One possible solution [this can be done in both SP and MP] is to have several types of BoP. One is weight/power, two is tires, three is downforce and how low the car is. These factors of 'speed-potential' can be combined, and can have from 10% to 40% weighting importance in the BoP equation.Definitely not a simple equation irl because of the sheer quantitative assessment of each build, but in a sim like GT7 where all cars have been modeled by essentially one OEM, it begs the question -- why is it so difficult to balance the grid?
PD modeled every car, they have the telemetry, the rotational G, the fuel/tire consumption...they gave every car their unique physics character...they even have reinforced learning AI to simulate xxx,xxx,xxx miles. All we are looking for is a BoP system that achieves some level of fairplay.
Then there is the other PP system...
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@Tidgney mentioned a few times in his videos that there are 3 different BoPs already. Didn't check it myself though.FIA adjusts BOP on the fly, PD adjust BOP on the fly, and people expecting one magic BOP are ignoring the realities of racing.
In my opinion there should be three types of BOP
Power
Technical
Hybrid ( current bop)
Power bop should have a biased toward top speed and acceleration . This should be used on power tracks . The prime example of a power track is route X , Tokyo expressway, highspeed ring etc.
Technical BOP should have a bias on 0-60 speed, and overall car grip/agility. This should apply to technical circuits. A prime example would be Tsukuba , Suzuka
Hybrid should be our current bop, which is effective on tacks that fall between power tracks and technical tracks.
Ideally, EACH track should have it's own unique bop but this would make championships a pain in the ass.
Well said.I understand the difficulty of trying to balance so many cars but at the same time, in a racing game where being the quickest is the most common goal - they need to offer a variety of methods to be amongst the quickest.
He did, one for each “type” of track, high speed, inter, and technical, and that should be quite reliable info, he was a bop test driver for GTS@Tidgney mentioned a few times in his videos that there are 3 different BoPs already. Didn't check it myself though.
It's the whatever system that concerns me...adjust accordingly by whatever system they currently have?
Tidg is indeed a reliable and dedicated source.He did, one for each “type” of track, high speed, inter, and technical, and that should be quite reliable info, he was a bop test driver for GTS
Yes agree, this is not how to implement a BoP.I have never read any material on FIA's BOP, just know that in super GT they handicap car's by making them hevier, and it always irked me how the hndicap would preety much cut a car's balls off and place it in a really bad place
There's meant to be 3 different BoPs according to the manual . There doesn't appear to be at the moment though. But the BoPs they mentioned are;@Tidgney mentioned a few times in his videos that there are 3 different BoPs already. Didn't check it myself though.
He did, one for each “type” of track, high speed, inter, and technical, and that should be quite reliable info, he was a bop test driver for GTS
Yeah makes sense, I just tested it with the CLK LM, the F1 GTR and the Lexus SC430 GT500 and there was no difference per track, so it seems at least the Gr. 2 don't have different BoPs.There's meant to be 3 different BoPs according to the manual . There doesn't appear to be at the moment though. But the BoPs they mentioned are;
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I wasn't an official BoP test driver I just did my own testing and offered the data .
All I'm saying is balancing is an issue in pretty much every competitive online game.Thx Tidg, Didn't know PD has delineated 3 different applications of BoP based on track types. I welcome this, but based on my experience, mainly from GTS, PD seems to struggles with BoP...and I'm not sure why.
Seriously, after multiple years of BoP patches, did they ever get it right? I remember your PUG train and the ludicrous metas lol.
I wold love for them to first get the high-speed application right. Traction/accel/top speed are likely the most dominant facets and compared to med & slow contexts, easily the simplest...what gives me pause is, in GT7 there are already/still huge disparities in speed. Is it from traction? HP/torque? Weight? Gearing? Aero?...perhaps even a little turbo lag? Yea, all the above
Why is BoP so elusive? If I digitally built every car and know how they all stack up against each other, then balancing should be easy...but is't not...it's almost like PD is intentionally creating questions, rather than giving answers.