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@demonchilde it's good to see you back
I agree.@demonchilde it's good to see you back
Well, your presence was definitely missed, and glad you found some time to come back. 👍Nonono, no wins. I really only dabbled in FITT a little bit, right before my job/life forced a long break. I was merely an evil,good looking ornament on the FITT tree here, lol.
I had my garages and tuned a ton of cars in the early days of gt6. I learned how to tune from watching MCH and Praiano tune way back in gt5, and then here. Anything I know game wise is pretty much due to the fact those 2 helped me understand the physics.
I posted here in this thread, because all the main people I know/cared about are right here.
Nonono, no wins. I really only dabbled in FITT a little bit, right before my job/life forced a long break. I was merely an evil,good looking ornament on the FITT tree here, lol.
I had my garages and tuned a ton of cars in the early days of gt6. I learned how to tune from watching MCH and Praiano tune way back in gt5, and then here. Anything I know game wise is pretty much due to the fact those 2 helped me understand the physics.
I posted here in this thread, because all the main people I know/cared about are right here.
That's an excellent idea & would be really beneficial to those unaware of all the changes that have occurred to the physics model.You know what would be very helpful, not only to just me, but to the tuning community as a whole, would be a game patch guide. I cluld put something together all nice-nice, but would need help getting the information. Heres an example of what I was thinking; (all info is example, and made up)
Patch 1.1 - added effect to camber, where before it was almost nonexistent.
-
Patch 1.2 - MR drivetrain was made easier to handle. Simple lsd and weight transfers can effectively make all manageable.
- the distence driven to show engine wear for overhauling has been raised to over 1,000km now.
-
Patch 1.3 - made most vision cars unsellable even if you bought it (instead of won)
- braking effects have been intensified on MR and FR cars. A perfect 5/5 would now be equivalent to a 7/7.
Something along those lines. So say, I could pick a tune made 5 months ago, in the database, and check to see what I possibly might want to alter on it for todayy current racing.
See where I was heading?
Any ideas?
I used to ( back in late gt5), pick one of your tunes for whatever seasonal I was doing at the time, and use it as a base line in offline tuning. I would pick a similar car (weight/power/drive) and race it watching times and performance same track, ect. THEN, after a few months, I learned to see WHY you changed certain settings for whatever reasons, and kept notes. Praiano had similar, but slightly different in some areas, paths, and I really liked his high HP tuning he did. Between the 2, I began to see the a+b=c's of the physics....... and then gt6 happened and we started all over, lol.I learned to tune by testing things and by directly competing with @praiano, @CSLACR and RJ in FITT competitions. When they beat me, I would drive their car head to head against mine and look for differences. Then I would tweak my tune to see if I could make it faster than theirs.
Same for me, I learned my trade trying to hunt down yourself and @praiano63. I would take the cars apart and try to find where the gains were being found, I never aimed to emulate the techniques but instead to find out the logic behind them and then develop the ideas further.I learned to tune by testing things and by directly competing with @praiano, @CSLACR and RJ in FITT competitions. When they beat me, I would drive their car head to head against mine and look for differences. Then I would tweak my tune to see if I could make it faster than theirs.
I'm not sure the changes are really that important to know ahead of time, they won't teach you anything useful that you won't learn in a test drive. Nothing important to tuning has changed since 1.09 and the importance of those changes is debatable at best (camber was changed but not improved in a practical sense, it still resulted in traction loss)You know what would be very helpful, not only to just me, but to the tuning community as a whole, would be a game patch guide. I cluld put something together all nice-nice, but would need help getting the information. Heres an example of what I was thinking; (all info is example, and made up)
Patch 1.1 - added effect to camber, where before it was almost nonexistent.
-
Patch 1.2 - MR drivetrain was made easier to handle. Simple lsd and weight transfers can effectively make all manageable.
- the distence driven to show engine wear for overhauling has been raised to over 1,000km now.
-
Patch 1.3 - made most vision cars unsellable even if you bought it (instead of won)
- braking effects have been intensified on MR and FR cars. A perfect 5/5 would now be equivalent to a 7/7.
Something along those lines. So say, I could pick a tune made 5 months ago, in the database, and check to see what I possibly might want to alter on it for todayy current racing.
See where I was heading?
Any ideas?
Please give an example, I'm not sure what you mean?Looking at the big picture though, not individual maybe, but a lot has changed since, say, March. And although those who tune a lot could simply test drive and work it out, those who just started or only dabble a bit wouldn't know where to begin.
And as far as theorys go, what some people think is 'slight maybe, if that' could be bible to another tuner. I wouldn't mind getting short one sentence ideas from patchs past to present from theorys to proven facts.
I would simply put a "(theory)" at the end of the ones that havent been proven OR discredited yet.
I like simple, appliable directions, able to be understood by both tuning experts and beginners as well.
Maybe this is too hard of an idea, maybe its not, thats what I am trying to figure out.
Well, thats kinda the question I am asking, lol. Because I've been gone so long, I couldn't give good examples, HOWEVER;Please give an example, I'm not sure what you mean?
When you go back to something and it doesn't feel the same its rarely the fault of the physicsWell, thats kinda the question I am asking, lol. Because I've been gone so long, I couldn't give good examples, HOWEVER;
pick an old tune, older the better, and detune it. I mean, ask yourself, "ok, this car that I drove perfectly 9 months ago, drives bad now because _________ changed in ______ patch. And this part could work better now because of ______ patch." And, "ok, this car, was absolutely untamable 7 months ago, but since they changed ________ and made ________ more effective, I bet I could get good times with it now"
Like that. But again, as I kinda Dalorian/88mph'd here from way back then, I personally don't know what patchs did what. Does that explain it? Again, maybe its a good thought, maybe its not, still trying to figure it out.
I think the most significant changes in the game so far have been the rebalance of FR cars that came around 1.03 making them slower and "stabilization " of MR cars in the gameIs that really all it is man?
Maybe it wasn't such a good idea, at least for right now anyways. But the core of my idea I still believe is needed. If thats all its been so far, so be it, but we should make/keep a 'simple' list as time goes by.
Sort of like a history book for how GT changed things for better or worse.
And whats this word " retired " I see in your signature?
Is that really all it is man?
Maybe it wasn't such a good idea, at least for right now anyways. But the core of my idea I still believe is needed. If thats all its been so far, so be it, but we should make/keep a 'simple' list as time goes by.
Sort of like a history book for how GT changed things for better or worse.
And whats this word " retired " I see in your signature?
The in game part descriptions are actually fairly accurate with the exception of ride height which is backwards in terms of oversteer/understeer in relation to rake.Completely agree.
Again, with it being as long as it was that I was gone, I wasn't exactly sure just HOW MUCH they changed the programming.
I wish they would update or change the wording on each functions descriptions, to translate into layman's terms both novice and expert levels would understand. Like, instead of describing what something physically does, describing how it effects the drive instead.
And not "how it's supposed to effect the drive", but how it actually currently effects the drive. That would help a ton to newer tuners.
And speaking of that, why did you stop tuning for your garage? I have tested your tunes in the past, I don't consider you stopping tuning as very beneficial, lol. You have an understanding that a lot of people don't have, would be a shame to let it go to waste.
Anyway, thanks for helping me work through if I was going to spend time and effort on that idea.
I agree, especially about that damn ride height issue.The in game part descriptions are actually fairly accurate with the exception of ride height which is backwards in terms of oversteer/understeer in relation to rake.
However, it is impossible to write an accurate all encompassing guide to what you should adjust to make a car "better" because problems and solutions are never a case of just tweaking one thing and there is no such thing as right.
eg.
Lets say we've got a typical FR car that is understeering on entry and try to list the potential causes:
(not in order of importance)
Front/Rear brake imbalance
Front brakes too high
Front brakes too low
Front/Rear ride height imbalance
Front ride height too low
Rear ride height too high
Front/Rear spring rate imbalance
Front spring rates too high
Front spring rates too low
Front/Rear compression/extension imbalance
Front compression/extension imbalance
Rear compression/extension imbalance
Front damper compression too high
Front damper compression too low
Rear damper extension too high
Rear damper extension too low
Front/Rear ARB imbalance
(not listing all of the variables of front/rear toe/camber)
Long gearing causing differential to lock
LSD Initial too high
LSD Decel too high
Torque spike at certain RPM causing differential to lock/unlock
Too much rear aero
Too little front aero
Too much weight on the front axle
Too little weight on the front axle
Driver error
The entry understeer could be caused by any one of the problems above or by multiple problems simultaneously, without driving the car and analysing which of the solutions would be applicable it is all but impossible to advise the correct path. We then get into the issue of by addressing one problem you may have caused another. Everything is connected, no singular setting entirely controls the resulting reaction.
To sum it up I'd describe it as trying to tell a guy on top of a pole how to balance on a windy day, you can use some logic to get the general stuff right but without experiencing the moment and feeling the forces at play it is impossible to know what to do.
I've not stopped tuning, I just don't do public tunes any more as I don't have the time, mostly just FITT builds
Its a weird and seemingly easy to fix issue but at least its usable, the weirdest thing is that the in game blurb says that it should work the other way aroundI agree, especially about that damn ride height issue.
I also agree about the cure for understeer list of possible causes. One thing I've learnt over the years as a keen student of Motorsport in general is, you have to work through the list in a methodical way trying one thing at a time, keeping acurate records of the changes: better, worse, same?and only then can you move onto the next item on the list.
It all comes back to the old saying "It's better to come 2nd and understand why than it is to win & not know why."
I've had this discussion elsewhere before & it seems to be such an ingrained problem that after 22 game updates it must require close to a total rebuild to remedy.Its a weird and seemingly easy to fix issue but at least its usable, the weirdest thing is that the in game blurb says that it should work the other way around
It's ok. The last thing I'm looking for is an argument. I have better things to do with my time.Oh, don't start an argument over something I brought up, please, lol.
That is one of those things I was actually talking about like 7 posts up or so;
"as far as theorys go, what some people think is 'slight maybe, if that' could be bible to another tuner"
Like for another example, people felt just as strong about camber issues 8 months ago, and many a heated debate spawned from it.
I get what your saying. It may not be as bad as it once was, but it could be improved greatly, I think we could all agree.
Edit: also, understand my standpoint I reside from: I do not care really about what I personally understand. What my ideas stem from is not targeting tuners who already understand the physics (or whatever lol), my target is and has always been those just starting out tuning for themselves, or those who haven't started at all, getting them interested in doing so. In many cases, people get discouraged easily when things that don't make sense occur.