JohnnypensoNo offense dude but you sound like some kind of stooge or plant for Polyphony...lol. Your vehemence in the negative here, without actually making some test runs as Stotty and others have makes it's it look like you're on the GT5 payroll...lol.
Regardless of the reasons why...game engine flaws..a guy who hit "f" instead of hitting "r"...the fact remains, at least on a few of the cars I tested, keeping all my tune settings the same which I thought were great tunes, raising the front height of the car increases or creates oversteer. This does not always mean lower lap times because there are a lot more factors in total lap times than just front end grip but it does work. You need only try it on a couple of cars to see that.
I don't believe it's a question anymore of whether a higher front/lower rear creates some front end grip and, has been proven on this thread, higher top end speed, I believe those are foregone conclusions at this point. I think it's now just an academic discussion of why and of course we'll never really know why unless we get access to the game engine itself.
I get what you're saying Stotty, I just have a hard time believing they got the front and rear ride height effects reversed. 1000 monkeys at 1000 typewriters for 1000 years and one of them will come up with the software for GT5 (I am starting to think 3 or 4 monkeys and 3 or 4 cases of beer on a long weekend....) but can't 100 guys sitting around in an office, trying to produce the greatest driving simulator the world has ever seen, figure out where the front and rear of a car is?...lol. I just find that incredible which is why I tend to look for other solutions that make sense in light of how the game may have been programmed and unintended effects from things like simplifying downforce to perpendicular to the car and not the ground.
But you're right, the simplest solution is usually the right one....lol.
phil_75Yeah it would never happen
That tiny company called EA and NFS Shift understeer/Oversteer slider says hi
I have yet to develop a nose up tune myself, but what I noticed with your tunes both for the Speed12 and the MP4-12C is the rear toe. Those values produce a lot of oversteer and I don't know yet why exactly that is needed. The downside is how hard it gets to control the rear out of slow corners. As you said yourself, your Speed12 is very difficult to handle, which is imho not "good" handling.
As a sidenote: Do you get those tunes to have close to equal tyre wear front and rear? That's quite important if tyre wear is on.
Anyway, before I have to go to sleep: It might very well be that nose up benefits most cars, but each time for very different reasons. Nose up has a lot of different implications for the suspension and discussing each of them will get too far. My point is only that nose up does not generally and for all cars help with handling, but I bet it will be quicker even then.
Practice > 1 make race > Tire/fuel consumption: OnIME, rear toe settings only seem to effect the way a car handles, not how much traction it has... so -ve rear toe doesn't compromise exit speed with oversteer... though might be difficult for me to tell as I'm usually driving cars with waaaay more power than grip.
No on-line, so no chance to test tyre wear... I would think wear would be excellent though as the cars all feel really well balanced front to rear.... though I doubt a set of sports hards on the Speed 12 would last a lap with anyone's settings
Practice > 1 make race > Tire/fuel consumption: On
^ I've also noticed recently that how much effect it has varies greatly between cars. I am now more inclined to believe it's related to static weight distribution somehow (which others have been saying for a while).
Although...just thinking aloud...maybe some test that could compare the whether the handling effect is greater at low speed or high speed could be useful. Accurate, repeatable tests of cornering speed are hard work, so I'm open to ideas for a test method.
^ I've also noticed recently that how much effect it has varies greatly between cars. I am now more inclined to believe it's related to static weight distribution somehow (which others have been saying for a while).
Although...just thinking aloud...maybe some test that could compare the whether the handling effect is greater at low speed or high speed could be useful. Accurate, repeatable tests of cornering speed are hard work, so I'm open to ideas for a test method.
I will sometimes use a tune that is a tenth's slower simply because it's more predictable and consistent when racing online although faster is usually better, because if you qualify first and take a lead into the first corner, it's awfully hard for someone to get by most of the time.
spring length is fixed, so raising the ride height does not affect the suspension travel.
Although it isn't 100% reliable, to me, lap times are the one and only test that really counts. Understeer, oversteer, higher top speed, good brakes, bad brakes whatever...if it leads to better lap times then it's good, if not, it's a waste of time. I've only tried it on a few cars, raising the front that is, and it's helped with lap times on some and not others. Most of them, if not all, "felt" better, but it didn't always translate into better times. A couple of times I went too far and it ruined the handling of the car quite dramatically.
About the only other thing that would matter to me would be how the car feels. Is it predictable, is it twitchy, is it easy to be consistent, how much grip does it have??...etc. I will sometimes use a tune that is a tenth's slower simply because it's more predictable and consistent when racing online although faster is usually better, because if you qualify first and take a lead into the first corner, it's awfully hard for someone to get by most of the time.
Although it isn't 100% reliable, to me, lap times are the one and only test that really counts. Understeer, oversteer, higher top speed, good brakes, bad brakes whatever...if it leads to better lap times then it's good, if not, it's a waste of time.
About the only other thing that would matter to me would be how the car feels. Is it predictable, is it twitchy, is it easy to be consistent, how much grip does it have??...etc. I will sometimes use a tune that is a tenth's slower simply because it's more predictable and consistent when racing online.
I trying a Viper ACR nose up, it understeers worst on Nurbergring and the jump is horrible with the nose up no traction at all.
I was just fiddling around with my DC5 Type R Integra started out with an extreme setting +50 -25, the car handled as if I was running Racing tires on the front and Comforts on the back. I was using racing soft tires. Tried a much milder setup of 0 -20, and while much more stable the car was still to unpredictable to drive. Settled on a setting of -12 -20. Oversteer could be predictably induced.
These are my findings. I drove a Mini Cooper S '02 around London.
Theoretical setup of a stock car:
Ride Height 0 0
Spring Rate 10 10
Shock Bound 4 4
Shock Rebound 4 4
Stabilizers 4 4
Ride Height -20 +20 Understeer
Spring Rate 10 10
Shock Bound 4 4
Shock Rebound 4 4
Stabilizers 4 4
Ride Height +20 -20 Oversteer
Spring Rate 10 10
Shock Bound 4 4
Shock Rebound 4 4
Stabilizers 4 4
Ride Height 0 0
Spring Rate 5 15 Understeer
Shock Bound 4 4
Shock Rebound 4 4
Stabilizers 4 4
Ride Height 0 0
Spring Rate 15 5 Oversteer
Shock Bound 4 4
Shock Rebound 4 4
Stabilizers 4 4
Ride Height 0 0
Spring Rate 10 10
Shock Bound 8 1 Understeer
Shock Rebound 4 4
Stabilizers 4 4
Ride Height 0 0
Spring Rate 10 10
Shock Bound 1 8 Oversteer
Shock Rebound 4 4
Stabilizers 4 4
Ride Height 0 0
Spring Rate 10 10
Shock Bound 4 4
Shock Rebound 8 1 Understeer
Stabilizers 4 4
Ride Height 0 0
Spring Rate 10 10
Shock Bound 4 4
Shock Rebound 1 8 Oversteer
Stabilizers 4 4
Ride Height 0 0
Spring Rate 10 10
Shock Bound 4 4
Shock Rebound 4 4
Stabilizers 8 1 Understeer
Ride Height 0 0
Spring Rate 10 10
Shock Bound 4 4
Shock Rebound 4 4
Stabilizers 1 8 Oversteer