Gran Turismo 7 Physics

Do you want more detailed and realistic physics on the next GT


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Trail braking also doesn't work as it should.

If you look at all the current issues with the physics, they all seem to point towards something related to how damper rebound is being simulated.
I drove a Mazda 6 MPS with old broken dampers around the Nordschleife what was not a good idea. I had heavy oversteering at Flugplatz with a heavy snap oversteer and a hard crash into the barrier. It felt exactly the same how it is in GT7. So it could be a damper issue because the cars in GT7 feel like cars with broken dampers.

This was a few corners before the crash and you can already see the oversteering.

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My question to the people who have track experience and who have pushed cars to the limit… when does going over the limit and not catching become acceptable in your eyes? From everyone perspective we all should be Platinum Drivers and never spin out a car, or always catch them when they get outta wack! That was the worst part of GTS to me.. It was like every car I could master and drive like I was race car driver, then i would switch to AC with a much less powerful car and spin out, go off track, really have to concentrate to get a clean fast lap.. and this is with TCS on.. AC has a setting called factory which gives you the cars real driving aids it’s awesome, but yeah when does that line cross because every driving doesn’t have the same skill.
There is no rule you can measure it by, personal experience does come into, as does an understanding of basic vehicle dynamics.

Let's talk about Road cars first:

Most FR road cars are not going to be snappy over the limit, the layout and weight distribution gives them a much higher Polar Moment of Inertia, combine that with soft suspension (certainly by track or race car standards) which communicates the speed of load transfer better, as well as more progressive road tyres, so when cars of this nature break away it's relatively slow and in most cases well communicated. That gives you more time to react and, to a degree, is more forgiving when it comes to catching it. Obviously the further you let the over-rotation happen, the harder it is going to be to catch and correct it, but with practice its more than possible to do so.

FWD is arguably the easiest one to deal with, as rotation is mostly induced via lift-off oversteer and again is normally well communicated, the main thing you need to be aware of with them is wheelbase. The shorter the wheelbase the greater to load transfer is, so if you're not paying attention the snap to oversteer can be very quick (Pug 205 GTI's were notorious for this). Still very catchable, as it's an easier process than with other drivetrains, counter steer and bury the throttle will do the job.

Mid-engine cars are potentially the trickiest of the road cars layouts to deal with, they will normally have the lowest Polar Moment of Inertia, so is the layout that will want to rotate the most, as such you will generally get less communication of over-rotation than FR or FWD. However the street focused suspension and tyres do help out here once again.

Rear-engine cars are a particular breed, and contrary to popular belief are not dynamically prone to on-throttle oversteer, quite the opposite, the are prove to understeer. Where things go wrong is that if you don't get your entry speed right, understeer set-s in and you lift-off you are going to end up with the mother of all lift-off-oversteer. That's why RR cars have a reputation for trying to kill you, not for throttle abuse, most are relatively difficult to lose on power oversteer, as all the weight is over the driven wheels, and as you apply power you get even more load over them. Once you get lift-off oversteer in a RR car you need to be very quick to catch-it.

4WD cars very much depend on what torque split bias they have to a degree, but as most have a relatively high Polar Moment, they tend to act quiet a bit like FR when they let go, one additional factor that can be a bit tricky with them is, due to the higher cornering speeds than four driven wheels and a full compliment of diffs can give you, the forces involved can be higher, and as such present a bit more of a challenge.

Finally you also have the main factor, which is that they are road cars, and with very few exceptions they are all dynamically set-up to be biased towards understeer, to illustrate just how much can be done with set-up in this regard we will take my wife's car. It's rear-engine, has a short wheelbase (under 2.5m), and weighs less than a tonne. Sounds like a design built to lift-off oversteer doesn't it?

well I can assure you that you will not get this...


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...to oversteer. The suspension set-up and narrower front track than the rear more than see to that.

This is why the likes of 350Z, MX-5's, etc should be far easier to catch and correct, even when you have stepped over the limit by a good few degrees than the are in GT 7. Will you catch them every time? Of course not, but with a bit of practice you should be able to get the majority. In that regard they breakaway in GT 7 far too quickly and are far harder to catch than the should be.

Now when we move onto race cars, the same fundamentals from above still apply, but you are now in cars that are far stiffer sprung, much lower to the ground and will have had everything done possible to reduce the Polar Moment of Inertia. Examples of how far the PMI point can be taken can be seen in the likes of DTM and other spaceframe silhouette series, where the driver in practically in the middle of the chassis and the engine is far further back that in the road car its trying to look like, they will even ensure the brake callipers are as close the middle of the cars as they can if regs allow it. Add in race tyres, and you have a mixture than will be snappier, more willing to rotate and give you less notice its going to do it, and be less progressive in terms of the tyres.

Race cars should be less easy to catch when they let go than road cars, but again depending on the car it will vary. A Spec-Miata is going to be friendlier than a Formula Ford, but none of them are impossible to catch, you just want to try and avoid silly angle in them, both because they will be trickier to catch and because it's slower around the track.


TL: DR. It varies from car to car, race cars are harder than road cars and GT 7 still has work to do even post 1.06.
 
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I rolled a 205 GTi when I was 18 because I panic lifted off on a sweeping 60ish bend.

My dad was not happy having to tow it off a tree from someone’s front garden….

So yes that is both a RWD and RWD car I’ve rolled quite badly on the road through nothing more than ability and skill level…

So the last 17 years or so I’ve done all the training both car and motorbike I can afford, practical and theory up to class 1 police stuff and track coaching.

Also a child helps kill any temptation :)
 
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Nice explanation @Scaff . Just what this thread needed. I wonder how many times you have written an essay similar to that on GTP over the years? I'll bet it's well over 100. You should keep these stored in a notepad to be able to copy/paste.
 
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I rolled a 205 GTi when I was 18 because I panic lifted off on a sweeping 60ish bend.

My dad was not happy having to tow it off a tree from someone’s front garden….
Well first I’m glad you ok! Yea getting loose in a car is kinda scary if you don’t do it for sport or a living. I’m just digging the fact GT7 is giving me that fear factor of at any moment I can mess up especially if I’m not using the electronic aids.. AC and ACC is just like this, but honestly it’s kinda harder… it’s easier in a sense that AC/ACC feedback is real good, the way you can feel the tires slip is amazing, but still have you guys drove a car on the limits in that game? Very intense, but GT7 is very good in my opinion I’m really enjoying driving all the different cars through these events!
 
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I just did dragon trail and you talking about a complete different experience when hitting the death chicane? It’s not even comparable the way you feel the weight transfer from side to side there’s no way you can hit that turn like we use too on GTS! This is where I feel the physics got a lot better… even on the gardens track the first fast sweeper, you cannot take it like in GTS and not only that once you loose traction you just don’t understeer of the road… if you don’t have on ASM you can feel all tires kinda loose traction as you feel the car about to spin out. I can feel the rear about to swing around because of too much throttle I gave it. This is the Nismo GTR.
 
Just had a lengthy discussion with a friend of mine who is a total gt fanboy. I am too but i do like to look at things in an objective way. As the rx8 had been brought up here before and the excellent write up from scaff on stock road cars characteristics i tried to convince my friend and further convince myself something is deeply broken in gt7.

A fully stock rx8 on Sh will snapp like crazy in game, so tried CH and still same story. Its like the front is glued but the rears are on soap. to maintain a drift under power is something for the gods. Im on t300 and hes on g29. He claims my wheel is the problem. That my irl driving experience is lesser than his and that my countless hours spent on rbr, iracing, ams and ac are useless since they are inferior sims to gt7.... Needless to say when objective arguments in a discussion are met with those claims i just realise the dunning-kruger effect is real and quit.

I find that the radical in game, is more controllable in slides on the samw tyres...

Do we all agree to some extent that something is fundamentally wrong in how FR cars snap on stock settings in the game? Be it the miata, rx8, 370z and so on, they all behave really nervous...
 
Do we all agree to some extent that something is fundamentally wrong in how FR cars snap on stock settings in the game? Be it the miata, rx8, 370z and so on, they all behave really nervous...
I agree with you…but judging from the amount of notifications I get from this thread I think I can say on behalf of the forum that we don’t all agree.
 
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Biggest annoyance so far now for me is car placement.
Because its all chase the rabbit your not actually racing Ai so they have placed all the cars to be obstacles on corners knowing the time you will get there . Clean race bonus been so important its driving me mad
 
Again not sure if it's the update or just the fact I am earning cars with more grip but the RCZ Group 4 felt pretty good. I realise it is FWD but I best the gold time by well over a second for the Gardens menu book test. and finished 3rd of 17 friends. I can still feel the cars have livened up though, especially the FF cars don't understeer as much on the gas.
 
Just had a lengthy discussion with a friend of mine who is a total gt fanboy. I am too but i do like to look at things in an objective way. As the rx8 had been brought up here before and the excellent write up from scaff on stock road cars characteristics i tried to convince my friend and further convince myself something is deeply broken in gt7.

A fully stock rx8 on Sh will snapp like crazy in game, so tried CH and still same story. Its like the front is glued but the rears are on soap. to maintain a drift under power is something for the gods. Im on t300 and hes on g29. He claims my wheel is the problem. That my irl driving experience is lesser than his and that my countless hours spent on rbr, iracing, ams and ac are useless since they are inferior sims to gt7.... Needless to say when objective arguments in a discussion are met with those claims i just realise the dunning-kruger effect is real and quit.

I find that the radical in game, is more controllable in slides on the samw tyres...

Do we all agree to some extent that something is fundamentally wrong in how FR cars snap on stock settings in the game? Be it the miata, rx8, 370z and so on, they all behave really nervous...
I understand what your saying and I have heard scaff and others, but I am truly having no issues, I posted a video of me driving on Suzuka with a stock Miata and was told it doesn’t matter because it was me doing it and not them???? Ok….. I figured somebody would post a video showing their issues but nope… just talk so what can we do from there but only agree to disagree.

I ask Scaff aka the Motorsports goat 🐐 real questions because when I slide even if I went in hot in a turn 7/10 I can catch it… sometimes yes I do have TCS on but I don’t car because I will agree the carse are way more lively than GTS but broken??? Not in my opinion… Still this game is not harder than AC to me and more forgiving than AC in my opinion…

Again this doesn’t make me right at all or you… it’s just our feedback… I drive in two different separate leagues.. one of the leagues cofounder posted his thoughts on here already, and we all agreed that GT7 not perfect is going in that AC direction which they should of been did.

@foxdylan I use them to help me with passing for my league racing because it’s usually that tight between us. I don’t know if you race online but at least you can work on that skill! I agree with you though wish we got stand stills or tight pack rolling starts!
 
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I heard a new update came out today and decided to do a few laps around willow springs in anticipation they may have adjusted the tires.
Did a few laps with a tuned Ford GT with high downforce on both the front and rear. And this is my result:


People say "Oh! You're just not used to the physics!" I say that's complete and utter BS.
The physics of the cars themselves feel fine when you are settled into what the game sees as "acceptable" grip. They handle well, it's fun and amazing.

But the second, the SECOND you step a toe out, maybe a touch of too much throttle, or the crest of a hill lightening the load of your springs, your car INSTANTLY wants to snap oversteer. Even with max downforce, your car has no other desire than to just fling it's rear out, even if you're going completely straight and the only thing to upset your car is you going over a hill. Out of every sim I've played, and I played these sims meant for racing wheels with a controller using DS4Windows, and even without rumble, those game illustrated better their tire slip angles and the point at which you begin to spin better than GT7, and some of those sims are old enough themselves to drive and serve in the military.

It's hard to enjoy a game where I'm suddenly gripping like a magnet with downforce and then all of a sudden, my car spins out for whatever reason and I can't even figure out why.
 
It still feels to me like there's only some slight changes that need addressing to make the game feel very good. I need to look into that ride height thing that's been mentioned as it's resonated with my experience in the Audi R8 Evo.

My experience with all the FR cars is that whilst they are more tail happy than perhaps they should be, especially on the harder compounds in each range, I have found them controllable. @Scaff 's point about the cliff once you drive over the limit is valid, and I enjoyed your review video Scaff, you're a harsh critic but I can tell it comes from a place of wanting this game to realise it's potential.
 
I'm not sure this update was that good for the physics.
The force feedback on my DD Pro feels different and worse to be honest, there's less feel of what's happening.
I tried the circuit experience on Le Mans, and the Peugeot LMP has such a loose rear, I don't see any way how to get gold in the last sector. In the demo the car is planted, but as soon as I go with speed in the first corner, it just spins violently without any proper chance to save it
 
GT has always felt like it's a game built around not using assists and it's always felt more rewarding for me to drive without them.
I've just seen there was a patch but I can't get on the game today. Has there been any changes to the driving in it?
I heard a new update came out today and decided to do a few laps around willow springs in anticipation they may have adjusted the tires.
Did a few laps with a tuned Ford GT with high downforce on both the front and rear. And this is my result:


People say "Oh! You're just not used to the physics!" I say that's complete and utter BS.
The physics of the cars themselves feel fine when you are settled into what the game sees as "acceptable" grip. They handle well, it's fun and amazing.

But the second, the SECOND you step a toe out, maybe a touch of too much throttle, or the crest of a hill lightening the load of your springs, your car INSTANTLY wants to snap oversteer. Even with max downforce, your car has no other desire than to just fling it's rear out, even if you're going completely straight and the only thing to upset your car is you going over a hill. Out of every sim I've played, and I played these sims meant for racing wheels with a controller using DS4Windows, and even without rumble, those game illustrated better their tire slip angles and the point at which you begin to spin better than GT7, and some of those sims are old enough themselves to drive and serve in the military.

It's hard to enjoy a game where I'm suddenly gripping like a magnet with downforce and then all of a sudden, my car spins out for whatever reason and I can't even figure out why.

I guess that's a no then.
 
I'm not sure this update was that good for the physics.
The force feedback on my DD Pro feels different and worse to be honest, there's less feel of what's happening.
I tried the circuit experience on Le Mans, and the Peugeot LMP has such a loose rear, I don't see any way how to get gold in the last sector. In the demo the car is planted, but as soon as I go with speed in the first corner, it just spins violently without any proper chance to save it

I think the aero is also too biased to the front. I’ve noticed on the Ford GT LMGTE when I’m turning at speed it likes to start oversteering a lot. So on a hunch, I put max rear downforce and minimum front, and the car behaves a lot better. But that’s not an ideal set up for like 90% of the tracks in this game. So what you’re encountering with the 908 is likely the same issue and I have a feeling alot of these demo videos were made before the physics in general as we have it now was implemented.
 
If the ride height bug/error is real, it would explain so much about the handling of mid-engined cars in particular, even moreso than the tyre model, hence why I want to try it out on my Audi. If lower ride height figures are actually being calculated mistakenly in the engine as high ones, the game is thinking all these racing cars that normally wouldn't have such extreme rear ride heights are being raised up and thus changing the point of inertia etc.

When I get home tonight that's the thing I will be trying out.
 
Any idea why stability control is permanently on for my cars even when going straight with no inputs except throttle.

This is the same for any car I drive so its irrelevant what car this is in the shot.

Without stability control the car would whip around before I even begin my turn in or with a 1 degree turn of the wheel even on straights when I'm upto speed.

Please for the love of all that is holy... tell me other people have this in their game and it's not my version only making things undrivable
 

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Someone agrees with us about the oversteer issues, and he uses his own 370z as an example. That won’t go down well! 10.50 timecode



I’ve mentioned a couple of times that the demo cars don’t seem subject to the same physics but I was roundly poo-pooed.

He’s one of the GT Athletes 😄 I’m glad to see he sees it too.

(sorry for double post 😒 )
 
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I’m honestly surprised this thread is so active. The physics must be quite divisive to more players than I initially thought. And I’m glad it get’s so much attention.
I think it's because there's clearly been some step forward in the realism which is exciting, but there's some wonky stuff that needs fixing. There's been some good discussion though.
 
Just had a lengthy discussion with a friend of mine who is a total gt fanboy. I am too but i do like to look at things in an objective way. As the rx8 had been brought up here before and the excellent write up from scaff on stock road cars characteristics i tried to convince my friend and further convince myself something is deeply broken in gt7.

A fully stock rx8 on Sh will snapp like crazy in game, so tried CH and still same story. Its like the front is glued but the rears are on soap. to maintain a drift under power is something for the gods. Im on t300 and hes on g29. He claims my wheel is the problem. That my irl driving experience is lesser than his and that my countless hours spent on rbr, iracing, ams and ac are useless since they are inferior sims to gt7.... Needless to say when objective arguments in a discussion are met with those claims i just realise the dunning-kruger effect is real and quit.

I find that the radical in game, is more controllable in slides on the samw tyres...

Do we all agree to some extent that something is fundamentally wrong in how FR cars snap on stock settings in the game? Be it the miata, rx8, 370z and so on, they all behave really nervous...
I think there is a few things off.

What I will say is the RX8 while popular as a reference is not a great baseline car. It’s cool looking car and quick in a hot hatch sort of way but in reality it’s a highly strung car with a very narrow torque curve and underpowered for its weight.

It also has a very unusual engine compared to pretty much everything else.

In the UK they are not popular and dirt cheap for used ones. They are an acquired taste for road cars over some stiff competition over here.

Rear wheel drive cars are nervous when pushing on, that’s the nature of them and hence the “feel” it doesn’t matter the power or torque 70mph hitting a bump in any car is nervous.

I think the old journo term used to be “alive” or “fidgety” depending on your magazine poison of choice.

They have devolved down to more “engaging” “rewarding” “alive” but ultimately pushing on they are all nervous.
 
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