- 120
- Poland
- Szejok666
I've written about this issue before on tuning forum, but I think it is a quite big problem so I've decided to create a thread about this.
The recent update (1.09) changed stock camber and toe setup on just about every factory stock car in GT6. It's been discussed already many times, that now stock values are quite radical (for instance I don't have a knowledge of a car, that has 0.60 rear toe-in as standard, it is just too much) and the same for cars with similar type of drive (I mean FR, MR, FF). This values can be however set correctly as we all know, by fitting full customizable suspension.
There is I think much bigger issue, that I've noticed recently - spring rates.
In GT6, factory fitted springs in vast majority of cars have different values than in reality. Often they are much stiffer. There is loads of data available on the web so I will post only a few examples:
1990 Nissan Silvia K's Dia Selection (S13)
GT6 Spring Rates: F: 3,12 kgf/mm R: 2,97 kgf/mm
IRL Spring Rates: F: 2,00 kgf/mm R: 2,00 kgf/mm
Source: http://zilvia.net/f/showthread.php?t=26680
1991 Mazda Eunos Roadster J-Limited (NA) '91
GT6 Spring Rates: F: 3,39 kgf/mm R: 3,07 kgf/mm
1991 Mazda MX-5
IRL Spring Rates: F: 2.94 kgf/mm R: 1.73 kgf/mm or F: 2.76 kgf/mm R: 1.68 kgf/mm
Source: http://users.telenet.be/miata/english/suspension/Springs.htm
http://fatcatmotorsports.com/FRC_1_6NA/FCM_MSDS_1_6NA.htm
This have been spotted previously by bread82 in this post:
https://www.gtplanet.net/forum/threads/stock-spring-rates-incorrect.295487/
All of the NSX's available in GT6 also suffer from this issue, You can compare them with this data:
http://www.nsxprime.com/wiki/Suspension
What's worth to mention is how softer is 2002 NSX Type R in GT6, than it is in reality.
Corvettes are also problematic in this case. In GT6, C6 ZR1 is much stiffer than C6 Z06. In reality it's the other way around.
Almost every car I've compared has different spring rates in game. The only one I've found so far, that has exactly same values is 1997 Toyota MR2 GT-S.
The most strange however is the fact, that in previous GT games these values were correct, or very close to real in most cases. I've even fired up GT1 to check this, and yes, they the same as in reality. I have also played GT5 recently to compare how the same factory stock cars roll in corners, and apart from completely new physics model, the GT6 equivalents are noticeably stiffer.
The question is:
Is it because PD messed with them for casual players (Cars come with much grippier tires in standard, so if suspensions were soft as in reality, stock cars would move in corners too much), or there is some more physical stuff included in stock spring rates by PD, so they behave more true-to-life?
Sorry for a long post, but I just can't understand this logic, and have no idea how these not even close-to-real settings works in GT6.
The recent update (1.09) changed stock camber and toe setup on just about every factory stock car in GT6. It's been discussed already many times, that now stock values are quite radical (for instance I don't have a knowledge of a car, that has 0.60 rear toe-in as standard, it is just too much) and the same for cars with similar type of drive (I mean FR, MR, FF). This values can be however set correctly as we all know, by fitting full customizable suspension.
There is I think much bigger issue, that I've noticed recently - spring rates.
In GT6, factory fitted springs in vast majority of cars have different values than in reality. Often they are much stiffer. There is loads of data available on the web so I will post only a few examples:
1990 Nissan Silvia K's Dia Selection (S13)
GT6 Spring Rates: F: 3,12 kgf/mm R: 2,97 kgf/mm
IRL Spring Rates: F: 2,00 kgf/mm R: 2,00 kgf/mm
Source: http://zilvia.net/f/showthread.php?t=26680
1991 Mazda Eunos Roadster J-Limited (NA) '91
GT6 Spring Rates: F: 3,39 kgf/mm R: 3,07 kgf/mm
1991 Mazda MX-5
IRL Spring Rates: F: 2.94 kgf/mm R: 1.73 kgf/mm or F: 2.76 kgf/mm R: 1.68 kgf/mm
Source: http://users.telenet.be/miata/english/suspension/Springs.htm
http://fatcatmotorsports.com/FRC_1_6NA/FCM_MSDS_1_6NA.htm
This have been spotted previously by bread82 in this post:
https://www.gtplanet.net/forum/threads/stock-spring-rates-incorrect.295487/
All of the NSX's available in GT6 also suffer from this issue, You can compare them with this data:
http://www.nsxprime.com/wiki/Suspension
What's worth to mention is how softer is 2002 NSX Type R in GT6, than it is in reality.
Corvettes are also problematic in this case. In GT6, C6 ZR1 is much stiffer than C6 Z06. In reality it's the other way around.
Almost every car I've compared has different spring rates in game. The only one I've found so far, that has exactly same values is 1997 Toyota MR2 GT-S.
The most strange however is the fact, that in previous GT games these values were correct, or very close to real in most cases. I've even fired up GT1 to check this, and yes, they the same as in reality. I have also played GT5 recently to compare how the same factory stock cars roll in corners, and apart from completely new physics model, the GT6 equivalents are noticeably stiffer.
The question is:
Is it because PD messed with them for casual players (Cars come with much grippier tires in standard, so if suspensions were soft as in reality, stock cars would move in corners too much), or there is some more physical stuff included in stock spring rates by PD, so they behave more true-to-life?
Sorry for a long post, but I just can't understand this logic, and have no idea how these not even close-to-real settings works in GT6.