A simple question to all the Gamephysicsexperts in here: On which Naturephysical Law realbased since GT6 the ingame Physics Engine?
Answer: The gravity of Earth, refers to the acceleration that is imparted to objects due to the distribution of mass within the Earth. Near the Earth's surface, gravitational acceleration is approximately 9.8 m/s2, which means that ignoring the effects of air resistance, the speed of an object falling freely will increase by about 9.8 metres per second every second. This quantity is sometimes referred to informally as "little g" and in contrast, the gravitational constant G is referred to as "big G". The gravitational constant, also known as the universal gravitational constant, or as Newton's constant, is an empirical physical constant involved in the calculation of gravitational effects in Sir Isaac Newton's law of universal gravitation and in Albert Einstein's general theory of relativity.
https://wikipedia.org/wiki/Gravitational_constant
An gravitational effect in this physical calculatin is for example: Downforce is a downwards thrust created by the aerodynamic characteristics of a car. The purpose of downforce is to allow a car to travel faster through a corner by increasing the vertical force on the tires, thus creating more grip.
This effect is referred to as "aerodynamic grip" and is distinguished from "mechanical grip", which is a function of the car's mass, tires, and suspension. The creation of downforce by passive devices can be achieved only at the cost of increased aerodynamic drag (or friction), and the optimum setup is almost always a compromise between the two.
https://wikipedia.org/wiki/Downforce
No gravitationaler Effect in this physical calculation is for example: Cold inflation pressure is the inflation pressure of tires before the car is driven and the tires warmed up. Drivers are encouraged to make sure their tires are adequately inflated, as suboptimal tire pressure can greatly reduce fuel economy, increase emissions, increased wear on the edges of the tire surface, and can lead to premature failure of the tire. Excessive pressure, on the other hand, may lead to impact-breaks, decrease braking performance, and cause uneven wear (i.e. greater wear on the center part of the tire surface). Tire pressure is commonly measured in psi in the imperial and US customary systems, bar, which is deprecated but accepted for use with SI or the kilopascal (kPa), which is an SI unit. Ambient temperature affects the cold tire pressure. Absolute cold tire pressure (gauge pressure plus atmospheric pressure) varies directly with the absolute temperature, measured in kelvins.
Fact: The Moonmission in GT6 shows clearly pure Gravity, as working function in the ingame Physics Engine. Gran Turismo as "Real Driving Simulator" used real Physics Law calculated physicmodels for real working dynamic Drivingphysics and has no static Databased physical-simulated pseudo-realdriving Gameengine.
Carsetting since GT6:
1) tune the Carsetup balanced out for Handling, NOT for grip on setting Tyres!
2) when you only stiffen anything on one axle, SpringRate, AntiRollbar or Damper, you are removing mechanical grip from that axle.
3) Anybody who says Camber removes/reduces cornering grip, doesn't understand points 1 & 2.
4) Increasing SpringRate Push the wheels into the tarmac.
5) Increasing ARB tends to make the inside wheel light.
6) roll resistance is the total of SR and ARB front & Rear.
7) When tuning the Suspension AND Differential most often you need to compensate, for adjusting one setting by adjusting a few more.
8) Toeangles are used to dial in fine handling between the Axles, unless from the compromise tuned SR, ARB, Damps, Diff and Ride Height setting.
For Example: a low power FR car has wheel spin but your car is balanced in the corner, what to do??
Lower the ARB and raise the SpringRate. This will keep the roll resistance coupling the same BUT will make the inside tire more planted and capable of putting down the power. THIS WILL REQUIRE adjusting the differential to get the most out of. High ARB with Low SR will call for a very tight Diff, a low ARB with high SR will respond better to a more open Diff set up.
GTS Basicsetups: The same FF FR AWD MR RR default settings for each specific Racingclass, are allready compromise inused-Driveraids Handlingtunes and makes only Sense as Fairplay-Groundbasesetup for GT Sport Onlinecompetitions.
Did you think the Tyremodel or Gamephysics are don't real enough? Go to the Missions 6/8 30-Lap Race, set the Breakbias to +1 because it's a Porsche with minimal weightshiftingeffect and realize, that results in a Front-Rear-balanced Tirewearing and this is simply like the Reality.
bye