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

I have a slight issue, mainly affecting the 15th Anniversary Cars. Basically they seem to have a tendency to oversteer. Now I tried fitting RS tyres to fix this issue, but it still persisted. So my question is, why does this occur? Is it an error in my driving style or is there something I need to do?

I find softening the rear suspension helps quite a bit. The Audi R8 LMS especially loved to snap all around under heavy braking until I did that.
 
I have not played in esch GT6, but many people paid attention to the problem "stoppie"


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Another strange problem of physics



Also many are surprised at how easy the car overturn. Some do not like it

 
In addition to other problems listed in this thread, I'm finding that most cars I tried are capable of reaching excessively, unrealistically high speeds for the power they have. Didn't PD improve the aerodynamic model? What happened?
 
I like the progress of physics, I love that car easily overturn a car, I think it's realism. And I would not want to delete it and simplified for complaints of players. Some strange things physics need a hotfix but rollover the car - it was good.

But I think you should do the "prevention-rollover" But those who do not use this option - to charge more bonus points and money
Obviously, realistic rollover car was planned in gt5. Early demo gt5, at an exhibition in Japan have shown how easily the girl-journalist turned Fiat 500. But gt5 they decided to remove this
 
Street econ boxes overturn easily - always have and always will - see real life for reference :)
I still feel that it's not as easy as it should be in GT6 for many of those cars, though. Going sideways with tall cars and tall street tires in real life can be dangerous, especially when hitting obstacles and going off-road. In GT6 that's all pretty much harmless.
 
It doesn't surprise me that cars are flipping so easily, especially on racing tires. High COG + sticky tires = easy to roll.

The AI stoppies are a little more strange, never seen that before in real life.

After watching some videos it seems it's pretty easy to do that too, so maybe it's realistic.
 
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Quick testing last night in the GT500 on Route X confirmed my suspicions; cars still launch arrow-straight with burnouts. I tried in my Mazda 2 and didn't get any hints of torque steer either. Disappointing.
 
I think the stoppie is due to the cars not weighing as much as they should in the physics engine.
hence why they look floaty when they roll over
 
When I try to roll or flip a car, I disappear and reappear back on track. I had a HUGE back flip in a xbow and mid air I got put back onto the racing line
 
Stoppie On Mito and glitch with GT-R in the video - it is a problem of physical engine. Apparently this is how it is related to change in the slope of the track. Probably the game thinks that you brake on a very steep slope, while you drive in a straight surface.

On, Roll-over: I like it, but I would add more sparks, when the roof of the car shuffles asphalt.

And with the new physics, perhaps someone will be able to do the same:

 
I'm impressed with the physics so far. Even with playing on a controller, watching my replays has been great. The cars movement looks extremely realistic and the suspension travel especially ridding over curbs is fantastic. Turn off all aids and add realistic tire grip when you go off course and the physics are a real challenge with some cars.

I'm also impressed with the sense of speed in the game as well as the responsiveness of the steering. PD even did a good job with the go karts. The indoor neon track is a blast to drive on and almost feels like I'm actually driving a go kart.
 
I guess it depends on the car, then. A few cars in the Goodwood special events surely to me seemed like they would have benefited from a more frontward brake bias.

Anyway, I was curious to check this out in detail with normal cars in my garage (I usually just decrease the rear brake power to 2 or 3 as I used to do in GT5) so I tried adjusting the BB on a small FF (Mitsubishi Minica Dangan ZZ) and to my surprise with 0/10 I'm unable to lock rear wheels. Actually the brake bias setting doesn't seem to be working on this car.

Checked again on a Dodge Charger 440 R/T '70. Same. The brake bias setting doesn't seem to bring any change in car behavior, no matter what values are.

So it's true, as @super_gt hinted. The brake bias setting is not working at all. What's going on??


EDIT: actually after driving a bit with a 0/10 setting it does seem to have an effect, but it's very small. It's mostly noticeable when braking and steering at the same time, but not so hard as to lock or overload front tires.

EDIT: I tried adjusting the brake balance on a Honda S2000 and doing braking tests on Indy, and again, no matter the setting, this car just wants to slide when braking. I'm thinking the base braking behavior is now hardcoded on the car and that apparently it can't be adjusted anymore as of GT6 v1.01.


Hmm interesting, I only tested it on the premium S15 Silvia and assumed it was much the same for other cars. I will have to check some more cars soon.


Quick testing last night in the GT500 on Route X confirmed my suspicions; cars still launch arrow-straight with burnouts.

Really? I haven't tested either of those factors (GT500 or SSRX) but every time I launch into big wheel spin like at Goodwood (Alfa TZ3, One-77 etc) or my Diablo GT on Bathurst the tail dances around a lot.
 
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Has anyone else bought a Toyota SW20 MR2? It's almost impossible to drive around corners. As soon as it loses grip you have little chance to get it back, it just spins out. There is something going on with physics of MR cars making them crazy.

I own one and I do admit they are a little more tail happy on the limit than most cars but not as bad as GT6. GT5 was tolerable. Other than that issue the physics are a nice change over GT5s sterile feel. Good work PD!
 
Quick testing last night in the GT500 on Route X confirmed my suspicions; cars still launch arrow-straight with burnouts. I tried in my Mazda 2 and didn't get any hints of torque steer either. Disappointing.
One of the cars in the Goodwood Hillclimb events nearly torque steered me into the barrier a couple of times. Can't remember which one...RWD Merc I think.
 
Physics are worlds different from GT5, massive improvements in many areas, still feels like a Gran Turismo game though. Still very unrealistic in some respects, but you can get a properly believeable driving experience from it now. If only they could fix the bloody clutch.
 
A long time ago, I drove a 2002 Porsche Boxster in real life as a daily driver. On Pirelli P-Zeros on a cold day (tires not warmed up), the car exhibited snap oversteer if you were too aggressive with the steering (think sharp turning, not smooth inputs) while accelerating hard. Without a limited slip differential and driving aids, I would imagine a lot of mid-engine cars would behave this way. However, if the inputs are smooth, oversteer still snapped quickly (needing a fast reaction to recover)...it just didn't rotate the car as fast. This only occurred at slower speeds (say 30mph to 40mph). Are you playing GT6 with a wheel?

Has anyone else bought a Toyota SW20 MR2? It's almost impossible to drive around corners. As soon as it loses grip you have little chance to get it back, it just spins out. There is something going on with physics of MR cars making them crazy.

I own one and I do admit they are a little more tail happy on the limit than most cars but not as bad as GT6. GT5 was tolerable. Other than that issue the physics are a nice change over GT5s sterile feel. Good work PD!
 

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