Special/Ultimate Parts

One feature i would love in gran turismo would be wider tyres, still no word on patching the roulette glitch, i have strong feeling that pd let this happen on purpose, to give Sony the middlethinger
Yup.

If there's anyone who's in need of a middlefinger up his butt, it's Jimmy "Spencer" Ryan.
 
One feature i would love in gran turismo would be wider tyres, still no word on patching the roulette glitch, i have strong feeling that pd let this happen on purpose, to give Sony the middlethinger
If you have a custom tire, wide wheels are an option. While it doesn't affect PP (the only wheel option that does is wide offset), it does affect performance.

As for PD, it is owned and run by Sony.
 
Do the side skirts do anything performance-wise?
Nope.
B80
Cheers!



Good question. Same with tyre size, width, offset etc... or are they purely cosmetic??
Flat floor = rear diffuser. Sorry my brain was still working in GT6 mode :P

I tested different rim sizes, width, offset with a stock GR86 at Tsukuba. All my laptimes are within 0.1 sec of each other. If there is a difference, it's minimal and your driving will likely make a bigger impact.

Widebody, rigidity improvement and aero kits (front, diffuser, wing) does make an appreciable difference in how the car feels and gives 0.3-0.4 laptime improvement in my hands.
If you have a custom tire, wide wheels are an option. While it doesn't affect PP (the only wheel option that does is wide offset), it does affect performance.

As for PD, it is owned and run by Sony.
I really wonder about this, because my experiments above show otherwise.

@ddm still waiting for your answers to my post on previous page to set this straight :)
 
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Nope.

Flat floor = rear diffuser. Sorry my brain was still working in GT6 mode :P

I tested different rim sizes, width, offset with a stock GR86 at Tsukuba. All my laptimes are within 0.1 sec of each other. If there is a difference, it's minimal and your driving will likely make a bigger impact.

Widebody, rigidity improvement and aero kits (front, diffuser, wing) does make an appreciable difference in how the car feels and gives 0.3-0.4 laptime improvement in my hands.

I really wonder about this, because my experiments above show otherwise.

@ddm still waiting for your answers to my post on previous page to set this straight :)
Cheers mate, that's really useful. Have you ever observed a drop in performance on any vehicles using body part modifications, particularly wide body. Understand if car too low, wheels can 'rub' tge body, effecting turning circle ability,but looking beyond that. As in negatively effects handling, stability or power...

From your statements, it sounds like it's a 'no brainer', adding all these body parts to any car, if intersted in optimum performance and no max pp limit concerns.
 
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Two more parts to note. Sadly these may just be my last two before the maintenance patch... 😥

Titanium Conrods, Toyota Tundra, 688>723 HP
High Lift Camshaft S, Honda Civic Type-R FK2, 462>492 HP
 

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Two more parts to note. Sadly these may just be my last two before the maintenance patch... 😥

Titanium Conrods, Toyota Tundra, 688>723 HP
High Lift Camshaft S, Honda Civic Type-R FK2, 462>492 HP

Pretty decent power on civic type r fk2, i own one in real life fun car,

We only have today hopefully something good, sunday was great for me with 8 exclusive parts, but just 2 yesterday
High lift camshaft s for 2015 Renault clio rs
And conrods for Toyota racing concept, we might as well make most use of this before it gets patched tomorrow


Edit really happy
Titanium connecting rods and pistons for
Aston Martin one77 it was such a beast in gt6, a good way to end before it get patch tomorrow,

Also highlift camshaft s Toyota 86 grmin 16
 

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The final haul! Managed to scrounge out a few more parts before the patch.

Titanium Conrods, Aventador LP 700-4, 845>869 HP (idk what's going on with this car, it's weaker maxed out than the Murcielago)
High Lift Camshaft S, Lexus LC500, 672>720 HP
Titanium Conrods, Honda NSX '17, 893>934 HP (possibly very good)
Titanium Conrods, Renault Megane RS, 490>514 HP (a potential contender for the Scirocco R and FK8 Civic?)
 

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The final haul! Managed to scrounge out a few more parts before the patch.

Titanium Conrods, Aventador LP 700-4, 845>869 HP (idk what's going on with this car, it's weaker maxed out than the Murcielago)
High Lift Camshaft S, Lexus LC500, 672>720 HP
Titanium Conrods, Honda NSX '17, 893>934 HP (possibly very good)
Titanium Conrods, Renault Megane RS, 490>514 HP (a potential contender for the Scirocco R and FK8 Civic?)

Yes notice that as well on the aventador lp700 but its pretty quick the only other special part could be Bore up s but considering the standard part only gives about 7-8 hp it will maybe at best give out 880 hp for the aventador, the one-77 makes over 1000 hp with rods witch is good, but in gt6 i had 1200 hp
 
I'm quite jealous 😂 I did the roulette grind explicitly for the Aventador and recieved 0 parts for it.. 2000 4 star roulettes and nothing ! We are yet to find out how they will change the methods in which to access these parts, considering a lot of cars parts are inaccessible right now.. perhaps there is still hope.
 
R3D
I'm quite jealous 😂 I did the roulette grind explicitly for the Aventador and recieved 0 parts for it.. 2000 4 star roulettes and nothing ! We are yet to find out how they will change the methods in which to access these parts, considering a lot of cars parts are inaccessible right now.. perhaps there is still hope.

I also hope its gets a bit easier, and we can expect more parts coming, we still dong have for some brand central cars or not any at all for used car dealer of legends cars, i am waiting to be able to put more upgrades into Mitsubishi 3000 gt and ultra rpm turbo for skylines
 
You can actully win tuning shop parts in 6 star tickets for parts witch i find dissapointing i have one of those tickets, have about 17 tickets in total but i am saving until i have 30, hope to pull another 6 star ticket with parts in 13 days, would also be good to wait until more exclusive parts are added, in next content update otherwise we only going to end up with more duplicates
 
I've also had this theory, that certain cars could not be rewarded in the tickets. But since I've seen people get the Veneno (the most expensive and an invite car to boot), I would assume it's possible to get them all, but it seems like that's not the case.

I've seen a ton of cars given away on roulettes, but I'm yet to see a 2020 Supra (and it's own parts as well).

Do we have a list of the cars that are NOT POSSIBLE to be given in the roulettes?

I think it's only a small number of normal roadcars and maybe the Red Bull X cars and the F-1500 Formula car (and the kart).
VGTs, Gr. 4, Gr.3, Gr.2, Gr1 and Gr.B are all roulette prize tickets, but then again, none of them are "roadcars"

The 2020 Supra is not a prize car it seems. And I think the normal Nissan GT-R (R35) isn't either, I've only gotten the Safety Car and the NISMO (and their parts).

I won a F-1500 Formula car on a 4-star ticket, so I know at least those are possible.
 
I counted my final tally of unique Special Parts (anything not buyable in Tuning Shop) divided by total number of engines (aka total number of tickets). And the number comes down to 32/824. Just under 4% of ticket pulls. Better than winning lottery sure, but still pitiful. Even if I kept the script running for longer there's no guarantee I will pull the good stuff, seeing how many duplicates there are.

I got all Turbos except for Nismo and Veyron, got all Stroke Up, all Bore Up except BAC Mono. The rest is just too much so who cares really.

I just wish we'll see this added to Tuning Shop in Spec 2.0 update a year from now, along with Ultra Supercharger and parts for UCD/LCD cars. But PD being PD, who knows what's going on in Kaz' brain.
B80
Cheers mate, that's really useful. Have you ever observed a drop in performance on any vehicles using body part modifications, particularly wide body. Understand if car too low, wheels can 'rub' tge body, effecting turning circle ability,but looking beyond that. As in negatively effects handling, stability or power...

From your statements, it sounds like it's a 'no brainer', adding all these body parts to any car, if intersted in optimum performance and no max pp limit concerns.
Yes the wheel rub can get worse with widebody. But really that's only a problem on tracks with super tight hairpins like Deep Forest's final corner. Over a whole lap the extra stability is worth more time from experience. Another issue is it might be more difficult to keep away from walls on narrow tracks like Tokyo Central, so if you have penalties enabled then it might not be worth it.

Of course if you're doing ultimate top speed runs at SSRX, obviously you don't want the extra drag from widebody.

I haven't finished tuning all the cars though, just working on one a day so this might change in the future. But with the way GT7 physics are with exaggerated oversteer, it's always best to add as much stability as possible. You can adjust settings to add a bit more oversteer if needed, but not the other way round.
 
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I wonder if any non-roulette vehicles (as in, cars that can't be earned through the roulettes, therefore lacking S parts) have S parts coded in in the game files.

Obviously we'd know about the turbos, superchargers, conrods, stage 5 weight reduction and carbon propshafts, but I'm moreso talking about the trio of Bore Up S, Stroke Up S and S Camshafts, which you wouldn't know about unless you'd earned the part.

@ddm can you confirm my theory?
 
Thanks for your answers mate :) If it's not too much to ask, I also want to know what normal parts do to "hidden" car stats (i.e. anything that doesn't change power/weight but has an effect on PP):

  • Anti lag - how is throttle response quantified + any effect on fuel consumption?
  • Brakes + pads - to confirm there really is no difference between Racing Drilled/Slotted/Carbon + fade isn't simulated?
  • Steering angle kit - is the angle increase the same for all cars?
  • 4WS system - is it steering in the same direction OR opposite to front wheels OR changes depending on speed?
  • Clutch + flywheel - similar benefit to carbon shaft?
  • Increase body rigidity - IMO this feels like a super stiff anti roll bar upgrade. Just wondering how they quantify this in the physics files?
  • Body deterioration due to mileage - is it just the opposite of above?
  • Oil/engine deterioration due to mileage - from experience with grinding Tomahawk/Veneno, this affects HP but doesn't change PP. Also redlining the car seems to speeds up deterioration rate (but not the ultimate HP loss).
  • Are there any effects of air/track temp on engine power?
  • Does rim size/width/offset really gives more tire surface/wider track and increase grip?
  • Does installing rollcage adds more rigidity?

Might be worth compiling all the info on your github site as well, just for easy reference in the future 👍
Some of these questions aren't answerable from game data, they're part of the game engine itself, but I've answered the rest.

Antilags have "antiLagThrottle" (0.05 to 0.2) and "antLagSecondaryAir" (0.0 to 0.4).
Don't know the specifics of how that affects throttle response.
Fuel consumption is probably not directly changed by the anti-lag, but that's just an assumption on my part.

From a quick look at only a few cars data, I don't see any difference between drilled/slotted/carbon. (Except for the fact carbon brakes are available for a lot more cars.)
I see nothing to indicate fade is simulated, and it's my assumption that it's not.

For steering upgrades, the angle increase is not always the same but the angle when applied is. The "steerlimit" value when stock is 16.0 - 45.0: the upgrade sets it to 40.0 (and isn't available on cars ≥40.0 already.)

There's no detail about how 4WS works. A 4WS upgrade simply turns on 4WS, and that's all the information I have.
Actually, it seems 4WS data is stored in the steering data (which ig makes sense, but is a little annoying). Every car except the Chaparral VGT with 4WS / the possibility of 4WS has the same data here:
-10 @ 0, -10 @ 20, 0 @ 50, 0 @ 80, 20 @ 150, 20 @ 200.
What this graph actually means, I don't know (the axis are simply labelled "value" and "domain"), but I think it's safe to say it changes direction depending on speed.

Yes, clutches affect inertia values as well as changing clutch torque & applying a % modifier to engine braking.
Flywheels also affect inertia values & apply a % modifier to engine braking.

Increase body rigidity applies a "StiffnessUpRate" of 100.
A rollbar applies 10 of that, and any of the rollcages apply 20. (A rollhoop does nothing.)
I don't exactly know what this translates to in terms of physical effect.

I have no data on how mileage/wear works.
Similarly, nothing about how temperature affects cars (but I'd be inclined to guess it doesn't).

I can't tell what data specifically states rim width/offset modifications, but imo there's no reason for it to not have an actual effect on the car's performance.


It's funny: you talk about the difference in drag between aero parts & widebodies, but in the data itself I don't see anything about this. Aero parts simply have a lift coefficient value. Wonder where the drag is stored / how it's calculated. 🤔
 
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I wonder if any non-roulette vehicles (as in, cars that can't be earned through the roulettes, therefore lacking S parts) have S parts coded in in the game files.

Obviously we'd know about the turbos, superchargers, conrods, stage 5 weight reduction and carbon propshafts, but I'm moreso talking about the trio of Bore Up S, Stroke Up S and S Camshafts, which you wouldn't know about unless you'd earned the part.

@ddm can you confirm my theory?
Yes, I kinda thought that was obvious. :lol:
There are indeed unobtainable special parts of every type.
 
On a virgin engine, I spaced out and didn’t pay attention to the RPM boost, but that should be easy to figure out.

E078BE85-76D1-4E31-A719-87B8D57C0D0A.jpeg
 
Argggg, not totally stock, already had Ti ConRods installed…

Base:
F03F79FC-D78E-49D8-979A-6458D1A7273E.jpeg


w/ ConRods AND Cam:
037D412C-9386-4628-8581-BF2575CDEABD.jpeg


Had to take a screenshot of an older screenshot, but…

ConRods added to stock:
2B1AB487-C243-4CA1-833C-9226CC9C21FC.jpeg
 
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ddm
Some of these questions aren't answerable from game data, they're part of the game engine itself, but I've answered the rest.

Antilags have "antiLagThrottle" (0.05 to 0.2) and "antLagSecondaryAir" (0.0 to 0.4).
Don't know the specifics of how that affects throttle response.
Fuel consumption is probably not directly changed by the anti-lag, but that's just an assumption on my part.

From a quick look at only a few cars data, I don't see any difference between drilled/slotted/carbon. (Except for the fact carbon brakes are available for a lot more cars.)
I see nothing to indicate fade is simulated, and it's my assumption that it's not.

For steering upgrades, the angle increase is not always the same but the angle when applied is. The "steerlimit" value when stock is 16.0 - 45.0: the upgrade sets it to 40.0 (and isn't available on cars ≥40.0 already.)

There's no detail about how 4WS works. A 4WS upgrade simply turns on 4WS, and that's all the information I have.
Actually, it seems 4WS data is stored in the steering data (which ig makes sense, but is a little annoying). Every car except the Chaparral VGT with 4WS / the possibility of 4WS has the same data here:
-10 @ 0, -10 @ 20, 0 @ 50, 0 @ 80, 20 @ 150, 20 @ 200.
What this graph actually means, I don't know (the axis are simply labelled "value" and "domain"), but I think it's safe to say it changes direction depending on speed.

Yes, clutches affect inertia values as well as changing clutch torque & applying a % modifier to engine braking.
Flywheels also affect inertia values & apply a % modifier to engine braking.

Increase body rigidity applies a "StiffnessUpRate" of 100.
A rollbar applies 10 of that, and any of the rollcages apply 20. (A rollhoop does nothing.)
I don't exactly know what this translates to in terms of physical effect.

I have no data on how mileage/wear works.
Similarly, nothing about how temperature affects cars (but I'd be inclined to guess it doesn't).

I can't tell what data specifically states rim width/offset modifications, but imo there's no reason for it to not have an actual effect on the car's performance.


It's funny: you talk about the difference in drag between aero parts & widebodies, but in the data itself I don't see anything about this. Aero parts simply have a lift coefficient value. Wonder where the drag is stored / how it's calculated. 🤔
Amazing, thank you so much for taking the time to type this out :bowdown:

For 4WS, I assume the first number is the steering angle of the rear wheel (-ve being out and +ve being in, just like toe). The second number is the speed (km/h probably) at which this occurs. So at low speeds you get more toe out to aid rotation, and at high speeds you get more toe in to aid stability. Could also be -ve number is turning opposite to front wheels (aid rotation), and +ve number is turning with the front wheels (stability/crab walk). Maybe someone can take photos to see this. AFAIK only 5 cars can have 4WS upgrade (AMG GT S/GT R/Black/Safety Car and 991 GT3 RS). Chaparral 2X should have this stock based on the car info, and it cannot have the upgrade.

My feeling regarding Rigidity is spot on then. When you say rollbar applies 10 of that, is it 10 with each click of the setting menu? Also interesting that rollcage actually does do something. Not sure what you mean by rollhoop though?

The reason why I ask about rim width/offset is because in GT what happens visually often doesn't translate to the physics. You can see tire flex in replays for example, but tire pressure is not even simulated. Cars that have super wide rear tyres (e.g. 911, Diablo) oversteers too much compared to real life unless you put stickier tires on the rear. And brakes get bigger with bigger rims, but you don't get more braking force. So I guess this will continue to be mystery for now.

That's interesting about the drag. Maybe it directly changes the car's drag value? It must be stored somewhere because different cars clearly have different top speeds even when they have the same power.

One more question: do different cars have different fuel tank locations? Also how much weight does a full tank of fuel add (I've always assumed it's 100kg).

Thanks again for having patience to answer these. It's probably too nerdy for 99% of players but I really like knowing the inner workings of GT physics and how certain things are modelled :)
 
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