Gran Turismo 7 Physics

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


  • Total voters
    203
  • Poll closed .
I have notice when doing the events and when it goes from day to night the car as you said handles different. It would be nice as you said to get a track temperature or better heat/cold diagram for the tires. My TT were in early morning I will switch time to midday to see if there’s a difference.
The asphalt temperature makes a big difference. I don't know how detailed GT7 is in it's track temperature simulation, but it's quite complex in reality, not a simple straight forward curve

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It's different again at higher speeds

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(273K is 0c)

High speed corners should not fluctuate as much in grip as low speed corners.

GT7 definitely simulates changes in friction by temperature, but how detailed is it and what curve does GT7 use. We can't even begin to map it since the game doesn't even show the outside temperature, let along the temperature of the asphalt. I assume the sun does heat up the track as it looks more shiny with the sun out in the afternoon. Yet we don't even know what season it is, the weather presets are all very vague. Warm, dry, humid, that's about it.
 
It sounds as if you misinterpreted intentionally or unintentionally pages upon pages of posts. When everyone was saying "at the limit" or "above the limit" it was In reference to the angles when the tires begin to slip, not "far beyond the limit of grip of the tires". Tire slip doesn't or nearly doesn't exist in-game and several people have said that already. This is the same issue with multiple videos illustrating what people were talking about as well that you just scratch your head at.

To clarify, once again:
Your car is planted firmly on the road.
You push the car slightly too hard.
The game decides you no longer have grip.
It snap oversteers you.

In real life: The vast majority of cars DON'T BEHAVE THIS WAY. Maximum grip has a slight amount of slip, even the GT7 manual SAYS this. If you push the car harder, you would lose that extra grip from slip

View attachment 1125607

View attachment 1125608

These graphs are somewhat simplified to the complexities of tire grip.

But in GT7, the tires don't feel as if they follow this trend. Instead, it's a straight shot downward into oversteer central if you even hit 1 degree of tire slip. This is why people are saying "You have grip until you don't" you're effectively on rails with no feed back (even wheel players reporting this as an issue, so this isn't a wholly gamepad issue)

Again, if multiple people can have their skills translate to a multitude of other sims, and GT7 is the oddball out here. This sounds like a GT7 problem.

And I'm saying you couldn't be more wrong. I experience a very clear and controllable slip with race cars, and so does everyone in A/A+ lobbies. Watch Twitch and Youtube - plenty of proof.
 
And I'm saying you couldn't be more wrong. I experience a very clear and controllable slip with race cars, and so does everyone in A/A+ lobbies. Watch Twitch and Youtube - plenty of proof.
I have to say you couldn't be more wrong either. Other players are experiencing this exact same issue with other sim players literally making videos saying "Yeah, this oversteer problem is an issue." MY experience matching with many others, illustrates that the game has an issue with grip. Go on Twitch and Youtube—plenty of proof.
 
And I'm saying you couldn't be more wrong. I experience a very clear and controllable slip with race cars, and so does everyone in A/A+ lobbies. Watch Twitch and Youtube - plenty of proof.
99.9% Sure This whole conversation on oversteer is about S T R E E T Cars 😂😂 it's been mentioned 1,000 times. I can see why this is getting frustrating to talk about for some people.
 
I have to say you couldn't be more wrong either. Other players are experiencing this exact same issue with other sim players literally making videos saying "Yeah, this oversteer problem is an issue." MY experience matching with many others, illustrates that the game has an issue with grip. Go on Twitch and Youtube—plenty of proof.
No he`s right. While racecars or racetires had a controllable slip streettires would just spin. And not just spin, the car was unstoppable like if it was epilleptic. This though seems to be reduced now with some medicine I guess
 
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99.9% Sure This whole conversation on oversteer is about S T R E E T Cars 😂😂 it's been mentioned 1,000 times. I can see why this is getting frustrating to talk about for some people.
Race cars experience it as well in varying levels. It's just that you're more likely to have understeer than snap oversteer which make it not completely miserable
 
Just went back to GTSport for a bit mainly due to the servers being down (online only is so dumb) and I can’t believe how bad the the physics were in GTSport especially for road cars. It feels like I’m driving a car from the 60’s with how dead the steering is with small inputs, and the cars just don’t feel right whatsoever. Once they get rid of a few issues in GT7 (which hopefully they will) it will truly be an amazing physics engine. I just really hope they don’t back track at all into what GTSport was like because I forgot how awful the road car physics were. I’ve noticed quite a bit of frustration as well from a lot of people on here about how broken the physics are, in my opinion, they’re actually easier than GTSport in many ways if you’re used to how a car acts on the limit in real life. I know this sounds like the whole “the physics are perfect, you just need to be better” argument, but that’s not my point here, there’s still some glaring issues, but I think if a lot of us just take the time to re learn the physics and forget the techniques used in GTS, you’ll have a lot more enjoyable experience.
 
Just went back to GTSport for a bit mainly due to the servers being down (online only is so dumb) and I can’t believe how bad the the physics were in GTSport especially for road cars. It feels like I’m driving a car from the 60’s with how dead the steering is with small inputs, and the cars just don’t feel right whatsoever. Once they get rid of a few issues in GT7 (which hopefully they will) it will truly be an amazing physics engine. I just really hope they don’t back track at all into what GTSport was like because I forgot how awful the road car physics were. I’ve noticed quite a bit of frustration as well from a lot of people on here about how broken the physics are, in my opinion, they’re actually easier than GTSport in many ways if you’re used to how a car acts on the limit in real life. I know this sounds like the whole “the physics are perfect, you just need to be better” argument, but that’s not my point here, there’s still some glaring issues, but I think if a lot of us just take the time to re learn the physics and forget the techniques used in GTS, you’ll have a lot more enjoyable experience.
This was stated before. GT Sports physics were understeer central, so you could just be really sloppy and fling your car about with a few exceptions (Pantera, Mach 1, GT40) but even things that are normal in other sims, just doesn't translate to GT7 in any meaningful way
 
The asphalt temperature makes a big difference. I don't know how detailed GT7 is in it's track temperature simulation, but it's quite complex in reality, not a simple straight forward curve

View attachment 1125609

It's different again at higher speeds

View attachment 1125611
(273K is 0c)

High speed corners should not fluctuate as much in grip as low speed corners.

GT7 definitely simulates changes in friction by temperature, but how detailed is it and what curve does GT7 use. We can't even begin to map it since the game doesn't even show the outside temperature, let along the temperature of the asphalt. I assume the sun does heat up the track as it looks more shiny with the sun out in the afternoon. Yet we don't even know what season it is, the weather presets are all very vague. Warm, dry, humid, that's about it.
you dont even get to adjust tire pressure, you have no telemetry at all. how detailed you think it is?
 
you dont even get to adjust tire pressure, you have no telemetry at all. how detailed you think it is?

This!

And the lack of insight for anyone as to how PD do their physics engine. Its really alot more like mariokart in that regard.

They, as the real driving simulator, should be boasting about the great tech that they use to simulate reality, from all the marketing ahem i mean partnership they have with michelin and brembo, surely they must have learned something.

Its 2022, setting tire pressures and reading track temps is a thing.

Oh well, buying a new gfx card and vr headset is cheaper than ps5 and new tv hehe. Was fun until it lasted. gT really have a yuge cuncept here, just microtransactions, server downtime and a very dodgy physics engine... Yeah... Can somebody wake me up when theyve fixed it? GT8 in 2050? Or maybe i just play LFS and RbR , so old but still so gold.
 
Not every over the limit event is race ending, most aren't in reality, catching and correcting them slows you down and often will drop you positions.

Honestly if it was as race ending as GT7 then most motor races would have a finishing field of 50%

This relates to when iRacing had the same fundamental issue regarding over the limit behaviour being absurdly hard to catch, just to note the video creator is a professional racing driver and race school owner, but if it's not enough I can link to hoard of racing drivers swearing left right and centre about iRacing behaving like this and just how inaccurate it is.


The whole time I was watching this video I was thinking you could just replace iRacing with GT7 and everything fits exactly to what I (and I believe many others) are experiencing with GT7. And knowing iRacing went thru this and got it right in the end (right?) makes me hope GT can get it right as well one day. Hopefully.

Just went back to GTSport for a bit mainly due to the servers being down (online only is so dumb) and I can’t believe how bad the the physics were in GTSport especially for road cars. It feels like I’m driving a car from the 60’s with how dead the steering is with small inputs, and the cars just don’t feel right whatsoever. Once they get rid of a few issues in GT7 (which hopefully they will) it will truly be an amazing physics engine. I just really hope they don’t back track at all into what GTSport was like because I forgot how awful the road car physics were. I’ve noticed quite a bit of frustration as well from a lot of people on here about how broken the physics are, in my opinion, they’re actually easier than GTSport in many ways if you’re used to how a car acts on the limit in real life. I know this sounds like the whole “the physics are perfect, you just need to be better” argument, but that’s not my point here, there’s still some glaring issues, but I think if a lot of us just take the time to re learn the physics and forget the techniques used in GTS, you’ll have a lot more enjoyable experience.

That’s all good to hear, but why does it take 4 years and a new GT game for some folks to realize the game’s flaws? I mean, there were other games when GTS launched that got the driving mechanics better.

Is it gonna take another GT game for some people to understand what some of us are saying about the snap oversteer and lack of grip over the limit?
 
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Taking advantage of yesterday's GT7 server maintenance, I conducted a rainy drifting exercise,
Constantly challenging the Stock KTM X-BOW R between dry/wet at Tsukuba Circuit,
Trying to understand what you guys are saying about snap oversteer and lack of grip over,

I ran the test for about 3hr and the wetlands took up most of my time (maybe 2hr),
I feel like the problem is not sudden oversteer and lack of grip over,
The main problem is that in the presence of oversteer, reverse the wheel to control the vehicle for stable drift,
But when the vehicle drift angle reaches a certain level, no matter how slow the speed is,
The accelerator has been released and the front wheel is reversed to the limit, but the body still cannot be stabilized, and it still rotates in the end.

The expected vehicle dynamics should be that, after the power output of the rear wheels is released, and the speed is reduced to a certain extent,
The grip of the rear wheel should have a limited recovery, but it didn't.
This phenomenon is magnified in wetlands. This is my personal opinion and feeling.

TBH, I still think the steering angle of the front wheel is too small, but PD does not allow user adjustment, so I can't verify if my idea is correct,
"Steering Angle Adapter"!? I still have doubts about whether the vehicle physics will be the same after using it.
 
Just went back to GTSport for a bit mainly due to the servers being down (online only is so dumb) and I can’t believe how bad the the physics were in GTSport especially for road cars. It feels like I’m driving a car from the 60’s with how dead the steering is with small inputs, and the cars just don’t feel right whatsoever.
hey, that was the OLD "real driving simulator", thus now it became "the not-real driving simulator"

for what's it worth, most cars dont feel right in gt7 either.
and the upgrade system clearly shows the programming limits, like how different hard-coded values have been put in different car classes, defining performance.
example: spend a small fortune and turn your "road car" into a racing spec car. aaand it still drives like ****.

its ok though, bottom line it is a game.
 
hey, that was the OLD "real driving simulator", thus now it became "the not-real driving simulator"

for what's it worth, most cars dont feel right in gt7 either.
and the upgrade system clearly shows the programming limits, like how different hard-coded values have been put in different car classes, defining performance.
example: spend a small fortune and turn your "road car" into a racing spec car. aaand it still drives like ****.

its ok though, bottom line it is a game.
I would argue most cars in GT7 feel right in many aspects. As far as the feel goes, GT7 is very good, there’s just a couple physics issues that needs to be addressed but as a total package, it’s a massive improvement. But I do agree, it’s still a game, and the physics will never be perfect. Even the best sims available to consumers don’t have perfect physics by any means.
 
Just a quick peek in to say that something is definitely afoot with the physics now. I took a GT86 around Dragon Trail infield - Garden? - and it felt dead, plus the bots were bullies. But then I realized that all the assists were on from my Ford GT break in attempt last night. So I decided to throw caution out the window and shut 'em all off. And the car came to life, the tires too, with that obnoxious squeal when in trouble I've been asking for. I roasted the tires a few times but I could brake pretty reliably. The car was on sports hards, no choice, but they felt amazingly grippy. It wasn't the most potent racer but I never lost control. Every slide, I could feel how to keep from losing it and got it back on line. Switched to an RX-7 and it was even better. Very, very different from the game I left last night. Is it possible that TC and ABS nerf the physics a bit too much, or mess with them?

If I can do a time trial with my Ford GT race bomb, I have to try that later. Meanwhile, I have to check out the Porsche Gr4 on the Green Heck.
 
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Last night after the 1.07 bug I can no longer progress in the game, so I had a thought of why @nfsp2kTW was able to drift the 370Z so well while I kept spinning uncontrollably when I try to drift, I studied his video and realised that the way he initiate drift is different to mine, he always went really aggresive on entry and used a lot of weight transfer to start his drift then the momentum carries him to the apex of corner, after he reaches the apex of the corner he starts counter steer more while giving the car some throttle, so we used a different entry style but pretty much the same technique after the apex. My drift style is not so aggresive I used some weight transfer and some throttle to try slip the rear tyres, this is why I kept spinning uncontrollably when I try to drift. so I decided to try his technique with stock RX-7 in single player mode (can't use the garage, fix your game properly PD) and voilà.



Not as good and smooth as his drift but it'll do for now, I'm happy I can kind of drift stock cars in the game again.

Switched to an RX-7 and it was even better. Very, very different from the game I left last night. Is it possible that TC and ABS nerf the physics a bit too much, or mess with them?
Oh, did they change the physics? I still have that on off traction feel on throttle with the RX-7.

EDIT: I still can't drift consistenly though , this is one of my best drift that I did last night. I can control the car better now on entry but once you apply throttle it starts to get spinny.
 
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Just a quick peek in to say that something is definitely afoot with the physics now. I took a GT86 around Dragon Trail infield - Garden? - and it felt dead, plus the bots were bullies. But then I realized that all the assists were on from my Ford GT break in attempt last night. So I decided to throw caution out the window and shut 'em all off. And the car came to life, the tires too, with that obnoxious squeal when in trouble I've been asking for. I roasted the tires a few times but I could brake pretty reliably. The car was on sports hards, no choice, but they felt amazingly grippy. It wasn't the most potent racer but I never lost control. Every slide, I could feel how to keep from losing it and got it back on line. Switched to an RX-7 and it was even better. Very, very different from the game I left last night. Is it possible that TC and ABS nerf the physics a bit too much, or mess with them?

If I can do a time trial with my Ford GT race bomb, I have to try that later. Meanwhile, I have to check out the Porsche Gr4 on the Green Heck.
You can actually use whatever tires you want. But you can't adjust the car in any meaningful measure, though.

I tried playing with the Mustang and it sstill feels... Hng. Things still aren't translating well. I tried the music rally to have a higher horsepower car that's not a strict racecar and you can ffeel the ickiness when it comes to the oversteers.
 
99.9% Sure This whole conversation on oversteer is about S T R E E T Cars 😂😂 it's been mentioned 1,000 times. I can see why this is getting frustrating to talk about for some people.

Street cars are much easier than race cars. Nothing you'll notice driving around slowly with race cars in single player - try online competition where you have to increase the pace.
 
Are we playing the same game?

Yes.

People should ask for advice and practice if they got problems. This thread is like failing to deadlift 200 kg and then having a huge discussion about how gravitation is somehow flawed. That's the wrong way to go about it if you want to get skilled and progress in anything at all. There are always a lot of people better than you at something - join them, ask them, have fun with them, and you'll have more fun too as you progress. Instead many fall back to blame and excuses because their ego is hurt.
 
I ran the test for about 3hr and the wetlands took up most of my time (maybe 2hr),
I feel like the problem is not sudden oversteer and lack of grip over,
The main problem is that in the presence of oversteer, reverse the wheel to control the vehicle for stable drift,
But when the vehicle drift angle reaches a certain level, no matter how slow the speed is,
The accelerator has been released and the front wheel is reversed to the limit, but the body still cannot be stabilized, and it still rotates in the end.

The expected vehicle dynamics should be that, after the power output of the rear wheels is released, and the speed is reduced to a certain extent,
The grip of the rear wheel should have a limited recovery, but it didn't.
This phenomenon is magnified in wetlands. This is my personal opinion and feeling.
Sorry If my misunderstood, but what you're trying to say is basically when you drift and you went over the angle limit of the car and you let the throttle off the front wheel is supposed to grip up but it doesn't, making the car spin.

What the expected behaviour when you let off throttle is the car to slow down and the rear wheel is supposed to grip up. is that correct?

I'm not skilled enough to do a high angle drift and the constant scandanavian flick drift on the straightaway so i don't know how the car feels when you're pushing it to that extent. what I do know is once I used your aggresive flick on entry technique is 8/10 I can catch the slide on entry, but once you try to add throttle and countersteer to control the drift it gets really tricky, finding the balance between spinning and drifting is so thin that it frustrate me sometime.
TBH, I still think the steering angle of the front wheel is too small, but PD does not allow user adjustment, so I can't verify if my idea is correct,
"Steering Angle Adapter"!? I still have doubts about whether the vehicle physics will be the same after using it.
I don't think the steering angle is too small for the production car though, it makes sense road standard car to not be able to have that D1 level drift angles.

EDIT:
Yes.

People should ask for advice and practice if they got problems. This thread is like failing to deadlift 200 kg and then having a huge discussion about how gravitation is somehow flawed. That's the wrong way to go about it if you want to get skilled and progress in anything at all. There are always a lot of people better than you at something - join them, ask them, have fun with them, and you'll have more fun too as you progress. Instead many fall back to blame and excuses because their ego is hurt.
I'll bite, got any advice on how to drive the porsche 997 GT3 with ABS only, hard at Nurburgring without spinning and crashing?
 
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Street cars are much easier than race cars. Nothing you'll notice driving around slowly with race cars in single player - try online competition where you have to increase the pace.
Don't take this the wrong way man, but I'm running my buns off all the time on a controller and I'll make top 10 whenever I feel like putting the time in. I've also got 10x more time driving street cars than race cars. I think I know the limit pretty well 😂😂

 
What the expected behaviour when you let off throttle is the car to slow down and the rear wheel is supposed to grip up. is that correct?
Sorry, with my limited knowledge, I think that should be the case.
[Edit]
I have always felt that the grip of the tires in GT series games is problematic at extremely slow speeds, and the grip is extremely poor.
I'm not skilled enough to do a high angle drift and the constant scandanavian flick drift on the straightaway so i don't know how the car feels when you're pushing it to that extent. what I do know is once I used your aggresive flick on entry technique is 8/10 I can catch the slide on entry, but once you try to add throttle and countersteer to control the drift it gets really tricky, finding the balance between spinning and drifting is so thin that it frustrate me sometime.
Is it without using "Steering Angle Adapter"?
The same is true for me. The fault tolerance rate in this state is very low, and it is very easy to spin.
So I also have to use "Steering Angle Adapter" in the lobby,
Avoid my frequent spins and affect other people's gaming experience.
I don't think the steering angle is too small for the production car though, it makes sense road standard car to not be able to have that D1 level drift angles.
totally agree.
I just hope that the PD can open the user to adjust the maximum steering angle by themselves, so that I can verify whether my idea is correct.
At least it can be determined that this is the difference between different steering angles under the same physical model,
Instead of adding "Steering Angle Adapter", I suddenly became "Tsuchiya Keiichi". XD
 
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Sorry, with my limited knowledge, I think that should be the case.
Yep I think so too but I've never drifted car with lots of angle so I wouldn't know, with shallow drifts I don't have this problem.
Is it without using "Steering Angle Adapter"?
The same is true for me. The fault tolerance rate in this state is very low, and it is very easy to spin.
So I also have to use "Steering Angle Adapter" in the lobby,
Avoid my frequent spins and affect other people's gaming experience.
I tried the steering angle adapter on the beginner drift 1, the car is easier to control but still have that weird snappy feeling when you're on throttle. might have to join your lobby some time so you can teach me how to drift properly :)
totally agree.
I just hope that the PD can open the user to adjust the maximum steering angle by themselves, so that I can verify whether my idea is correct.
At least it can be determined that this is the difference between different steering angles under the same physical model,
Instead of adding "Steering Angle Adapter", I suddenly became "Tsuchiya Keiichi". XD
if it helps you to enjoy the game more, then I hope he does.

EDIT:
Don't take this the wrong way man, but I'm running my buns off all the time on a controller and I'll make top 10 whenever I feel like putting the time in. I've also got 10x more time driving street cars than race cars. I think I know the limit pretty well 😂😂

Damn bro, chill.

Distance driven: 220,331.440 Km Graph Details

Time driven: 573 days, 13 hours, 41 min and 55 s.

Drift Points: 1,004,467
 
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Yep I think so too but I've never drifted car with lots of angle so I wouldn't know, with shallow drifts I don't have this problem.

I tried the steering angle adapter on the beginner drift 1, the car is easier to control but still have that weird snappy feeling when you're on throttle. might have to join your lobby some time so you can teach me how to drift properly :)

if it helps you to enjoy the game more, then I hope he does.

EDIT:

Damn bro, chill.

Distance driven: 220,331.440 Km Graph Details

Time driven: 573 days, 13 hours, 41 min and 55 s.

Drift Points: 1,004,467
I literally just left GT Sport running in the background 24/7 for the whole life span of the game. if I wasn't racing onSport, I was putting a ton of miles on my G35. I used to average 25,000 miles a year before I lost my job as a CNC Operator, but different story for a different time.
 
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And I'm saying you couldn't be more wrong. I experience a very clear and controllable slip with race cars, and so does everyone in A/A+ lobbies. Watch Twitch and Youtube - plenty of proof.
I drive in A+ lobbies. I have never seen so many cars spin. The chicane at Daytona is routinely catching out highly rated drivers because the oversteer is uncatchable.
 
My take on the physics and general ramblings, PART 2 (PART 1 here, I suggest read that first otherwise some things here won't make sense).

Currently at Menu Book 13. Finished all licenses and missions with golds (well, the non bugged ones at least).

1) Pad vs wheel - IMO people should really state what control input they're using here. I just tried GT7 with a pad the other night and it's like a completely different game. You really cannot compare the physics with a wheel. There has always been hidden stability assists with a pad, but this makes the difference with a wheel more apparent in GT7 because of the oversteer issue. If you notice the HUD red dot steering indicator, with a pad it's not quite 1:1 with your input. There's a slight input lag and steering angle limitation the higher your speed goes. It acts like a "hand of god" that stabilises the rear end, and thus makes the physics a lot more manageable. Keep in mind I haven't driven GT with a pad since switching to a wheel in 2008, but I can instantly almost match my wheel times in license tests with RWD cars.

2) Tyre pressures (or lack of) - @Scaff I think in your early review video you mentioned the lack of TP is what might be causing the weird oversteer. Taking the R34 @ Maggiore example from my first post, I tried the same combo in Assetto Corsa (for those not in the modding scene, yes we have Maggiore converted into AC). Stock street tyres, no aids, first with minimum pressure (15 psi), then max pressure (47 psi). You do get more oversteer with max pressure, but the effect is still nowhere near GT7. You can be an absolute tool in AC, see sawing at the wheel, and the car is still saveable. In GT7 if you even use more than 25% throttle there is 90% chance you will loop the car. It's like a traction circle that's had its acceleration half chopped off.

3) Comparing the exact same combo again but in GT Sport - basically from corner entry to apex I prefer GT7 (better load transfer, suspension more free, less understeer). But from apex to exit I prefer GTS.

4) Driving aids - initially I was throwing everything in GT7 to make the car behave (TC1, ASM, CSA Weak). Keep in mind normally I only drive with ABS in GTS (and Factory settings in AC). Now I've weaned myself off ASM and CSA. TC I still sometimes use on a case by case basis and honestly, I'm fine with that. As many have said the TC is much improved in GT7 (though still not on the level of AC/ACC) and modern super/hypercars/GT3 cars are made with TC in mind. However, there are times when even driving 200-300 hp cars the rear end breaks loose excessively without TC. I CAN control it, but it's just silly and shows the physics need work. I've driven a GT86 on dirt in real life (TC off), and the rear end is more planted than this car in game on tarmac with SH tyres.

5) Default tyres - I noticed PD doesn't just stick SH on every road car now. Old cars use CH/CM, most street cars use CS, and only sport/supercars use SH 👍 It's a step in the right direction, though I still would prefer a true "default" tyre with their actual brand like in AC.

6) Tuning - lots of people mention tuning or buying parts to cure the excessive oversteer. Personally I don't believe we should be doing this to compensate for the game's inherent physics flaws. I never tune in AC beyond just tyre pressures and all the cars handle just fine. Also most cars on the road are not tuned, and people don't just spin in every hairpin or roundabout.

7) Aquaplaning - I think SvenJurgens posted that video of the HSR Mission race where he lost the car on the main straight without any warning. I experienced this also and while the effect is realistic, IMO the lacking FFB in GT7 makes this situation more hazardous than reality. It's more akin to black ice than water. In ACC I can feel when I hit standing water because the wheel would get light and start to wander a little. In GT7, you're just gone. I can feel hitting puddles (I can also see it lol), but until they fix the FFB it's just too much of a lottery.

8) Bottoming out? - in one of the Mission races with Chaparral 2J at Sardegna A, I lost the car completely without any warning on the high speed kink after the first turn. Now this is a ground effect car on steroids, on racing slicks, and I was going 200+ km/h at that point. No way should the tyres break loose in that situation. There is a slight dip in the road at that point so I suspect the car is bottoming out and the exaggerated weight transfer issue (same as the rally jump landings causing all sorts of weird ****) caused me to lose control. Another thing to fix/tone down.

9) Aliens - no, not the UFO kind. I see some people using the top drivers not having problems as an example of nothing is wrong with the physics (even though people like Tidgney and Super GT have complained at some point). Honestly these guys are too good to be a yardstick. You can give them a car with reversed steering and they will still find a way to go faster than us mere mortals. You can be fast in Mario Kart, but that doesn't mean you understand car physics and how things relate to real life (extreme example). Of course you can't take the impressions of a DR D driver either. But just because someone is only DR A/B doesn't mean their opinion is less valid (especially if they have long experience driving on the limit IRL).

10) iRacing Lite - there's that video comparing iRacing vs AC, and that's is exactly how I feel with GT7 at the moment. GT Sport tries to copy the online mode, well now GT7 has copied the physics of iRacing as well (14 years late no less :lol:). The base is realistic, but due to legacy quirks with the tyre modelling, it can result in some weird behaviour over the limit. Racing is about keeping the car at 99-101%, and despite what some people say there is still some adjustability once you're over the limit. But in GT7 atm you are basically forced to drive at 98-99% because anything over, will result in certain death. Sadly, iRacing has gaslighted an entire generation of simracers who don't know any better, and I'm afraid GT7 will also do this unless PD fixes things quickly (mega doubt).

Anyhoo, I'll just close by saying that I find it ironic the Physics guy (same person since GT1) and AI programmer shows up after Einstein in the GT7 intro. PD do have a sense of humour after all :P
 
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My take on the physics and general ramblings, PART 2 (PART 1 here, I suggest read that first otherwise some things here won't make sense).

Currently at Menu Book 13. Finished all licenses and missions with golds (well, the non bugged ones at least).

1) Pad vs wheel - IMO people should really state what control input they're using here. I just tried GT7 with a pad the other night and it's like a completely different game. You really cannot compare the physics with a wheel. There has always been hidden stability assists with a pad, but this makes the difference with a wheel more apparent in GT7 because of the oversteer issue. If you notice the HUD red dot steering indicator, with a pad it's not quite 1:1 with your input. There's a slight input lag and steering angle limitation the higher your speed goes. It acts like a "hand of god" that stabilises the rear end, and thus makes the physics a lot more manageable. Keep in mind I haven't driven GT with a pad since switching to a wheel in 2008, but I can instantly almost match my wheel times in license tests with RWD cars.
It was always a problem to me. It's hard to tell exactly what is broken in the physics then. Something is there but I can't be sure. I hoped they make gamepad steering like in other sims. GTS was much worse, it felt more like an arcade game then.
 
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