GT5 needs more tuning options.

  • Thread starter Mr. Boy
  • 14 comments
  • 3,401 views
676
ham_vet001
As a simulator, GT5 needs to give players an option to use more advanced tuning settings. Look at how many options a PC sim like Rfactor has that GT5 lacks:

Gear ratios, engine settings, weight distribution, steering lock, and realistic brake bias settings.


Tire pressures, slow damping, fast damping, and packers.


Third springs, caster, and brake disc size.


I'm happy with most things in GT5, but I don't understand why things as important as tyre pressures can't be changed. Or why the damper settings can't be more detailed.
 
Hell yeah, but to me the game wasn't aimed at people who live motorsport but designed for the people who enjoy watching motorsport. Sorry to stereotype there.

Definitely needs some more settings to tune. When i went to settings and all I got was what i got i was like, erm is that it?
 
As a simulator, GT5 needs to give players an option to use more advanced tuning settings. Look at how many options a PC sim like Rfactor has that GT5 lacks:

Gear ratios, engine settings, weight distribution, steering lock, and realistic brake bias settings.
I agree with this, especially for brake settings.
What is in GT5 (and has been until now in previous games) is unintuitive and hard to tune. Brake pressure/power and bias should be separate.
Regarding engine settings, in GT1 there was a turbo boost pressure adjustment. I wonder why it got removed since then.
An adjustable rev-limiter could be a way to both adjust engine power and offer more variety with other race regulations.
The lack of manually individually adjustable gear ratios is unexplainable.

Tire pressures, slow damping, fast damping, and packers.
I agree with tire pressures, but separate slow/fast bump and rebound shock absorber settings and packers seem a bit too much to be honest. I don't know if the GT5 car physics engine is that sophisticated for these to make an appreciable difference. Surely, a more advanced telemetry system (what is now in GT5 is pretty much useless) would be needed. No way one could be able to properly set those only by feel.

Third springs, caster, and brake disc size.
Brake disc size in GT should perhaps be included as additional "tuning parts".
PD would need to properly implement brake dynamics (fading, vapour lock, the lag of stock brake systems, etc) and the difference between different materials and brake pads.

I'm happy with most things in GT5, but I don't understand why things as important as tyre pressures can't be changed. Or why the damper settings can't be more detailed.
Tire pressure and camber would be way more interesting and useful with detailed tire temperature data. In that way one could easily maximize grip. Related settings would also make way more sense. Asymmetric tuning would also be a good addition for advanced users.

I'd also add option to select how much fuel to put in the fuel tank, personally.
But before that, PD should first implement correct fuel tank sizes, and not only an universal 100 liters fuel tank for all cars (a large capacity "racing" fuel tank could be a new tuning part, however).
 
Tire pressure and camber would be way more interesting and useful with detailed tire temperature data. In that way one could easily maximize grip.

This alone, would help tremendously. Hell, even the EA sports nascar games had 3 spot tire temps.
 
I agree with tire pressures, but separate slow/fast bump and rebound shock absorber settings and packers seem a bit too much to be honest. I don't know if the GT5 car physics engine is that sophisticated for these to make an appreciable difference. Surely, a more advanced telemetry system (what is now in GT5 is pretty much useless) would be needed. No way one could be able to properly set those only by feel.
Maybe the packers could be left out, but why shouldn't slow and fast damping be included? Slow damping affects the car's pitch and roll, and fast damping affects the car's behaviour over bumps and kerbs. It can't be that hard for polyphony to code, can it?
 
The most important thing right now are individual gears in my opinion...
Then maybe add tire pressure and thats it... I think GT5 has almost enough options :P
 
I agree with the OP, I want more tuning options GT5 claim to be the "Real Driving Simulator" so now it's to deliver this REAL simulation. PC sims are the main competitors now, so start working on this area, come on PD.
LOL forza 3 is ridiculous compared to PC sims :lol:
 
Last edited:
I agree with the OP, I want more tuning option GT5 claim to be the "Real Driving Simulator" so now it's to deliver this REAL simulation. PC sims are the main competitors now, so start working on this area, come on PD.

LOL forza 3 is ridiculous compared to PC sims :lol:

I agree, the only actual strong point could be damage models and skins.
 
It's not just lack of tuning options but lack of information available to the user that makes tuning difficult. For example:

To properly tune spring rates I'd want to know weight distribution and motion ratio of the front and rear suspensions. GT provides neither.

To properly tune ride height I'd want to know when and where my car is hitting the bumpstops. I think GT purposely lessens the negative effects of bottoming out so trying to determine proper height simply by driving a car is extremely difficult. It also results in people running ridiculously low setups with no ill effects.

To properly set up my camber I'd want temperature readings across the surface of the tire. These readings could also be used to tune tire pressure if it were implemented.

Something like a shock dyno would be extremely useful for tuning dampers.

And so on and so forth. You get the idea...
 
I completely agree with you, oppositelock. There's a lack of technical information available.
Also, we don't know technical data about suspension type and wheel/tire size. I remember this was in GT1!
 
Third springs, caster, and brake disc size.
The GT5 physics engine doesn't model any of the things that different brake disc sizes would have an effect on.



Personally, what I think would be ideal would be something as extensive as Underground 2. However, there is no way that PD could probably pull that off, so I would at the very least like something like in Tokyo Xtreme Racer Drift 2, where you could change the power curve by directly shifting the torque peak along the RPM range.
 
Back