1.10 Handling Differences

  • Thread starter Adrenaline
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PumpinNumbies
I'm just going to jump into it. I've been reading around about the possibility of some changes in the physics after the 1.10 update. Of course nothing about this was mentioned, meaning that if it is true, it was definitely ninja'd into the game. I'm a rather skeptical person, I don't trust much unless I see it for myself, or someone else can provide concrete proof. So after my weekend away, I've come back home and hopped into my Enzo, as many of you know I had been previously testing last week.

I figured if there was any comparison that's the most fair, it's the most recent one I've done. So here, I have lap times, from 2 different tracks, across 10 different tunes all less than a week old. So I reset everything and I mean everything, back to default on my Enzo. Took it back to the track ran some laps and immediately something was different. I ran over 150 laps on Tsukuba in the Enzo last week over 3 days, in 10 tunes with multiple variations of the top 3 tunes, after the initial test.

Today, I ran 4 laps in the stock/default Enzo and had pulled a 51.789. This wasn't an amazingly fast lap, but it was already 6 tenths faster than the same test I had performed last week pre-update with the same exact settings. The ONLY difference, is any change that the update may of had on the transmission setting. Which may explain a small increment in lap times, but would absolutely not account for the noticeable difference in car balance and handling abilities.

As everyone knows, the Enzo was an understeering hog. But all of the sudden this car is cutting through Tsukuba like nothing. Some understeer is still present on exit, but overall it's leaps and bounds better than it was last week. I put another 10 laps on the default tune and reached a best of 51.470. This is the fastest time (recorded) through all of my tests, of any of the tunes tested. It's also nearly an entire second faster than my old test.

I can tell you right now, I didn't become a better driver, at least not by that much. 9 tenths on a track this small, is a huge increase. I've gone back over and doubled checked everything 3 times. Tires, Brake Bal, Suspension, Tranny, Downforce, Ballast, Horsepower, LSD, EVERYTHING is the exact same and has been reset to default a few times to ensure. (Tranny excluded due to inability to verify differences pre/post patch)

Pre-Patch: Enzo @ Tsukuba - 52.346 (After 15 laps)
Post-Patch: Enzo @ Tsukuba - 51.789 (After 5 laps)
Post-Patch: Enzo @ Tsukuba - 51.470 (After 15 laps)
Pre-Patch Test Results here!

Test 2:
Part 3 of my test was performed on High Speed ring, where the default tune wasn't tested. But on the 2nd lap I already ran a 58.3, and within the 10 lap run, ran a 58.151, which is within .030 of the 5th place tune tested.

So, for a comparison, I decided I need to test the tune that was the fastest and see what, if any, changes there are. In this case it was MrGrado's tune, which originally ran 57.617. On the 2nd lap, I ran a 57.710 and then within 10 laps ran a new record 57.547. I suppose this isn't a large enough margin to confirm any difference, but the car felt easier to control throughout the entire track.

Test 3:
Someone mentioned the balance on their Elise 111R being upset post patch, so I'll be testing mine as well. I spent a lot of time with my tune on Tsukuba as well as Deep Forest. These are the 2 tracks I used as 'benchmarks' for both the tune and the lap times presented with them, which I can assure you I worked extremely hard, to obtain a Lap Time that represents the quality of the tune. At May 13th, this tune is just under 1 month old. Still rather recent in the broad scheme of testing, my best lap was 1:07.035. Today after 10 laps, the best I could run was 1:07.313. Which for 10 laps seems to be no difference in the car.

Test 4:
The final test I'll be doing for now, is the Nissan GTR LM Race Car. The most recent of my tunes of which I spent hours and hours fine tuning the car to break into the 11's at Trial Mountain, of which I finally did with a 1:11.904. I ran 15 laps post-patch and came up with a 1:12.029. No difference in feel on this car for me either.

My conclusion... Well... Maybe they just ninja'd a few specific cars? Maybe I just got more comfortable with the Enzo? Maybe the Chrome Paint I put on it, makes it more aerodynamic! I'm curious to see other peoples test results, not speculation.
 
Great work, thanks heaps for sharing. This could mean all the tuning garages here have to start from scratch! :grumpy:

Unfortunately I don't have any back-to-back testing to share. And I think it's a slim chance anyone else will, because you'd have to plan it in advance (ie disconnect PS3 from internet and run pre-1.10 testing) before applying the patch. Fingers crossed, though.

I will say that an F40 with the same custom settings offline seemed less evil after the patch.
 
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For me suspension settings stay exactly the same YES ! Ride height .. all the same.
The only thing that change in my opinion is that the online is more close, similar,to the offline . It's almost the same feeling on one mode or on the other. I think before the patch, the online mode was more sharp,more dificult to control the car, more oversteer...
When PSN come back, i have to update most of my settings for online conditions. Some more others less. The ones that presented at this time more oversteer online and that i have corrected with a low rear with softer rear suspensions , now seems to much sticked at the track and sometime with a little bit of oversteer because of this.
It's just my opinion and what i feel about this.

That's what i answered to the first question about the new patch and i think i was close to Fastadrenaline revelations.
Yesterday ,i was testing my new Enzo tune on high speed ring (that work much more better now) . One thing i've note is that i can make the first high speed left turn full gas online. But i have to take out the foot 1 sc offline to reach the apex and pass without slamming the wall at exit.
Curiously the total lap time was the same, 58"000 +- 100.
Perhaps the excedent of grip at high speed (downforce) was compensed by less grip in the low speed turn ??? or it was just me ?? but for the first high speed turn online and offline difference, no doubt. everybody can test it.
 
Well, I might be able to cast some light on this. I've a few cars that I've been mulling over for a while, and I have times and car settings listed. So, if I find some spare time, I'll revisit the track and car and see what I find. If I deduce anything, I'll post it up...

{Cy}

PS - I believe something has changed, and I'll not be surprised if it's proven to be the case and yet wasn't listed in the Update changes. After all, they didn't say anything about the Standard cars getting a new shiny coat of gloss...
 
I'm new to this community, it's so big it's overwhelming. I had a buddy tell me GT5 was glitched like Shift was where the tuning was reversed. They eventually fixed it with a patch. I think 1.10 is the tenth patch released, have they fixed the glitch yet?
 
I'm new to this community, it's so big it's overwhelming. I had a buddy tell me GT5 was glitched like Shift was where the tuning was reversed. They eventually fixed it with a patch. I think 1.10 is the tenth patch released, have they fixed the glitch yet?

Well, some call it glitch, some don't. Anyway, the patch doesn't fix/change it.
 
dr_slump
Well, some call it glitch, some don't. Anyway, the patch doesn't fix/change it.

Okay so it's not confirmed to be a glitch, and unchanged. I hate to be a bother, but if it's not talked about here is there a thread that talks about it. I'm not sure what to look for.
 
I will have a massive test for that, but not sure when I have the time for it! I already have done the test before the update, but was not happy with it and wanted to do it again... it's my BMW M3 Coupe '07 vs. Chrome Line review on 3 tracks with 4 tunes + default! All in A-Spec, though...
 
I mentioned something in a few other threads so I'll add it here. My conclusions with the update are basically summed up to be lack of rear grip.

Mitsubishi EVO VI GSR T.M.
I have been using this car in a weekly series. I had an hour practice session the day before the update and managed to dial out its tendencies to understeer. The car shifted weight predictably and had a neutral mid-corner feel. The next evening I jumped into the car for the race and was all over the track. The rear end was slipping out mid corner, the suspension felt like jelly, and the car was pretty much a nightmare to drive. I had 15 minutes to re-tune the car for a 10 lap endurance at Nurburgring 24Hr. Needless to say, my race didn't end well.

Toyota MR-S
This is my go-to car for 450pp racing nights. Months ago, I did some math to figure out how to get perfect front/rear weight balance and I tuned the suspension at Trial Mountain. The track is pretty rough and I had the car dialed in for a neutral mid corner feel and slight understeer on exit. I've used it numerous times on that track and other tracks with no incident. Last weekend after the update I pulled it out for what I thought was going to be an easy race at Trial Mountain. I was impressed to see the new ballast interface showed the car having 50/50 balance. My math turned out to be correct. However, the car went from a corner carver to a drift machine. The rear end came out on every single turn on the first 2 laps of the race until I slowed my pace down. After the race I used the ride height trick to dial out some of the oversteer. It worked as a temporary fix but I'm not satisfied with it.

Lancia Delta
Another car I tuned just before the update. This one has a tendency to understeer so I had used the ride height trick to gain some turn-in at Deep Forest Reverse. I also added a few kgs of weight to the rear so i could install one more performance part without going over 450pp. We were running a same-make race on that track so I spent almost 2 hours before the update getting the car ready. Same as with the EVO, the night of the race (after the update) I dropped into the lobby and the car was drifting around the track with the tail wagging. I had to dial back the ride height changes considerably.

In all of these cars, it was really midcorner rear grip that was unsettling causing oversteer across the board. I think the change may be related to weight distribution math as it pertains to suspension dynamics. 2 of the 3 cars had ballast, and 2 of the 3 cars had significant ride height differences between front and rear. Perhaps weight distribution is modeled more accurately than it was before given that the value is now visible to the user in the ballast configuration panel. That's just a hunch though.
 
Something is definetly different because my corvette was tuned to eliminate the slight over steer but 1 week later when i jumped into a race at lemons in would lose control after every turn. It feels like traction control went from 0 to -10
 
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