Gran Turismo Sport: General Discussion

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...I wouldn't mind fiddling around with a crazy, super-detailed suspension set up thingiemajigies in GT:S but, what are the chances of it happening?

Not very good, I'd say, judging by the "7 to 77" PR tagline. Not that having a simplified set up system is a bad thing, not at all. I'm all for beginner-friendly designs.

Also, I wouldn't be too surprised to see PDI "blessing" us with one or two pre-selected set-ups for several cars. Just select one, and you're good to go.

That way, it can be claimed "true plug & play!!"

I wouldn't mind seeing them have different levels of adjustability on different cars. GT3 and LMPs could be fully adjustable, but maybe Group N would just have tyre pressures and roll bars, and Group 4 somewhere in between? I think make it a progression so that players are introduced to the settings a few at a time instead of being confronted with a page of 20+ settings and half an hour's worth of reading just to understand what it all does.

That and some solid base tunes so that people who aren't interested can just get on track would be fine and dandy I think. Treat tuning the same way that they treat cars and racecraft, start simple and work your way up one step at a time while the game holds your hand and encourages you.
 
I wouldn't mind seeing them have different levels of adjustability on different cars. GT3 and LMPs could be fully adjustable, but maybe Group N would just have tyre pressures and roll bars, and Group 4 somewhere in between? I think make it a progression so that players are introduced to the settings a few at a time instead of being confronted with a page of 20+ settings and half an hour's worth of reading just to understand what it all does.

That and some solid base tunes so that people who aren't interested can just get on track would be fine and dandy I think. Treat tuning the same way that they treat cars and racecraft, start simple and work your way up one step at a time while the game holds your hand and encourages you.
That would be unrealistic though. If you look at even the most basic road cars, they still have adjustments for caster, camber, toe, etc.
 
That would be unrealistic though. If you look at even the most basic road cars, they still have adjustments for caster, camber, toe, etc.

But it's an imaginary race series. You can simply specify that only certain settings are adjustable and only within certain ranges. That's not unrealistic. That's how real races work.

It's not about what the cars can do, it's about what the rules allow you to do. The race organiser (or developer in this case) is free to put any restrictions on setup that they like. If it makes for better racing or a better game, then I say go for it. Especially if it makes for a better introduction and learning experience for new players. Learning tuning is hard.
 
Hi guys, I was the one who's in this video () you were talking about.

I'm no skilled racer lol I'm just a regular dude.

This Gran Turismo Sport game I was playing is still an early beta (or an alpha idk) because it's ought to be released this November right. It's really harder than you think because these settings are set by Nissan GT Academy people. (Like soft racing tyres and all that) and I can say that it's the most realistic as it is, the way it counters the steering (because of the feedback), the understeers and everything.

There's more to expect from this game and we all should probably know that Gran Turismo's making Driving/Racing games since 199something.
 
That would be unrealistic though. If you look at even the most basic road cars, they still have adjustments for caster, camber, toe, etc.
That would be a great level of tuning for the lower classes. If the game has some progression factor built in where you tend to start in the slower street cars like the N200 class for example, limited tuning with some form of tutorial or reference material would be a great way to get the newcomers to tuning on board. Tuning could be more limited than it is for race cars to keep the variables down. No tuning of dampers or differentials for example, no aero, limited camber adjustments etc.
Hi guys, I was the one who's in this video () you were talking about.

I'm no skilled racer lol I'm just a regular dude.

This Gran Turismo Sport game I was playing is still an early beta (or an alpha idk) because it's ought to be released this November right. It's really harder than you think because these settings are set by Nissan GT Academy people. (Like soft racing tyres and all that) and I can say that it's the most realistic as it is, the way it counters the steering (because of the feedback), the understeers and everything.

There's more to expect from this game and we all should probably know that Gran Turismo's making Driving/Racing games since 199something.
I was quite impressed with how you drove the car to the limit on such a tight track. Only a minor wall rub or two and the rest of the time totally in control. Was there any lap time comparison available? How did you do if so? I wanted to ask about braking. Was ABS on? Were the cars a little unstable under braking or was it more like a braking assist like it was in GT5/6? Did the car tend to over or understeer under braking and turning?
 
That would be a great level of tuning for the lower classes. If the game has some progression factor built in where you tend to start in the slower street cars like the N200 class for example, limited tuning with some form of tutorial or reference material would be a great way to get the newcomers to tuning on board. Tuning could be more limited than it is for race cars to keep the variables down. No tuning of dampers or differentials for example, no aero, limited camber adjustments etc.
I was quite impressed with how you drove the car to the limit on such a tight track. Only a minor wall rub or two and the rest of the time totally in control. Was there any lap time comparison available? How did you do if so? I wanted to ask about braking. Was ABS on? Were the cars a little unstable under braking or was it more like a braking assist like it was in GT5/6? Did the car tend to over or understeer under braking and turning?

Yeah um (sorry if my English is bad I'm from the Philippines and I'm no expert on this) but I can tell you on these kind of settings, all assists were off, braking/accelerating while turning f-es it all up, understeers are precise like when you're still on the accelerator before the turn will give you + 3 seconds because you know you're gonna hit the wall. Lap times are playing from 1:14.9/8 to 1:15.something. The only best I could do atm is 1:15.499. I think ABS was on because it doesn't go straight when you kick the brake pedal hard but it has some sort of feeling (idk the actual settings because they don't show it) but brake assists are off, all of the assists are off, no traction control, no stability control.

Yeah brake too soon and go to slow on yhe corners, you'll hit the gutter/wall. Brake too late and a massive crash is about to happen. (Overacting)

If you study this video, I'm trying to make most out of those things that give you disadvantages like understeers and such because in this sort of competition, whether your lines are out of this world that's more likely to be done irl just to sort of get the fastest lap possible. I'm still not good at this and there's plenty more time to get a faster lap.
 
Yeah um (sorry if my English is bad I'm from the Philippines and I'm no expert on this) but I can tell you on these kind of settings, all assists were off, braking/accelerating while turning f-es it all up, understeers are precise like when you're still on the accelerator before the turn will give you + 3 seconds because you know you're gonna hit the wall. Lap times are playing from 1:14.9/8 to 1:15.something. The only best I could do atm is 1:15.499. I think ABS was on because it doesn't go straight when you kick the brake pedal hard but it has some sort of feeling (idk the actual settings because they don't show it) but brake assists are off, all of the assists are off, no traction control, no stability control.

Yeah brake too soon and go to slow on yhe corners, you'll hit the gutter/wall. Brake too late and a massive crash is about to happen. (Overacting)

If you study this video, I'm trying to make most out of those things that give you disadvantages like understeers and such because in this sort of competition, whether your lines are out of this world that's more likely to be done irl just to sort of get the fastest lap possible. I'm still not good at this and there's plenty more time to get a faster lap.

When you literally done f-ed up like tilting the car on the corners and possibly having a drift and overcorrection can cause you to spin your car.
 
That would be a great level of tuning for the lower classes. If the game has some progression factor built in where you tend to start in the slower street cars like the N200 class for example, limited tuning with some form of tutorial or reference material would be a great way to get the newcomers to tuning on board. Tuning could be more limited than it is for race cars to keep the variables down. No tuning of dampers or differentials for example, no aero, limited camber adjustments etc.
I was quite impressed with how you drove the car to the limit on such a tight track. Only a minor wall rub or two and the rest of the time totally in control. Was there any lap time comparison available? How did you do if so? I wanted to ask about braking. Was ABS on? Were the cars a little unstable under braking or was it more like a braking assist like it was in GT5/6? Did the car tend to over or understeer under braking and turning?

i counted the icons of the HUD and noticed it was the same as the old direct feed 458 gt3 gameplay. I think ASM and ABS was on. others all off. should be....

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Yeah um (sorry if my English is bad I'm from the Philippines and I'm no expert on this) but I can tell you on these kind of settings, all assists were off, braking/accelerating while turning f-es it all up, understeers are precise like when you're still on the accelerator before the turn will give you + 3 seconds because you know you're gonna hit the wall. Lap times are playing from 1:14.9/8 to 1:15.something. The only best I could do atm is 1:15.499. I think ABS was on because it doesn't go straight when you kick the brake pedal hard but it has some sort of feeling (idk the actual settings because they don't show it) but brake assists are off, all of the assists are off, no traction control, no stability control.

Yeah brake too soon and go to slow on yhe corners, you'll hit the gutter/wall. Brake too late and a massive crash is about to happen. (Overacting)

If you study this video, I'm trying to make most out of those things that give you disadvantages like understeers and such because in this sort of competition, whether your lines are out of this world that's more likely to be done irl just to sort of get the fastest lap possible. I'm still not good at this and there's plenty more time to get a faster lap.

thanks for the first person experience write up thou. thumbs up for your driving.
 
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Well, GT5 and GT6 did so it seems likely that GTS will as well.

I think the question is more how they will be treated. The older implementations were very simplistic, and it could be hard at times to understand why the temperatures behaved as they did. And there was limited scope for adjusting car setup to correct temperature issues. It did OK for short term temperatures (like drifting through a corner), but I feel it wasn't great at modelling temperatures over long runs

Hopefully GTS looks to bring a model that incorporates both. In real racing there can be big differences between drivers who know how to look after their tyres and those that don't. Racing is in many ways heat management, and the tyres are a big part of that. It can also act to disincentivise some of the more unrealistically aggressive driving styles.

I hope that we see tyre pressures and at least three point tyre temperature monitoring. That's pretty fundamental for any racing, from amateur levels up to the very top. It's also kind of a fun little mini-game for those than enjoy setup work. It can be a great feeling to spend half an hour tinkering with your car to get it feeling just the way that works for you.

Adjusting tire pressures isn't really tinkering to get the handling as you want though if it's being adjusted to get the correct spread of temperatures across the tires.

I'm not certain that many people would want to have to possibly run numerous laps before a race experimenting to get the optimum tire pressures/temperatures in order to be competitive.
 
Adjusting tire pressures isn't really tinkering to get the handling as you want though if it's being adjusted to get the correct spread of temperatures across the tires.

In my experience with other sims you usually get a window of "correct" pressures. Staggering pressures at the high and low ends of the window gives a small amount of control over the handling.

You're right that it's not a major tuning tool, but if you're starting at the low end with road cars it's something that I feel should be emphasised. If you go to a track day the organisers will tell you to check your tyres and check your brakes.

I'm not certain that many people would want to have to possibly run numerous laps before a race experimenting to get the optimum tire pressures/temperatures in order to be competitive.

We do want people doing at least a small amount of practice before each race if safety is to be taken seriously. You can't expect people to simply jump into a random car and track and be both competitive and safe.

But that aside, there's a tough argument that has been going on in sim racing for years and will probably always go on. Fixed or open setups?

You can have fixed setups which means nobody gets an advantage from spending time on setup, but means that some people are potentially disadvantaged because of their driving style. Or they straight up don't like how the car drives, but can't do anything to adjust it so don't drive at all.

The other option is having open setups which means that everyone can drive the car as they want, if they want to put the time into making it suit themselves (or downloading a few tunes off the net and trying them out, which is probably more like it for 90% of the population). People make a fuss about how time consuming it is, and it can be if you want to do it all yourself. But the reality is that if you don't want to spend the time then you'll probably find something between the base tunes and what's available online that is close enough.

I think in a game with a limited car list, you need to have at least some form of open tunes. There's limited ability for a player to change cars to get one they like, so you need to be able to allow them to adjust. People who don't tune may be disadvantaged, but that can be largely mitigated by allowing in-game tune sharing, or simply having websites like GTP that share tunes.

I know in iRacing there's only a couple of cars that I actually tune myself, and the rest I just download tunes from players whose setups I know I can generally get on with. I try them out myself in the dozen or so laps I run before a race to warm up with the car and track combo, and job's done.

For myself, I think that it's OK that if people want to be competitive at the very top that they need to spend time getting the setup just so. That's like real racing. At lower levels, the setup is actually less important. It can help, but unless it's really shocking driving skill is probably still going to be the determining factor.

That's where having quality base tunes comes in. A good base tune is capable of being fast, and the reason for changing it is not that you need to go faster but that you can be more safe or consistent. I find that in a hot lap setting my own tunes are often a little slower, but because they suit my driving style over a race distance I can be faster because I make less mistakes. That's a choice I make, and I think something that everyone should have available to them. Unfortunately, for some things you're just required to put in the time if you want the results, and to a certain extent tuning is one of those.
 
Adjusting tire pressures isn't really tinkering to get the handling as you want though if it's being adjusted to get the correct spread of temperatures across the tires.

I'm not certain that many people would want to have to possibly run numerous laps before a race experimenting to get the optimum tire pressures/temperatures in order to be competitive.
AC is the first sim I played with tire temperature adjustment and it does have a significant effect on handling. If you go several psi lower than optimum you can feel the car getting sluggish as the carcass flexes more and vice versa. All you really need is a known optimum pressure and then you run a handful of laps to get the right balance for a given track and ambient/track temperature. In my experience it's easier to get the pressures right than it is to get the springs, dampers LSD etc. right because it's a relatively fixed parameter in a sprint situation. I agree many people might be intimidated or not want to do it at all, but if tuning is open for a given series they'll have no choice if it's included. I highly, highly doubt it will be though. 7 to 77.
 
AC is the first sim I played with tire temperature adjustment and it does have a significant effect on handling. If you go several psi lower than optimum you can feel the car getting sluggish as the carcass flexes more and vice versa. All you really need is a known optimum pressure and then you run a handful of laps to get the right balance for a given track and ambient/track temperature. In my experience it's easier to get the pressures right than it is to get the springs, dampers LSD etc. right because it's a relatively fixed parameter in a sprint situation. I agree many people might be intimidated or not want to do it at all, but if tuning is open for a given series they'll have no choice if it's included. I highly, highly doubt it will be though. 7 to 77.

That all sounds terribly complicated! (for a dumbass like me)

Surely GTS could achieve a middle ground, where they tutorial-lead people gradually (perhaps through the campaign mode?) to understanding these things before those options are fully opened up.

Personally I would love that, because I have not much of a clue about these types of settings, and more importantly, how to tune/optimise them. But I would love to learn (without it boring me to tears) ;)
 
Tyre pressure on PCars is a great factor for me, in fact, Pcars is the first game that actually tried to learn how to tune a car. My skills are quit limited now, but at least now i can know if the tires are with too much psi or if it is too low, now i know how to tune the brake pressure properly, i give it a try at the gearbox tuning too.

I even give a try at the suspension and roll bars, but it's really limited for me.

But for God sakes... why the games in general don't give a good explanation about the tuning settings? Pcars explanation for those parameters is a joke.
 
That all sounds terribly complicated! (for a dumbass like me)

Surely GTS could achieve a middle ground, where they tutorial-lead people gradually (perhaps through the campaign mode?) to understanding these things before those options are fully opened up.

Personally I would love that, because I have not much of a clue about these types of settings, and more importantly, how to tune/optimise them. But I would love to learn (without it boring me to tears) ;)

Actually mate,it takes a lot of time in order to really understand how to set up a car when all options are open (like real life).
You have to spend a huge amount of time,understanding the different settings for engine,suspension (swaybars,springs,weight transfer ext),tyres,body and after that you need to spend a lot of time to find the best set up depending the track-weather-conditions-time.
And I dont think that GTS (or any other game for that matter) can include a guide for all that.Yes,it may have some basic tips but in order to fully understand all these you have to spend hours searching for tutorials,reading them and trying to use all this info into this (or any other) game.
 
Actually mate,it takes a lot of time in order to really understand how to set up a car when all options are open (like real life).
You have to spend a huge amount of time,understanding the different settings for engine,suspension (swaybars,springs,weight transfer ext),tires,body and after that you need to spend a lot of time to find the best set up depending the track-weather-conditions-time.
And I dont think that GTS (or any other game for that matter) can include a guide for all that.Yes,it may have some basic tips but in order to fully understand all these you have to spend hours searching for tutorials,reading them and trying to use all this info into this (or any other) game.

But if these setups were automated, and they gave you an optional run-down on what was changed, and why... That could be immensely useful.

I'm aware these things are super hard to learn - but as @Cocomoto said, the games I've seen that do have settings are woefully under-explained.

I really want to learn, so I don't think it's too wild to expect a game like GT to try and teach me some stuff... Fingers crossed, I guess!
 
Even small alterations to tire pressure can change car's handling considerably, much like springs. I think people would accustom to tire pressure in no time.

Given that the game advertises "7 to 77", they should think about putting few quick setup combos for people who don't want to deal with tuning that much and want firm base to start from. You would just have to click on option you want to be applied to your car (e.g. mild understeer, neutral, etc.). That would do a lot to satisfy variations of drivers.
 
But if these setups were automated, and they gave you an optional run-down on what was changed, and why... That could be immensely useful.

I'm aware these things are super hard to learn - but as @Cocomoto said, the games I've seen that do have settings are woefully under-explained.

I really want to learn, so I don't think it's too wild to expect a game like GT to try and teach me some stuff... Fingers crossed, I guess!

Even that wont work.Different people have different style of driving,in real life or in a game.
For example others are very smooth and have less tyre wear,others are more aggressive and cause the tyres to wear faster.Or others like their car to oversteer more in an "x" corner when others want their car to understeer.
Every setup has to be built,considering who is driving the car and what style he has.So there is not one setup that will make everyone happy,even if they are using the same car in the same track.Again,a basic set up is possible but you have to work all the details to feel "right" for you.And in order to do that,you need to at least have a basic understanding of the different settings you can do.
Like I said before,I dont think that any game can/will give all the details needed to understand all that.
 
Even that wont work.Different people have different style of driving,in real life or in a game.
For example others are very smooth and have less tyre wear,others are more aggressive and cause the tyres to wear faster.Or others like their car to oversteer more in an "x" corner when others want their car to understeer.
Every setup has to be built,considering who is driving the car and what style he has.So there is not one setup that will make everyone happy,even if they are using the same car in the same track.Again,a basic set up is possible but you have to work all the details to feel "right" for you.And in order to do that,you need to at least have a basic understanding of the different settings you can do.
Like I said before,I dont think that any game can/will give all the details needed to understand all that.

I can see where you're coming from, of course, but I hope they at least try. I'm sure I'm not the only guy who wants to learn more about the sport they're (e-)participating in.
 
I can see where you're coming from, of course, but I hope they at least try. I'm sure I'm not the only guy who wants to learn more about the sport they're (e-)participating in.

Actually I am like you too.And I would like to see,at least a good-basic guide,if GTS is anything close to a sim racing game (meaning having advanced set up options.)
Of course Pcars helped me a lot.Not because they have a guide,but because the game "forced" me to start learning a few things before getting into the actual racing.And the better you understand all these,the faster you get.
The only "bad" thing is that it takes a lot of time and a lot of efford to do that*.


*Only to realize that there are always faster guys out there,no matter how much better you get.
 
That all sounds terribly complicated! (for a dumbass like me)

Surely GTS could achieve a middle ground, where they tutorial-lead people gradually (perhaps through the campaign mode?) to understanding these things before those options are fully opened up.

Personally I would love that, because I have not much of a clue about these types of settings, and more importantly, how to tune/optimise them. But I would love to learn (without it boring me to tears) ;)
One of the features I'd like to see in all games and certainly GTS is "Pro Setups". Extremely fast drivers and/or tuners, and there are many great sim pilots and tuners on GTP for example, submit tunes for challenges that are upcoming and these tunes are available for easy download either directly in game or through PSN. This would be done with a handful of drivers, contracted by PD. Say for example, there is a TT coming up for the GT3 Class at Brands Hatch in September. The combination is given to these pilots or tuners a couple of months in advance and a couple of weeks before the event, their tunes are released for public use. With a handful of drivers and tuners working towards the same car/track combination, you are sure to find someone that is close to your driving style and you can then favour their tunes in the future. @Motor City Hami's tunes for GT5/6 fit me like a glove for example.

These tuner/drivers could become community ambassadors for the game. They could set up shop right here on GTP and produce one off tunes for all kinds of cars and events upon request or as events come up. With advance knowledge of event schedules they could be prepared and release tunes simultaneously with the start of all new events.

If you want to make the game more accessible, having someone do the tuning for you is a great way to do it. It's also how it works in real life. Win-win.
 
One of the features I'd like to see in all games and certainly GTS is "Pro Setups". Extremely fast drivers and/or tuners, and there are many great sim pilots and tuners on GTP for example, submit tunes for challenges that are upcoming and these tunes are available for easy download either directly in game or through PSN. This would be done with a handful of drivers, contracted by PD. Say for example, there is a TT coming up for the GT3 Class at Brands Hatch in September. The combination is given to these pilots or tuners a couple of months in advance and a couple of weeks before the event, their tunes are released for public use. With a handful of drivers and tuners working towards the same car/track combination, you are sure to find someone that is close to your driving style and you can then favour their tunes in the future. @Motor City Hami's tunes for GT5/6 fit me like a glove for example.

These tuner/drivers could become community ambassadors for the game. They could set up shop right here on GTP and produce one off tunes for all kinds of cars and events upon request or as events come up. With advance knowledge of event schedules they could be prepared and release tunes simultaneously with the start of all new events.

If you want to make the game more accessible, having someone do the tuning for you is a great way to do it. It's also how it works in real life. Win-win.

It is how it is done (in sim racing games at least).Not officially but there are always people that share their tuning with others and sites/boards created for that purpuse.
But it all comes down to people willing to share their knowledge and set ups.There are many (in the sim racing community) that do that.But when it is time for competition,I think that it will be not that easy for someone to give up info that give them the edge over their opponents.And since this is going to be an e-sport type of game,I think that many will keep their setups for themselves.
 
One of the features I'd like to see in all games and certainly GTS is "Pro Setups". Extremely fast drivers and/or tuners, and there are many great sim pilots and tuners on GTP for example, submit tunes for challenges that are upcoming and these tunes are available for easy download either directly in game or through PSN. This would be done with a handful of drivers, contracted by PD. Say for example, there is a TT coming up for the GT3 Class at Brands Hatch in September. The combination is given to these pilots or tuners a couple of months in advance and a couple of weeks before the event, their tunes are released for public use. With a handful of drivers and tuners working towards the same car/track combination, you are sure to find someone that is close to your driving style and you can then favour their tunes in the future. @Motor City Hami's tunes for GT5/6 fit me like a glove for example.

These tuner/drivers could become community ambassadors for the game. They could set up shop right here on GTP and produce one off tunes for all kinds of cars and events upon request or as events come up. With advance knowledge of event schedules they could be prepared and release tunes simultaneously with the start of all new events.

If you want to make the game more accessible, having someone do the tuning for you is a great way to do it. It's also how it works in real life. Win-win.

What a fantastic idea 👍
Kaz, are you listening? :)
 
It is how it is done (in sim racing games at least).Not officially but there are always people that share their tuning with others and sites/boards created for that purpuse.
But it all comes down to people willing to share their knowledge and set ups.There are many (in the sim racing community) that do that.But when it is time for competition,I think that it will be not that easy for someone to give up info that give them the edge over their opponents.And since this is going to be an e-sport type of game,I think that many will keep their setups for themselves.
They don't need to be willing as I stated. I'm talking about contracting people who become an official part of the game. Pay them a salary to drive and tune cars and share their tunes. If someone doesn't want to get paid to drive and tune they don't have to obviously although I can't think of a reason someone wouldn't want to get paid for doing what they are going to do anyway. Nothing stops those same drivers from entering e-sports competitions and anyone at that level is more than likely already a great tuner to begin with.
 
So you are saying that the developers will pay money to players in order to share their setups in some sort of "official GTS Ferrari GT3 setup"?
I cant see that happening mate.
 
So you are saying that the developers will pay money to players in order to share their setups in some sort of "official GTS Ferrari GT3 setup"?
I cant see that happening mate.

If it did happen, it would be more likely to be a PD employee, and in the form of an in-game option, rather than as a GTP-specific thing, as @Johnnypenso suggested, but I don't see why it couldn't happen.
 
If it did happen, it would be more likely to be a PD employee, and in the form of an in-game option, rather than as a GTP-specific thing, as @Johnnypenso suggested, but I don't see why it couldn't happen.

One reason could be (for example) that they dont want to pay money for anything like this.
Or another can be that this game is supposed to help you take steps from having no knowledge about racing and making you a full "sim" racer (undestanding every aspect of real racing).
It will give you a basic guide but will not give you everything on a plate.


EDIT:As for the e-sport aspect,what they can easily do is making all these races/sessions/championships with a forced setup.That way everyone would be racing with no setup advantage/disadvantage and it will be all about skill (and not paying any money at the same time :P ).
 
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One reason could be (for example) that they dont want to pay money for anything like this.
Or another can be that this game is supposed to help you take steps from having no knowledge about racing and making you a full "sim" racer (undestanding every aspect of real racing).
It will give you a basic guide but will not give you everything on a plate.

EDIT:As for the e-sport aspect,what they can easily do is making all these races/sessions/championships with a forced setup.That way everyone would be racing with no setup advantage/disadvantage and it will be all about skill (and not paying any money at the same time :P ).
Real racers have mechanics and all kinds of diagnostic equipment available so this kind of a move would take the game even closer to all out simulation of the racing experience as a whole, not just the driving experience as other games do. There is nothing stopping you from learning about tuning if setups are provided, but for the many and I suspect the majority, it would be a welcome jump start to competitiveness in terms of car setup. Setups may be fixed at the higher levels of competition, but for the events running every day I highly doubt it. GTSport is breaking new ground being the first console sim racer to focus a large part of gameplay on e-sports, the FIA tie in, a driver rating system and pretty much doing away with the traditional offline career mode. This type of virtual mechanic would fit right in with their philosophy.

If it were me, I'd include a virtual garage animation sequence for the game, perhaps in a pitlane or maybe a large indoor facility. You could stand in the middle and rotate and watch the various tuners do their virtual work. Rotate to choose a garage to enter and select a setup. Include notations from the tuners like, "If you get a touch of high speed understeer exiting Parabolica you might increase the front downforce a notch or two to compensate but beware that it might induce some oversteer on entry through Lesmo and into Ascari. Adjust steering inputs to compensate if necessary. Remember, tuning aero is primarily for high speed cornering and use suspension and other parameters for medium and low speed corners."
 
Real racers have mechanics and all kinds of diagnostic equipment available so this kind of a move would take the game even closer to all out simulation of the racing experience as a whole, not just the driving experience as other games do. There is nothing stopping you from learning about tuning if setups are provided, but for the many and I suspect the majority, it would be a welcome jump start to competitiveness in terms of car setup. Setups may be fixed at the higher levels of competition, but for the events running every day I highly doubt it. GTSport is breaking new ground being the first console sim racer to focus a large part of gameplay on e-sports, the FIA tie in, a driver rating system and pretty much doing away with the traditional offline career mode. This type of virtual mechanic would fit right in with their philosophy.

If it were me, I'd include a virtual garage animation sequence for the game, perhaps in a pitlane or maybe a large indoor facility. You could stand in the middle and rotate and watch the various tuners do their virtual work. Rotate to choose a garage to enter and select a setup. Include notations from the tuners like, "If you get a touch of high speed understeer exiting Parabolica you might increase the front downforce a notch or two to compensate but beware that it might induce some oversteer on entry through Lesmo and into Ascari. Adjust steering inputs to compensate if necessary. Remember, tuning aero is primarily for high speed cornering and use suspension and other parameters for medium and low speed corners."
Actually if the car is understeering I would check other things and not aero settings.But either way,even if your ideas are good,I dont see them happening.Imo the good thing is that GTS would be more of a simcade game and less hardcore sim.That means also less complicated set ups.
 
Actually if the car is understeering I would check other things and not aero settings.But either way,even if your ideas are good,I dont see them happening.Imo the good thing is that GTS would be more of a simcade game and less hardcore sim.That means also less complicated set ups.
I don't expect it to happen either, but it would fit right in with the way they are promoting the game IMO. Unless the game takes a big step backwards from GT6 which I can't see, tuning in GT was already somewhat detailed and if you didn't know how it worked, you simply could not be competitive at the higher levels of competition where tuning was open. Tuning will be part of the game, that's already confirmed, whether it's in the official events or not, who knows. Wherever it is available, guys who delve into the nitty gritty of tuning will always have an advantage over those who don't. If the default setups are as awful as they were in GT6 and setups are fixed in parts of the game, you're going to have a lot of unhappy racers:lol:
 

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