Gran Turismo 6 general Physics Discussion(as well as video)

True but I was getting to crazy angles and easily catching it, it didn't seem realistic even with the controller smoothing. The car never felt like it would snap on me.

What kind of "snap" Samus?

I've suffered several times of snap understeer last night when correcting oversteer in a wrong and careless way. But probably we aren't walking about the same thing, right?
 
WIth the steering sensitivity on 7, he was probably just understeering everywhere. It uses full steering lock and transitions from lock-to-lock immediately. That doesn't give the car time to do anything but plough straight ahead.

I did notice, though, that even with it set to -2, the Z was harder to throw off balance than it is with the wheel. I think it's just the nature of the input device.
 
What kind of "snap" Samus?

I've suffered several times of snap understeer last night when correcting oversteer in a wrong and careless way. But probably we aren't walking about the same thing, right?
When the car oversteers and then the rear suddenly gains grip again. It "snaps" back then.
 
O_O. Epic. Don't even know how to describe that.

Were you over the rumble strip? Looks like the rumble strip caught the bottom of the chassis and grabbed it. If yes, then clap clap PD for simulating that.

How tall do you think kerbs are? It was clearly a bug.
 
O_O. Epic. Don't even know how to describe that.

Were you over the rumble strip? Looks like the rumble strip caught the bottom of the chassis and grabbed it. If yes, then clap clap PD for simulating that.

Well, yes, but it's a shame there's still no proper rigid-body simulation for the car when it's not in contact with the ground. Just looks weird... Oh well, one day!
 
When the car oversteers and then the rear suddenly gains grip again. It "snaps" back then.

So that's what probably happened with me... Was in the middle of a drift in a long corner of Silverstone then I left the accelerator and tapped the brake. BAM! Understeer and cat litter box for me.
 
Griffith500
WIth the steering sensitivity on 7, he was probably just understeering everywhere. It uses full steering lock and transitions from lock-to-lock immediately. That doesn't give the car time to do anything but plough straight ahead.
Does it?
I don't think so. I use 7 if I use the dual and although I only usually reach the limit of stick travel for a short time in a corner, I'm quite certain that the car is not on full lock at that point. Afaik the sensitivity option has very little effect on the maximum steering applied at any given speed/situation. What it does affect is the way you can make steering inputs before the limit of grip and steering is reached.
 
I've been meaning to bring up how I really, really, REALLY dislike Hard tires in Gran Turismo. They feel very slippery in all aspects of taking turns, and the sensation with a wheel is "numb."

Unless I'm mistaken, a compound that's good for 50,000 miles would be considered hard in GT5. With my Supra on Dunlop Super Sports, sometimes there's no distinct loss of grip, but often there's a tangible break point, and the tires are usually complaining pretty sharply close to the edge. Maybe Racing Hards are like they're represented in Gran Turismo, but I have a feeling the real world versions are a little more like my Dunlops in feel. I'd like to hear from some of you like Scaff who have more experience pushing various tire brands and types in reality, and how close the demo is or isn't to reality.

In particular, it seems like between Forza and GT5, GT is commonly remarked to use a basic grip multiplier to calculate every tire type and compound referenced to the formula for Comforts. In contrast, it feels to me like Forza is based around racing tire dynamics and uses a grip divider for lesser types.
 
(Loosing count of the number of times I have said this in the last two days)

Sorry but no its not....

37455d1164165049-much-leaning-body-roll-lean.jpg

A bit silly comparing a 350z to a 370z isn't it? The 370z is quite a bit stiffer.

To add to that. There is a pretty significant gap between the bumper and the road in the first image and the second image the car appears to have wider rims and thus very likely significantly grippier tyres.
 
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Does it?
I don't think so. I use 7 if I use the dual and although I only usually reach the limit of stick travel for a short time in a corner, I'm quite certain that the car is not on full lock at that point. Afaik the sensitivity option has very little effect on the maximum steering applied at any given speed/situation. What it does affect is the way you can make steering inputs before the limit of grip and steering is reached.

Dunno, certainly gives you full lock more-or-less instantly at low speed. Probably not at high speed, but surely still too much, and far too quickly. The replays are hilarious with it on 7! :dopey:

"It affects the way you can make steering inputs" what does that mean? I use my thumb, no matter the setting... :sly:
I think it changes the maximum relative steering angle versus the "optimal" for the speed (as well as how fast it accumulates steering lock, but the spring back is always immediate). Is that what you mean? Either way, all the cars seem to understeer more on the pad than with a wheel.
 
This is the first time I've ever played a GT game and felt like my throttle inputs have a noticeable effect on how my car reacts in a corner. Definitely an improvement in my mind, and it lets you save corners that you enter less than perfectly. In general I feel like it's much easier to get the car to go where I want it to go and react the way I want it to react while driving.
 
This is the first time I've ever played a GT game and felt like my throttle inputs have a noticeable effect on how my car reacts in a corner. Definitely an improvement in my mind, and it lets you save corners that you enter less than perfectly. In general I feel like it's much easier to get the car to go where I want it to go and react the way I want it to react while driving.


Yes, you can control yaw with the throttle. I did notice this myself and i am impressed.
 
Griffith500
Dunno, certainly gives you full lock more-or-less instantly at low speed. Probably not at high speed, but surely still too much, and far too quickly. The replays are hilarious with it on 7! :dopey:

"It affects the way you can make steering inputs" what does that mean? I use my thumb, no matter the setting... :sly:
I think it changes the maximum relative steering angle versus the "optimal" for the speed (as well as how fast it accumulates steering lock, but the spring back is always immediate). Is that what you mean? Either way, all the cars seem to understeer more on the pad than with a wheel.

I guess I don't consider the thumb stick to be steering, more an instruction to steer which the game interprets in whichever way it wants at the time :)
The higher settings provide you with much more aggressive steering inputs even with identical thumb action :) And I agree that it looks daft sometimes, you almost have to do the model aircraft thing where half the challenge is to make it look realistic by being smooth.
 
A bit silly comparing a 350z to a 370z isn't it? The 370z is quite a bit stiffer.

To add to that. There is a pretty significant gap between the bumper and the road in the first image and the second image the car appears to have wider rims and thus very likely significantly grippier tyres.

A bit silly to argue semantics, isn't it?

Anyway, the drivers in this picture don't appear to be pushing the car as much as the guy did in that video. He's turning a complete snap turn with an extremely aggressive steering input. In real life you're much less likely to push cars to unnecessary extremes because it's not a game and you're not testing the physics.
 
A bit silly to argue semantics, isn't it?

Anyway, the drivers in this picture don't appear to be pushing the car as much as the guy did in that video. He's turning a complete snap turn with an extremely aggressive steering input. In real life you're much less likely to push cars to unnecessary extremes because it's not a game and you're not testing the physics.

The differences between the 350z and the 370z are hardly "semantics"...
 
...WOW. 34 pages. You'll please forgive me if I don't go through all the replies. =p

So: body roll! Weight transfer! I have to say, it was pretty fun, sending the Leaf screeching into corners under hard braking. Heh. ;)

Though... did the weight transfer seem to be a bit much for the other cars? I swear, under heavy, straight-line braking, I almost got the 350z to lift off the rear wheels completely. At least, that's what it looked like in the replay.
 
ReverenceSatans
A bit silly comparing a 350z to a 370z isn't it? The 370z is quite a bit stiffer.

To add to that. There is a pretty significant gap between the bumper and the road in the first image and the second image the car appears to have wider rims and thus very likely significantly grippier tyres.

Here's the question, which one has the gripper tyres and stiffer suspension of those two cars (and would then be closer to the academy 370).

That would be the bottom one (which while being stiffer is also running slightly stickier, but still road legal, tyres), the additional grip is pushing more transfer and despite the stiffer suspension then encounters far more body roll. Now I seem to recall someone saying this was occurring in the demo because the car was under sprung, the reality is that higher levels of body roll are not always an indication of spring rates being set too low.

Btw I have driven both the 350 and 370 on track and have a reasonable idea of what they are like.
 
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I'm an asshole, can a mod please move this here https://www.gtplanet.net/forum/showthread.php?t=282389 as a post?




I've watched most (if not all) of the demo videos comparing GT5 to GT6 demo.

My personal gripes aside, the thing I noticed most was the body roll. Around turns you can really see the cars body leaning from the weight/force of the turn.

My question is, what does this mean for "gameplay?" What does this mean for the player? I'm assuming the roll is more then just cosmetic, that there are physics calculations going on to determine how far and how much roll the car experiences.

What does this mean for me while I play the game? Will it allow me to do/experience things that I can't in GT5?



I'm genuinely interested in this topic so please don't reply if you only have a one word answer or something negative to post because I don't understand the meaning/consequences of what this addition means.
 
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The 370z also has a host of other changes - also you cannot ask which has a grippier tyre. The tyre itself maybe rated differently but due to the fact the 370z also had a host of chassis changes as well its impossible to tell which tyre is grippier. If you put the chassis changes, tyre changes and the fact that the 370z is ligher you wont get a fair comparison.

You should also check the spring rates on the 350z. I think you'll find they are a lot higher.

I own a 350z but have never driven a 370z so my opinion above is only regarding stats (which happens to be what PD go on!)
 
Here's the question, which one has the gripper tyres and stiffer suspension of those two cars (and would then be closer to the academy 370).

That would be the bottom one (which while being stiffer is also running slightly stickier, but still road legal, tyres), the additional grip is pushing more transfer and despite the stiffer suspension then encounters far more body roll. Now I seem to recall someone saying this was occurring in the demo because the car was under sprung, the reality is that higher levels of body roll are not always an indication of spring rates being set too low.

Btw I have driven both the 350 and 370 on track and have a reasonable idea of what they are like.

The bottom 350 in the picture could very possibly have standard suspension and the difference between a "road legal" semi slick tyre and a normal road tyre is phenomenal and the tyres on the GTA 370z are meant to be the equivelent of a performance road tyre are they not?

p.s didn't you say yourself that the grip level for the 370z is about right for a standard car (Across the game in general actually but also noting poor grip progression) in response to a post complaining about too much grip?
 
Not wanting to state the obvious, but its nothing more than an attempt to make it even more realistic, short of sitting in a real car or a proper hydraulic sim / rig !!!

While i havent played the demo yet, (crashed last night at 45% ;() i imagine it will have a big impact on tyre wear and feel of the car on the track......
 
ReverenceSatans
The bottom 350 in the picture could very possibly have standard suspension and the difference between a "road legal" semi slick tyre and a normal road tyre is phenomenal and the tyres on the GTA 370z are meant to be the equivelent of a performance road tyre are they not?

p.s didn't you say yourself that the grip level for the 370z is about right for a standard car (Across the game in general actually but also noting poor grip progression) in response to a post complaining about too much grip?

The bottom one is the car running stickier tyres are modified suspension.

In regards to the level of grip from the tyres the 370z in the demo is roughly in the right area in terms of peak grip and also in terms of body roll. You seem to be taking what you see in terms of body roll you see from a car on the road and applying it to a car on the track.

That's not something you can do so easily, as the track surface grip is going to be slightly higher and the cornering forces greater as you have far more room.

The 370 in the demo is not under sprung in any significant way in comparison to the real car, however the 370 as a real car is under sprung as a track car (despite being relatively stiff for a road car).

Feel free to believe that the demo has the car under sprung, however plenty of examples have been shown already to indicate that is not the case.

machschnel
What's your take on the demo physics Scaff? Up there with Forza yet? Or have they surpassed it?
Mixed bag so far.

Tyres are still behind Forza to a degree, load transfer and suspension are slightly ahead, in particular in the areas of rapid transitions and under braking (which is much better). Low speed tyre behaviour is better than GT5 but still a way behind Forza.
 
Mixed bag so far.

Tyres are still behind Forza to a degree, load transfer and suspension are slightly ahead, in particular in the areas of rapid transitions and under braking (which is much better). Low speed tyre behaviour is better than GT5 but still a way behind Forza.

I feel the same. It feels a bit like an updated GT5 physics engine. The core feels very alike, but the new suspension physics breath life into the once dull car characteristics of GT5. Tyres are also way behind Forza in my opinion.

But it feels very good on the limit and in high speed corners. That secure and solid feel of the car, when you hang on the throttle and keep a good line, it is very real and feels good. I also like the movement of the car under breaking. Very nice things that were not there in GT5. So, we can say they really improvend things.

Even the FFB felt better, but I had some ffb drops mid corner. Using a Fanatec GT2. It felt strange, maybe the ffb is not finalised yet.

All in all it feels quite okay and the experience is better than GT5. But some areas are still behind the competition and we have to see what the final product will give us.
 
I noticed you can't over-rev the engine. Downshifting from 5th to 1st at high speed is no problem, something is magically protecting the engine. Drivetrain inertia might be a little too low, very quick throttle response but also very little engine braking.

Driving techniques like flatshifting, revmatching on downshifts, downshifting without clutch, either do not work the way they would in the real car (when in "manual" clutch mode) or are simply made obsolete by just using the paddleshift mode.

I think there hasn't been done anything to introduce a proper drivetrain simulation, clutch and gearbox still act the same way as in GT5.

Of course the better suspension, tire and aero simulation is important for every player but not only H-shifter and clutch users would have welcomed improvements on the drivetrain part.
 
The bottom one is the car running stickier tyres are modified suspension.

In regards to the level of grip from the tyres the 370z in the demo is roughly in the right area in terms of peak grip and also in terms of body roll. You seem to be taking what you see in terms of body roll you see from a car on the road and applying it to a car on the track.

That's not something you can do so easily, as the track surface grip is going to be slightly higher and the cornering forces greater as you have far more room.

The 370 in the demo is not under sprung in any significant way in comparison to the real car, however the 370 as a real car is under sprung as a track car (despite being relatively stiff for a road car).

Feel free to believe that the demo has the car under sprung, however plenty of examples have been shown already to indicate that is not the case.

The only proper comparison is this



Edit: I know it's been answer but I just had to.

From what's been seen, the car in GT6 is basically scraping the front bar (the actual painted section, not the black flaps) in the same situation.

That said, in more neutral situations (i.e mid corner instead of diving into a corner) it's body roll does appear to be about the same. So, I was somewhat wrong but the car is diving a lot more than what is seen in that real life photo.
 

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