- 22
- England
- bengolding94
I've been messing around with tuning lately and was curious to see just how low a PP value could be attained in GT7. While experimenting, I found a couple of peculiar things; firstly, it's possible to drag a car's Performance Points down so low that the game displays a warning triangle in place of its PP value. This seems to happen when the value would be less than zero. Secondly, should you try to enter such a car in a PP-restricted race, you will be told off for exceeding the Performance Point limit. Personally I think we should Christen this minor glitch "Schrödinger's PP".
Hopefully it's all summed up above, but for anyone willing to indulge me, this is how I stumbled across this strange case. As above, I was curious to find the smallest PP in GT7 (teehee). The Fiat 500 F '68 seemed the obvious starting point, with a lowly 81.18PP unmodified.
The first step was as you'd expect; I took the cute little Fiat to the tuning shop and treated her to some ballast, a power restrictor, and a fully customisable computer, suspension, transmission and LSD (in the end, I didn't use the last two). After adjusting the ECU and power restrictor to 70% and putting 200kg of ballast in the rear (I believe they call this placing the engine under load), the mighty 500 was down to just 15.38PP, with a GP2 engine boasting eight, count them, EIGHT Italian stallions.
This was a nice start, but there was more potential to be unlocked. Enabling the fully-customisable suspension pushed it up to 25.89PP initially, but a few questionable tweaks would soon fix that. A mild Carolina Squat dropped it down to 24.71PP, and removing the anti from the anti-roll bars took us down to 19.97PP.
Next up: natural frequency. Minimising it had a huge impact, getting us down to 10.41PP, and equalising the front with the rear's minimum of 1.25Hz reduced it further to single digits, at just 9.66PP. With these two quick changes halving the car's PP, I decided to start fiddling more systematically and found out immediately that knocking them both up by just 0.01Hz caused another ridiculous drop down to just 1.05PP. This surprised me; why would such a small change practically divide a car's PP by 10? This tweak dropped the car's 40mph rotational G score from 0.76 to 0.74, so it seems the PP calculation is particularly sensitive to this variable, possibly because 62-93mph performance, high speed stability and 75/150mph rotational G are all zero, giving this 40mph rotational G value a greater proportion of influence over the PP score.
Anyway, I continued making systematic changes to the natural frequency and damping settings until something happened: my car's 40mph rotational G dropped to 0.73 and, more importantly, its PP value was replaced with a warning triangle. It seems logical that this is the way the game handles PP values less than zero, but here's the catch: if you try and enter a PP-limited event, your car is not permitted to enter.
Naturally there was only one thing for it: to minimise PP without going below zero. After a fair amount of tinkering I finally found a tune rated at 0.01PP, shown below. Perhaps 0.00PP is possible, but I'm yet to find it if so. Knocking the front natural frequency up by 0.01Hz will lead to a PP warning triangle, if anyone wants to replicate it.
A part of me was hoping that a car with such a small PP value could be useful in cash-grinding custom races somehow (e.g. if the pay calculation included some multiplier like {your car's PP}/{average opponent PP}), but unfortunately it doesn't look like it. Anyway, thanks for reading!
Hopefully it's all summed up above, but for anyone willing to indulge me, this is how I stumbled across this strange case. As above, I was curious to find the smallest PP in GT7 (teehee). The Fiat 500 F '68 seemed the obvious starting point, with a lowly 81.18PP unmodified.
The first step was as you'd expect; I took the cute little Fiat to the tuning shop and treated her to some ballast, a power restrictor, and a fully customisable computer, suspension, transmission and LSD (in the end, I didn't use the last two). After adjusting the ECU and power restrictor to 70% and putting 200kg of ballast in the rear (I believe they call this placing the engine under load), the mighty 500 was down to just 15.38PP, with a GP2 engine boasting eight, count them, EIGHT Italian stallions.
This was a nice start, but there was more potential to be unlocked. Enabling the fully-customisable suspension pushed it up to 25.89PP initially, but a few questionable tweaks would soon fix that. A mild Carolina Squat dropped it down to 24.71PP, and removing the anti from the anti-roll bars took us down to 19.97PP.
Next up: natural frequency. Minimising it had a huge impact, getting us down to 10.41PP, and equalising the front with the rear's minimum of 1.25Hz reduced it further to single digits, at just 9.66PP. With these two quick changes halving the car's PP, I decided to start fiddling more systematically and found out immediately that knocking them both up by just 0.01Hz caused another ridiculous drop down to just 1.05PP. This surprised me; why would such a small change practically divide a car's PP by 10? This tweak dropped the car's 40mph rotational G score from 0.76 to 0.74, so it seems the PP calculation is particularly sensitive to this variable, possibly because 62-93mph performance, high speed stability and 75/150mph rotational G are all zero, giving this 40mph rotational G value a greater proportion of influence over the PP score.
Anyway, I continued making systematic changes to the natural frequency and damping settings until something happened: my car's 40mph rotational G dropped to 0.73 and, more importantly, its PP value was replaced with a warning triangle. It seems logical that this is the way the game handles PP values less than zero, but here's the catch: if you try and enter a PP-limited event, your car is not permitted to enter.
Naturally there was only one thing for it: to minimise PP without going below zero. After a fair amount of tinkering I finally found a tune rated at 0.01PP, shown below. Perhaps 0.00PP is possible, but I'm yet to find it if so. Knocking the front natural frequency up by 0.01Hz will lead to a PP warning triangle, if anyone wants to replicate it.
A part of me was hoping that a car with such a small PP value could be useful in cash-grinding custom races somehow (e.g. if the pay calculation included some multiplier like {your car's PP}/{average opponent PP}), but unfortunately it doesn't look like it. Anyway, thanks for reading!