Gran Turismo 7 Undocumented Changes Thread (Update 1.55)

  • Thread starter RACECAR
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I have been manually grinding the C8 Corvette at LeMans 700 for 7000 miles this past year now,

And After grinding twice with this new update
I can Positively confirm the following changes:
  • driving physics is much more stable, easier to drive, less awkward twitch, the computer is able to drive more consistently and in a better manner.
  • tire wear rate decreased = tires last slightly longer = positive change
  • fuel consumption rate decreased= fuel last slightly longer

All these changes means = I can drive longer and not have to pit as often.

I usually put the fuel rate as lean as possible (level 6) if I want to hope lasting 4 full laps without piting.
Now with this 1.55 update, i can easily go a bit richer up to level 4, and still last easily 4 full laps without even short shifting.

I am loving this physics change .
I've gotten a firm grasp on short shifting ever since I started playing GT7 (Something I could never make work on GT Sport) and prior to the update, I've gotten my NSX to pit only once each run (Able to go 4 laps on fuel). Gonna see if that is still the case or if I can make a no-stopper work.
 
Can you say what any of them are? Want to make they are new and not just previously unnoticed.
I can’t remember. I bought them and now I own them, so I can’t tell you which ones they were. A couple blues and a tan in Volvo, a bluish black in BMW and a blackish one in Chevrolet (I think). I buy all the new paint colors in every update. I don’t think I would have missed 5 of them in my last go around through the paint purchases, but maybe I did.

If you already own all the paint colors, check out Volvo and see if there are new colors you don’t already own. If there are some, then you know they are from this update.
 
Looks like there were several new Volvo paint colors, one new BMW color, one new Chevrolet color and I think there was one more but I forgot.

Also, I think it’s pretty cool that you can get different front splitters, rear wings and bodywork for the F3500-A. You can actually customize it to have lots of different looks.
They were added in the previous update, I checked and there are no new colours added this time and Ferrari Grigio Ingrid still has a duplicate paint
 
Apparently the walls have been made sticker, likely to nerf AKF grinding in Daytona. I understand PD's reason to do this, but I think this does more harm than good. In regular in-game racing such sticky walls are not only unrealistic - if you understeer into a wall, instead of throwing you back onto the track the wall will pull your car's nose around and send you into a spin. Needless to say this is frustrating.

In my opinion, PD should review internally if nerfing AFK grinding for credits (which wouldn't be neccessary in the first place if in-game economy would be better) is really worth frustrating players who play the game correctly.
 
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Apparently the walls have been made sticker, likely to nerf AKF grinding in Daytona. I understand PD's reason to do this, but I think this does more harm than good. In regular in-game racing such sticky walls are not only unrealistic - if you understeer into a wall, instead of throwing you back onto the track the wall will pull your car's nose around and send you into a spin. Needless to say this is frustrating.

In my opinion, PD should review internally if nerfing AFK grinding for credits (which wouldn't be neccessary in the first place if in-game economy would be better) is really worth frustrating players who play the game correctly.
Not everything has to be done against AFK grinding.
Probably done against wallriding. Not really an issue in Daytona, but a bigger issue around High Speed Ring (assuming the same change is done there as well)
 
Not everything has to be done against AFK grinding.
Probably done against wallriding. Not really an issue in Daytona, but a bigger issue around High Speed Ring (assuming the same change is done there as well)
AFK grinding in Daytona is done via wallriding.

If PD feels they have to introduce sticky walls to avoid wallriding, they could easily do it only on certain tracks or make it happen only under certain conditions. Introducing it game-wide for all tracks is easier, but punishes players who are using the game as intended. It is a cost vs. benefit analysis which, in my opinion, could have been met better.
 
AFK grinding in Daytona is done via wallriding.

If PD feels they have to introduce sticky walls to avoid wallriding, they could easily do it only on certain tracks or make it happen only under certain conditions. Introducing it game-wide for all tracks is easier, but punishes players who are using the game as intended. It is a cost vs. benefit analysis which, in my opinion, could have been met better.
Who is wall riding as intended though? Even if you're AFK grinding its certainly not by intention. You don't come into the equation at all.
 
Sorry, I do not understand what you're saying. Can you elaborate please?
Wallriding for AFK grinding is not an intended game mechanic. So even if they were purposefully working against it, it'd perfectly fine to do so.

So if any changes done to wall mechanics due to something else, it would not matter at all for the game devs whether it breaks AFK farming or not. It not something they have to consider at all.
 
I've an anecdotal experience from Suzuka's WTC600 event, regarding AI difficulty...

Gallo's famously-OP Giulia won the race, but he didn't take off into the distance like he used to. There was a 4.5s gap between 1st and 5th.

I found the race particularly difficult though, struggling to finish 3rd using my 600PP stock Diablo. I haven't had problems there before.
 
Who is wall riding as intended though? Even if you're AFK grinding its certainly not by intention. You don't come into the equation at all.
Wallriding for AFK grinding is not an intended game mechanic. So even if they were purposefully working against it, it'd perfectly fine to do so.

So if any changes done to wall mechanics due to something else, it would not matter at all for the game devs whether it breaks AFK farming or not. It not something they have to consider at all.
Apologies to you guys - I have the feeling that we are all agreeing but somehow are talking past each other. Therefore I want to explain what I meant, maybe I can clear this up.

Wallriding is not how the game is meant to be played in any case. No matter whether this is wallriding when playing actively or wallriding AFK. It also doesn't matter whether the wallriding is performed to get better laptimes or to "guide" a car AFK, e.g. grinding for credits at Daytona. To prevent players from wallriding, PD made walls "sticky".
The problem with sticky walls is that players who play the game as intended (= clean racing), but who happen to touch a wall due to a driving mistake, are punished unreasonably hard by the sticky walls. Their car is slowed down and probably even sent into a spin at an unrealistic rate. Concluding, PD gains something (making AFK grinding and cheating more difficult/impossible) and loses something (frustrating players who race cleanly and occasionally make a driving mistake) by introducing the overly sticky walls. My point is that I believe PD should reconsider whether the end justifies the means. Also there should be better ways than making all walls in the game generally sticky.
 
My suggestions would be:
  • Make a wall sticky only on tracks and only in corners in which wallriding would give you an advantage.
  • Let the stickiness commence only after a fixed time period, e.g. 1 second. An accidental wallride due to an honest driving mistake rarely lasts that long, but continuous wallriding would be prevented.
 
Aston Martin logo has been updated.
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My suggestions would be:
  • Make a wall sticky only on tracks and only in corners in which wallriding would give you an advantage.
  • Let the stickiness commence only after a fixed time period, e.g. 1 second. An accidental wallride due to an honest driving mistake rarely lasts that long, but continuous wallriding would be prevented.

I've been testing AFK since the update (I want that 12mil MP4) and my car and tune seems to glide as good or better than before. I'm picking up 1-3mph on the long turns. I'm thinking they only affected certain angles maybe?
 
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