Car handling --- Different online

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Still on fuel weight, could it be that PD implemented fuel splashing in the fuel tank and that maybe the effect is too much exaggerated? Would excessive (unrealistic) fuel splashing affect the car cornering dynamics so much? Also, have you tried yet depleting almost completely the fuel tank online and checking if there is any difference in the weird car behavior? I still haven't, unfortunately.

I'm aware that according to what you described, fuel is probably not the direct cause, however I still think it might be one of the reasons since acceleration times online are definitely (and easily demonstrable) slower than offline.
 
I did a test yesterday and tryed my honda raybrig in deep forest online and offline

all aids off (ABS -0) racing soft and offline I did 1:13 first lap 1:12:5 second lap and 1:12:6 third

online I did 1:14: something first lap - 1:13:5 second lap and 1:13:00 third

so my conclusion after watching the tyre temperture is that in TT tyres worm up pretty fast compared to online and maybe the track is rubbered in always in TT and it takes some time for it to rubber in online

and tyres do not wear out offline and theres also no fuel weight offline so if theres tyre wear online I will assume (even if that may bother someone here has Ive read) that fuel weight will probably influence handling also

so I guess its all this things together that make it so diferente (the handling) because it seems that offline we allways have the «perfect conditions» gathered in every moment as oposed to offline where its more like in real life
 
I'm not going to be trying to work through/around this problem anymore. I'm hoping that one of the updates PD releases will make online and offline physics the same sometime down the road.

But what I did find is that, as should be the case, you can regain control of the wanton car models by adding an LSD and/or racing suspension and tweaking the settings. Wings/downforce will probably work also, but I don't really like the wings they put on most cars and so I try not to use them unless I absolutely must.

For the LSD I tried both the Alpine and the Stratos road car. In both of them I ended up with settings in this range, but it's going to be up to your taste, the car, and the track:

preload: 5
accel: 6
decel: 21

On the Yellowbird I tried a racing suspension instead of a modifiable LSD (the bird has stock LSD already). By adjusting both rear and front tires to have considerable toe-in I was able to stabilize the car.

You can also make any car more stable under braking by changing the brake balance to favor the front brakes.

However, I was unable to come up with a setting that stabilized the cars without hampering their handling dynamics. For example, all three cars become unwilling to rotate off-throttle. So I haven't found a happy compromise yet.

I've also been unable to figure out a way, either in wheel-settings or car setup that will reduce the increased likelihood of snap-back. But then again I'm unwilling to invest too much time in this type of thing since I see it an issue that it is PD's responsibility to fix.

So if anyone has a solution to any of these issues for RR (and it seems, MR cars too), then it would be great to hear how you've done it. Especially if you've managed to do it in a way which retains the proper "feel" of each car.
 
Thank you to everyone who is going out and doing some thorought tests on their own. It's great to have meaningful input.

I agree that tire wear and temperature both effect car handling online. But there is just no way they can account for the handling changes (I went into some detail about that up in a prior post). The first few corners can be fairly tricky, that's fine, but at least a few of us have driven lap after lap after lap online and at no point has the car behaved properly. Combined with the complete inability to rollover a car online, the increase in snap-back, the fact that these things effect certain cars so dramatically (and in such an unrealistic way); all of these things point to PD using a different physics model online. (If it is the same physics model underneath, then they've really bungled the implemention of the changes put in place for online mode.) But again, if you are using cars / tracks that are not so thoroughly ruined, you may not notice this all that much, or it may not bother you so much.

It looks to me like we're narrowing down the problem manifesting itself most noticeably in RR and MR cars. Looking back over the thread, this seems to be a common factor? There are other configurations represented, but it seems to be certain RR and MR cars which become completely wanton. Do others agree or disagree with this assessment?
 
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Have any of you compared "Arcade mode" timetrail physics to online?

Here's my theory.

Arcade and online are the full physics package. Contrary to what I have read from a couple of people in this thread, the cars handle much more realistically in those areas.

In "A spec" I am finding the handling model waaay too forgiving. Almost like "standard" physics from GT5P. this also includes "Practice".

(I don't know if this changes when you start running "extreme" events as I haven't yet.)

Given how the game is layed out in a way that seem to want to introduce you gently to the process of driving and racing a car, it would not surprise me if the above is true. Also, when timetrial leaderboards and online events are introduced, I think it makes sense that players should have learned enough to be able to handle the real physics and all be using the same physics model.

As an additional point, I'm sure most of you have noticed that it is much easier to deform your car when racing online and I think this backs up my findings.
 
Personally, I found this problem (sudden excessive oversteer especially on corner exit, in addition to noticeably slower straight line performance) to be really noticeable on my Honda Life Step Van (FF) and a Daihatsu Move SR-XX (4WD, front engine) which I both tuned to be quite reactive and relatively prone to lift-off oversteer offline. The main point about the suspension set-up of these cars is that in order to balance the weight distribution a bit more, the rear axle sits lower than the front. I've found out that increasing a bit the rear axle ride height compared to the base offline set-up mitigates significantly the weird behavior online (although not completely).

This is why I originally thought that the problem must have been caused by changes in the weight distribution due to the fuel (100 liters for all cars).
 
Ya know I just thought of something, these online physics in GT5 remind me exactly of the DIFFERENCE of the physics between GT5p and the time trial physics before GT5 came out.

The time trial physics were hard (difficult) in the same way GT5 on-line physics are, but I don't think GT5's on-line physics are as difficult. It's similar though.

I remember thinking GT5p's online physics were a little tougher that off-line, but not to such a great extent. Were they different? Did Kaz ever say anything about that back then?
 
Personally, I found this problem (sudden excessive oversteer especially on corner exit, in addition to noticeably slower straight line performance) to be really noticeable on my Honda Life Step Van (FF) and a Daihatsu Move SR-XX (4WD, front engine) which I both tuned to be quite reactive and relatively prone to lift-off oversteer offline. The main point about the suspension set-up of these cars is that in order to balance the weight distribution a bit more, the rear axle sits lower than the front. I've found out that increasing a bit the rear axle ride height compared to the base offline set-up mitigates significantly the weird behavior online (although not completely).

This is why I originally thought that the problem must have been caused by changes in the weight distribution due to the fuel (100 liters for all cars).

Ill try a check this out - Ill set a lobby just for me - wear all the fuel down and change tyres only to see if it comes more close to the offline handling with the fuel tank almost empty

wich car do you recomend (the one with most diferences)?
 
Ill try a check this out - Ill set a lobby just for me - wear all the fuel down and change tyres only to see if it comes more close to the offline handling with the fuel tank almost empty

wich car do you recomend (the one with most diferences)?

Try any 4x4 turbo Kei car, after fully tuning them they should be around 750-800 Kg and 180 hp, which means they would be light enough to easily feel the difference between a full and an empty fuel tank, and powerful enough to deplete the fuel in a reasonable amount of time.

Or a even Daihatsu Sirion/Storia X4, which should be able to be tuned to higher power levels than the previously mentioned Kei cars while maintaining about the same minimum weight of 750-800 Kg.

That I've tried personally extensively in both on and offline however, I can only suggest the '72 Honda Life Step Van and the '97 Daihatsu Move SR-XX 4WD. The latter is the winning prize in the A-spec lightweight cup.
 
Try any 4x4 turbo Kei car, after fully tuning them they should be around 750-800 Kg and 180 hp, which means they would be light enough to easily feel the difference between a full and an empty fuel tank, and powerful enough to deplete the fuel in a reasonable amount of time.

Or a even Daihatsu Sirion/Storia X4, which should be able to be tuned to higher power levels than the previously mentioned Kei cars while maintaining about the same minimum weight of 750-800 Kg.

That I've tried personally extensively in both on and offline however, I can only suggest the '72 Honda Life Step Van and the '97 Daihatsu Move SR-XX 4WD. The latter is the winning prize in the A-spec lightweight cup.

I dont think I have any Kei car left (I sold all my prized kei cars both a-spec and b-spec :( ) but I do have one that I felt was completly diferent from offline wich was the caterham 7 fireblade 02 - with 250 hp and about 350 -400 kg wich can be even better to do the test.

Thanks Ill do it this weekend ;) or should it be done in a 4wd car ???
 
I believe there is a difference because I have a tune that is dialed in on my carl edwards stock car for daytona but when I go online I cannot go through a single turn without the back end sliding around on me. I don't get it. I run with all assists off and brakes at 1 and it feels absolutely different. Any other nascar racers out there have this same problem?
 
I can add some of my testing results here. I also have noticed the big difference between online and Gt mode (& practice mode). Its a bit annoying because you can't tweak a tune for a car in practice and then take it online, you have to tune online if you want proper results. I was first thinking it was just because online has tire wear, but I have found other differences.

One thing I thought was strange is that, in practice mode, the skid recovery force does not seem to change things. It didn't seem to make much difference in how the car felt, and it didn't seem to change my lap time. It definitely seems to help in arcade mode though. I was able to run noticeably faster in arcade mode with it on. Anyone else try this?
I wish we could run online with no tirewear, that would tell us a lot more about physics differences.
 
I was wondering too. I thought im driving different online but seems that there is something in the physics engine...

What i dont understand anyways is why we have no tyre wear and no fuel consumption in A Spec mode. Yes in the endurance races we got both, but why not in smaller races like we had in GT4?

Chris
 
I was wondering too. I thought im driving different online but seems that there is something in the physics engine...

What i dont understand anyways is why we have no tyre wear and no fuel consumption in A Spec mode. Yes in the endurance races we got both, but why not in smaller races like we had in GT4?
I don't remember tire wear in shorter GT4 races.
However, oddly, fuel consumption was.
 
Arcade and online are the full physics package. Contrary to what I have read from a couple of people in this thread, the cars handle much more realistically in those areas.

In "A spec" I am finding the handling model waaay too forgiving. Almost like "standard" physics from GT5P. this also includes "Practice".

Well, I can tell you for that, at least in the case of certain RR cars, the offline physics are much more accurate in terms of the dynamics of how the cars handle. The basics of RR driving in real life translate very well to offline physics, but extremely poorly to online physics.

However, I do feel you are absolutely correct in that the offline physics are too forgiving. The thing is, at least for those cars I can properly judge, it is a bit too easy but it is at least accurate. I know maybe I'm not making a clear distinction there, but I don't know how else to put it. Let's say in real life I'm at an autocross, one of those one's where it is really just a track with a few cones and one car on track at a time. Speeds in excess of 100mph are not all that uncommon at some of these). Let's say I'm in the 1980 911sc (Import from Germany, about 200hp, compared to 180 for the US model). Gobs of torque. Completely stock suspension. I'm on good performance street tires, quality but nothing specific to racing. Probably Sports Hards in GT5 lingo. I enter the corner too hot! Oops, understeer! I let the right foot come up a bit, front settles, often I even let the rear begin to rotate on purpose. How far and how much depends on the corner. I counter-steer and then, when I'm approaching where I want to be, squeeze the pedal back down and get the car to settle *exactly* where it should. Viola, weight transfers back to rear and away I go. Those are some of the basics of performance Porsche driving. I use this technique around almost every hairpin also, and in sweepers. Constant juggling of over/understeer with throttle. This all WORKS offline in appropriate cars. Yes, it works *too easily*, but it *works*. Online, it doesn't. It just doesn't work in certain RR cars (also, I feel that the MR Stratos road car should behave in a similar manner, but I'll leave final judgement to real-life MR drivers in that case). It doesn't work even at lower speeds (watch the Alpine video, the car is all over the place clear down around 60mph in some places). And that's plain wrong. Now, I won't try to judge FR cars, or AWD cars, or FF cars, because I don't do motorsports in those very often, but I've driven RR cars my entire driving life (going on 30 years), and used them in amateur motor-sports for 5 years now. I'm also one of those people who truly feels that the proper place for an engine is in the back. I've also studied and read copious amounts of racing guides over these years. I'm hoping to make you understand that my opinion in this case is based in theoretical (reading) and practical real life experience.

So I'm intimately familiar with the handling of RR cars and I'm bloody good at it! I really don't like to toot my horn, there is way too much arrogance on the internet as it is, with too many of us wanting to be experts in things we really know nothing about. But there is value in experience so I'm going to say this once and you can either take it for what it is worth or you can dismiss my experience as useless: For the first season I stunk. I was godawful, terrible. I understood very well how the cars handled overall, but I simply could not fully grasp of how easily most cars push into understeer, thus I was continually overcooking it into corners. The second season I was passable, and for the last 3 seasons it is the very rare event where I don't take 1st in my class (and I often run in multiple-classes in multiple-cars, so I might actually race in 2 classes per weekend, both on a Saturday and a Sunday, and walk away with 3 1st and 1 2nd place finish in 2 different classes against different cars and drivers both days). With one of the clubs I race with I recently bested a former national SCCA H-stock champion. I also do ice racing in one of the Porsches, where I'm equally good (this is solo ice-racing, on frozen lakes, on DOT legal street tires. No studs! Wheeeeeeeeeee. It's a lot of fun and boy does it teach car-control).

I don't mind the difficulty online at all, in fact. I think it would be good if offline physics were a bit more challenging. What I do mind, very much, is when the online physics are just plain wrong. If you haven't watched the Alpine video I posted above, please do so. The problem is clear as day. (I also think it's very problematic to claim that online physics are more realistic when you can't turn a car over online. That's a serious contradiction!) So while I think that the *difficulty* online is more accurate overall, the *physics* seem to be terribly lacking, at least for the cars I can judge.

Could I be wrong? Of course. I've been wrong before, it'll happen again. Probably tomorrow. Maybe the Alpines won't come back at all once the rear starts to go. Maybe, despite sharing most of their chassis and suspension with my real life motorsports vehicles, the BTR and Yellowbird also won't come back around. Maybe these cars do have terrible snap-back even at low speeds like I've never encountered in real life. And when someone here comes along as says "I've raced my Alpine 1600s for the last 20 years and it actually doesn't handle like other RR cars", well then I'll believe that person. (And in the end, even if I'm 100% wrong, it *still* doesn't excuse PD for using two different models for vehicle dynamics).
 
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there is a difference

i tested my f10 at laguna seca in arcade mode, then went online with same setup and handling was WAY more oversteery.

I don't know why. And i don't know which physics is more accurate, but it is not good.
 
Ah! I think: this removed my worry that the Racing Hard tires were the cause of my SLS Stealth's Extreme Oversteer. Thanks people!
 
They are definitely the same physics, the difference between practice and online mode is the fuel consumption wich make the car much heavy but with the pass of the laps the car begins to feel much lighter.

Try for yourself, compare the lap times

pd: sorry about my english
 
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They are definitely the same physics, the difference between practice and online mode is the fuel consumption wich make the car much heavy but with the pass of the laps the car begins to feel much lighter.

Try for yourself, compare the lap times

pd: sorry about my english

Wrong. If true then why is it impossible to flip a car on-line but you can off-line? Answer: Different physics engine on-line.
 
I started this thread. At that time I had mostly driven offline but since then mostly online. Here is my thinking and some additional comments.

- Tire temp/condition has a huge impact on grip, and I never get the same grip online that I get offline

- I and most people have only noticed increased oversteer online. None have written about increased understeer. Most are using rearweel driven car.s

- I have in-depth tuned a GT500 car at Suzuka and Fuji for online racing league. Suzuka have a pretty even tirewear where Fuji wears out rear quicker than front. There is actually a problem getting front tires to right temperature at Fuji. At lap 2-4 the rear should peak in grip level where front is too cold. Even so, the car oversteers more at Fuji through its tirewear than off-line.

- At the Nascar LV23 event. I still don't understand why the car is faster with ABS=0 than ABS=1. I drive full throttle around the whole lap, never touch the breaks.

- I lookad at "panjadrum's" video at the Cape. That corner does some strange thing just before the exit. On the screen it looks as same radius/banking, but I have to slow down prior to the exit before accelerating out of the corner. My guess is that the banking actually change in the model which would explain the sudden oversteer.

I have no real car racing experience. In GT5 I view myself as a little over average driver but a really good tuner. At out first racing league event at Suzuka, I managed to tune my GT500 car to be 1-2 sec faster per lap than other GT500, so I think I understand the tune model quite well.

Bottom line. That there are two completely different models online/offline doesn't make sence from a development prospective. Tirewear/temp has a huge impact on grip online and it makes it feel more slippery.

But its not the only thing. My guess is that there is still a level of traction or skid control built into the model off-line, even with all turned off. That would explain most of what people are experiencing.
 
Have any of you compared "Arcade mode" timetrail physics to online?

Here's my theory.

Arcade and online are the full physics package. Contrary to what I have read from a couple of people in this thread, the cars handle much more realistically in those areas.

In "A spec" I am finding the handling model waaay too forgiving. Almost like "standard" physics from GT5P. this also includes "Practice".

(I don't know if this changes when you start running "extreme" events as I haven't yet.)

Given how the game is layed out in a way that seem to want to introduce you gently to the process of driving and racing a car, it would not surprise me if the above is true. Also, when timetrial leaderboards and online events are introduced, I think it makes sense that players should have learned enough to be able to handle the real physics and all be using the same physics model.

As an additional point, I'm sure most of you have noticed that it is much easier to deform your car when racing online and I think this backs up my findings.
This is exactly what I thought. I figured they would have watered down the physics for A-Spec to get people accustomed to racing fast, and leave the real physics for online. However, as many people have pointed out... cars will not roll online. So the realism of the physics isn't there.
 
I'm sure glad we have the Internet to share our experiences otherwise I would've thought I was going crazy last night. After running dozens of time trial laps in Arcade mode on Grand Valley Speedway in the Lancer Evo X, I decided to take it online for some free run action before going to sleep. I couldn't believe how different the car handled. It was like playing a different game. In Arcade mode, I was averaging in the 2:07 range and online I was averaging around 2:21. I found myself having to brake in areas of the track that I was able to take fullspeed in Arcade mode. I used the Arcade car online and my assists and tires were identical in both modes.

Peace \/
chisel316
 
I lookad at "panjadrum's" video at the Cape. That corner does some strange thing just before the exit. On the screen it looks as same radius/banking, but I have to slow down prior to the exit before accelerating out of the corner. My guess is that the banking actually change in the model which would explain the sudden oversteer.

Yeah, there are variations in the ramp, much of which I do think is down to the banking as you say. You'll notice in the offline portion of that video that I have to get the nose down a bit towards the ramp exit, then squeeze down the throttle again. There is also a little tiny "bump" in a couple of places. (But trust me, despite their reputation for being tricky to drive, RR cars do not actually take off and head into a wall because they go over a joiner in the pavement. So I chose that as a clear indicator of when the offline physics are truer to life than the online version.)

I'm glad we have a number of people willing to really test things out. I wish I had significant real-world experience outside of RR cars, but I don't. It would be very interesting to hear from other people with real-world experience in different types of cars.

I agree that most of the cars I've tested seem to get more oversteer online. (Again, I'm really not frustrated so much about the overall difficulty, but more about the inconsistency and the fact that a few of the cars which drive so beautifully offline and in real life become absurd parodies when taken online. I actually like my sims pretty darn difficult because I like a feeling of reality and I like a real challenge. But I also like realism. I don't want my sim to be difficult because simply because it is simulating things incorrectly...)
 
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I can vouch for what Panjandrum is saying. I'm a motorcycle rider but am friends with many car enthusiasts. I mostly use mid engine cars in game, and for some reason they get extremely unstable on long sweeping corners when you are playing online. I have a buddy with an 85 pontiac Fiero and another with a 97 MR-2 that I have both driven to the limit before (actually drove the Fiero around the local autocross track we have here) and neither is as dramatic or weird as the mid engine cars in game. If you let off during a fast sweeper, yes you will feel the rear start to go. If you overcorrect, they will punish you but again it is mostly with just a loss in speed or a slight slide. In GT5 online, however, they won't even stay stable under throttle, let alone off or under braking. If you let off, you get insta spun about 5 times. Just yesterday, I was in a race on cape ring with my Audi R8 V10, a MR AWD car, and even it wouldn't stay stable unless I took the corner at around 105-110 (race slicks on and fully modded, offline the same corner is about 125 mph in the same car) without sliding and heading towards the inside wall. The rear of the cars just seems to have no grip. Try driving FF cars online and you will see, even they have a tendency to oversteer sometimes, which is just ridiculous.
 
I just checked the Time Trial in arcade mode vs. online vs GT Life. Online feels drastically different than the other two, which they felt the same.

The Motul GT-R is very easy to feel the difference. Offline it feels like it is on rails, andwhen it gets loose it is very easy to powerslide or at least keep under control. While online it spins easier than RWD cars offline.

Then I asked my friend who doesn't visit forums if he felt a difference, he responded "they are totally different."
 
I dont really understand what you're saying, yes I'm sure I learned how to read, yes I actually find out that some of my cars, my RE-FD for example dont handle the same online/offline. And here's a pictures of the credits :

IMG_0136-1.jpg


Now I dont really know what is changing.

Just a clarification for the ones still wondering.
"Online racing engine" simply refers to the netcode and network architecture. Watanabe Sou is, in fact, a senior network engineer at Polyphony (he even held lectures on the subject at the Institute of Electronics, Information and Communication Engineers in Tokyo). His job has nothing to do with physics (besides the physics involved in creating a world-wide gaming network).

Also, while it's impossible to rollover online, the actual physics involved in it seem to be the same. The car is equally easy to imbalance on two wheels, but it justs stops rather abruptly after a certain angle online. More than an actual different physics engine, it looks like they added a variable to limitate the maximum roll angle (and after having many a race ruined by laggy/warping rollovers in Forza 3, I'm not sure it's a bad thing, quite the contrary). Up to that angle, the car will imbalance in the same way, with the same acceleration, at least by the rather imprecise instrument of visual observation.

As for handling, my impression is that it's pretty much the same of the A-spec races that include tire wear and fuel consumption. maybe some feel stronger differences due to network lag. In the end at least part of the physics interactions online need to be negotiated with the server, and it's not unlikely that lag could cause some minor discrepancies.
 
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I can run the exact same times or close online than I do in ASPEC. If I'm a second slower or so it's only because I missed a couple of corners.... It doesn't take much of a mistake and you can ruin a lap.

I think it's exactly the same physics besides tire wear which is definately noticeable after 10 laps. And the DAMAGE is awesome as well.

Well I'm not completely convinced anymore. After running the mx5 countless times around Tsukuba Circuit, I have that course down real well and know what kind of lap times I can run. It might be having perfect tire temperatures in A-SPEC FREE RUN or whatever it maybe, but i'm a half second quicker offline running the exact same line. I'm not sure the reason why, but it's definately noticeable in my FR MX5. I didn't notice any difference in my FF Civic, but I didn't have to worry about losing the rearend in that car.

I was really against that idea at 1st, but I'm on the fence now.
 
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