Gran Turismo 7: Latest news and discussion thread

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a Racing Fuel Tank upgrade
Deep Space Nine GIF by Star Trek
 
It would give a road car the equivalent of a racing 100L fuel tank, meaning the HUD fuel gauge would go down at a slower rate, leading to making pitstops at a similar interval as proper race cars.

This would make using modified road cars (including replicas) against race cars in events where fuel depletion is enabled a viable option.

I remember first hearing about this when Top Gear modified a BMW into a race car and entered the Britcar 24h. They had to install a larger racing-spec fuel tank.

 
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Would give a road car the equivalent of a racing 100L fuel tank, meaning the HUD fuel gauge would go down at a slower rate, leading to making pitstops at a similar interval as proper race cars.

This would make using modified road cars (including replicas) against race cars in events where fuel depletion is enabled a viable option.

I remember first hearing about this when Top Gear modified a BMW into a race car and entered the Britcar 24h. They had to install a larger racing-spec fuel tank.


I mean... I know what one is, but I don't see how it applies to GT7 where every car already has an identical - and, as it happens, 100-litre - fuel tank...
Though again, road cars really need a Racing Fuel Tank upgrade to make them viable in events where fuel consumption is a factor. This is likely the main reason why the DTM & JGTC special events don't have fuel consumption at all.
It's not something you can do in GT7, so it's odd to suggest that this a reason behind any decision on fuel multipliers.

However, any road car which can have a racing car engine swap gets a better fuel economy (presumably on the basis that race car engines are designed to run harder for longer, whereas road car engines tasked in a similar manner get a bit thirsty), so the relative fuel economy of a road car isn't really a reason to turn off fuel consumption in these races.
 
I mean... I know what one is, but I don't see how it applies to GT7 where every car already has an identical - and, as it happens, 100-litre - fuel tank...
That's a weird thing about GT7.
It seems like what they do is scale up both the actual fuel tank capacity of a car, and the depletion rate, so that the player gets a nice consistent round 100L to work with while maintaining an accurate rate of depletion for the real tank size.

e.g. Car has 80L real-world fuel tank:
80L tank = 1.0x depletion rate.
Scale it up.
100L tank = 1.25x depletion rate.

For a car that already has a 100L real-world fuel tank:
100L tank = 1.0x depletion rate.
No need to scale it up.

If the depletion rate is tied to the engine, this could explain why race car engine swaps improve road car fuel economy, as the depletion rate didn't have to be scaled up to meet the 100L tank size.
It's the equivalent of doing a fuel tank swap alongside the engine swap.

Do I have evidence that this is how it works? Of course not. This is just a theory trying to rationalise why things might function the way they do.
I'm also aware that there are other factors that go into overall fuel depletion, such as engine displacement & revs.
It's not something you can do in GT7, so it's odd to suggest that this a reason behind any decision on fuel multipliers.
True, even if road cars could have similar fuel depletion to race cars, it doesn't mean Polyphony have to use fuel depletion for those events.
All that the road/race car depletion differences do is add one more reason why they wouldn't use it.

Though there doesn't seem to be any events featuring race cars (besides Gr.B) that don't use fuel & tyre depletion in the World Circuits part of career mode, making the Weekly Challenge special events an anomaly of sorts.
However, any road car which can have a racing car engine swap gets a better fuel economy (presumably on the basis that race car engines are designed to run harder for longer, whereas road car engines tasked in a similar manner get a bit thirsty), so the relative fuel economy of a road car isn't really a reason to turn off fuel consumption in these races.
Even if my [admittedly] mad rambling about a Racing Fuel Tank isn't a solution to the road car vs race car fuel economy topic, I do still think there should be something that we can do to achieve a similar effect, that isn't an engine swap.
I know ECU's deal with fuel/air mixtures and economy so maybe that's one potential alternative, but I'm open to suggestions and insights on the matter.
 
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That's a weird thing about GT7.
It seems like what they do is scale up both the actual fuel tank capacity of a car, and the depletion rate, so that the player gets a nice consistent round 100L to work with while maintaining an accurate rate of depletion for the real tank size.

e.g. Car has 80L real-world fuel tank:
80L tank = 1.0x depletion rate.
Scale it up.
100L tank = 1.25x depletion rate.

For a car that already has a 100L real-world fuel tank:
100L tank = 1.0x depletion rate.
No need to scale it up.

If the depletion rate is tied to the engine, this could explain why race car engine swaps improve road car fuel economy, as the depletion rate didn't have to be scaled up to meet the 100L tank size.
It's the equivalent of doing a fuel tank swap alongside the engine swap.

Do I have evidence that this is how it works? Of course not. This is just a theory trying to rationalise why things might function the way they do.
I'm also aware that there are other factors that go into overall fuel depletion, such as engine displacement & revs.
This might be me misremembering things, it's been a while!

But I have memories of when Nenkai first looked into the packet data (the work that allows people to see tyre temps, among other things) there was a field that was 100 for every car in the game except the kart, which was 5. I want to say that was the fuel tank size.
 
Also i don’t fully understand the whole sudden difficulity spike in some races. I’m playing on medium setting and i always start with leader 30sec ahead but once i got close to let´s say 10 or 5 second gap to first AI just discovers the secret second gas pedal or using power of “family” to rocket out of my sight again.
I think that's what is called rubber-banding, and paired with the "chase-the-rabbit" system, it makes many single player races a bit annoying.

And you might have noticed it, but in the same event, with same AIs, the overall speed of the best AIs depends on your speed. Let's say your best lap in race 1 is 2:00, and best AI does 1:56, then you train in TT mode or else, and you are able to do 1:54, you come back to the race thinking you will crush the AIs... then the best AI is now capable of doing 1:52... pretty annoying sometimes 😅

The best solution IMHO is for you to keep practicing up to the point where you will be able to win anyway. Don't lower the difficulty, just practice a bit more. On any given track, before doing an event, you can do the circuit experience which will get you a better knowledge of the track. Or do laps in TT mode. You can also find in the showcase replays with the same car you use on that track to add them to your collection, this way you can use a ghost to practice in TT mode, and learn where you may gain time.
 
That's a weird thing about GT7.
It seems like what they do is scale up both the actual fuel tank capacity of a car, and the depletion rate, so that the player gets a nice consistent round 100L to work with while maintaining an accurate rate of depletion for the real tank size.

e.g. Car has 80L real-world fuel tank:
80L tank = 1.0x depletion rate.
Scale it up.
100L tank = 1.25x depletion rate.

For a car that already has a 100L real-world fuel tank:
100L tank = 1.0x depletion rate.
No need to scale it up.

If the depletion rate is tied to the engine, this could explain why race car engine swaps improve road car fuel economy, as the depletion rate didn't have to be scaled up to meet the 100L tank size.
It's the equivalent of doing a fuel tank swap alongside the engine swap.

Do I have evidence that this is how it works? Of course not. This is just a theory trying to rationalise why things might function the way they do.
I'm also aware that there are other factors that go into overall fuel depletion, such as engine displacement & revs.

True, even if road cars could have similar fuel depletion to race cars, it doesn't mean Polyphony have to use fuel depletion for those events.
All that the road/race car depletion differences do is add one more reason why they wouldn't use it.

Though there doesn't seem to be any events featuring race cars (besides Gr.B) that don't use fuel & tyre depletion in the World Circuits part of career mode, making the Weekly Challenge special events an anomaly of sorts.

Even if my [admittedly] mad rambling about a Racing Fuel Tank isn't a solution to the road car vs race car fuel economy topic, I do still think there should be something that we can do to achieve a similar effect, that isn't an engine swap.
I know ECU's deal with fuel/air mixtures and economy so maybe that's one potential alternative, but I'm open to suggestions and insights on the matter.
This might be me misremembering things, it's been a while!

But I have memories of when Nenkai first looked into the packet data (the work that allows people to see tyre temps, among other things) there was a field that was 100 for every car in the game except the kart, which was 5. I want to say that was the fuel tank size.
Each car's engine has its own fuel economy, not tank, with racing cars' engine set to have more fuel efficiency/economy that road ones.
 
I mean... I know what one is, but I don't see how it applies to GT7 where every car already has an identical - and, as it happens, 100-litre - fuel tank...

It's not something you can do in GT7, so it's odd to suggest that this a reason behind any decision on fuel multipliers.

However, any road car which can have a racing car engine swap gets a better fuel economy (presumably on the basis that race car engines are designed to run harder for longer, whereas road car engines tasked in a similar manner get a bit thirsty), so the relative fuel economy of a road car isn't really a reason to turn off fuel consumption in these races.
I just assumed when you added the race engine swap you automatically added a bigger tank,hence longer runs between stops.I would have thought races cars have poor economy to the real world cars but im no expert,I also didnt know all cars in GT7 had a 100 litre tank.The mini cooper irl has a 7 gallom tank which is about 27 litres.Im not being pedantic or argumentative with you. 👍
 
I would have thought races cars have poor economy to the real world cars but im no expert
It depends on use. Race cars are designed to be run hard, fast, and long. Road cars are designed to be run slow(er). If they're not being used for their appropriate purpose, they don't like it.

A modern Le Mans race car might return 8mpg over the course of a 3,000-mile race. That doesn't sound like a lot, but we're talking about 6-7 miles of having the pedal mashed through the firewall (in addition to the remaining 1.5-2.5 miles of braking and other times when you're not on full throttle). Try it in your road car and you probably won't see close to that. Or make it to the end.

In a race situation, a race engine is more likely to be more economical.

I also didnt know all cars in GT7 had a 100 litre tank.
Yep, aside from the kart as noted above.
The mini cooper irl has a 7 gallom tank which is about 27 litres.
Depends on what gallons you're using. An imperial gallon is 4.546 litres (it's easier to use a 2:9 conversion in your head), so seven gallons would be almost 32 litres. In US units seven gallons would be 26.4 litres.

Also depends on what Mini you're talking about. Very few modern cars come with less than a ten-gallon (Imperial) tank - about 45 litres is the norm for a small car. The modern MINI has a 50-litre tank in the R models and a 40- or 44-litre tank in the F models. The original Mini began with a 5.5-gallon (Imp)/25-litre tank, including the first Coopers in '61, but this grew over time. The final Rover cars were 34 litres, or 7.5 gallons (Imp).
 
Each car's engine has its own fuel economy, not tank, with racing cars' engine set to have more fuel efficiency/economy that road ones.
Not sure where you've got this information from.

@Nakano219 is bang on correct, there's a Gas Capacity value with all cars except the Kart (and EV's) set to 100. The Kart is at 5 and EV's are at 0.
Fuel Economy is calculated as its own separate thing on top of the capacity of each car.

Pulled from the game data as an example:
IDLabelUseCarGasCapacity
20413ch_tesla_model_3_perf_23_atesla_model_3_perf_230
19844ch_pdi_mission_kart_125_xx_apdi_mission_kart_125_xx5
19974ch_alpine_vgt_lmp_xx_aalpine_vgt_lmp_xx100
 
I needed something to focus on that wasn't a hangover today, so I messed around in Scapes for the first time today and stitched together some "family portraits" of the cars we've had as DLC so far.

I thought they came out as a nice little visual guide, so decided to share:

1735748341412.png

1735748370708.png

1735748413676.png

1735748449325.png
 
I needed something to focus on that wasn't a hangover today, so I messed around in Scapes for the first time today and stitched together some "family portraits" of the cars we've had as DLC so far.

I thought they came out as a nice little visual guide, so decided to share:




Wow it really is impressive how many cars, and especially how many great cars we got for free!
 
Each car's engine has its own fuel economy, not tank, with racing cars' engine set to have more fuel efficiency/economy that road ones.
I wonder what's the least fuel efficient car in GT7. I'm pretty sure it could be a tuned Bugatti Chiron, or anything with its W16 from an engine swap, since Bugattis are known for having the worst fuel economy of any modern production car out there.

In Forza, especially FM7, the Koenigsegg One:1 and Ford Focus RS RX are up there as one of the least fuel efficient cars.
 
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That it’s impressive that they’re putting so many great cars in the game for free..?
Not how it came across to me. Anyway, PD must have learned there’s something to be gained from not dividing players over paid add-on content. Been there and done that with GT5, and for which paid DLC never really became a frequent norm.

Much of the vanilla content in GT7 was also free DLC for GT Sport. To be honest, it would be “impressive” if the free DLC was generally not so great, because great content benefits PD as much as it benefits the players. It solidifies the appeal of both the current and the next game, assuming the vast majority of it carries over to GT8.

Not to mention that you can buy GT7 credits for real world currency. In GT Sport you could purchase straight access to most cars. So the cars are only free if you are prepared to invest time playing the game.
 
I needed something to focus on that wasn't a hangover today, so I messed around in Scapes for the first time today and stitched together some "family portraits" of the cars we've had as DLC so far.

I thought they came out as a nice little visual guide, so decided to share:

Sorry to be that guy but something looks off with the GT3 RS and AFEELA.
 

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