners, but I think the benefits outweigh the cons.
It's possible that this complexity is what's stopping PD from making advances in the tuning portion of Gran Turismo, which could be solved I think by an option to change your tuning menu to a more simplistic form (Such as how we have it now) while having an "advanced" tab or similar to allow for a wider range of damper/anti roll settings and ride height (allowing cars to get too low and bottom out, unlike the current restricted ride height options)
Well PD did say they where re-doing the tire model, maybe that is to accommodate more adjustment of the tires, such as tire pressure.
While waiting for one of his turns at the GT6 cockpit sleds, Chunx noticed the tire temperature and wear graphic overlay for GT6 would heat up when cars were sliding through hard corners, but cool off to normal in only a few seconds. It was reminiscent of how critical injuries in games like Call of Duty recover in only a few seconds − certainly not realistic from a simulation perspective. Taku addressed that, saying that tire wear in GT6′s “Hard Core” mode will allow the player to adjust wear rates and how they respond to abuse.
Tyre wear quote.
Could you please explain what relevance this has to this topic?
...
There's enough refinement that can be done within the existing framework of GT suspension physics that adding another variable would be unnecessary and over-complicate matters, both for the developers and game tuners.
I wholeheartedly agree. From having 9 different compounds to choose from, you would first have to offer different tyre widths and sidewall heights and if you add tyre pressure to the mix, you might do it right for a few select people that will have the time to fiddle around with one setup for weeks, but most of us don't. And I don't just mean casual gamers.
To play the devil's advocate, it's one of those things that sounds like a brilliant idea in theory, but in the game it won't have quite the effect we think it might have.
In an accurate simulation it would certainly be of benefit, but this is Gran Turismo we're talking about (and I would say that about any game). There's enough refinement that can be done within the existing framework of GT suspension physics that adding another variable would be unnecessary and over-complicate matters, both for the developers and game tuners.
Then there's always the likelihood that tuners work out that always setting the tyre pressure to one extreme or the other outweighs any disadvantages that would result from doing so in the real world.
I know this will be an unpopular opinion, but given the incremental changes to the handling in GT over the years, I think it will be a long time before including adjustable tyre pressures brings any real benefits to this game.
Well, without trying to sound like a d*ck this is pretty much BS. Tire pressures would bring a huge advantage to the series. Not only does being able to adjust tire pressures have a big effect on how the car will perform and react to certain conditions, currently camber adjustments are purely a shot in the dark. Without inside/middle/outside tire temperature readouts after being on track and tire pressure adjustments it is impossible to dial in a suspension setup for anything in GT.
Any suspension tuning in GT is trial and error. Make an adjustment, go out on track and try to determine if it's working, if it's not, or if it's a placebo effect. Most of my setups are base values I've learned from years of GTR2 and rFactor.
Well, without trying to sound like a d*ck this is pretty much BS. Tire pressures would bring a huge advantage to the series. Not only does being able to adjust tire pressures have a big effect on how the car will perform and react to certain conditions, currently camber adjustments are purely a shot in the dark. Without inside/middle/outside tire temperature readouts after being on track and tire pressure adjustments it is impossible to dial in a suspension setup for anything in GT.
Any suspension tuning in GT is trial and error. Make an adjustment, go out on track and try to determine if it's working, if it's not, or if it's a placebo effect. Most of my setups are base values I've learned from years of GTR2 and rFactor.
And I'm suggesting they put the effort into refining things like camber adjustments, rather than adding another set of variables on top.currently camber adjustments are purely a shot in the dark.
Impossible to dial in a setup? Okay...Without inside/middle/outside tire temperature readouts after being on track and tire pressure adjustments it is impossible to dial in a suspension setup for anything in GT.
Not sure what that has to do with Gran Turismo?Most of my setups are base values I've learned from years of GTR2 and rFactor.
Impossible to dial in a setup? Okay...
Hey guys, maybe one of you tire-interested can answer this:
What do the "10"s represent that can be seen in GT6 footage beside the tire wear display? They remain unchanged, but wear is off anyway in all videos I have seen so far. Seems to be something tire related, but I have no clue what it really is...
Thanks in advance.
If we are going to add tire (tyre) pressure to the games, we also should add nails to the road etc...
because what's the purpose of knowing the pressure if it doesn't go flat ?
This is one variable i dont really care to have added to it...
i see many people in the streets not paying attention to their car's tire pressure... it's sad... why would people in games care for that ?
If it's already a burden for some people in real life, why add to the games...
... but then again you will tell me this could be true for other aspects of the game too...
bottom line, i dont care to have this pressure thing added...
If it's in, great
if it's not, then i got one less thing to worry about.
Meh!.
If we are going to add tire (tyre) pressure to the games, we also should add nails to the road etc...
because what's the purpose of knowing the pressure if it doesn't go flat ?
This is one variable i dont really care to have added to it...
i see many people in the streets not paying attention to their car's tire pressure... it's sad... why would people in games care for that ?
If it's already a burden for some people in real life, why add to the games...
... but then again you will tell me this could be true for other aspects of the game too...
bottom line, i dont care to have this pressure thing added...
If it's in, great
if it's not, then i got one less thing to worry about.
Meh!.
More of a gamer than a racer? Nothing wrong with that but tyre pressure is extremely important in the set up of a car that's going to race if the pilot want's to ensure he's getting th most out of the car.If we are going to add tire (tyre) pressure to the games, we also should add nails to the road etc...
because what's the purpose of knowing the pressure if it doesn't go flat ?
This is one variable i dont really care to have added to it...
i see many people in the streets not paying attention to their car's tire pressure... it's sad... why would people in games care for that ?
If it's already a burden for some people in real life, why add to the games...
... but then again you will tell me this could be true for other aspects of the game too...
bottom line, i dont care to have this pressure thing added...
If it's in, great
if it's not, then i got one less thing to worry about.
Meh!.