dr_slump
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More Realistic Tyre Model in GT6 Updated! (10. May 2013)
I must say I'd really like to see crucial improvements in this area for coming GT titles. Funny thing: Even Shift 2 made it better... lol
Here I listed some major points and what my suggestions are:
Tyre Temperatures
No actual tyre temperatures measured.
It's just a simple drive in from cold to warm, once warm they'll barely cool down anymore though.
Possibility of overheating (yes tyres in GT5 do certainly turn red if you spin them, but that's not my point)
Varying temperatures, depending on factors such as aggressive/smooth driving, spin, skid, surface temperature, dryness/wetness, stress, etc with direct influence on the present grip level, tyre wear and alternatively damage.
We should have tyres with more various ideal temperature ranges to each other.
Tyre Damages
The current system simply let's us start with 100% unused tyres with full grip, which then slowly wear out and start suffering from worse grip simultaneously.
The big downside is that it almost linearly decreases to 0% (fully black tyres), which then results in a completely undriveable traction level (which makes sense though). Linearly in case of grip related to wear, not tyre wear per time.
Real tyre damage doesn't exist, even with completely worn out tyres you're able to endlessly continue driving.
Grip levels of tyres should never drop that far, on average tracks it shouldn't be more than a few seconds. If you drive way too long on the same set of tyres it should result in a damage, as example a simple flat tyre or even a burst under certain circumstances.
Seriously I could go on and on, but things like air pockets, circumferential wear, rim bruise/pinch fracture, tread detachment, etc may be too much for a game!
I definitely do not want any random and/or unpredictable damages! It'd also need a new indicator in the HUD for it.
Weather Influences
Weather conditions do poorly affect performance. What about differing ambient temperatures and thus differing surface temperatures affecting performance? What about extreme wetness causing aquaplaning (hydroplaning) especially while driving on slicks?
What about rain causing a massive temperature drop? And on the other side rain tyres which overheat due to drying track conditions?
I could also talk about partial dry and wet spots/sectors on one and the same track, puddles, inconsistent rain drop, etc. But that's better discussed in a separate topic.
Aquaplaning, lower temperatures or overheating of rain tyres when the surface is drying. Slicks should be deadly in rain conditions. But I admit, the most important part of this is actually the track specific one, the points I listed in the paragraph above.
Unequal Tyre Wear
I'm strictly not talking about unequal tyre wear between front, rear, left, right tyres!
It's about uneven abrasion on one single tyre. The game takes tyres as one equal thing, although factors such as camber and roll have massive effects on respective parts of a tyre.
Stupid camber angles and massive roll caused by super soft suspension settings should have dramatic consequences on wear. Also, the following part should be taken into consideration.
Flat Spots
Some people like driving without ABS, many cars do not even have ABS in real life.
If you lock up the wheels in GT5 you may get a slightly worse wear, but beside of that nothing dramatic, you'd have to worry about, happens.
This will quickly show who the clever drivers are who drive with foresight. Excessive lock ups could result in damaging of your tyres. I don't think I have much to say about this, it should be quite clear.
Tyre Pressure
Non existant in Gran Turismo, simple.
We need it! Less pressure resulting in more grip through increased contact patch, increased wear, higher temperatures, faster heating up, but also the danger of having it too low, which then could result in a fatal tyre damage. Possibly also a little spongier feedback and behavior when using very low settings.
High pressure will cause the opposite, of course.
It should actually be well-known what it does and what not.
Tyre Deformation
Must be added
Correct Tyre Dimensions
Seems as PD never took different tyre dimensions between front and rear axle into account. They most likely didn't use tyre data at all and simply used some ultimative overall grip level numbers.
PD needs to observe real tyre dimensions for all cars in GT. It's the key element for a decent, really tyre based dynamic physics model. An absolute must for advanced physics.
Tyre Pick-up
Cars already suffer from slightly reduced grip after driving through dirt, but it could need improvements.
Although already in GT5, it could get refined and visual effects should be added. Optionally the pickup of marbles when driving aside the ideal driving line.
Track Rubbering-in
Non existant in GT titles.
Rubbering-in is a process by which tyre rubber is deposited on the track as a result of continuous driving. It basically forms a layer of rubber on the tarmac, mainly on the racing line. That rubber layer lets the tyres grip better and following the lap times will constantly decrease. It also positively affects tyre wear rates. Heavy precipitation will slowly return track conditions to how it was at the beginning.
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-
-
-
---------------
-
-
-
If you have any other suggestions, please post them. Critics and thoughts are appreciated as usual.
I must say I'd really like to see crucial improvements in this area for coming GT titles. Funny thing: Even Shift 2 made it better... lol
Here I listed some major points and what my suggestions are:
Tyre Temperatures
No actual tyre temperatures measured.
It's just a simple drive in from cold to warm, once warm they'll barely cool down anymore though.
Possibility of overheating (yes tyres in GT5 do certainly turn red if you spin them, but that's not my point)
Varying temperatures, depending on factors such as aggressive/smooth driving, spin, skid, surface temperature, dryness/wetness, stress, etc with direct influence on the present grip level, tyre wear and alternatively damage.
We should have tyres with more various ideal temperature ranges to each other.
Tyre Damages
The current system simply let's us start with 100% unused tyres with full grip, which then slowly wear out and start suffering from worse grip simultaneously.
The big downside is that it almost linearly decreases to 0% (fully black tyres), which then results in a completely undriveable traction level (which makes sense though). Linearly in case of grip related to wear, not tyre wear per time.
Real tyre damage doesn't exist, even with completely worn out tyres you're able to endlessly continue driving.
Grip levels of tyres should never drop that far, on average tracks it shouldn't be more than a few seconds. If you drive way too long on the same set of tyres it should result in a damage, as example a simple flat tyre or even a burst under certain circumstances.
Seriously I could go on and on, but things like air pockets, circumferential wear, rim bruise/pinch fracture, tread detachment, etc may be too much for a game!
I definitely do not want any random and/or unpredictable damages! It'd also need a new indicator in the HUD for it.
Weather Influences
Weather conditions do poorly affect performance. What about differing ambient temperatures and thus differing surface temperatures affecting performance? What about extreme wetness causing aquaplaning (hydroplaning) especially while driving on slicks?
What about rain causing a massive temperature drop? And on the other side rain tyres which overheat due to drying track conditions?
I could also talk about partial dry and wet spots/sectors on one and the same track, puddles, inconsistent rain drop, etc. But that's better discussed in a separate topic.
Aquaplaning, lower temperatures or overheating of rain tyres when the surface is drying. Slicks should be deadly in rain conditions. But I admit, the most important part of this is actually the track specific one, the points I listed in the paragraph above.
Unequal Tyre Wear
I'm strictly not talking about unequal tyre wear between front, rear, left, right tyres!
It's about uneven abrasion on one single tyre. The game takes tyres as one equal thing, although factors such as camber and roll have massive effects on respective parts of a tyre.
Stupid camber angles and massive roll caused by super soft suspension settings should have dramatic consequences on wear. Also, the following part should be taken into consideration.
Flat Spots
Some people like driving without ABS, many cars do not even have ABS in real life.
If you lock up the wheels in GT5 you may get a slightly worse wear, but beside of that nothing dramatic, you'd have to worry about, happens.
This will quickly show who the clever drivers are who drive with foresight. Excessive lock ups could result in damaging of your tyres. I don't think I have much to say about this, it should be quite clear.
Tyre Pressure
Non existant in Gran Turismo, simple.
We need it! Less pressure resulting in more grip through increased contact patch, increased wear, higher temperatures, faster heating up, but also the danger of having it too low, which then could result in a fatal tyre damage. Possibly also a little spongier feedback and behavior when using very low settings.
High pressure will cause the opposite, of course.
It should actually be well-known what it does and what not.
Tyre Deformation
ScaffTyres are not solid blocks of rubber, the are flexible across all axis which has a huge effect on how tyres behave and until the GT series includes it in a meaningful way all the above will be nice but not enough.
If not just talking about deformation from weight or cornering forces here either, but acceleration forces and contact patch changes as well.
Must be added
Correct Tyre Dimensions
Seems as PD never took different tyre dimensions between front and rear axle into account. They most likely didn't use tyre data at all and simply used some ultimative overall grip level numbers.
PD needs to observe real tyre dimensions for all cars in GT. It's the key element for a decent, really tyre based dynamic physics model. An absolute must for advanced physics.
Tyre Pick-up
Cars already suffer from slightly reduced grip after driving through dirt, but it could need improvements.
Although already in GT5, it could get refined and visual effects should be added. Optionally the pickup of marbles when driving aside the ideal driving line.
Track Rubbering-in
Non existant in GT titles.
Rubbering-in is a process by which tyre rubber is deposited on the track as a result of continuous driving. It basically forms a layer of rubber on the tarmac, mainly on the racing line. That rubber layer lets the tyres grip better and following the lap times will constantly decrease. It also positively affects tyre wear rates. Heavy precipitation will slowly return track conditions to how it was at the beginning.
-
-
-
-
---------------
-
-
-
If you have any other suggestions, please post them. Critics and thoughts are appreciated as usual.
Last edited: