- 12,639
- paracuru
- praiano63
I´m not a clutch aficionado but i´ve tested it for race start and it didn´t work for my G29 at least.Good to see you back and get your thoughts on the beta. Have you been able to try the clutch/shifter with any cars?
I´m not a clutch aficionado but i´ve tested it for race start and it didn´t work for my G29 at least.Good to see you back and get your thoughts on the beta. Have you been able to try the clutch/shifter with any cars?
LOL, if that's neutral then it's impossible to drive that car in any speeds with throttle applied, coz even on slow slow rolling speed with throttle or without (lifted gently off) it's not turning that much what you now say "neutral".
Oversteer isn't thing what can happen only on rear. It can be on either end, and it doesn't need full traction loss to be "oversteer".
Same goes to understeer..
Normal driving physics of tire contact pads are only different amounts of slip factor and grip (friction), if you don't know that don't blame me for pointing it out to you.
On my "skid pad" video car isn't understeering, I'm searching maximum speed where car is on limit of understeer/traction loss, exactly as your video is asking to do.
If you call dog as car then it's not my fault.
Why would driving like that as a neutral state (ie, when neither end is particularly slipping, which is what you show in the video) make it undriveable? That's how cars work.
I have a suggestion. Try it on realistic rubber, sports hard or something. If the back is going to go, it will on those tyres. If the car is understeering it will be far more obvious. I'm actually surprised that you were doing it on racing tyres, because that would seem to mask the whole thing when the point is to evaluate slip. You can't see anything if you can't get the tyres slipping.
Perhaps you're not quite as on top of this as you think you are? Don't worry, car dynamics is a complex field and it can take people years to come to grips (ha!) with it.
Uh, not really, no. Oversteer is a comparison between the front and rear, but it ONLY happens when the rear slips more. Front oversteer is called understeer. Rear understeer is called oversteer.
It can be complicated, but you're learning.
I think you could probably benefit from a little humbleness and learning to accept when you're wrong. You'll learn faster, and then maybe one day you'll be able to share your now accurate knowledge with others. Nobody is a genius straight out of the gate, the smartest people are the ones who have got it all wrong and had the willingness to accept that and learn what is right.
That's partially true, just don't fit in this case. Check definition of oversteer/understeer.
Congratulations. You now understand oversteer and understeer. Hopefully, given that you copypasta'd instead of using your own words.
Now demonstrate how it's happening in that video you posted. By your own admission, the car is on the edge of understeer as you drive with the throttle open.
With the throttle closed, the balance of the car changes and the speeds and steering angles at which the car will be neutral, understeering and oversteering change. At the same speed, it may now be neutral or oversteering. The car will at best pass through neutral on it's way to oversteer. As it slows, it becomes less and less likely to be oversteering for the same amount of steering lock, as there's less work for the tyres to do to turn the car.
But you haven't shown any of that. You've shown a car driving a decreasing radius circle as it slows down, as cars will when you get off the gas. Maybe it's because the GT6 camera isn't great at it and it's not helped by the shaky cam video work. Maybe it's just because you're not accentuating the effect enough to be visible on a video. Who knows.
I suggested that you try lower grip tyres because if there is an effect there, it will accentuate it. Nobody can argue if the back of the car comes around and it spins. If the back steps out by three millimeters, who can tell? In your video, visually the car is neutral. When I do it with that car in GT6, the car is neutral.
If you can feel the oversteer through your wheel, then great. But you'll have to do something differently to show it. And you can, as I've told you, but you choose not to and instead appeal to authority by asking us to trust you.
When someone asks you to trust them, that's the exact point at which you should stop trusting them. If it's a real effect, then you can show us. If it's not, then you'll keep asking us to take your word for it. Academics talk, engineers demonstrate.
But I mean when I look at real car alignment sheets they are no where what you see on GTS or GT6... They actually mimic what you see in PCars and AC very low .07 .01 .06. In GTS they are at like .65 I switched all the cars toe settings and I can tell you the cars become a lot more lively. I have to play more but I Still feel Pcars and AC bite you more when you have bad driving technique.
Thats my feeling too, things seem like a definite improvement from GT6 and in general the tuning works more correctly with the new tire model. 👍Hello Johnny, good to read you again. For me they did not build the physics from scratch. It´s very similar to GT6 ,only tire physics that are a lot better and perhaps a new equation to resolve the RH problem. Who know... just a feeling. For sure the direction inputs benefit a lot from the new tire physics model. Great precision and reaction even with a big wheel angle sometimes. It didn´t happen in GT6.
Turn radius after lift-off is impossible with current steering angle on wheel, you just can get car turn that tight turn with same steering wheel angle, it's possible only if rear mass gets lightened and front oversteer, rear steering/force to keep car straight is reduced so much at it allows tighter radius turn on car than steering input is creating.
Using RS tires just to get this visible easiest way, you just want that drifting effect to be seen and that's not happening on RS, but weight reduction on rear is clearly seen because car takes lot tighter turn radius after lift-off, what was whole point to proof. It's possible to utilize this effect to produce those sliding rear drifts too, because that's imminent thing to happen when having less grip and physicsengine is counting above weight transfer and it's effect to turn radius, I don't see point to create setup where this rear "drift" is produced, it can be done and why it can is proven on videos already.
Reason is simple, nearly any car can have setup what's prone to drift rear after lift-off...
Information needed, weight, weight distro, height (at least aprox and rake), spring rate/type, damper type/setup, camber and toe, possible differential locking, gears and final gear, clutch type, brakes used(not must but helps), tire compound(s) and sizes.
Can we please just stop with this "The book definition of oversteer is X" stuff, and have a productive conversation?Then definition part
"Standard terminology used to describe understeer and oversteer are defined by the Society of Automotive Engineers (SAE) in document J670[1] and by the International Organization for Standardization (ISO) in document 8855.[2] By these terms, understeer and oversteer are based on differences in steady-state conditions where the vehicle is following a constant-radius path at a constant speed with a constant steering wheel angle, on a flat and level surface.
Understeer and oversteer are defined by an understeer gradient K that is a measure of how the steering needed for a steady turn changes as a function of lateral acceleration. Steering at a steady speed is compared to the steering that would be needed to follow the same circular path at low speed. The low-speed steering for a given radius of turn is called Ackermann steer. The vehicle has a positive understeer gradient if the difference between required steer and the Ackermann steer increases with respect to incremental increases in lateral acceleration. The vehicle has a negative gradient if the difference in steer decreases with respect to incremental increases in lateral acceleration.
Understeer and oversteer are formally defined using the gradient K: if K is positive, the vehicle shows understeer; if K is negative, the vehicle shows oversteer; if K is zero, the vehicle is neutral.
IMO, the best way to show lift off oversteer in an FF on GT is to stagger the compounds, grippier in the front than the rear. Want FF lift off oversteer? Try SS front, SH rear. 👍Have at it. I still suggest a more realistic tyre, but you're under no obligation to take my advice. I just think it might help prove your point better, if you are indeed correct.
And guys who build FF road cars and race them set them up so the rear does almost nothing at all. They weld the diff and when they exit low speed turns, the outside rear wheel comes completely off the ground 2-4 inches.Thats why I tend to run a less grippier tire on the back of my FF cars, its a little extra but it really makes the cars come alive for the FF...
Only if you're assuming absolutely zero understeer to start with.
Yes. Don't do it the way that would produce a clear result. Do it the way that requires interpretation of information that only you have access to, and then ask us to trust you that it's the case. Solid.
Of course it can. If the physics system works correctly. And even then, you can always cheat about put RS on the front and CH on the rear.
Totally stock Focus. The car basically snaps on him. And yet your video is so mild that it's arguable whether there's any oversteer occuring at all. Quite a difference in behaviour.
Have at it. I still suggest a more realistic tyre, but you're under no obligation to take my advice. I just think it might help prove your point better, if you are indeed correct.
Why are you interested in realism but using Race Softs on an FF road car?No point to cheat, tire choices are anyway visible, reason why asking real-life setup to get setup as identical as possible for realism comparison.
Realism of Physics Engine can be shown with those, drifting not.Why are you interested in realism but using Race Softs on an FF road car?
I messed with it a little bit last night in the TTS road car at Brands Hatch. I did the nose pointed to the sky thing, and it seemed to tighten the car up, which is theoretically what it should do, and NOT what used to happen on the initial physics model used on GT5, as well as all models used on GT6.Just a quick question to those playing Beta.
Has anyone established any optimum ride heights at all? Just curious to know if one the biggest anomalies in GT is still just that.
Because, after all, the car was engineered and the game set up with the softest imaginable compound in mind, right?Realism of Physics Engine can be shown with those, drifting not.
Neutral state, as it should by definition of neutral state. Car follows same path on same steering input on slower speeds as on testing speed at video, which means at it is going on neutral.
Again you just want to see drift, physics calculations what will provide drift are there, as seen on videos, just get me full specs.
Realism of Physics Engine can be shown with those, drifting not.
Right, this is the hilarious part.The realism of the physics engine can be shown with an unrealistic tyre? Two wrongs generally don't make a right, but it happens occasionally.
Apart of this whole "lift off oversteer" debate. The physics discussion is about GT Sport and I would like to see if its actually represented in GT sport as I know it was barely visible in GT6. After all this is GT sport beta physics discussion.
I think it is present in the Evo and the Audi tts I have not felt so much in the focus st or majority of the GR3 GR4 cars. I feel it in the R8 GR3 car. I run the N300 cars with CM tires and corrected toe alignment, I think the worst offender is the Audi TTS it's really a handfull to keep that car balance. Your inputs have to be smooth, now don't get me wrong where I would like to GTS get better is how it's easy to save the car. When doing TT you can comfortably catch the car yes you will loose time but you still comfortable. In AC or Pcars once I start to loose the car I get that oh 🤬 feeling. If I catch the car I am really happy. I think its a little over the top in AC in Pcars but I prefer that then in GTS I would like them to make it a little harder. As I play the game more the physics are growing on me for sure!Apart of this whole "lift off oversteer" debate. The physics discussion is about GT Sport and I would like to see if its actually represented in GT sport as I know it was barely visible in GT6. After all this is GT sport beta physics discussion.
And I've already told you I'm not doing your work for you. You already used that Focus as a demo. Are you saying now that you didn't have real specs on it? I thought that was your whole point, that realistic specs made the car behave realistically?
The realism of the physics engine can be shown with an unrealistic tyre? Two wrongs generally don't make a right, but it happens occasionally.
Right, this is the hilarious par
Lifting off definitely helps the car turn in better. Braking while turning has a more dramatic effect than in the past.Apart of this whole "lift off oversteer" debate. The physics discussion is about GT Sport and I would like to see if its actually represented in GT sport as I know it was barely visible in GT6. After all this is GT sport beta physics discussion.
I messed with it a little bit last night in the TTS road car at Brands Hatch. I did the nose pointed to the sky thing, and it seemed to tighten the car up, which is theoretically what is should do, and NOT what used to happen on the initial physics model used on GT5, as well as all models used on GT6.
I need to test it more, in more cars, more places, with a wider variety of settings to say for sure. But it seems promising.
Yeah, the whole raise the ride height all the way up on both ends thing..........Ok thanks. It really is one of the most confusing things which contradicts what all the boffins say, in that "lower is better", but I don't think KW would have put it just because it's a game or if it's some kind of quick fix to get around other variables.
I can understand why lower is generally better, but I'm only speculating that the reason why raising the car up often, and in particular with cars less than 1100kg with lots of downforce, works very well because they aren't limited by mid-corner grip on many tracks so you can afford to actually transfer more weight initially before the car begins to slide; the more vertical load you place on an object, the harder it is to get moving initially.
Apparently many single seater drivers in reality use preload to initially increase weight transfer on to the front wheels, so you end up with the outside front very heavily loaded before any hard cornering takes place - once the preload is overcome, normal chassis roll takes affect, otherwise you'll end up with the front tyres exceeding their limit because of too much weight transfer.
The Focus RS on GT6 is also a lot of fun in stock form with Sports Medium Front and Sports Hard rear.@OdeFinn and @EDK : Not sure if what I have can help with this lift off oversteer discussion, but this is what I have for the Focus RS MK1, the GT6 car in stock form is horrible IMO, the weight and distribution for instance, is messed up. The real car has over 62% front and curb weight is closer to 1300kg, in GT6, the most it can have is 1250kg and only 58% front, in stock form the RS has 52% front, more like FR than FF . The tune below is really old creation of mine, it was done when I did the 2013 ST. There are 3 main tracks used to test the car, Autumn Ring, London, and Brands Hatch Indy, these tracks should give clear idea how the car handle. Brake balance is 5/1, I highly recommend to try this first, as this was the BB used and it was more than enough with no ABS. Increase rear BB as needed, IMO 5/2 is more than enough. Use shifter+clutch/wheel if possible, should be more fun than with stick controller ( DS2 here ) I also have Evora that I recently updated, that car is a lot more fun than the Focus RS.
CAR : Ford Focus RS '02
Tire : Comfort Medium
Specs
Horsepower: 212 HP / 215 PS at 5500 RPM
Torque : 221.3 ft-lb at 4000 RPM
Power Limiter at : 97.9%
Weight: 1250 kg
Ballast : 200 kg
Ballast Position : -50
Weight Distribution : 58/42 - Should be 62.x/37, it's as close as it can be.
Performance Points: 420
GT AUTO
NO Oil change
Improve Body Rigidity ( NOT INSTALLED )
Wheels : Stock
Car Paint : Stock
Tuning Parts Installed :
Fully Customizable Suspension
Adjustable LSD
Suspension - SVT Spring Adapted - Closest Possible, can't get low enough
OEM Alignment Range/Stock Ride Height
Front, Rear
Ride Height: 155 155 - Optional - Corrected front should be 170, rear 155
Spring Rate: 2.80 3.40
Dampers (Compression): 2 6
Dampers (Extension): 5 4
Anti-Roll Bars: 7 1
Camber Angle: 1.5 1.0
Toe Angle: -0.09 0.07
LSD - OEM Quaife ATB LSD
Initial Torque : 5
Acceleration Sensitivity: 30
Braking Sensitivity: 5
Brake Balance:
5/1 ( personal BB) or for ABS 0 wheel : 5/1, for ABS 1 - 5/1.
Recommended setting for DS3 user :
Steering sensitivity at +1 or +2, all aids off, except ABS 1 ( if not comfortable with ABS 0 ) with 5/1 brake balance as starting point.
Take it to the Ring as well, I'm curious how it will drive there with wheel/shifter 👍 Good luck.
Damn I wish I had the Evora, as soon as I get it I will get back to you!I quoted you @EDK just in case if you are interested to try the Focus RS setup on GT6, see if what @OdeFinn finds with the car if he tried it, is similar to your finding Yes, mixing up tire compound on FF car in GT6 can be an easy way to have more fun, less rear tire grip, CM/CH also can be fun.
If you have the Evora on GTS, you can try my setup from GT6 on the GTS car, I recently updated the car. The Evora should have 39/61 distribution if PD fix the car in GTS. Link : https://www.gtplanet.net/forum/thre...em-s2000-cizeta.294814/page-137#post-11117412