killerjimbag
(Banned)
- 4,018
- The Great White North
- abetterplaya
Funny you said that Rams. Treed
This is my first time on the forums and my first comment, all I'd like to say is this. I was hoping to find a little help with tuning as I don't have the first clue. Sadly what I find is what seems like two kids bickering!
You'll get loads of advice if you ask, lots of people happy to help. Just be aware, players are still learning due to flaws in the game.
You must have got immense joy from yesterday's result.
Thanks, I keep a look out for cars that I'm interested in then I can ask for advice, it's just knowing who to ask at times. I really understand the difficulties of getting used to the game, I was just managing to with GT5 and then this came out
Definitely enjoyed yesterdays result, but that Gerrard kids a bit crap. who misses a pen? haha
I've been driving some of the Stratos tunes in the Difficult Car thread and low/high definitely decreases oversteer. It's the similar with well balanced FR like the S2000, makes it understeer.
As to the theories, they are fascinating to read but I'm always drawn back to two things that say PD have screwed up ride height.
1. They had the same issue in GT5, tried to correct it, failed and just neutralised the effect of rake altogether.
2. The in-game description says raising rear ride height will induce oversteer but it clearly doesn't work in they way they intended. So, if anyone comes up with a plausible real world theory for PD's settings, it's no more than coincidence.
Have a read through the Motor City Tunes thread, it's has a highly informative tuning guide and is the only one with a basis on how tuning works in GT6. Others tend to be taken from real world techniques and/or previous versions of GT.
The general tuning thread in the stickies at top of thread is a useful quick reference guide. It doesn't cover all the bases on damper tuning and ride height but otherwise it's another really good resource.
It'll be trial and error finding tunes you really like, since people have different styles of driving. What's perfect for one player is a nightmare for another.
Actually no bickering, just some comments. All good. Yes read Hami's guide. Very interesting read.This is my first time on the forums and my first comment, all I'd like to say is this. I was hoping to find a little help with tuning as I don't have the first clue. Sadly what I find is what seems like two kids bickering!
Actually no bickering, just some comments. All good. Yes read Hami's guide. Very interesting read.
Welcome to the madhouseThis is my first time on the forums and my first comment, all I'd like to say is this. I was hoping to find a little help with tuning as I don't have the first clue. Sadly what I find is what seems like two kids bickering!
This is my first time on the forums and my first comment, all I'd like to say is this. I was hoping to find a little help with tuning as I don't have the first clue. Sadly what I find is what seems like two kids bickering!
A lot of times it's knowing who's advice to take haha a lot of people post incorrect thing very frequently.Thanks, I keep a look out for cars that I'm interested in then I can ask for advice, it's just knowing who to ask at times. I really understand the difficulties of getting used to the game, I was just managing to with GT5 and then this came out
Definitely enjoyed yesterdays result, but that Gerrard kids a bit crap. who misses a pen? haha
I know I keep mentioning real life physics but the game has a similar set of rules applied to it, it has its own version of gravity/motion/weight etc. programmed into it and if we can discover which theories are represented regarding certain settings then we can work out how to use them.
Its not like PD just threw a bunch of numbers at a computer and somehow made a racing game, there will be pre-set equations running to define how a car performs. Most likely they've based their physics and modelling on basic Newtonian physics as to give an accurate and constant set of parameters for the model to work within. If we can isolate which particular equation is being used in this instance then we can better understand how to apply it.
Its just the same as any other tuning parameter in the game, its not 100% accurate but it is a representation of real world theoretical physics in action.
Anybody know if this has been fixed for 1.09? All the talk has been about the camber issue
Hopefully you'll understand why I can't bring myself to hit the 'Like' buttonI have just got done doing a few tests on this earlier this morning and so far from what I have seen, nothing has changed....still the same.
Great work, thanks for sharing 👍Hi All,
A long while ago I wrote in this thread about rake appearing to affect the amount of camber you get at full steering lock. This afternoon (v1.09) I carried out the following test and here are the pictures.
S13 Q's Silvia, FC susp, camber and toe all 0, otherwise stock.
Set RH (F/R): 135/135, 155/75. 75/155
In each case I stopped the car, and moved steering to full lock. I used the replay camera to zoom in on the inside front wheel, moving in the external view mode as much as possible before entering the camera view mode, since moving then can change the alignment of the camera, and I wanted it to stay vertical. I moved from the view showing some wheel rim until the rim just disappeared behind the tyre, so I am hopefully focussing cleanly on the outside edge of the tyre.
GIMP was used to draw the green lines and measure the angle in degrees.
Front high 155/75: 5.79 deg
Level 135/135: 4.51 deg
Front low 75/155: 3.29 deg
I'm aware that this method may have possible errors, aligning the camera by eye. Looking at the light under the car it's clear that I wasn't always at the same height or zoom. If anyone else could prove/disprove me I'd be happy.
I also know that even if this is correct it doesn't necessarily mean the physics follow the visual representation.
View attachment 182819 View attachment 182820 View attachment 182821
I'd be interested in seeing the effect on the outside wheel under the same test conditions as that is the important one.@DolHaus
"Confirms my thoughts about reduced ride height giving less active camber gain"
Do you think this accounts for the "backwards" RH observations? In the camber theory thread I posted that I thought more front camber makes the nose turn in quicker, then understeer mid corner, since the camber gain upon steering eventually becomes too much after initial turn in. If my pics above are correct then this might happen even more, so with reverse rake (low rear) the initial turn in is brilliant. I've not tuned RH in ages so I'm not sure if reverse rake shows understeer at mid-late corner... I think I remember this being the case but it's been several months.
Perhaps the turn in effect of the caster/camber outweighs any "proper" RH effect from roll centres etc. If only PD gave us more telemetry and let us adjust caster!
What you're seeing is correct.
as you change the ride-height and put more or less rake on the car you are inducing Caster. (the angle between the centre of the hub and the top of the strut.)
Caster angle influences "Dynamic Camber"
More caster gives more camber angle when you turn the wheels
Knowing the caster angle of each car (even if it's not adjustable) would help to know how much static camber to put on.
But I'd like to see your shots on the outside wheel, that's the important one[/quote
Not this again.Camber is broken,yes you can make adjustments to camber,not to caster,therefor it does not exist.
Hi All,
A long while ago I wrote in this thread about rake appearing to affect the amount of camber you get at full steering lock. This afternoon (v1.09) I carried out the following test and here are the pictures.
S13 Q's Silvia, FC susp, camber and toe all 0, otherwise stock.
Set RH (F/R): 135/135, 155/75. 75/155
In each case I stopped the car, and moved steering to full lock. I used the replay camera to zoom in on the inside front wheel, moving in the external view mode as much as possible before entering the camera view mode, since moving then can change the alignment of the camera, and I wanted it to stay vertical. I moved from the view showing some wheel rim until the rim just disappeared behind the tyre, so I am hopefully focussing cleanly on the outside edge of the tyre.
GIMP was used to draw the green lines and measure the angle in degrees.
Front high 155/75: 5.79 deg
Level 135/135: 4.51 deg
Front low 75/155: 3.29 deg
I'm aware that this method may have possible errors, aligning the camera by eye. Looking at the light under the car it's clear that I wasn't always at the same height or zoom. If anyone else could prove/disprove me I'd be happy.
I also know that even if this is correct it doesn't necessarily mean the physics follow the visual representation.
View attachment 182819 View attachment 182820 View attachment 182821
Ive tested little on f/r differences on ride height , although i can say enough to agree its mostly 100% backward in terms of effect , but what i have noticed is any car that gets front adjustable ride height can be squeezed for a little more mph in back straights by raising the front almost as high as possible, only seems to be worth 6mph at the most
Sorry for lack of on topic contribution i will come back and post my findings once ive tested into this ride height issue a bit more
Keep up the good work fellas
Did you have the rear as low as possible too?
What was the gain as a percentage?
In GT5 (before it got patched), a high front low rear gave top speed gains as well as reducing understeer... the bigger the difference, the bigger the speed gain.