- 4,101
- California
- Sk8er913
7/12/15 I just got home from real life racing. And it was my second time in a kart. I used my knowledge from my G27 to make rapid and huge leaps in my lap times the first time I was in the kart. However tonight when I applied my GT knowledge to the racetrack. I got an unpleasant surprise in the form of several bruises from the violent shaking vehicle. So I decided to create a thread detailing holes in GT6 physics to help amateurs drivers as well as Polyphony Digital.
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8/3/15
I raced tonight again, and I'm looking back at the poll results for "Are you happy with the accuracy of GT6 physics." And only 72.2% of you voted yes. That's not a true representative of how good this games physics really are. People call it a "simcade." but it is only a simcade on a DS3. If you get a high quality wheel from either Logitech or Thrustmaster or whatever it feels great! I now have about 110 minutes of track time, which admittedly doesn't sound like much. But every time I do a session, the lines between virtual and reality are becoming more and more blurry. The only real difference in the game and the real thing is that in the game you use your arms to feel how it's handling through the steering wheel, but in real life that is less important. This game is incredible, and it produces great drivers. I know @kart.no.38 would agree with that, he wins pretty much every race he goes too.
When I originally designed this thread I was unhappy with the accuracy of this thread, and I wanted to point out things that it gets wrong so that new drivers could use the information to avoid those pesky rookie mistakes. tonight though, it's completely different. Gran Turismo can improve it's physics, because it obviously have it's flaws. They are way too forgiving, small mistakes in real life seem cost a lot more time than in GT. GT6 has a great physics engine and it is a great tool to improve real life driving skills.
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Poll results:
Are you happy with the accuracy of GT6 physics?
Yes: 72.2%
No: 27.8%
...............................................................
How good is the Force Feedback for wheels in Gran Turismo 6?
I am not a wheel user: ...................................................................28.3%
It is great and doesn't affect realism that much: .................................10.9%
It is good, but I would like to see minor changes to enhance the realism: 13.0%
It is ok, but I would like to see moderate changes to enhance the realism: 39.1%
It is a severe problem that needs to be fixed for GT to feel lifelike:.....................8.7%
......................................................
Severely incorrect:
Understeer + Extra steering input:
In-game: mild understeer, increased tire wear, and the wheels feedback weakens.
Real life: soft suspension with low grip tires seems to behave similarly to in game. However, with hard suspension and a higher grip tire, the vehicle shakes and bounces violently. Loses a lot of straight line speed, as the extra horizontal angle acts as a brake, and often loses contact with the ground causing even more understeer.
Possible Causes: Camber doesn't work correctly, tire pressures are not modeled, they don't absorb and shed heat like a real tire, carcass deformation modeling doesn't seem to be there etc.
More correctly simulated in:
Live For Speed (PC) says @letdown427
Contributors: @sk8er913 @Johnnypenso
Endorsed by:
No lift off oversteer
In Game: When you suddenly come off the throttle, when the car is cornering at it's limit on a smooth track, the rear wheels do not lose grip. Only certain cars have it modeled, and when it is modeled it is very weak.
In real life: When you come off the throttle suddenly when a car is cornering at or near it's limit, the rear wheels will loose grip & the car will oversteer (see video in post 8). You can control the car with the throttle better.
More correctly simulated in:
AC says @Johnnypenso
Contributors: @VBR @Imari
Endorsed by: @super_gt
Very poor clutch simulation
In Game: When you go to shift, weird things happen sometimes it goes back to neutral, just because you tapped the throttle. In some cars, the clutch doesn't even work. And for gamepad users they can't even assign a clutch button.
More correctly simulated in:
Copa Petrabras de Marcas says @sk8er913
Contributors: @sk8er913 @RobbiefromBC
Endorsed by:
Moderately incorrect:
Cars drag coefficients are wrong:
In-game: aerodynamic drag in GT is falsely represented leading to an excessive top speed and may change braking points.
Contributors: @YZF
Endorsed by: @Manasseh257NSX
Force feedback dynamics are poor:
In-Game: On straights most of the time there is no feedback, no bumps in the road or anything. The wheel oscillates back and forth in a feedback loop until it spins out. And in cornering the wheel is light and overly stable, I have often heard it described as, "driving on a cloud."
Real Life: There are bumps in the road/track, usually. The wheels oscillations get smaller instead bigger when you let go of the wheel. You can feel the tires, suspension and the road working together to get the car around the corner.
Contributors: @Robbks @Ettick @RobbiefromBC @sk8er913
Minorly incorrect:
Tuning doesn't follow real life examples
In-game: Tuning doesn't follow real world physics much at all.
Contributors: Several, pages 1-2
Endorsed by:
Well simulated list:
Counter-steering endorsed by: @sk8er913
Load transfer endorsed by: @TJC_69
Air density changes with tempurature endorsed by: @iName @KinLM
Explanation of sections and how to contribute to this catalog:
- Severe, moderate, and minorly incorrect issues are categorized based on how big of an impact it has on driving at the limit. You are encouraged to suggest a change if you feel that it is in the wrong category.
- In game and real life designate if the description is what happens in real life or in the game Gran Turismo 6. You are again encouraged to suggest changes if you feel like it would improve it.
- Better simulated by list is a compilation of games that simulate that particular issue better than Gran Turismo 6 on force feedback wheels. It's not saying that it's a better as a whole and This is definitely not meant to put down or praise ANY SIMULATION GAME! This section is meant to help gamer to racers practice and prepare for the real world using simulation racing games.
- Contribution list have people who have added to that topic.
- Well Simulated list are things players think is well simulated in this game, if you would like to add something to this list, tag me.
- Endorsement list have people that agree with that post, if you would like to be added to this list, tag me. Endorsements are preferred to be members that have experienced this in real life and in game.
Please use a format compatible with the one that I am using so that it is easier for me to make it fit into this post if you are wanting to add or modify something to the OP.
------------------------------------------------------------------------------------------
8/3/15
I raced tonight again, and I'm looking back at the poll results for "Are you happy with the accuracy of GT6 physics." And only 72.2% of you voted yes. That's not a true representative of how good this games physics really are. People call it a "simcade." but it is only a simcade on a DS3. If you get a high quality wheel from either Logitech or Thrustmaster or whatever it feels great! I now have about 110 minutes of track time, which admittedly doesn't sound like much. But every time I do a session, the lines between virtual and reality are becoming more and more blurry. The only real difference in the game and the real thing is that in the game you use your arms to feel how it's handling through the steering wheel, but in real life that is less important. This game is incredible, and it produces great drivers. I know @kart.no.38 would agree with that, he wins pretty much every race he goes too.
When I originally designed this thread I was unhappy with the accuracy of this thread, and I wanted to point out things that it gets wrong so that new drivers could use the information to avoid those pesky rookie mistakes. tonight though, it's completely different. Gran Turismo can improve it's physics, because it obviously have it's flaws. They are way too forgiving, small mistakes in real life seem cost a lot more time than in GT. GT6 has a great physics engine and it is a great tool to improve real life driving skills.
-------------------------------------------------------------------------------------------
Poll results:
Are you happy with the accuracy of GT6 physics?
Yes: 72.2%
No: 27.8%
...............................................................
How good is the Force Feedback for wheels in Gran Turismo 6?
I am not a wheel user: ...................................................................28.3%
It is great and doesn't affect realism that much: .................................10.9%
It is good, but I would like to see minor changes to enhance the realism: 13.0%
It is ok, but I would like to see moderate changes to enhance the realism: 39.1%
It is a severe problem that needs to be fixed for GT to feel lifelike:.....................8.7%
......................................................
Severely incorrect:
Understeer + Extra steering input:
In-game: mild understeer, increased tire wear, and the wheels feedback weakens.
Real life: soft suspension with low grip tires seems to behave similarly to in game. However, with hard suspension and a higher grip tire, the vehicle shakes and bounces violently. Loses a lot of straight line speed, as the extra horizontal angle acts as a brake, and often loses contact with the ground causing even more understeer.
Possible Causes: Camber doesn't work correctly, tire pressures are not modeled, they don't absorb and shed heat like a real tire, carcass deformation modeling doesn't seem to be there etc.
More correctly simulated in:
Live For Speed (PC) says @letdown427
Contributors: @sk8er913 @Johnnypenso
Endorsed by:
No lift off oversteer
In Game: When you suddenly come off the throttle, when the car is cornering at it's limit on a smooth track, the rear wheels do not lose grip. Only certain cars have it modeled, and when it is modeled it is very weak.
In real life: When you come off the throttle suddenly when a car is cornering at or near it's limit, the rear wheels will loose grip & the car will oversteer (see video in post 8). You can control the car with the throttle better.
More correctly simulated in:
AC says @Johnnypenso
Contributors: @VBR @Imari
Endorsed by: @super_gt
Very poor clutch simulation
In Game: When you go to shift, weird things happen sometimes it goes back to neutral, just because you tapped the throttle. In some cars, the clutch doesn't even work. And for gamepad users they can't even assign a clutch button.
More correctly simulated in:
Copa Petrabras de Marcas says @sk8er913
Contributors: @sk8er913 @RobbiefromBC
Endorsed by:
Moderately incorrect:
Cars drag coefficients are wrong:
In-game: aerodynamic drag in GT is falsely represented leading to an excessive top speed and may change braking points.
Contributors: @YZF
Endorsed by: @Manasseh257NSX
Force feedback dynamics are poor:
In-Game: On straights most of the time there is no feedback, no bumps in the road or anything. The wheel oscillates back and forth in a feedback loop until it spins out. And in cornering the wheel is light and overly stable, I have often heard it described as, "driving on a cloud."
Real Life: There are bumps in the road/track, usually. The wheels oscillations get smaller instead bigger when you let go of the wheel. You can feel the tires, suspension and the road working together to get the car around the corner.
Contributors: @Robbks @Ettick @RobbiefromBC @sk8er913
Minorly incorrect:
Tuning doesn't follow real life examples
In-game: Tuning doesn't follow real world physics much at all.
Contributors: Several, pages 1-2
Endorsed by:
Well simulated list:
Counter-steering endorsed by: @sk8er913
Load transfer endorsed by: @TJC_69
Air density changes with tempurature endorsed by: @iName @KinLM
Explanation of sections and how to contribute to this catalog:
- Severe, moderate, and minorly incorrect issues are categorized based on how big of an impact it has on driving at the limit. You are encouraged to suggest a change if you feel that it is in the wrong category.
- In game and real life designate if the description is what happens in real life or in the game Gran Turismo 6. You are again encouraged to suggest changes if you feel like it would improve it.
- Better simulated by list is a compilation of games that simulate that particular issue better than Gran Turismo 6 on force feedback wheels. It's not saying that it's a better as a whole and This is definitely not meant to put down or praise ANY SIMULATION GAME! This section is meant to help gamer to racers practice and prepare for the real world using simulation racing games.
- Contribution list have people who have added to that topic.
- Well Simulated list are things players think is well simulated in this game, if you would like to add something to this list, tag me.
- Endorsement list have people that agree with that post, if you would like to be added to this list, tag me. Endorsements are preferred to be members that have experienced this in real life and in game.
Please use a format compatible with the one that I am using so that it is easier for me to make it fit into this post if you are wanting to add or modify something to the OP.
Last edited: