Scaff
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- ScaffUK
The FFB has a number of issues, aside form lacking detail.FBB is totally correct. Lol.
For example, if my steering angle is too much and my car starts to understeer, the tires tend to lightly skip over the road surface and you can feel a slight rumble in the wheel. I verified this over and over again. It communicates exactly what I feel in real life. I play on a G27 with the Feedback torque set to 8.
When I enter a 4 wheel slide, with the Evo, you give the wheel a slight counter steer and the car straightens out. Rear end of the car swings out exactly how it does irl. PD got the suspension movement on point and when going over undulating bumps around corners, the car’s suspension feels wavy. You can feel the weight shifting through the wheel and the body movement trying to upset the steering.
As I’ve said before, I’ve driven the car at Streets of Willow. The elevation changes translate through the wheel well. It’s the same exact cornering speeds. There are long sweeper to the left before the punch bowl that’s slightly banked which you are danching at the edge of grip and you can feel the tires start to struggle. The punch bowl exit has the same exit points for full throttle. If you get on the throttle too early, you’ll understeer to the dirt. The long straight to the blind chicane, up to speed, the way you steer slightly right and left entering and exiting, suspension reacts exactly the same way. Same braking points. If you over cook, you out brake yourself. Skid pad to pit straight, same holding and exit speeds and throttle applications.
Let's start with understeer, as you've missed out a phase, one which is rather critical and is covered in every driving school, dynamics lecture, tyres physics session, etc.
Steering load increases as lateral load increases, upto the slip transition point, at which point as the contact patch starts to realign and the steering load goes light, and does so dramatically.
GT7 utterly misses this (as did GTS) , this occurs before tyre skip occurs, if tyre skip occurs.
Gran Turismo 7 Physics
I would think that basic QA for PD could entail a capable driver setting a good baseline setup for each car? (better yet, generate a few different default setups such as ACC, for different preferences). I find it baffling that there is so much blood and sweat poured onto the detailed audiovisual...
www.gtplanet.net
In addition certain compression wheel deflections don't get represented. One example being Paddock Hill Bend at Brands Hatch, in reality as you go through the drop and compression you can feel the wheels being deflected clearly through the steering. Rf2, AMS2, AC, ACC, etc all get this right, in GTS and GT7 this is absent.
As have I for a number of combinations already discussed, as have others, all of which you have handwaved away. Why should you do that and then expect others to simply accept yours.I have a 1:1 experience with the game and track and that’s why my confidence in the Sim model is high. Regarding the 80-90%, the missing 10-20 percent has to do with certain aspects with cold tires and tire pressure affecting your handling. Also with sustaining slides with rwd cars. The game is fine a certain percent over the limit. When you are driving hard focusing on grip driving, the other 5% doesn’t really matter, but I know it hurts the drift guys.
As verification. Lol
View attachment 1124981View attachment 1124982
Oh and the roll on your two shots looks quite different.
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