Gran Turismo 7 Physics

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


  • Total voters
    203
  • Poll closed .
Regarding the physics fix introduced in 1.52 ... "The behavioural models for the suspensions and the steering have been adjusted to prevent front lift during cornering and oversteer during braking", I was able to compare the PP figures of 257 road cars with the previous 1.49/1.50 numbers and 94 of those checked had changed.

There seems to be a pattern that...
  • all FF-drivetrain cars were changed
  • the majority of 4WD-cars were changed
  • only a few FR/MR cars were changed
 
Drove a whole array of different cars yesterday.. All of them drove great! I love the current physics. I'm on the G29 though and I drive everything stock pretty much all the time.
 
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There is still a big underlying issue going on with this model when a vehicles suspension is being pushed to its limits. I drove an EVO III in the Colorado springs dirt race with close to stock suspension and it would repeatedly bounce after pretty much any jump. Often the front would bounce two or three times when the car came back to the ground.

This is the THIRD rebound hop after a small jump.
EVO III.jpg



Early in the lap there's a dip on the left side of the track formed by a little out-road that kicks the car up when you hit it. Most times I can use this to upset the car and really hammer it in to the next downhill right corner, but in the case of the EVO it catapults the rear up into the air so hard it stands on its nose. It's like some cars have pinball bumpers on top of their springs that rocket you to space once you "hit them" (suspension compression). Very strange.

A "minor" rear hop... haha
EVO III 2.jpg


And a nose wheelie
EVO III 3.jpg



I was hoping they were going to make some deeper changes to the model and really polish things up while getting rid of clear issues, but it looks like they're still there. I still like GT7s handling a great deal, but it would be nice if new updates wouldn't be a step in the wrong direction and instead made it better.

And I know tuning can sort some issues out, but we shouldn't have to do a bunch of adjustments to simply make cars drivable.
 
You do not make any sense, I am forced to update when it drops or I cannot play.
💩 on your dopey answer
It was sarcasm. The same thing happened to me on 1.49 update. Cannot calculate PP! They broke the game. No way around it then adding or removing parts until you find out what fixes it unfortunately.
 
Anyone else really enjoying the current TTs from a physics perspective?

First the Vulcan @ Interlagos, wow! I've never been a fan of race cars and usually avoid driving them as I find that they feel kind of "dead", understeery, wooden, and lacking a window of slip angle within which to drive. The Vulcan is not that at all! You can feel the tires working and scrabbling at the edges of grip, as you turn in and manage the rotation. As you power out, you can feel the rears on edge, braking loose from time to time but then holding on as you carefully measure out the power. You can hold a bit of oversteer and play within a zone of slippage. It seems to lock up under braking even with ABS, and you feel the wheel lighten up as the tires block then the car pushes wide. The steering is stiffer, feels super connected and linear, and there's so much FFB feedback through the wheel. It's such a lively and engaging experience!

And then contrast that with how differently the M3 feels and drives. Just brilliantly shows off the range of GT7 and how it's able to convey differences in cars. Immediately there's less directness, its softer, the grip limits and progression is different, you need to manage the body roll, weight and momentum. It feels like a street car that it is in stark contrast to the trackday special that the Vulcan is.

It's so brilliantly enjoyable.
 
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I'd like them to make the engine braking harder to handle so that everybody wouldnt enter every turn with small gear. Its getting a bit annoyingly "gamey". And it also result in slowing down without brakelights which is not good for racing.
 
engine braking
Im sure it is not the "engine braking" part in itself but simply some strange phenomenom of increasing rotation potential with a lower gear.

But I also must say I am not playing on a level where I would notice a difference and just do it for the traction for better acceleration.
 
Thought they fox3d things, but now I have a C4 Vette that’s suddenly a cannot calculate PP ⚠️

I had it setup up perfectly around 700pp and now it’s toast. Are they not aware of this issue? If somebody has an inside line to PD please tell them to roll it back until they can figure their 💩 out. Haha
 
Anyone else really enjoying the current TTs from a physics perspective?

First the Vulcan @ Interlagos, wow! I've never been a fan of race cars and usually avoid driving them as I find that they feel kind of "dead", understeery, wooden, and lacking a window of slip angle within which to drive. The Vulcan is not that at all! You can feel the tires working and scrabbling at the edges of grip, as you turn in and manage the rotation. As you power out, you can feel the rears on edge, braking loose from time to time but then holding on as you carefully measure out the power. You can hold a bit of oversteer and play within a zone of slippage. It seems to lock up under braking even with ABS, and you feel the wheel lighten up as the tires block then the car pushes wide. The steering is stiffer, feels super connected and linear, and there's so much FFB feedback through the wheel. It's such a lively and engaging experience!

And then contrast that with how differently the M3 feels and drives. Just brilliantly shows off the range of GT7 and how it's able to convey differences in cars. Immediately there's less directness, its softer, the grip limits and progression is different, you need to manage the body roll, weight and momentum. It feels like a street car that it is in stark contrast to the trackday special that the Vulcan is.

It's so brilliantly enjoyable.
I generally agree, but I find nothing pleasurable in driving that M3 in the current TT...for my driving style this is one of the worst cars in the game(which is odd, because i usually like to drive BMWs in general and especially all other M3 variants that are in the game...)
 
Thought they fox3d things, but now I have a C4 Vette that’s suddenly a cannot calculate PP ⚠️

I had it setup up perfectly around 700pp and now it’s toast. Are they not aware of this issue? If somebody has an inside line to PD please tell them to roll it back until they can figure their 💩 out. Haha
Some if not most road cars get their PP dodged if you equip the car with race tyres and full custom suspension. Try changing one of these and see what happens.
 
Some if not most road cars get their PP dodged if you equip the car with race tyres and full custom suspension. Try changing one of these and see what happens.
Yeah I’m sure it’ll fix it, it’s just too bad as I had it tweaked and used it a fair amount. I guess I hadn’t since the update.
 
I drove the M6 GT3 and Corvette C7 ZR-1 last night and there was a noticeable difference in feedback whilst cornering. In the BMW, the tyres weren't really giving me a whole lot of information and I only felt the controller vibrate when going over a ripple strip. In the Corvette, I got much better feedback from the tyres as they scrubbed across the road surface. The controller vibrates when you're about to cross the grip threshold, so it's much easier to get an understanding of what's going on beneath you. When you use a car with racing tyres, that feeling goes away completely. This is totally unlike Assetto Corsa Competizione, where you can really feel the tyres moving around. Racing slicks do provide a lot of grip but they're still tyres so you should get some feedback when you're on the edge of grip. I think PD's approach to racing tyres is wrong and some tweaks must be made to make them feel a bit more realistic.
 
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Ok so I drove the Audi R8 LMS Evo II last night on Kyoto Yamagiwa and I got WAY more feedback from the front tyres. So perhaps the issue is more to do with the car than just the tyres. This was further proved when I took out the BMW M6 GT3 again, which only gave me a tiny bit feedback in the tight hairpins. That was it. Nothing through the high-speed corners in sector 1. This is a problem when judging the grip limit, and I did get loose a few times when booting it too soon. The game does not give you any indication that the car is about the break loose, so you end up being one step behind the car at all times. This does reduce your ability to trust the car and really push it hard. The Audi doesn't keep any secrets and you can trust it far more due to the superior feedback being put through the controller.
 
Ok so I drove the Audi R8 LMS Evo II last night on Kyoto Yamagiwa and I got WAY more feedback from the front tyres. So perhaps the issue is more to do with the car than just the tyres. This was further proved when I took out the BMW M6 GT3 again, which only gave me a tiny bit feedback in the tight hairpins. That was it. Nothing through the high-speed corners in sector 1. This is a problem when judging the grip limit, and I did get loose a few times when booting it too soon. The game does not give you any indication that the car is about the break loose, so you end up being one step behind the car at all times. This does reduce your ability to trust the car and really push it hard. The Audi doesn't keep any secrets and you can trust it far more due to the superior feedback being put through the controller.

That's pretty accurate for a modern BMW 😆

They have awful steering feedback and feel. The older BMW's with hydraulic steering had far better feedback.
 
That's pretty accurate for a modern BMW 😆

They have awful steering feedback and feel. The older BMW's with hydraulic steering had far better feedback.
Yeah well the Audi telegraphs everything to you, and it's a much more involved experience.
 
I drove the M6 GT3 and Corvette C7 ZR-1 last night and there was a noticeable difference in feedback whilst cornering. In the BMW, the tyres weren't really giving me a whole lot of information and I only felt the controller vibrate when going over a ripple strip. In the Corvette, I got much better feedback from the tyres as they scrubbed across the road surface. The controller vibrates when you're about to cross the grip threshold, so it's much easier to get an understanding of what's going on beneath you. When you use a car with racing tyres, that feeling goes away completely. This is totally unlike Assetto Corsa Competizione, where you can really feel the tyres moving around. Racing slicks do provide a lot of grip but they're still tyres so you should get some feedback when you're on the edge of grip. I think PD's approach to racing tyres is wrong and some tweaks must be made to make them feel a bit more realistic.
Just one question, have you raced theses cars IRL ? ^^
How do you know if Assetto is right and GT wrong ? It's rhetorical no need to answer.


I really wish that one day a “real” driver could take the time to compare his car IRL with the same model in different games. But no one does that... It's sad.
 
I really wish that one day a “real” driver could take the time to compare his car IRL with the same model in different games. But no one does that... It's sad.
There’s multiple racing drivers who have given their thoughts on how their real life race cars are represented in various sim racing titles over the years.

James Baldwin, for example, has made videos where he compares driving his real life 720S GT3 to Assetto Corsa Competizione, iRacing, and has made comments regarding Le Mans Ultimate too.







How do you know if Assetto is right and GT wrong ? It's rhetorical no need to answer.
I know you said this is a rhetorical question but there’s a general consensus based off of real life driver input that ACC is one of the best, it not the best when it comes to the physics of GT3 cars. So even though he likely hasn’t driven one of those cars on a real track before, I think it’s fair enough for @ScottPuss20 to use it as a baseline here.
 
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You can only get so close anyway, no g force, inner ear equilibrium isn’t at work either. I think it’s more just get used of the sim you like and roll with it.

I think GT7 has some issues with snap oversteer. It definitely requires one to hit their marks and throttle input just right to lay down fast laps. I think the game promotes consistency. Other games like Project Cars 2 were more forgiving on that. GT Legends was even more “slide-y” than GT7.

GT7 is the first gran Turismo I’ve played that isn’t just full bore arcade. I don’t think it’s a sim but it’s a lot better than it used to be. ACC’s FFB is a lot more active. I just can’t get into the cars and the hardcoreness of it all.
 
There’s multiple racing drivers who have given their thoughts on how their real life race cars are represented in various sim racing titles over the years.

James Baldwin, for example, has made videos where he compares driving his real life 720S GT3 to Assetto Corsa Competizione, iRacing, and has made comments regarding Le Mans Ultimate too.








I know you said this is a rhetorical question but there’s a general consensus based off of real life driver input that ACC is one of the best, it not the best when it comes to the physics of GT3 cars. So even though he likely hasn’t driven one of those cars on a real track before, I think it’s fair enough for @ScottPuss20 to use it as a baseline here.

I believe Baldwin prefers the Physics and ffb of LMU over any other sim, since the recent launch of GT3 cars
 
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