Gran Turismo 7: Latest news and discussion thread

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I really, really hope that Polyphony adjusts this insane snap oversteer. It's alright on a wheel, but on a controller, a bunch of cars are literally undriveable. GR.3 cars suffer from extreme oversteer on turn in, normal cars on high speed turns lose control on exit out of nowhere. Cars do not have this little grip in real life. 4WD and FF is pretty well represented, but FR is a joke. I don't have any other problem with GT7 other than this ridiculous handling issues... Seems to be a common viewpoint across the entire community.
 
I am so sick of the Porsche Cup menu book. I just want to beat it but it's either I get a rabbit car with super rubber banding or I get a downpour of rain or both. :mad: Almost tempted just to grind that American Daytona race and just buy the cars from the UCD... but I want them with 0 miles. :grumpy:

How in the world did you guys beat it?
I did it with a modified 996 GT3 that I won in the championship race prior to the event. I tried focusing on handling upgrades including the tires. It honestly did the job at the minimum at least, I didn't win all of the races, but I got podium.
 
Someone in a Discord I'm in is saying IA-3 has race tyres instead of dirt tyres, and the F1500-T mission in the rain is on slicks instead of wet tyres. Can someone look and confirm? I don't have access to either.
Sorry for the extremely slow reply, I didn't see anyone in the next 2/3 pages respond so I assume this hasn't been answered here.
For the F1500-T mission in the rain at Spa, you are using Racing Soft tyres. The AI cars you are meant to overtake are on what look like intermediate wets.

As per the bug report thread, it appears that is a known issue (I guess you are actually supposed to be on wets) which is kind of disappointing since it took me 300km+ to get gold on that mission, and now I learn it wasn't supposed to be that difficult. :grumpy:
 
It has been a problem since Gran Turismo 5.
I had an A-S GT Sport rating on controller and regularly was within a 1-0.5s of world record times with GR3 cars. They were fun to drive and challenging but not undriveable. With a large portion of 7's handling based on Sport.. It's a big difference. I can't drive stable at all as of now.
 
We need a dashboard light for old cars, You cannot see the dashboard until the sun lights it up
& When entering the Pits, It takes way too long to get to the pit crew & fueling also too slow
I had the same problem but it's the game problem. Cars have lights for sure, but you can't control them. It's just real racing simulator without light control?
 
Because GT7 is entirely based on GT Sport.
Last I recall GTSport didn't have dynamic time progression, or dynamic weather with a full cloud simulation system for a variety of skyscapes, or a large number of aero kits, robust tuning parts, or better physics, varying wind direction notably affecting car performance, standing puddles causing aquaplaning, dynamic drying lines and a radar system for predicting upcoming weather, improved cockpit cam options, a proper campaign mode that wasn't tacked on post-patch after backlash.

Good luck finding this experience in GTSport.

 
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Last I recall GTSport didn't have dynamic time progression, or dynamic weather with a full cloud simulation system for a variety of skyscapes, or a large number of aero kits, robust tuning parts, or better physics, varying wind direction notably affecting car performance, standing puddles causing aquaplaning, dynamic drying lines and a radar system for predicting upcoming weather, improved cockpit cam options, a proper campaign mode that wasn't tacked on post-patch after backlash.

Good luck finding this experience in GTSport.


It is still literally based on the code of GTS, it's been improved, but thay are 2 sides of the same coin.
 
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It is still literally based on the code of GTS, it's been improved, but that are 2 sides of the same coin.
And GTSport was built on top of stuff they developed for GT5/6. So what? Look at Spa and they even reuse some old building models from GT5. Game development isn't just a one and done, restart everything from scratch type of deal. Old code gets reused and refactored in every piece of software development because there is something called efficiency.
 
And GTSport was built on top of stuff they developed for GT5/6. So what? Look at Spa and they even reuse some old building models from GT5. Game development isn't just a one and done, restart everything from scratch type of deal. Old code gets reused and refactored in every piece of software development because there is something called efficiency.
"So what?" I was just replying to your comment with a factual statement. It's just augmented code, nothing in this was built from the ground up, and it could all be retrofitted. I'm not making a statement on the gameplay, I love both games.
"Old code gets reused and refactored in every piece of software development because there is something called efficiency."
Yes, this game was made EXTREMELY efficiently.
 
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"So what?" I was just replying to your comment with a factual statement. It's just augmented code, nothing in this was built from the ground up, and it could all be retrofitted. I'm not making a statement on the gameplay, I love both games.
I mean the issue at hand people seem to have is GT7 being based on GTSport as a negative, but your factual statement applies to almost every game on every generation of console. That is the nature of software development. They could outsource more and get more new assets for all tracks to be remade, but it would still ultimately be the same game underneath. Code updated and built upon old code that was written long ago. Guerilla Game's Decima Engine for Horizon Forbidden West literally has old legacy code from the very first game they developed in 2001.
 
So with that 99' S2000 in that there used car dealership one question comes to mind.

Do we go with a spoon sports racing mod livery from GT2? Or do we go Spoon S2000 from GT3?
 
I found this too. Tuned a 911 to just shy of 700PP for the WTC700 and bombed. Detuned the Tom's Castrol Supra to the same rating and got 2nd overall (due to some appalling driving at Trial Mountain, it could have been 1st if I'd been concentrating🤣).

That difference between a tuned road car and a race car is maybe not reflected properly in the PP
Actually, I've ran a 993 RS under 700pp with full downforce and racing tires on WTC 700. It's a cakewalk...



...only if you set the ballast on the front and then lower both initial torque and acceleration and raise the braking sensitivity.

Road cars with widebodies and full aero sets can compete with Gr.4s. Of course don't forget to equip them with race tires.

Try the Radical SR3 SL as well.
 
Which part are you struggling with ? Entry to the hairpin ? Its very easy at that point to be penalised for being off track just before the rumble strip braking point. Don't try to use all the rumble strip (unlike GTS) as entry angle takes you off track.
Yes, the first hairpin, but I struggled with the exit because the car kept understeering towards the exit. I golded it yesterday finally, just had to slow down a bit more than the ghost which was weird because I got a much faster time than the ghost.
 
I mean the issue at hand people seem to have is GT7 being based on GTSport as a negative, but your factual statement applies to almost every game on every generation of console. That is the nature of software development. They could outsource more and get more new assets for all tracks to be remade, but it would still ultimately be the same game underneath. Code updated and built upon old code that was written long ago. Guerilla Game's Decima Engine for Horizon Forbidden West literally has old legacy code from the very first game they developed in 2001.
"your factual statement applies to almost every game on every generation of console" No, it applies to Madden and Call of Duty. Of course, publishers love it when engines are licenced and reused as it saves them millions on pre-production. You keep bringing up old code but I don't think you understand how it's applied. It's one thing to sample something that is established or that you did in a previous project that worked and want to recreate that. It's another to modify your entire old project with a facelift using over 80% of the original code. I don't want to argue with you and I don't really care. But I think you don't quite understand coding and how this game was developed, it could have been a DLC for Sport.

Again, I love both games. This is not a dig at the dev's I'm happy to be playing it. But no revolution happened here, it's what GT4 was to GT3, or 1 to 2, or 5 to 6... hmmm
 
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I am so sick of the Porsche Cup menu book. I just want to beat it but it's either I get a rabbit car with super rubber banding or I get a downpour of rain or both. :mad: Almost tempted just to grind that American Daytona race and just buy the cars from the UCD... but I want them with 0 miles. :grumpy:

How in the world did you guys beat it?
Use IM tires on Spa. Heavy wets on Nurburgring.

Any 911 can do as long as you have full Downforce or alternatively, a Taycan.
 
And GTSport was built on top of stuff they developed for GT5/6. So what? Look at Spa and they even reuse some old building models from GT5. Game development isn't just a one and done, restart everything from scratch type of deal. Old code gets reused and refactored in every piece of software development because there is something called efficiency.
Yeah, I'm not even sure why that's being presented as an argument.

Need for Speed: Heat is built upon Need for Speed: Payback, Forza Horizon 5 is built upon Forza Horizon 4, DiRT Rally 2.0 is built upon DiRT Rally 1 etc etc...
 
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"your factual statement applies to almost every game on every generation of console" No, it applies to Madden and Call of Duty. Of course, publishers love it when engines are licenced and reused as it saves them millions on pre-production. You keep bringing up old code but I don't think you understand how it's applied. It's one thing to sample something that is established or that you did in a previous project that worked and want to recreate that. It's another to modify your entire old project with a facelift using over 80% of the original code. I don't want to argue with you and I don't really care. But I think you don't quite understand coding and how this game was developed, it could have been a DLC for Sport.

Again, I love both games. This is not a dig at the dev's I'm happy to be playing it. But no revolution happened here, it's what GT4 was to GT3, or 1 to 2, or 5 to 6... hmmm
It's pretty clear you think devs are just out here wasting time making an entirely new codebase and engine and using all that time only to get right back to where they left off with the previous codebase instead of just iterating upon it and improving it. It's not that difficult to do some research. Just look at the devs talking about developing a new "engine", such as Bungie making Destiny's "Tiger Engine", or 343 making the new "Slipspace" engine for Halo Infinite, when in fact those engines are still heavily based on the original Halo Blast engine because the feel of shooting from the Halo games didn't want to be lost. GT5 literally was found to have the entire usable code of all past GT cars and tracks, hmmmm I wonder why.

It's a complete waste of time to restart everything from scratch, and yes devs iterate time and time again. That is Software development in general. How do I know this? Because I code. Literally watch a new gameplay video of Forspoken (Next-gen PS5 exclusive) and you can tell they're literally building upon the same animation and combat system they built for the last-gen FFXV.
 
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Almost every game is built upon the latest entry e.g. GTA V was built upon GTA IV. The thing is, this is more noticeable when comparing GTS with GT7. They're almost the same game except with lots of enhancements, additional features, and more extra bits. I always believed GTS was like the prologue of GT7, i've been criticised for it back when they presented GT7, but who cares nowadays lol.
 
It's pretty clear you think devs are just out here wasting time making an entirely new codebase and engine and using all that time only to get right back to where they left off with the previous codebase instead of just iterating upon it and improving it. It's not that difficult to do some research. Just look at the devs talking about developing a new "engine", such as Bungie making Destiny's "Tiger Engine", or 343 making the new "Slipspace" engine for Halo Infinite, when in fact those engines are still heavily based on the original Halo Blast engine because the feel of shooting from the Halo games didn't want to be lost. GT5 literally was found to have the entire usable code of all past GT cars and tracks, hmmmm I wonder why.

It's a complete waste of time to restart everything from scratch, and yes devs iterate time and time again. That is Software development in general. How do I know this? Because I code. Literally watch a new gameplay video of Forspoken (Next-gen PS5 exclusive) and you can tell they're literally building upon the same animation and combat system they built for the last-gen FFXV.

I think it's only a problem when it's too obvious, like with Elden Ring. That game's code is so old now that they moved to an open world game and it has tons of performance issues. The basic game is Dark Souls with a new name. It'll win the GOTY, because gamers are sheep, but it's not unlike people continuing to buy FIFA games despite EA breaking them further with every new release.

When it comes to iteration, Ubisoft are kings, but also Sony and the basic climbing mechanics from Uncharted which have made their way into most of their games. Microsoft's official speech is to have "the most diverse lineup in gaming" and I wonder how much more money they want to burn in order to do that, because it's dumb to not iterate. Even then, every Bethesda shooter feels the same to play.

This is also why I'm convinced the "revolutionary" Forza Motorsport will be much more familiar than people think. I highly doubt they're gonna throw ForzaTech away instead of simply adding to it.

When it comes to GT7, because I liked Sport, I actually wanted them to do this. A "Gran Turismo Sport: Director's Cut" type of game. I still think it was worth the trouble, because GT7 is far deeper than GTS.
 
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So with that 99' S2000 in that there used car dealership one question comes to mind.

Do we go with a spoon sports racing mod livery from GT2? Or do we go Spoon S2000 from GT3?
Depends. What kits are available?
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