Potato...

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I'm still loving the update. Can you imagine Doug Fehan or Reinhold Joest sitting down with Michelin and saying "Well, what we REALLY want is to make this a challenge for our drivers. Can you make us a compound that feels really vague and loses all grip in a totally unpredictable fashion? Oh, and make it wear out every 2 laps, too." (The Pirelli guys are in the corner, nodding, thinking that sounds just like F1...) Difficult does not necessarily equate to better or more realistic.
 
Anyone noticed that brake bias settings are now behaving differently, I'm finding I'm setting a much more neutral balance (+1/-1) to get the car balanced on the brakes, whereas before some cars needed much more drastic adjustment.
Yups can confirm before if I had to put some mustard in the front or ze back it would go easily to number 3 and beyond now a 1 seems to be good .
 
As you can see on the video , the direction today seems very strange to me. Please tell me if anybody have the same feel and is able to do the same as the video with his own Z8.

I can do that in the stock Z8 too, but when I switched the setup sheet to "drift" the turning radius is much smaller, and it looks exactly like your video. Maybe that's it?
 
Thank god I'm nowhere near the only one realising the physics have improved!

Now they feel much better, more natural, easier and definitely more fun!!

I feel that force feedback, throttle and braking, all 3 have improved. Its not a big difference but its a slight improvement in many ways, its like a 2.0 physics

Well done PD! Slow but steady improvement.

Well, it's not like maybe the Lambo and the Ferrari were really uncontrollable... right?
Hard =/= realistic. A GT3 should feel at least predictable, because it has lots of downforce. Then it can be loose or tight or whatever, but I should be able at least to feel that an oversteer is coming if I apply slightly more throttle.

This.
This is not about a "nightmare driving physics simulation" but realistic ones.
Cars are definitely NOT that hard to drive, previous physics were a pain in the ass in many ways and i totally bet many cars were harder to drive thar IRL, now they are much better.
 
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Some cars respond like I'm driving through treacle!
As I said earlier, a step in the right direction but too far. It's a little dumbed down at the moment, tbh. I have difficulty believing that this is not deliberate, as a quick drive in many road cars will confirm through memory/experience that the heavy response is not natural.
We've gone from pre-patch low gravity style handling and arrived at this driving through treacle feeling, and missed the perfect setting between the two!
For a game that has been around for more than a year, this is a little frustrating tbh.
 
I voted worse for the new physics. To me it seems most GT3 cars are more difficult to drive without TCS. They seem more difficult to put the power down on exit, especially if you get 1 rear tire on the curb. They seemed to have fixed TCS to where it may not hinder speed at all anymore, I liked having that advantage before. I'm not sure if anyone has noticed but the cars seem to have "canned" effects. If you do A, B will happen regardless of input. That seems even more noticeable now. There are certain turns where if you touch a curb on exit or at apex the exact same thing will always happen and cause a spin. I also do not like the fact that you can race against someone sliding all over the track and constantly counter steering yet make little or no time against them, it just does not work like that in real life. Drifting thru a turn may look cool but it is not the way to a fast lap time.
 
I voted worse for the new physics. To me it seems most GT3 cars are more difficult to drive without TCS. They seem more difficult to put the power down on exit, especially if you get 1 rear tire on the curb. They seemed to have fixed TCS to where it may not hinder speed at all anymore, I liked having that advantage before. I'm not sure if anyone has noticed but the cars seem to have "canned" effects. If you do A, B will happen regardless of input. That seems even more noticeable now. There are certain turns where if you touch a curb on exit or at apex the exact same thing will always happen and cause a spin. I also do not like the fact that you can race against someone sliding all over the track and constantly counter steering yet make little or no time against them, it just does not work like that in real life. Drifting thru a turn may look cool but it is not the way to a fast lap time.
It seems the opposite for me.
Apart from the kerbs thing that is true, the physics look more predictable, easier (or less hard) and make more sense now.
In real life you can countersteer and lose little time. Before it was almost impossible to countersteer in this game and if you did you usually lose a lot of time/grip/speed, which I'd say its not very realistic. Your only choice to go as fast as possible was to drive extemely smoothly and impossible to drive agressively and fast at the same time which is not realistic either.
 
It seems the opposite for me.
Apart from the kerbs thing that is true, the physics look more predictable, easier (or less hard) and make more sense now.
In real life you can countersteer and lose little time. Before it was almost impossible to countersteer in this game and if you did you usually lose a lot of time/grip/speed, which I'd say its not very realistic. Your only choice to go as fast as possible was to drive extemely smoothly and impossible to drive agressively and fast at the same time which is not realistic either.

I gotta disagree on the counter steering thing. Everytime the driver has to make a correction it is costing time IRL. I think the game is farther from real life now t bf an before. Yesterday at a lobby race at SSRX a car about 5 car lengths in front of me slides into the gaurdral in the corner then slides sideways all the way to the bottom of the track and I only made up about 2 car lengths on him.
 
Don't think it does. A very slight slide is ok but I've found my accidental drifts slow me down a lot.

Sorry I meant side drafting, not drifting. It’s useful mostly on ovals and high speed tracks to drag the last car in a line of cars back enough to creat a gap by directing air off of your front bumper over his spoiler by getting you front corner up to his rear corner. Here’s a better explanation. :)

 
Sorry I meant side drafting, not drifting. It’s useful mostly on ovals and high speed tracks to drag the last car in a line of cars back enough to creat a gap by directing air off of your front bumper over his spoiler by getting you front corner up to his rear corner. Here’s a better explanation. :)


Wow thats cool. Makes watching nascar that much more interesting.

Didnt know about this. Does it work in any nascar games?
 
Wow thats cool. Makes watching nascar that much more interesting.

Didnt know about this. Does it work in any nascar games?

I have no clue, I just found out about it around Christmas time and have been meaning to ask if it worked in GT, I haven’t played any NASCAR games so I don’t know about them.
 
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Sorry I meant side drafting, not drifting. It’s useful mostly on ovals and high speed tracks to drag the last car in a line of cars back enough to creat a gap by directing air off of your front bumper over his spoiler by getting you front corner up to his rear corner. Here’s a better explanation. :)


I'm pretty sure that you can get a sidedraft in GT Sport. I remember doing a race in the Corvette C2 on Blue Moon and I was able to gain some speed with a sidedraft. However it isn't as much as driving directly behind someone.
 
Does anyone know if side drafting works in GTS?

We just held a race at the new Stage X track using the McLaren P1 GTR and side drafting does work here. You must be very close to the other car though before you can pick up there side draft.
It won't pull you along like running directly behind someone but it can stop you from getting steamrolled by a faster line using the draft and it will keep them from leaving you behind.
 
Still haven't got around to testing it out with a wheel. GTS is the only game in the series that doesn't make me want to get my wheel out...
 
So - im going to put my spoon to this conversation, and what a shovel of a spoon it is going to be. :lol: for reference - im driving with T-GT without the extra rumble, as i feel the rumble just messes up the actual FFB. I drove GR3 fords as those are the ones i have driven the most by far and tested few other things.

Handling of the cars have been adjusted they say.. what an understatement of the year. Its like someone introduced gravity and rubber to PD. :cheers:

At first it felt a bit weird, but that was just because i was trying to force my old braking points, steering angles and speeds to the game. I would say theres just massive difference in the grip/traction and weight transfer combined. Before it was about optimal speed + steering angle that gave you the slightest of four wheel slide to go through a corner as one clean sweep. Now you will and as i see it CAN finally battle on the edge loosing and gaining grip - and its not just general grip but all four wheel working and feeling separately. All this transfers beautifully and very immersively to the ffb. I really cant tell if ffb has been overhauled or its just the massive change in physics or tyremodel i feel, but i can feel every grip and weight transfer every part of the turn and can adjust my input accordingly. And that said - its not the wheel that has made the biggest transformation, but the way you can affect grip, weight and pivot by feathering throttle AND brake pressure.

As a result the car feels more dull and more alive and nimble at the same time. Like you have suddenly been granted the permission to affect the cars life when its off balance and loosing grip. This makes the driving feel "easier", but Im very sure we are closer to reality than ever before. And i can tell right from the bat as the driving is now "easier" my god its going to take time to really master these physics and be REALLY fast and consistent. Ofcourse there will be some issues and possibilities to use the issues in game at first, curretly the forgiving state of the off track areas, but now we are really transforming the game towards reality.

I also realized as i started from GR3 and slowly started to understand the changes, it was the slower cars that blew my mind. The way i was able to truly DRiVE that 65 mustang in daily was amazing. Not going fast by any means, but testing and pushing the new physics felt just like driving a real old mustang. Pushing it over the limit just to find out its actually possiple to correct the grip and momentum by feathering pedals and steering. The car actually following the rules of physics and tires being ACTUALLY made of rubber.. :bowdown:



From the GR3 it was just amazing how connected to the car and the world in the game I felt as i started to push it and drive more with intuition and reaction than with just pre learned inputs as a game . As far as the cars go, it feels like you can now learn how each car acts and change your style accordingly. And if you push a different style the car answers differently. Using same setups as earlier GR3 Ford GT felt very much more rear heavy and brake balance was a lot more on rear - as it should be with the setup i had.



Then i entered the side of GT that has got the least interest - gravel.

Physics are even more recognizable in gravel. Cars are even less floaty than they were after previous update. Shifts in weight and grip are there and one can even somewhat feel how tires dig back the grip and car forces the change in inertia after landing a jump. As a finnish person ( have a scandinavian flip sir..) i have had my share of playing around in gravel, ice and snow from very young age, and the fact i can steer a car on gravel with pure intuition is something rarely seen in GT games. Here also the feathering of brake and accelerator play huge part and even more than before theres very natural differences in power levels and drivetrains. Excuse my first minute or so in the hyundai - maybe start watching from half way the video..;):lol: 4wd audi and rwd hyundai are very different beasts to drive and grB has the grunt to fight the inertia. The bounces in some of the landings with grB focus are something I havent seen before..:odd:







https://youtu.be/RtvqkUnn5KU
 
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So - im going to put my spoon to this conversation, and what a shovel of a spoon it is going to be. :lol: for reference - im driving with T-GT without the extra rumble, as i feel the rumble just messes up the actual FFB. I drove GR3 fords as those are the ones i have driven the most by far and tested few other things.

Handling of the cars have been adjusted they say.. what an understatement of the year. Its like someone introduced gravity and rubber to PD. :cheers:

At first it felt a bit weird, but that was just because i was trying to force my old braking points, steering angles and speeds to the game. I would say theres just s massive difference in the grip/traction and weight transfer combined. Before it was about optimal speed + steering angle that gave you the slightest of four wheel slide to go through a corner as one clean sweep. Now you will and as i see it CAN finally battle on the edge loosing and gaining grip - and its not just general grip but all four wheel working and feeling separately. All this transfers beatifully and very immersively to the ffb. I really cant tell if ffb has been overhauled or its just the massive change in physics or tyremodel i feel, but i can feel every grip and weight transfer every part of the turn and can adjust my input accordingly. And that said - its not the wheel that has made the biggest transformation, but the way you can affect grip, weight and pivot by feathering throttle AND brake pressure.

As a result the car feels more dull and more alive and nimble at the same time. Like you have suddenly been granted the permission to affect the cars life when its off balance and loosing grip. This makes the driving feel "easier", but Im very sure we are closer to reality than ever before. And i can tell right from the bat as the driving is now "easier" my god its going to take time to really master these physics and be REALLY fast. Of course there will be some issues and possibilities to use the issues in game at first, but now we are really transforming the game towards reality.

I also realized as i started from GR3 and slowly started to understand the changes, it was the slower cars that blew my mind. The way i was able to truly DRiVE that 65 mustang in daily was amazing. Not going fast by any means, but testing and pushing the new physics felt just like driving a real old mustang. Pushing it over the limit just to find out its actually possiple to correct the grip and momentum by feathering pedals and steering. The car actually following the rules of physics and tires being ACTUALLY made of rubber.. :bowdown:



From the GR3 it was just amazing how connected to the car and the wolrd in the game I felt as i started to push it and drive more with intuition and reaction than pre learned inputs as a game . As far as the cars go, it feels like you can now learn how each car acts and change your style accordingly. And if you push a different style the car answers differently. Using same setups as earlier GR3 Ford GT felt very much more rear heavy and brake balance was a lot more on rear - as it should be with the setup i had.



Then i entered the side of GT that has got the least interest - gravel.

Physics are even more recognizable in gravel. Cars are even less floaty than they were after previous update. Shifts in weight and grip are there and one csn even somewhat feel how tires dig back the grip and car forces the change in inertia after landing a jump. As a finnish person ( have a scandinavian flip sir..) i have had my share of playing around in gravel, ice and snow from very young age, and the fact i can steer a car on gravel with pure intuition is something rarely seen in GT games. Here also the feathering of brake and accelerator play huge part and even more than before theres very natural differences in power levels and drivetrains. Excuse my first minute or so in the hyundai - maybe start watching from half way the video..;):lol: 4wd audi and rwd hyundai are very different beasts to drive and grB has the grunt to fight the inertia. The bounces in some of the landings with grB focus are something I havent seen before..:odd:







https://youtu.be/RtvqkUnn5KU


So are you trying to say you are happy with the changes????:lol:;)
 
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