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- JacksHereR
that's why I'm thinking I need launch control to give the game a better representation.
Hi there. This thread is a result of GTS' horrible tyre model simulation. This is a simulation of how the tyres gain and lose grip (not to be confused with actual driving of a car). GT Sport's tyre simulation is the worst simulation of all current gen simulators and simcades. PD has improved his a little throughout the updates but it's still shameful.
What the tyre model affects: acceleration, deceleration, understeer, oversteer.
What it does not affect: basically any kind of driving until tyres start to lose grip.
Acceleration: this is the easiest way to test the tyre model via 0-100 kph test (0-60mph), which in GTS results in totally unrealistic times. FF cars are most affected, followed by FR cars, MR and RR cars and 4WD cars respectively. 4WD cars are less affected but still not realistic.
The easiest way to test the tyre model is 0-100 kph test (0-60mph), which in GTS results in totally unrealistic times. FF cars are most affected, following by FR cars, MR and RR cars and 4WD cars are naturally not so far from reality.
@Scaff also did a pretty good video comparing real life, GTS and other games' tyre model. Please post the video here, I could not find it anywhere.
Examples of some 0-100kph tests: (I used TCS1 because that gives the fastest results, all cars stock, with stock tyres equipped)
Dodge Charger SRT Hellcat:
Real life time: ~3.4 seconds
GT Sport time: ~5.8 seconds - ridiculously slow
Honda Civic Type-R:
Real life time: ~5.8 seconds
GT Sport time: ~7.2 seconds - again, totally off
BMW M4 Coupe:
Real life time: ~4.0 seconds
GT Sport time: ~5.5 seconds - once again, way off
Conclusion: tyre model in GT Sport is ridiculously wrong. Generally speaking the more powerful a car is the bigger is the gap between reality and GT Sport. Accelerating in GT Sport feels like the car drives on ice rather than tarmac.
Other weird occurrences are when not using CSA (counter steering assist) in a rear wheel drive car. Cars tend to drive just fine until the grip is lost completely and the car becomes a missile heading anywhere but not where you think. It's impossible to predict where the car is heading, how much you need to counter-steer, how much throttle can be applied. There is very little to no feedback (when using a wheel). When using 4WD cars, they seem to drift like crazy, they go sideways even under little throttle, again, no grip just spinning like and since all wheels are driven the car seems to go sideways rather than go straight. All tyre compounds are affected, including racing slick tyres.
Another examples:
Stock car, stock tyres (racing slick tyres) at 0:28 take a look how the wheels spin in 3rd gear like crazy, the car won't stop for a few seconds. Impossible in real life - the car has nowhere near as much power to outgrip the slick tyres - and even going backwards.
a 900+hp Supra, wheels won't stop spinning even at 300kph
https://www.youtube.com/watch?v=Aseebqcd5Ro
250 hp Impreza, no grip again, look at 0:53 especially.
https://youtu.be/IrsS-a9pAmw
Here's the Scaff's video.
Please keep the discussion on topic, this is a thread about tyres, not about driving physics.
The TC does go off in the Volvo (I know as it's my car and I've worked in the industry long enough to know the difference), it's also not the only car I've experienced it with ( including a good number in the past without any form of TC).I'm not going to argue that there is something very wrong in game regarding the way the cars behave when the rear tires are spinning.
It's absolutely dreadful and does not relate to the real world at all... combine that with a jacked up throttle rate... and here we are.
Now, the video with the "prototype"...
Watch any racing on the tv, or live, and watch cars spin out in high gear and get into the throttle... best place to see this more than once in a blue moon is NASCAR... 800hp cars going backwards at 180+mph still in high gear and smoking the tires. Once you get tires spinning they are easy to keep spinning. Tires (radials) do not recover well from a spin, they tend to want to continue to spin. BiasPly slicks on the other hand recover very well from a spin situation. Watch victory burnouts of NASCAR folks, 3rd gear, rears at about 120mph car at about 40mph, they spin it around and go backwards all while the rear tires roast.
Now, the video with the Supra...
Having driven an 850hp/900tq ('91 Mustang, single turbo, 316cu.in http://www.mustangandfords.com/featured-vehicles/mdfp-0608-1991-mustang-gt/ numbers quoted were daily driver 89octane tune, real numbers were kept quiet due to grudge racing) car in real life, on drag radials, it would haze the tires at the top of 4th gear around 140mph on an un-prep'd surface, so, on "sports soft it should do so even more easily (well lit freeway entrance ramp, 2am, no other cars in sight, stupid, yes, I know).
I have a great deal of respect for @Scaff but the videos he posts are not true to real life regardless of "game". Of the 3, the Ford was most realistic as the rev limit gear change (~20mph) immediately resulted in wheelspin. Even in a low hp car this is true... My '85 Mazda GLC (~70hp) would roast the fronts all thru 2nd gear... IF, I first got them spinning from a clutch dump in 1st gear then went to second long before mph was high enough to counter the wheels speed to pave differential.
I have no experience with the Volvo used for real world comparison, but would be willing to bet that even with TC disabled, it is still "on". My Wrangler is this way and I believe most modern vehicles are. In that rear world video it appears the car reaches near it's max mph in 1st gear (~30mph) before going to 2nd... try that again with the fronts spinning at 5000rpm and shift hard/fast into 2nd gear at about 15mph and if there is actually no TC on, and it has the power, it'll lite the tires up instantly and hit the limiter straight after the gear change.
I can do this all day in my '92 Mustang... however if I let the mph get up to where it should be and go to second the tire spin upon gear change is no where near what is is doing the other method (spinning tires, low mph gear change) and I am in no fear of hitting the limiter straight away.
In short, I have no debate that the tire model is whacked and needs work, but, the videos posted are not conclusive to indicating such... at least in my experience/observations.
Thank you sir, again, much respect.The TC does go off in the Volvo (I know as it's my car and I've worked in the industry long enough to know the difference), it's also not the only car I've experienced it with ( including a good number in the past without any form of TC).
GTS is simply not acting correctly in this area at all.
that's why I'm thinking I need launch control to give the game a better representation.
Launch control IRL generally allows unskilled drivers to achieve decent 0-60's.
It's not normally used by car journo's when testing for ultimate 0-60... a skilled driver will get a faster launch than launch control.
Lateral grip feels about right given road car lap times aren't way out for Nurb vs reality.
The TC does go off in the Volvo (I know as it's my car and I've worked in the industry long enough to know the difference), it's also not the only car I've experienced it with ( including a good number in the past without any form of TC).
GTS is simply not acting correctly in this area at all.
lol I was trying not to nail the throttle, I started off trying 3000rpm but then forgot all sense as I tried harder until I got desperate, it was far from scientific ahemThere is a clutch feature even with DS4. If you hold the brake and bring the revs up to about 1000-2000 less than redline, the cars will slowly pull away fro a standing start while the clutch slips. I find it somewhat useful for standing start races because I don;t just sit and spin when I nail the throttle.
The problem wasn't the grip levels, just the in-game labels on the tires. There is very little that's realistic about the various tire grades in the GT series. Most road cars don't have a choice of 9 different tire compounds. I always viewed the tire compound names as completely arbitrary which is what they are. They aren't replicating 9 real tires, it's the same tire with 9 different grip multipliers applied. Comfort Soft is just a % of the grip of Sport Medium. Drop down a tire grade and most cars in GT5 and GT6 felt about right. Comfort Softs on the 458 Italia made the car much more lively and fun, for example. It's not like in other games where you pull out your supercar and slap on some Pirelli Trofeo R's and they are trying to replicate the exact behaviour and grip levels of those tires in their much more complicated tire models. In that case you have something real and definite to compare it to. I don't think any tire manufacturer makes a tire called a Comfort MediumAs I mentioned early on, we all (this forum and then some) complained about the grip levels in GT5 and GT6. The tire model in both those cases appearing to be one of solid rubber and the grip being too great, at least from a play stand point. It appears to me that in GTS, grip is reduced on purpose to address that demand.
As I mentioned, when I played GT6 again recently, the sport hard of GT6 tires seemed to be the equal to racing hard in GTS. Maybe it was just that one case, but one step or two seems about right. in 2016, there was a bunch of racing rooms that went to SS tires for race cars rather than RH because they felt better and behaved better.
I'm curious, and I'm sorry if this was done and I just missed it, but do all the finding hold up when a few stickier steps of tire are swapped for the test vehicles?
As we all (should) know, there are a myriad of parameters that can be set in a computer simulation of any type and it would be a surprise to me if there weren't adjustment (behind the scenes) to the various aspects of the tire in GTS. Fr instance, a lateral grip modifier that is separate from a longitudinal grip modifier, a tire flex modifier, etc.
Back when they changed the grip in November, I was shocked by the gain, but now that I am accustomed to it, it seems fine. However, comparing to other games, I wonder what adjustment can be made in upcoming updates.
I would love to see what is available behind the scenes because it's so hard to tell from play alone. A good tire model can feel terrible if set improperly.
The problem wasn't the grip levels, just the in-game labels on the tires. There is very little that's realistic about the various tire grades in the GT series. Most road cars don't have a choice of 9 different tire compounds. I always viewed the tire compound names as completely arbitrary which is what they are. They aren't replicating 9 real tires, it's the same tire with 9 different grip multipliers applied. Comfort Soft is just a % of the grip of Sport Medium. Drop down a tire grade and most cars in GT5 and GT6 felt about right. Comfort Softs on the 458 Italia made the car much more lively and fun, for example. It's not like in other games where you pull out your supercar and slap on some Pirelli Trofeo R's and they are trying to replicate the exact behaviour and grip levels of those tires in their much more complicated tire models. In that case you have something real and definite to compare it to. I don't think any tire manufacturer makes a tire called a Comfort Medium
My take on it is that it hasn't improved significantly from GT5.Scaff my man.... what's your take in GT's suspension model? More specifically with the job of the shocks. I made a post about this recently in another thread (i'll for it once i get off work). I essentially said that the cars take a set far too quickly/do not oscillate under load... this reminds me of a Mercedes S63amg i drove a few years ago, it feels artificial and unnatural/inaccurate when it comes to racing. This is why even the race cars tend to feel too smooth in the game.
Even with WRC spec dampers the cars have a very small recovery phase (extension, compression, small extension back to normal, done) and this seems to be missing from GTS (extension, compression, done).
Other games have dramatically more complicated damper tuning so it's possible to simulate much more than PD does. Don't think this is the game for that, but it is possible.Never going to get a compression/rebound only shock to perform like a real world performance shock.
We have compression, and rebound... is that high speed? or low speed? or a compromise? We do not have bottom out adjustment, oil weight choices, air pressure choices, volume reducers etc etc. much less shim adjust ability.
Don't know about other games, but, outside of rally, which seems the community is not a fan of, and the Nords, full shock tuning really isn't needed for this game in my opinion... which goes to your statement... so, agree'd.Other games have dramatically more complicated damper tuning so it's possible to simulate much more than PD does. Don't think this is the game for that, but it is possible.
Don't know about other games, but, outside of rally, which seems the community is not a fan of, and the Nords, full shock tuning really isn't needed for this game in my opinion... which goes to your statement... so, agree'd.
Grip is low but lap times match because I think the in game gravity is too low. The low gravity is apparent when there are more severe inclines/declines. And going over kerbs. Race cars in real life are never upset by kerbing as much as they are in GT Sport.
Mess about slowly on the banks of an oval and see the ridiculousness that happens. Or get airborne on the dunes of Willow Springs. The cars float in the air almost as if you’re playing the moon rover missions in GT6.
Grip is low but lap times match because I think the in game gravity is too low. The low gravity is apparent when there are more severe inclines/declines. And going over kerbs. Race cars in real life are never upset by kerbing as much as they are in GT Sport.
Mess about slowly on the banks of an oval and see the ridiculousness that happens. Or get airborne on the dunes of Willow Springs. The cars float in the air almost as if you’re playing the moon rover missions in GT6.
For what I´ve read around the Forum, so far... there´s no change...Is there anyone willing to share information about the new tire model?
It still sucksIs there anyone willing to share information about the new tire model?
It seems like it isnt implemented in this update, PD had said as such after the Nurb event earlier this month though so i'd say to wait for June or July for it to properly be implemeneted.Is there anyone willing to share information about the new tire model?