IRS Blancpain Intercontinental GT Challenge: Season 2 | Saturdays 8:30p EST | 2.4H Finale at Spa!!

If GT handled tire traction more like real-life the track would be far less of a pain in the ass. As it stands though the game sees a single pixel of grass as the tire being fully on the grass which means it instantly loses all traction.

Combine that with Suzuka's love for narrow braking zones and limited kerbing and it's a death trap of a track in GT. Throw it in a dumpster and light it on fire.
 
No, this is as is. In my opinion it works better at the end. Doing it race to race doesn't work because there's still more races that can potentially be your worst. You're shorting yourself before you know the ending. I prefer to race out the whole season like every race matters and then looking back can refine the scores to see who lies where. It's more exciting/suspenseful this way, but if you like I can figure out the adjusted score and post it.

I respectfully disagree with this statement it would be nice to know how how to points look with the drop score
 
As it stands though the game sees a single pixel of grass as the tire being fully on the grass which means it instantly loses all traction.
When you have vehicle operating on the edge of its performance envelope it's easy to underestimate how minute of a change is needed to push it over the edge and break traction. Most of these instances I see of grass and artificial turf leading to instances are when the tires are already experiencing large amounts of slip angle from the preceding corner, so it's hard for me to fault the game/track/car for drivers driving off of the circuit.
 
When you have vehicle operating on the edge of its performance envelope it's easy to underestimate how minute of a change is needed to push it over the edge and break traction. Most of these instances I see of grass and artificial turf leading to instances are when the tires are already experiencing large amounts of slip angle from the preceding corner, so it's hard for me to fault the game/track/car for drivers driving off of the circuit.
Understandable, but I'm just going off of info from Tidgney related to this who I trust knows what he's talking about. I believe iRacing calculates tire traction in the same regards.

This was an incident that put me into the wall. Going through Dunlop I dropped a pixel of the front and maybe a fifth of the rear tire onto the grass and it instantly spun me. GT sees that rear tire touching the grass and switches to viewing the entire tire as being on grass.
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And here is that same corner with actual GT cars going wide through the same corner, kicking up dirt even, and getting through without even being unsettled.
 
@Granadier it looks like you only dipped the right rear off, and that's ultimately going to be an unstable situation no matter what.

About the real life clip you posted,that was the first lap of the first race of that weekend. Some of that dust may be very well attributed to the track itself being dirty. I can't tell if they're also getting the right front off into the dirt, nor can I see their data to tell if there were any corrective measures taken. They could have very well been off the throttle there while steering back onto the circuit.
 
@Whitetail I’m aware that the rear is what dipped off more and what caused the spin. That’s why I provided both angles. My entire point was simply that putting 1/5 of a slick tire off (on a dry circuit) would not result in the same instant snap spin in real-life racing, and that having that behavior in GT is exactly why Suzuka blows as a circuit here.
 
Looks like the second car dips a little, which could signal it did go off the track. I too, have thought about this sometimes. Happens to me a lot at Interlagos.
 
putting 1/5 of your tire off would not result in the same instant snap spin in real-life racing
It is the most heavily loaded tire in the most demanding corner on the circuit. You reduced your effective tire contact patch by a significant percentage and you were likely still giving the car a good bit of throttle if not full. Everything I know about vehicle dynamics and how sensitive racing cars are at the edge of performance tells me that is possible in real life, too. That video of the GT3 Asia cars you shared doesn't tell me enough to draw a definitive comparison.

I do not see what's unrealistic about what happened to you. Sure, it's incredibly frustrating to crash out like that but it's nothing but operator error from my perspective.
 
I agree with @Whitetail here I have dropped a tire but as soon as it happens you have to lift of the throttle and straighten the car out or your going to spin it is simple physics
 
Yes even that much. There are many turns at many tracks where I've had to adjust my line through to make it safely. I just had a race recently at barcelona where I had to trade speed for safety through some corners and it ultimately cost me the race but at least I never binned it. To me it's not worth pushing your luck at the edge of the track, just adjust your line and lift if you have to but dont put yourself in position to wreck.
 
Guys. Seriously. I’m not arguing with you saying this isn’t how it is. I understand how it is and that the spins were entirely my fault.

What I’m saying is that it’s idiotic how GTS calculates tire traction which results in these things happening. (Suzuka, Barcelona, Interlagos, etc.)
 
I understand your frustration and dont mean to impune you, I have followed this series a little and you're clearly a fast, smart driver. I just wanted to add my view of things. Whether gtsport is realistic or not you have to expect that to happen in gtsport. In my experience though, I have a much harder issue with this very thing in pcars. Drop a tire ever so slightly and you get sucked off the track into a wall. In pcars I have to avoid curbs and track edges like the plague and keep all tires 100% on the black stuff. Even so I still spin. That game makes driving a car seem impossible. Every game has its quirks.
 
I worked out what the points would be right now if your worst race was dropped. This includes a missed race. Things didn't change that much but a few here and there. Anyone with a bad finish essentially already used their drop race so you need to stay near the sharp end of the grid for the last two races to keep your respective battles alive.

Pro Division

1 - Antares - 105
2 - Herimopp - 93
3 - 5Zigen - 91
4 - Timlour - 81
5 - FireEmblem - 72
6 - LANAtron - 64
7 - Neutty - 60
8 - FILO - 51
9 - Xephos - 47
10 - Tetsu - 43
11 - Dylan - 35
12 - Minikkonen - 29
13 - Jomas - 25
14 - BGCaligula - 23
15 - Kross - 20
16 - SDM_Viper - 8
17 - NOVA - 3

Am Division
1 - Granadier - 107
2 - DesertPenguin - 85
3 - Luis - 70
4 - Wangan - 61
5 - Aceboy - 57

6 - taco/nugget - 57
7 - racefan - 50
8 - AngryEater - 43
9 - Jw_wk - 38
10 - Clean Racer - 24
11 - rap - 16
12 - Guido - 16
13 - Drummer - 5
 
Friendly reminder about track limits before going into the next round.

Track limits are represented by either the white lines or the kerbs wherever present on track. However, these rules may be adjusted depending on the track and in doing so will be properly specified by the series organizer.

The final turn at Blue Moon Bay Infield A has some interesting track limits. When driving in Sport Mode or using the in-game shortcut penalty system. You may be used to something like this being considered legal:
7134358218820584464_0.jpg


This is not legal by our standards. Here are two examples of car positions that are legal:

8151604386536095760_0.jpg


8151604388146709520_0.jpg

The second one is pushing the limits so be careful when trying to get as close as possible to that kerb.
 
Friendly reminder about track limits before going into the next round.

Track limits are represented by either the white lines or the kerbs wherever present on track. However, these rules may be adjusted depending on the track and in doing so will be properly specified by the series organizer.

The final turn at Blue Moon Bay Infield A has some interesting track limits. When driving in Sport Mode or using the in-game shortcut penalty system. You may be used to something like this being considered legal:
7134358218820584464_0.jpg


This is not legal by our standards. Here are two examples of car positions that are legal:

8151604386536095760_0.jpg


8151604388146709520_0.jpg

The second one is pushing the limits so be careful when trying to get as close as possible to that kerb.
Just send it and hope nobody sees
 
Finally got this uploaded. This is basically a compilation of how the second half of last weekends race went for me.



It was weird. I’ve had lag spike before but nothing like this.
 
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