Dirt physics is broken

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Title.

I can not believe this left the testing phase as is. It's unplayable, how did they (PD) allow this?

For those who don't know what I'm talking about - I'm talking about jump physics and invisible walls.

How did this pass testing?
 
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Title.

I can not believe this track left the testing phase as is. It's unplayable, how did they (PD) allow this?

For those who don't know what I'm talking about - I'm talking about 2 jumps before start/finish line and invisible walls surrounding the pits.

With jump physics being unpredictable - again I ask: How did Sardegna dirt track pass testing?

I can't remember this or fisherman's ranch the last jump sent me into a brick wall edge 3 laps in a row at a dead stop every time... at the pistop side of the track.

Thankfully due to having over 700bhp I could scramble and still win.

Hate the GT rally events and the tracks.
 
During the last dirt physics "fix" it certainly feels like they fixed some things and broke others. It's nice that you now don't launch into space with every jump, but it does feel like the landings are a little less predictable now

The ghost pit wall is just ridiculous though, either adjust the visuals or the hit box of it. It's easily like 3 times as big as it looks.
 
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I keep seeing broken this and that, but I don't see any solid reasoning behind it. What makes the dirt physics broken?

The jumps I don't have an issue with, make sure you are square on and I often find I have no trouble with them. The last jump at Sardegna is the biggest pain, mostly due to the layout of the road. It is a poorly placed jump and reminds me of the death chicane at Dragons Trail. But aside from that, I don't have any issues with the dirt racing.
 
I keep seeing broken this and that, but I don't see any solid reasoning behind it. What makes the dirt physics broken?

The jumps I don't have an issue with, make sure you are square on and I often find I have no trouble with them. The last jump at Sardegna is the biggest pain, mostly due to the layout of the road. It is a poorly placed jump and reminds me of the death chicane at Dragons Trail. But aside from that, I don't have any issues with the dirt racing.
Dirt physics are broken, that's a fact.

Jumps are unpredictable, I've tried lifting off, slowing down, going full out. You name it.

The jumps itself aren't the problem - the landings are. The car always goes in random directions upon landing.
I've landed on front bumper UPON landing on all four wheels FLAT. Something is broken in dirt physics, and that's a GT staple. No GT had good dirt physics but GT7 is especially problematic, considering 2 of 3 dirt tracks have heavy jump focus (with Sardegna having a trully idiotic 2 jumps right before the start/finish line).

During my attempts while golding Fisherman's Ranch - I've lost countless good laps upon landing. Whoever claims dirt physics is not broken hasn't got a clue what physics is.
 
I keep seeing broken this and that, but I don't see any solid reasoning behind it. What makes the dirt physics broken?

The jumps I don't have an issue with, make sure you are square on and I often find I have no trouble with them. The last jump at Sardegna is the biggest pain, mostly due to the layout of the road. It is a poorly placed jump and reminds me of the death chicane at Dragons Trail. But aside from that, I don't have any issues with the dirt racing.
Play a real rally game and you'll understand.

Or heck, just watch some real rally or rallycross, it's plain as day that what is in GT7 is nothing like it.
 
I think in general the physics in PDs attempts at dirt are off, and always have been.

As best I can explain it, it's as if the cars weight less on dirt, which results in them sliding around way too much, when you jump the cars get more air than they should and when they land they bounce in ways they shouldn't.

It's almost as if when challenged with making their game engine simulate dirt, instead of working to simulate a surface with less traction, they decided to reduce the cars weight and traction, resulting in what feels like driving on ice.

Compare that to Dirt 2.0 or WRC 10, and you can clearly see that PD are a mile behind when it comes to off road racing.
 
I think in general the physics in PDs attempts at dirt are off, and always have been.

As best I can explain it, it's as if the cars weight less on dirt, which results in them sliding around way too much, when you jump the cars get more air than they should and when they land they bounce in ways they shouldn't.

It's almost as if when challenged with making their game engine simulate dirt, instead of working to simulate a surface with less traction, they decided to reduce the cars weight and traction, resulting in what feels like driving on ice.

Compare that to Dirt 2.0 or WRC 10, and you can clearly see that PD are a mile behind when it comes to off road racing.
This makes sense. If you (or anyone else) remember(s) back in GT5 or 6 (maybe in GT7 and GTS) - when you flip the car, it feels weightless. So, based on my observations, cars' weight is tied only to tires having contact with the surface on all 4 tires. Once that changes the physics engine goes crazy (wheelie glitch comes to mind). So once wheels break ground, the car is effectively weightless. The fixes they had to make to the engine in order for dirt jumps to work lead to the current issue (ie. the unpredictability of landings).

I also reckon it has to do something with weight as a compensation for PD's engine not being able to properly simulate loose surface apart from other things.

Basically, no PD's Gran Turismo engine could simulate loose surface well (jumps weren't the problem in GT5, which had jumps on tarmac circuits aswell - on Cape Ring and Eiger Nordwand to name a few). However I don't remember GT5 being this bad, GT7 has quite an unique jump physics issue.
 
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