Potato...

  • Thread starter VBR
  • 1,339 comments
  • 119,731 views
I don’t know if it’s still advantageous in some cars to bang off money shift like engine blowing downshifts rapid fire using engine compression to break the rears loose and rotate the car better on entry, but I can’t stand seeing that in top laptimes and won’t ever drive like that personally even if it might be faster at times.

I am gonna goof with the Ferraris next. Pre update I was feeling some nice stuff in the ffb. The suspension compression on entry...feeling of car loading up...If that’s gone I would say bad move for those cars...
 
G29 user. MUCH worse, as in I'm outta here until the next update. Everything, even the stock '65 Mini, is tailhappy as hell. My Classic event favorite, the BB 512, went from a being a track carving scalpel to a zero-turn riding mower. I ran the Mini events, the Supra events, and the Classic event at Goodwood, trying the BB 512 and sucking horribly. I figured I was having an off night, and tried the C3 Corvette. When it was all over the place too, I switched to Premium Sports Lounge and tried the AMG GT at Lago Maggiore. Same- tail out all the time. I typically run a very low steering sensitivity- -2/0/2 is typical for me, and the AMG was flipping the tail out right at turn-in. I was REALLY enjoying this game, until tonight. See you all after 1.40, maybe.
 
Tried the Gr.3 GT-R around DTG, which is a car I've driven quite a lot recently, due to the Monza races. You absolutely cannot just mash the throttle out of the slower corners with that car around that track. I'm quite liking it with 1.39 physics, TBH. I still have the problem that sometimes I feel like I'm putting too little power to the back wheels and accelerating crazily slowly, but I try to put a bit more in, and it spins. But it feels closer to being manageable than it did in 1.38. Right now, it would still be too risky for me to race with TCS 0 and that car on that track, but I'll stick at it. I'm definitely not feeling the understeer that is being talked about, either, if anything it feels the opposite, I can really make the car rotate while cornering with the right amount of throttle. Perhaps it's very car dependent, as the Gr.3 GT-R and R8 are definitely very different to each other in 1.39.
 
It’s interesting that different drivers with different styles differ in preferences.
Kinda like reality.

I'm totally aware that our opinions are all relative. But if we can all adapt and adjust to the physics, then doesn't than make any and all changes arbitrary? So what is the purpose of this change? What did this update actually achieve?

My issue with the 911 being stiffened out was simply that it was the extreme choice for rear powered throttle sensitive driving. If that baseline for over torqued rear end power is shifted, then that seems like a bigger issue. There was a specific fun feel that the 911 had. Where do I have to go now to get that driving feel?
 
I'm wondering if a bug has been introduced that means weight distribution and transfer is having too much effect?

We have cars pulling wheelies.

We have people complaining about the front end becoming far too light when accelerating out of corners.

The FR Gr.3 GT-R can still spin its rear wheels when exiting slow corners, but the MR R8 is like its rear wheels are glued to the road.
 
I'm totally aware that our opinions are all relative. But if we can all adapt and adjust to the physics, then doesn't than make any and all changes arbitrary? So what is the purpose of this change? What did this update actually achieve?

My issue with the 911 being stiffened out was simply that it was the extreme choice for rear powered throttle sensitive driving. If that baseline for over torqued rear end power is shifted, then that seems like a bigger issue. There was a specific fun feel that the 911 had. Where do I have to go now to get that driving feel?


Good point.
I felt like the game physics were in a good place pre update.
I was wondering what this update means while I was testing the gr4 Ferrari on Gardens. I was kinda starting to take a shine to that car pre update. Now that car has been dumbed down imo. Pretty much the teeth have been taken out of Gardens imo with that car. Driving it is blasé now. It’s not as lively on my wheel.
In gr3 Brands I felt great but for gr4 Gardens I’d honestly give it a thumbs down.
Re 911 gr3 that is the number one car I try hardest against. I love passing it. I never liked driving it. But, other drivers really loved it obviously. I have no answer for you and that sucks.
So I’ve had more time with it now and I can already tell that certain cars are much better for me now, but others like the Ferrari, while still decent are not as engaging for sure. I’ve thought about changing my manufacturer today, but I’m not gonna do it which is probably a mistake, but oh well...
Anyhow your question what does this update achieve?
I guess some cars feel a lot better to me and others feel worse. I was all about this update until trying Gardens.
I dunno if it’s just me tired after a long day or what.
What does it achieve? Honestly I don’t know. The n300 NSX on Tsukuba is like a whole new car. 100 percent improvement. The gr4 Ferrari to me feels like a downgrade...The R.S. 01 on Brands felt awesome...
I don’t know what else to say. That’s a good question...We will have to wait and see...
 
Finally had a run to test the new physics, using Gr3 GT-R with BoP on RH/RM/RS/stock setup and a TG-T

Braking - ABS seems to have been reworked. Threshold braking is similar to 1.38, but I'm noticing a slight improvement with initial bite coming earlier in pedal travel. Trail braking is a big improvement. ABS seems less intrusive and allows me to finesse my way toward the apex and I am able to trail deeper into the turn with better modulation.

Entry - Initial steering input and weight transfer to the outside front wheel was positive in 1.38, but it is now a bit numb. It's not bad, but the sensation of mass rotation is not distinct and 1.39 has numbed the feeling of carving into the apex. Functionally, rotating the nose isn't difficult--perhaps due to the improved ABS--but now it's just a bit dull.

Apex - Mid corner lacks drama and I've never liked how PD has modeled this compared to real life. There is ample grip so you are aware through FFB, but the progressive fading from overstepping the slip angle has never been accurately modeled IMO. I'm not getting loads of understeer like some have described. I do however overlap my brake and throttle inputs generously--perhaps this technique is mitigating the front axle push.

Exit - There is some understeer, but its not unexpected from a FR GT-R. However, I'm amazed how early I can stomp on the throttle. In many cases--both fast and slow corners--I am nearly 50-60% into my pedal as I clip the apex with generous steering lock. This feels really strange to do. On full power, there is more grip than I remembered and now there is an unsatisfying feeling that progressive throttle control is not going to be rewarded--Houston, we have a problem.

Weight Transfer - This is one of those things that is really difficult to assess because a screen and a wheel just isn't enough to transmit what your body needs to feel the pitch, yaw and roll forces. Having said that, the TG-T does an adequate job at delivering some sensation, especially during entry and exit, but overall, I can't really isolate specifics to give a credible opinion. 1.39 feels about the same as all the sim games I've tried.

Tire Model - To me, this is what every sim has to spend more time developing--tire deformation, degradation and slip angle simulation. 1.38 has some sensation of drama, inviting drivers to tease out the last bit of grip by finding a different line, smoothing out their inputs--and rewarded those that found a way to balance just a bit longer on the limit. 1.39 seems to take most of that away. It feels like the window for optimal grip is larger and the penalty for overstepping is comical.

FFB - It feels the same as 1.39, a rumble here, a twist there...just enough to be communicative.

If PD introduced 1.39 with the intention of rewarding the skilled driver, then I think it missed the mark in dramatic fashion.
 
Tried a few Gr3 cars last night at Suzuka, NSX, McLaren, Mercedes and the Nissan.

The GTR was the only one that would break traction when on the throttle all others would just grip and grip which translates to understeer.

Strange that the changes don’t seem to have affected the GTR in an adverse way...
 
Road card are much more fun to drive now. More lift off oversteer, but also more manageable.

Race cars have too much rear grip now. There is something off about the grip vs load balance for the race tyres imo. Grip varies too much based on the weight on them. That’s strange as there should be a linear relation between load and grip. Now it feels like 2 times the load gives 4 times as much grip.
 
Road card are much more fun to drive now. More lift off oversteer, but also more manageable.

Race cars have too much rear grip now. There is something off about the grip vs load balance for the race tyres imo. Grip varies too much based on the weight on them. That’s strange as there should be a linear relation between load and grip. Now it feels like 2 times the load gives 4 times as much grip.
they do have much grip in real life as well.
 
Now I went there to check the differences and they're quite noticeable. T1, T5, T8 and T11 the car's rear tends to slide, when it didn't before. Not only that but I have to brake slightly sooner to avoid going in too deep and lose the rear. I'm also using less rear BB.
Do you refer to the first corner of the Schumacher-S by "T8" and the right-hander leading on the straight by "T11"?
Because in Jan Seyffarth's track guide, he said in T8, you have to stay clear of the curb as the car will oversteer if you don't and then you will always have understeer in T10 and oversteer in T11.
All these sensations have never been present in GTS. Now, Seyffarth is driving the AMG GT3, but that's not an entirely different concept to the Gr. 3 Corvette of GTS.
 
G29 user. MUCH worse, as in I'm outta here until the next update. Everything, even the stock '65 Mini, is tailhappy as hell. My Classic event favorite, the BB 512, went from a being a track carving scalpel to a zero-turn riding mower. I ran the Mini events, the Supra events, and the Classic event at Goodwood, trying the BB 512 and sucking horribly. I figured I was having an off night, and tried the C3 Corvette. When it was all over the place too, I switched to Premium Sports Lounge and tried the AMG GT at Lago Maggiore. Same- tail out all the time. I typically run a very low steering sensitivity- -2/0/2 is typical for me, and the AMG was flipping the tail out right at turn-in. I was REALLY enjoying this game, until tonight. See you all after 1.40, maybe.
The 512BB has been transformed. So much more fun now. You can balance it on the throttle all around Goodwood. Same goes for the Cobra and 330P4.
 
Finally had a run to test the new physics, using Gr3 GT-R with BoP on RH/RM/RS/stock setup and a TG-T

Braking - ABS seems to have been reworked. Threshold braking is similar to 1.38, but I'm noticing a slight improvement with initial bite coming earlier in pedal travel. Trail braking is a big improvement. ABS seems less intrusive and allows me to finesse my way toward the apex and I am able to trail deeper into the turn with better modulation.

Entry - Initial steering input and weight transfer to the outside front wheel was positive in 1.38, but it is now a bit numb. It's not bad, but the sensation of mass rotation is not distinct and 1.39 has numbed the feeling of carving into the apex. Functionally, rotating the nose isn't difficult--perhaps due to the improved ABS--but now it's just a bit dull.

Apex - Mid corner lacks drama and I've never liked how PD has modeled this compared to real life. There is ample grip so you are aware through FFB, but the progressive fading from overstepping the slip angle has never been accurately modeled IMO. I'm not getting loads of understeer like some have described. I do however overlap my brake and throttle inputs generously--perhaps this technique is mitigating the front axle push.

Exit - There is some understeer, but its not unexpected from a FR GT-R. However, I'm amazed how early I can stomp on the throttle. In many cases--both fast and slow corners--I am nearly 50-60% into my pedal as I clip the apex with generous steering lock. This feels really strange to do. On full power, there is more grip than I remembered and now there is an unsatisfying feeling that progressive throttle control is not going to be rewarded--Houston, we have a problem.

Weight Transfer - This is one of those things that is really difficult to assess because a screen and a wheel just isn't enough to transmit what your body needs to feel the pitch, yaw and roll forces. Having said that, the TG-T does an adequate job at delivering some sensation, especially during entry and exit, but overall, I can't really isolate specifics to give a credible opinion. 1.39 feels about the same as all the sim games I've tried.

Tire Model - To me, this is what every sim has to spend more time developing--tire deformation, degradation and slip angle simulation. 1.38 has some sensation of drama, inviting drivers to tease out the last bit of grip by finding a different line, smoothing out their inputs--and rewarded those that found a way to balance just a bit longer on the limit. 1.39 seems to take most of that away. It feels like the window for optimal grip is larger and the penalty for overstepping is comical.

FFB - It feels the same as 1.39, a rumble here, a twist there...just enough to be communicative.

If PD introduced 1.39 with the intention of rewarding the skilled driver, then I think it missed the mark in dramatic fashion.

After trying a bit more cars during the week end, I decided to stop playing until the physics is reversed back to the previous state.
I'm a DS4 user, and part of the reason I was better than many DS4 users is that I play without TCS on most cars and I push slowly the throttle as early as possible. I always thought it's fine that wheel/pedal users beat me thanks to better skills and/or better ability to finely control the throttle and the direction.

Now the time I have spent improving my throttle control on a DS4 is wasted because you can drive like in GTA and use X to accelerate without oversteering/spinning. Now any cross/square driver can exit corners as fast as me, or as fast as a wheel user.

The most crucial thing in racing is to exit corners as fast as possible, which implies optimal throttle control, and smooth direction control. The game now cares only about direction control. And a fine direction control is impossible on a DS4.

This update killed a big part of the competitive aspect of the game, and the game makes another step away from "the real driving simulator".
 
Last edited:
I'd love to be able to turn less, but every corner on a controller is already full lock on the analog stick for varying periods of time. That's the only way I'm able to hold an apex speed anywhere close to what my wheel-using peers are achieving in the races I participate in.
Switch to maximum steering sensitivity when using the DS4. Helps tremendously with chicanes and finer adjustments.
 
After not the best first impressions as Lago Maggiore GR3 FIA race last week with the introduction of the physics change. Getting used to it with more running at the Nations practice and Goodwood GR4 racing tonight, I believe it is a good step in the right direction.
 
I'm totally aware that our opinions are all relative. But if we can all adapt and adjust to the physics, then doesn't than make any and all changes arbitrary? So what is the purpose of this change? What did this update actually achieve?

My issue with the 911 being stiffened out was simply that it was the extreme choice for rear powered throttle sensitive driving. If that baseline for over torqued rear end power is shifted, then that seems like a bigger issue. There was a specific fun feel that the 911 had. Where do I have to go now to get that driving feel?

Try less grippy tires. I tried testing the NSX r and with comfort tires it rotates on exit more than with sport tires. Sport tires can rotate too but will require better techniques and timing of weight transfers, more skill to drive with oversteer on exits with gripper tires than before of that is what you are missing in feel. Before you can give it gas and the rear steps out too easily on grippy tires even when weight was on the rears and not using any driving techniques to initiate oversteer. Now you actually have to have some techniques in the steering and weight transfers. Practice on some hairpins it works well there.
 
Last edited:
I‘ve been trying to bring that message across to the good fellow Europeans and Americans here a dozen times at least, they still won’t believe you and rather tell themselves that reason will have to prevail...

I have the absolute same experience! NOTHING will make a Japanese accept your better solution to a problem! (Same in China...) My dad was doing business with them way back in the 60s already and always said: „If there‘s a problem, you have to start over from zero. Improvements they won’t do.“

That leaves us with: Take it or leave it. It may seem strange and utterly stupid to us longnoses. But it is the way it is.


After years of trying to get through to PD, I'm now beginning to understand why it's so ineffective. Made a bug report thread for GTS. Ran several polls for physics. Give constructive criticism & possible solutions to problems here & there. Made threads & posts in the Suggestions forum. Gave them lots of feedback on GT6 in a very long OP of a thread. Ran two polls about bringing back Shuffle. But, if what you're saying is true & it really is falling on deaf ears, I'm just banging my head against a brick wall.

:banghead:

However, sometimes things do change. But, without feedback from PD, I don't know if what I said had any impact on them or if it was just coincidence. I ran a poll in GT5 asking for race numbers for all cars, we got them in GT6. I ran a poll asking for a realistic slipstream option in GT6, & we got one. I made a thread requesting the ability to turn off the names above opponent cars in GT6, & we ended up getting the option to do so. I recently contacted Thrustmaster about the clutch debacle, & a few weeks later we get a clutch update. And, to be honest, a fair few things on my long GT6 feedback thread did happen as well for GT Sport. But I'm still not sure if it's PD listening or just a coincidence. @Jordan says that PD employees do frequent these forums, so they know of our shenanigans; I wonder what they make of the GT Sport Memes thread! :lol:

I love Gran Turismo, & hate it too! If I do sometimes come across as being super critical it's just because I'm incredibly passionate about the series & would dearly love to see it improve. But as your dear old dad said, "Improvements they won’t do." It's such a shame as the GT series has so much potential, but to date has never fully realised it...


:boggled: :confused: :crazy: :eek: :( :ill: :irked: :odd: :ouch: :rolleyes:
 
Your average DR is D. That's bad, regardless of how many poles or wins you got. Therefore I don't think your opinion about the physics update holds any water.
So a guy with 300 days, 900 races, and a near perfect SR:99 streak doesn't deserve to have an opinion because he isn't a 1337 1 percenter?
Classy. :)
 
I find it slightly harder to correct a slide (not to be confused with controlling a slide), but something in the process feels off now. So both better and worse.
 
Did more testing with a variety of cars, seems like different cars are affected differently. As we know, the main physics changes are 1) more lift off oversteer and 2) more grip to the rear under acceleration. The thing is, some cars previously feel terrible to drive. The new physics HAS actually made these cars better. But I feel like that's 2 wrongs trying to make a right because 1) it breaks cars that were previously ok and 2) the actual driving feel itself is much less detailed now and simplifies the driving techniques needed to be fast.

Combos I've tried:
911 RSR at Brands - coming out of T2, you just put foot to the floor. Same as T4. Previously you need a lot more throttle control.

GR Supra at RBR - this is one of the car that actually feels better. You can get good rotation under braking now, and you don't get snap oversteer everytime you breathe on the throttle.

FT1 at Dragon Trail Gardens - lift off oversteer caught me out a few times into the hairpin. Previously this car is rock solid under braking. On power, it feels like LSD Accel is fully open. Lazily drifts out with minimal throttle control needed. I'm definitely faster with the new physics, but as I've said many times driving feel is not as good.

NSX Gr.2 '16 at Fuji - similar to the 458 Gr.3, car feels a lot less nervous and urgent now. Just more understeer everywhere. Coming out of the hairpin, previously I can feel the weight slowly shifting to the back under acceleration and fighting against the rear tyres trying to break traction. It's a wonderful sensation. Now you just pin it.

NSX Gr.2 '10 at Fuji - the old car on the other hand, was nigh undrivable before. Now with the added stability it's actually pretty ok.

Gr.1 at Maggiore - tried various cars I'm familiar with (Alpine, Mazda LM55, the trio of modern hybrids). Mazda has much better turn in now. On throttle it feels roughly the same but this was already a stable car to begin with. Alpine, no question, a lot more stable and less demanding to drive, but also loses a lot of agility. The hybrid trios, previously they all have distinct characters: Toyota is the most neutral and supple, R18 most darty and you need to be careful with the throttle otherwise the back will step out, 919 is most stable but has power understeer because of the OP hybrid on the front axles. Now, all 3 feels the same-ish and converged on the Toyota's handling. If you mute the sound I'd struggle to tell the difference.

So what's the conclusion? Well for me, I've gone from not noticing any difference, to hating it, to now about 50:50. It does make some cars a lot better to drive (low powered road cars <N400, old Gr.2, the GR Supra). But at the expense of liveliness and character in a lot of other cars that were already good pre update, and just needed a bit of BOP balancing and suspension/LSD tweaks. Driving feel I still find very muted, and there is less need for finesse during throttle application. The off throttle oversteer is interesting because I couldn't find it in cars that were already unstable pre update, but it definitely caught me out for cars that struggled to turn in before. Could just be a quirk of my driving style. I feel that this update brings "outlier" cars closer together and helps lesser skilled drivers. So yay for competitive equality, I guess?

After about a week I reckon things will settle down and we'll all get used to the new physics, but the original sentiment remains. This is not a thing that needed changing. It's one step forward, one step back, like with a lot of previous physics changes dating back from GT5P/GT5/GT6 and the various demos and GT Academy builds in between. I think in a sim, if you want to introduce physics updates, there needs to be clear goal and plan in mind. With AC I remember going from tyre model V5 to V10, there was a clear sense of progression and things getting more realistic with better feel. With GT, you just never know what you're gonna get next :irked:

Unfortunately that probably wouldn’t work very well, even if you could get a private audience with Kaz.

The problem lies with the asian culture of losing face. Many years ago I worked for a company sourcing technical, shall we say, thingymibobs from Japan mostly, but some stuff from South Korea, and on the whole things well exceptionally well - until they didn’t and then it was an absolute bloody nightmare.

Now, fair play to the Japanese and Koreans as the products we received were delivered well within specification, often way ahead of schedule, and were of top notch quality, but as you would expect from time to time something wouldn’t work as expected. When that happened we did a full analysis and worked out how to solve the issues. We then went back to the supplier with a report of the issue and also our proposed solution.

This is where the problems really began as there was no way in hell they’d implement our solution. They would throw everything including the the kitchen sink at the issue to solve the problem except implement the solution we’d proposed, despite our solution being pretty much the only obvious way to correct the problem.

Naturally this left us totally and utterly frustrated as we couldn’t use the products, and nor could we get the suppliers to successfully resolve the issues.

The answer to our problems came about when one of our team was in Japan with an interpreter, and the interpreter, seeing what we were doing, explained to him the reason why our proposals were not being implemented, and it’s basically about losing face - I’ll explain.

It’s no problem for a product to have an issue, that’s fine as it’s expected from time to time. What is a problem, however, is providing the supplier/manufacturer with the solution. If a Japanese manufacturer were to implement our proposals then it would be an admission that they could not solve the problems themselves, and therefore face would be lost, hence why they tried everything else to solve the issues.

What we had to do was provide them with only a problem description, but in such a way that our already worked out solution was the only obvious choice.

It’s getting better these days, but it’s still an issue.

I know. Despite living down under I was born in an Asian country and raised in an Asian culture. That's why I can totally symphatise with PD's quirks and idiosyncratic ways of working. But Kaz' close mindedness is a double edged sword. Without it he probably wouldn't have pushed through 5 years of GT1 development and revolutionise the sim racing genre. But now, over 20 years later I fear it's holding him and the franchise back. It's a real shame because we have a lot of smaller developers who are brilliant at crafting proper sims (e.g. Kunos, Reiza, the LFS team) but don't have the resources to make it big. Whereas PD with all their power, resource and influence literally has the world's automakers and motorsports governing body at their feet. But just because the man at the helm refuses to look outside the box, we keep going in circles with a lot of things. Things are slowly getting better, but not fast enough I fear. If they want this FIA partnership to succeed long term, Kaz has to evolve and move with the times. Look at as many different games as possible for inspiration. Most importantly, listen to the core playerbase because they are what keeps the competition alive.
 
feels better, like cars actually turn in better under braking and do not turn as good with throttle applied. i would say weight distribution was improved.

My touhts exatly. Seems i can better change the angle/slip with weight transfer between throttle and brake.

At this point i think the sweet spot would be the current 1.39 physics with a bit less grip under acceleration.
 
So a guy with 300 days, 900 races, and a near perfect SR:99 streak doesn't deserve to have an opinion because he isn't a 1337 1 percenter?
Classy. :)

Where did I say he doesn't "deserve to have an opinion"? I just explained why his opinion makes no sense, especially in light of his attitude (go read his first post if you missed it) and his DR track record. SR is meaningless to race pace. You can have 99 SR just by driving along in the back of the pack in DR D lobbies.

If someone is racing mostly in DR D lobbies, it's because they do not know how to drive cars on the limit. That's pretty obvious. It's not a "I'm a l33t so shut up" argument. It's a fact. I have no clue about setups so I don't go to the setups sub-forum making up BS and claim my opinion and my setups are just as great as Praiano's or MINK's.

Don't make stuff up that I didn't write anywhere, OK? Thanks.
 
I know. Despite living down under I was born in an Asian country and raised in an Asian culture. That's why I can totally symphatise with PD's quirks and idiosyncratic ways of working. But Kaz' close mindedness is a double edged sword. Without it he probably wouldn't have pushed through 5 years of GT1 development and revolutionise the sim racing genre. But now, over 20 years later I fear it's holding him and the franchise back...just because the man at the helm refuses to look outside the box, we keep going in circles with a lot of things. Things are slowly getting better, but not fast enough I fear. If they want this FIA partnership to succeed long term, Kaz has to evolve and move with the times. Look at as many different games as possible for inspiration. Most importantly, listen to the core playerbase because they are what keeps the competition alive.


This.

I'm officially giving up on trying to communicate with PD now. No more improvement threads, no more polls, no more constructive criticism posts; just memes & venting!


:indiff:
 
My 2 cents: Since this last update, I have found the R8 LMS EASIER to drive without TCS than with TCS on (I had it on 1 or 2). Maybe I've gotten better? I don't know, but around Brands Hatch, I found it much easier to drive it with the TCS on 0.

Oh and let me add, the 911 GT3 RS, I still find it to be pretty wild from the rear on sharp turns like at NB GP, I saw someone had said it felt stiffer. I disagree. But again, that could just be me.
 
Last edited:
My touhts exatly. Seems i can better change the angle/slip with weight transfer between throttle and brake.

At this point i think the sweet spot would be the current 1.39 physics with a bit less grip under acceleration.

From the experience I've had I pretty much agree with this. The only element that feels 'wrong' to me (with no actual race car experience to compare to) is that acceleration out of corners is just too easy now. Get to the apex, nail the throttle and away you go. Before it felt like balancing the throttle on exit was a rewarding challenge. Get it wrong and you'll spin out. Get it right and the lap times tumble. That's now gone.

My hope is that with more time I/we will get used to it. It's not taken any of the fun away but it's the first physics update I've experienced with something that feels off about it.
 
Switch to maximum steering sensitivity when using the DS4. Helps tremendously with chicanes and finer adjustments.
That’s already been done. Did that immediately after turning on the game for the first time, actually. The sensitivity at max on GT Sport is noting like it was on GT6, it feels like it’s at -2 despite being at the maximum setting.
 
I have lots of understeer with the Lexus rc f ´16.
It makes it a lot harder to handle.
The front was rock solid before the patch now its jus understeer all the way...
 
Back