suspension setting question

  • Thread starter Ferasooo77
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FeraSooo77
Hi everybody... i saw alot of posts in gtplanet saying that the front and rear suspension settings are swapped around..... and when i tested this it was mostly true. as higher front gives more oversteer and higher rear gives more understeer

but theres still one thing that i dont quite understand ... as if you lowered the rear do you get an INCREASE on OVERSTEER .. or a DECREASE on UNDERSTEER?? & so on if you lowered the front do you get an INCREASE on UNDERSTEER .. or a DECREASE on OVERSTEER??

im a bit confused:ill:!!!
and i appreciate the help:)
 
Hi everybody... i saw alot of posts in gtplanet saying that the front and rear suspension settings are swapped around..... and when i tested this it was mostly true. as higher front gives more oversteer and higher rear gives more understeer

but theres still one thing that i dont quite understand ... as if you lowered the rear do you get an INCREASE on OVERSTEER .. or a DECREASE on UNDERSTEER?? & so on if you lowered the front do you get an INCREASE on UNDERSTEER .. or a DECREASE on OVERSTEER??

im a bit confused:ill:!!!
and i appreciate the help:)
Yes, it's all "backwards", those posts you read should pretty much give you all the answers you need.
You'll find conspirators coming up with all kinds of theories, but at the end of the day, what you see is what you get.

Stiffening the front increases over-steer, stiffening the rear increases under-steer. Lowering the front increases under-steer, lowering the rear increases over-steer.
That's my two cents and every theory I try different doesn't work, it is what it is, as long as you become familiar with what each change does, I wouldn't worry about others opinions on the "why" or "how" of any of it.
 
I've had enough of this ride height backwards nonsense. If mosy of the tuners on here actually knew a thing about real world tuning then they would know ride height has alo to do with weight distribution front and rear. When you lower the front your putting more weight in the front so to compensate you would also stiffen the rear springs to make weight tranfer to the rear a little more equal in the corners and on throttle. Most people here just think they know everything and since this is a game they believe its also screwed up. If you really believe its backwards then im sorry but try some real tunes from legitimate and real world drivers like Motor City Hami and you'll see this backwarda nonsense is just that.
 
Yup its backwards. The faster you learn this and except it for what it is, you will be just fine. Real world knowledge and application will only take you so far.
 
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POLEMIC :):):)
 
I've had enough of this ride height backwards nonsense. If mosy of the tuners on here actually knew a thing about real world tuning then they would know ride height has alo to do with weight distribution front and rear. When you lower the front your putting more weight in the front so to compensate you would also stiffen the rear springs to make weight tranfer to the rear a little more equal in the corners and on throttle. Most people here just think they know everything and since this is a game they believe its also screwed up. If you really believe its backwards then im sorry but try some real tunes from legitimate and real world drivers like Motor City Hami and you'll see this backwarda nonsense is just that.
Stiffening the rear causes less weight transferred to the rear. :rolleyes:

But in short terms, stiffening the front will give more car rotation, with any setup, online or offline, it always does, it's how the game is programmed. We can all argue to death the "why" portion, but that's the insignificant portion.

As I said originally, there are many theories, dozens in fact, and at the end of the day, everyone can label it something different to their own view, it only matters that you learn how each effects the car.

Praiano
Excellent word choice, I can think of lots of things to say on this subject, but at the end of the day we all believe what we believe, and I think that's ok.
 
Yep. And softening the front increases rearward weight transfer.


Please tell me you knew that.
Not as much as a soft rear.

You have to understand, I've swapped rear suspension on a FWD before, IRL.
Swapped stiffer springs, shocks, (dampers) and added a larger rear swaybar to a FWD, over-steer increase. I also took the rear sway bar off a FWD, under-steer mania. ;)
(I was very bored and car enthused as a teen :) 0

The proper way to reduce rearward weight transfer has always been a stiffer rear, because any suspension, no matter how soft or hard, will lift, so stiffening the front to "induce over-steer" would be an absolutely idiotic way to go about it IRL.
 
Not as much as a soft rear.

You have to understand, I've swapped rear suspension on a FWD before, IRL.
Swapped stiffer springs, shocks, (dampers) and added a larger rear swaybar to a FWD, over-steer increase. I also took the rear sway bar off a FWD, under-steer mania. ;)
(I was very bored and car enthused as a teen :) 0

Hehehe. Never said that wasn't the case.

The proper way to reduce rearward weight transfer has always been a stiffer rear, because any suspension, no matter how soft or hard, will lift, so stiffening the front to "induce over-steer" would be an absolutely idiotic way to go about it IRL.

No, really?

That said, stiffening the front can't be used to incite oversteer but it can cut down understeer in certain cases... Though I suppose if you take a stock Corolla and cut the front springs it'll suddenly oversteer because it doesn't know wtf to do with the rear end.
 
This as all previous threads on the subject will not lead to a common conclusion. Very smart people will advocate they are correct and equally smart people will advocate the opposite, all proving their points well.

Here is my conclusion. A simulation model will never be 100% true to real life. Some parts of GT5 suspension simulation is more true to reality, some less. In my view, ridehight, springs, dampers, ARB are the ones least true to reality, so using logical methods does not work very well.

Here is how I get about tuning in GT5.

First I use highlanders method of using the cars weight distribution and set the springs, dampers, and ARB. Its a good starting point, but then I don't tweak them until the very end.

In my view, there are three "power tunes" in GT5, the LSD, ridehight, and rear toe. These three tunes have a big impact on the cars handling. Most cars understeers in GT5 and I'm using the three powertunes to get a car to balance they way I want it through the corner. They all affect the car differently through the corner, and I spend the majority of my tuning time here.

With above done, including camber and front toe, I just do some final fine tuning with the springs/dampers/ARB. First I try stiffer springs/dampers with softer ARB, then the opposite. Lastly i fine tune the dampers. Lets say I end up at 5/5-5/5 (extension-compresion). Then I try 6/6-4/4, 4/4-6/6, 6/4-4/6, and 4/6-6/4. I'm not trying to apply logic here, but just end up using the one I liked the best driving.

If you follow above, I think you will end up with a good tune without having to go down the rathole if some of the settings are backwards or not.
 
Hehehe. Never said that wasn't the case.



No, really?

That said, stiffening the front can't be used to incite oversteer but it can cut down understeer in certain cases... Though I suppose if you take a stock Corolla and cut the front springs it'll suddenly oversteer because it doesn't know wtf to do with the rear end.
It's possible, I wouldn't go for it first though. But even still, setting an incredibly stiff front-end will not cause dramatic over-steer in any case, in GT5 it can and does.
We can talk about possible "whys" forever, but in every case, every scenario, no matter "proper" setups, adding tweaks for over-steer from the suspension always include the same thing, stiffen the front, soften the rear. Either by themself, both in small increments, also in large increments, it always happens.

I've no idea what a car would do with chopped front springs, I was never that bored and stupid.
The lower front might induce some over-steer at times, when it's not bottoming out, but in GT5 lowering the front adds under-steer, as everyone knows the end with the lowest center of gravity holds the least grip. :lol:
 
It's possible, I wouldn't go for it first though. But even still, setting an incredibly stiff front-end will not cause dramatic over-steer in any case, in GT5 it can and does.
We can talk about possible "whys" forever, but in every case, every scenario, no matter "proper" setups, adding tweaks for over-steer from the suspension always include the same thing, stiffen the front, soften the rear. Either by themself, both in small increments, also in large increments, it always happens.

Not always. I've seen cases where stiffening the front does help with oversteer (or softening the rear), as well as the reverse with understeer.

Depends a ton on the car and the rest of the setup though.

I've no idea what a car would do with chopped front springs, I was never that bored and stupid.
The lower front might induce some over-steer at times, when it's not bottoming out, but in GT5 lowering the front adds under-steer, as everyone knows the end with the lowest center of gravity holds the least grip. :lol:

The lowering wasn't the main point. It was the other effect of cutting springs that was. They'll require more force to compress with fewer coils.

GT5's ride height implementation feels a bit odd, yes... Hello GT4 with a new tire model, how are you? (Go look at my GT4 FWD tunes, notice something? 1/7 roll bars, stiff front springs, soft rear)
 
thank u all 4 the information and details ... i will keep testing different levels of suspension settings to get a conclusion >> ( at least 4my theory :P )
 
Not as much as a soft rear.

You have to understand, I've swapped rear suspension on a FWD before, IRL.
Swapped stiffer springs, shocks, (dampers) and added a larger rear swaybar to a FWD, over-steer increase. I also took the rear sway bar off a FWD, under-steer mania. ;)
(I was very bored and car enthused as a teen :) 0

The proper way to reduce rearward weight transfer has always been a stiffer rear, because any suspension, no matter how soft or hard, will lift, so stiffening the front to "induce over-steer" would be an absolutely idiotic way to go about it IRL.

REAL LIFE..... REAL LIFE..... REAL LIFE.... blah blah blah blah blah.....

OK then, so go post your theories on a REAL LIFE motorsport / car / suspension etc website. This is a cheap VIDEO GAME, deal with what works in the GAME, not REAL LIFE.

As mentioned 1000 times before, people who play FPS or sports sims etc don't keep harking on about real life this or that - so why do we have to have people like you posting this rubbish and making this site look ridiculous.

What works in the game works in the game, until Polyphony change the physics to real life. Deal with what works in the game and stop preaching you worldy knowledge to us, and others, to 'prove' that you are right, when ultimately you are wrong because this is a cheap video game and you're talking about real life.

Two completetely different scenario's.

OR - prove it.

Post a REAL LIFE setup for a car that is 'better' (i.e. makes the car feel better, does better lap / race distance times, has better tyre wear etc) than some of the tunes on here from guys who know what works in the GAME. Take a race scenario of say 20 miles or so, an average PP and tyres that are 'medium - say something like 585 pp - racing hard.

RX7's (2002 Type Rs) max out at around that PP - let's see your real life setup for one of them for a 5 lap race of Cape Ring, or 10 lap race of Laguna using real life settings only, then we can compare that against a setup beased on what works in the game.

If not, stop polluting this site with your ridiculous rubbish about things being backwards. The only thing that is backwards is your view of cheap video games that you seem to think are going to be as accurate as multi thousand ££ / $$ simulators as used by F1 teams etc.

If that's the case, how come GT5 costs maybe 1/1000th or 1/10,000ths of a simulater.

Maybe you should phone up Christian Horner or Ron Dennis and tell them their drivers should be playing GT5.... :rolleyes:


Here is how I get about tuning in GT5.

First I use highlanders method of using the cars weight distribution and set the springs, dampers, and ARB. Its a good starting point, but then I don't tweak them until the very end.

If you follow above, I think you will end up with a good tune without having to go down the rathole if some of the settings are backwards or not.

Cool :D

Thanks... If you need help fine tuning or tweaking a setup for a car, just send me a message and I'll try and help....

Regards
H
 
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You could do a lot worse than ignoring all of the above and simply building your car according to the simple diagrams for over and understeer in the first post of this thread.

https://www.gtplanet.net/forum/showthread.php?t=204024

My latest build was done mostly using this and some educated guess work. It hasn't faired too badly for what it is and for the way I chose to build it.

You can enter into the debate, or you can just ignore everything and build the car according to the way it feels and drives...

{Cy}
 
You could do a lot worse than ignoring all of the above and simply building your car according to the simple diagrams for over and understeer in the first post of this thread.

The only problem I have with all of that is the damper extension adjustment recommendations. Do them backwards, be happy person. Lower extension numbers are more damping, slower extension.

Otherwise that "cheat sheet" is actually rather good.
 
Not always. I've seen cases where stiffening the front does help with oversteer (or softening the rear), as well as the reverse with understeer.

Depends a ton on the car and the rest of the setup though.



The lowering wasn't the main point. It was the other effect of cutting springs that was. They'll require more force to compress with fewer coils.

GT5's ride height implementation feels a bit odd, yes... Hello GT4 with a new tire model, how are you? (Go look at my GT4 FWD tunes, notice something? 1/7 roll bars, stiff front springs, soft rear)
The same spring cut won't take more force to compress, unless it's progressive rate and you cut the soft end off.
the coils will not gain strength by losing a few above them.

REAL LIFE..... REAL LIFE..... REAL LIFE.... blah blah blah blah blah.....

OK then, so go post your theories on a REAL LIFE motorsport / car / suspension etc website. This is a cheap VIDEO GAME, deal with what works in the GAME, not REAL LIFE.

As mentioned 1000 times before, people who play FPS or sports sims etc don't keep harking on about real life this or that - so why do we have to have people like you posting this rubbish and making this site look ridiculous.

What works in the game works in the game, until Polyphony change the physics to real life. Deal with what works in the game and stop preaching you worldy knowledge to us, and others, to 'prove' that you are right, when ultimately you are wrong because this is a cheap video game and you're talking about real life.

Two completetely different scenario's.

OR - prove it.

Post a REAL LIFE setup for a car that is 'better' (i.e. makes the car feel better, does better lap / race distance times, has better tyre wear etc) than some of the tunes on here from guys who know what works in the GAME. Take a race scenario of say 20 miles or so, an average PP and tyres that are 'medium - say something like 585 pp - racing hard.

RX7's (2002 Type Rs) max out at around that PP - let's see your real life setup for one of them for a 5 lap race of Cape Ring, or 10 lap race of Laguna using real life settings only, then we can compare that against a setup beased on what works in the game.

If not, stop polluting this site with your ridiculous rubbish about things being backwards. The only thing that is backwards is your view of cheap video games that you seem to think are going to be as accurate as multi thousand ££ / $$ simulators as used by F1 teams etc.

If that's the case, how come GT5 costs maybe 1/1000th or 1/10,000ths of a simulater.

Maybe you should phone up Christian Horner or Ron Dennis and tell them their drivers should be playing GT5.... :rolleyes:
So your new story is, "everyone that compares a "driving simulators" physics to real life is an idiot?
 
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You may want to do some reading.

Start here.
The effective spring rate, yes. It's late here, I'm pulling the tired excuse. :lol:
I was stuck along a different thought. The coils themselves won't be stiffer, but instead of 12 coils moving 1/4 inch, 6 will have to move 1/2 inch.

But that said, it's also lowering the front, which would be the first answer to encountering over-steer.

But I thought we were idiots for comparing real-life to a simulator?
 
In some aspects, we are.

Namely when we yell about being able to do stuff we shouldn't be able to. Too bad that's the case in every sim ever.
 
In some aspects, we are.

Namely when we yell about being able to do stuff we shouldn't be able to. Too bad that's the case in every sim ever.
If not for venting frustrations and porn, what good would the internet be? :lol:

If people want to discuss a topic for 10 weeks in a row I don't see the problem, let alone a cause to act out like a child every time someone dare disgrace the "GT name" by posting about it's discrepancies. (hint - not you)
 
The only problem I have with all of that is the damper extension adjustment recommendations. Do them backwards, be happy person. Lower extension numbers are more damping, slower extension.

Otherwise that "cheat sheet" is actually rather good.

I'll try that. But then, I'll try most things once :sly:

If not for venting frustrations and porn, what good would the internet be? :lol:

QTF... 👍

{Cy}
 
Yes, there are many different thoeries about suspension settings in GT5. Real world is only relative so far in this game. Some cars are just odd and need creative solutions to go fast with them.

This has be re-hashed many, many times, but people like CSLACR need to stop stating their theory as fact. Please answer questions like these with a statement that indicates that the GT5 tuning community is still debating or expect the other side of the hall to post in disagreement.
 
I've seen this argument before that GT5 is a "cheap video game" and somehow the multi-million dollar simulators are therefore God's gift to race simulation. How a video game series that has grossed $600,000,000 ($0.6 Billon) could be considered "cheap" I don't know. If anything, it should be 10x better than F1 simulators due to the money involved and the length of time they've worked on this particular version of GT5.

I believe the inclusion of real world physics is quite valid as we would all like to believe and would prefer a game that simulates real life as closely as possible. Isn't that the ultimate goal, to create a racing/driving experience that duplicates real life without having to spend $100 Million to fill your garage with these cars? It's why I bought the game and it's how I evaluate the game. I believe it's how most of us evaluate the game and any discussion in that regard should send a message to PD and wake them up to what enthisasts want in future additions and DLC.

As for the OP, in my experience, raising the front end/lowering the rear end tends the car towards oversteer and away from understeer and vice versa. Stiffening the front end does the same thing. Going too far with either one causes the car to be very unbalanced and harder to drive. For overall tuning, you need to establish a balanced car first and use the ride height differential and stiffening/softening the front as a fine tuning element, not the basis of the entire tune. At least that's what works for me and works in most tunes I've seen online.

Most of my cars end up with equal ride height or within a point or two and suspension balanced to weight distribution and I've tuned that way from the beginning.
 
I've seen this argument before that GT5 is a "cheap video game" and somehow the multi-million dollar simulators are therefore God's gift to race simulation. How a video game series that has grossed $600,000,000 ($0.6 Billon) could be considered "cheap" I don't know. If anything, it should be 10x better than F1 simulators due to the money involved and the length of time they've worked on this particular version of GT5.

I believe the inclusion of real world physics is quite valid as we would all like to believe and would prefer a game that simulates real life as closely as possible. Isn't that the ultimate goal, to create a racing/driving experience that duplicates real life without having to spend $100 Million to fill your garage with these cars? It's why I bought the game and it's how I evaluate the game. I believe it's how most of us evaluate the game and any discussion in that regard should send a message to PD and wake them up to what enthisasts want in future additions and DLC.

Very good points and I agree totally. The only think I like to add is that the majority of the $0.6B revenue comes from "casual players", hence the majority of spent R&D is to make the experiance for such buyers as good as possible. Not in contradiction to your statement, but it probably have had influence on R&D spent on the physics model. The majority of the buyers would not have a clue whats being discussed on this forum.
 
In some aspects, we are.

Namely when we yell about being able to do stuff we shouldn't be able to. Too bad that's the case in every sim ever.

Yep, exactly, so why should GT5 be any different - why do people expect GT5 to be a representation of real life.

Surely, from the 1st day everyone played GT5 and saw the tyres lighting up 'red' on corners and 'smoking', then at the end of the race seeing there's no tyre wear - isn't this an obvious indication that this is just a 'game' with limitations, especially on the 'handling' of the cars??

This has be re-hashed many, many times, but people like CSLACR need to stop stating their theory as fact.

Yeh, especially when others know it's not a fact.

Red rag to a bull.

How a video game series that has grossed $600,000,000 ($0.6 Billon) could be considered "cheap" I don't know. If anything, it should be 10x better than F1 simulators due to the money involved and the length of time they've worked on this particular version of GT5.

Isn't that the ultimate goal, to create a racing/driving experience that duplicates real life without having to spend $100 Million to fill your garage with these cars?

For overall tuning, you need to establish a balanced car first and use the ride height differential and stiffening/softening the front as a fine tuning element, not the basis of the entire tune. At least that's what works for me and works in most tunes I've seen online.

The revenue a product generates is irrelevant, the cost of the product is usually good indicator of the 'quality of it'. Look throughout life, from cars to electrical goods, from food to houses, jewellrey to bicycles - whatever, each of these (and the majority of products) can be either cheap or some are very expensive - why is that?? What does the scale and the relationship between the lower end of the (price scale) compared to the higher end of the price scale tell you??

Isn't that obvious??

The cheaper something is to buy the more chance it is of being a 'basic' product, the more expensive, usually (but maybe not 100% - it'd still be a very high % though) is 'better', but for this you pay a higher price.

Now compare all driving simulators from video games to what F1 teams use in terms of 'price', this should speak volumes about what people should be expecting from GT5.

If not, as said before, look at all video games, what's the common theme here - they're games and simply can't be expected to be representative of real life. The companies making these games have to 'draw the line somewhere' and make the best of what's available to them, completetly different to making the 'best' or something that accurately reflects real life.

If so, then look at FPS's, you play it once, first person to shoot you, you die and that's it, game over.... Imagine if that was the case - how ridiculous would that be. Video games are not simulators, you need to take these games as they are and deal with them according to what's going on in the game, and absolutely nothing else nothing else.

As for revenue - haven't you seen Kaz's garage in real life, isn't it obvious where all the money went :lol:

The majority of the buyers would not have a clue whats being discussed on this forum.

The demograhics of video game players would be very different (just from looking at people I know in real life or who are on my friend's list), something like GT5 would probably increase the variety of 'players' even more.

Look at the claims (and sometimes evidence) in the tuning section about their knowledge and experience in real life, then compare this to the other end of the scale (in terms of real world knowledge or cars, motorsport, setup geometry and physics etc etc).

There's a masive difference - but using this experience and information where it's valid in GT5 is one thing, but using this information and experience to try and 'prove' something that isn't valid, true or works in the game is completely different. Especially if that person is using their worldly knoweldge to try and prove they are 'right' and others are worng on a point or situation where in fact, they're wong, but their ego's just won't let them back down or see any different.

Look at it this way, who are the best players on FPS - do they all have Purple hearts, George crosses, years of combat experience. Is Lionel Messi or Christiano Ronaldo the best FiFa or Pro Evo players on the planet - of course not.

These guys might be experts, but put them up against a 16 yr old that has played an FPS or sports sim to death, know's every trick in the book and everything about that game and the 'kid' would whoop they're a55 every time.

How come....oh, because it's just a 'limited' game, a computer programme with no emotion or feeling. It's just a code, a set of variables, a complex set of calculations - nothing like real life and nothing like how a human interprets and reacts to the 'same' situation in real life.

Some real life attributes can be applied, most certainly, but not 100% of the time in all parts of the game. You need to work out where to draw the line, where to apply the knowledge and where to deal with things as per it being a game - exactly the same as what the makers of the game had to do.

That's a 'game' within itself.
 
Especially if that person is using their worldly knoweldge to try and prove they are 'right' and others are worng on a point or situation where in fact, they're wong, but their ego's just won't let them back down or see any different.

Pot. Kettle. Black.

{Cy}
 
The revenue a product generates is irrelevant, the cost of the product is usually good indicator of the 'quality of it'. Look throughout life, from cars to electrical goods, from food to houses, jewellrey to bicycles - whatever, each of these (and the majority of products) can be either cheap or some are very expensive - why is that?? What does the scale and the relationship between the lower end of the (price scale) compared to the higher end of the price scale tell you??

Isn't that obvious??

The cheaper something is to buy the more chance it is of being a 'basic' product, the more expensive, usually (but maybe not 100% - it'd still be a very high % though) is 'better', but for this you pay a higher price.

Now compare all driving simulators from video games to what F1 teams use in terms of 'price', this should speak volumes about what people should be expecting from GT5.

At first glance that makes sense, but I don't agree with your math. If you're designing software that has a market of 10 F1 teams and costs $5 Million to develop. obviously you're going to charge more than $5 Million to sell it. Remember though we're not talking about the hardware that goes along with the simulator because with GT5 we're not buying the hardware. But the market for GT5 is in the millions, perhaps 10's of millions of users eventually. There's no reason the R & D budget of PD can't be something close to that of F1 simulator software.

Cell phones, iPads, IPods, digital camera's are all examples of things that just a few years ago were science fiction, $100's of Millions were spent on developing them and through volume sales are available to consumers for a pittance, and often free just to get you as a customer. If I was designing my Crackberry just for F1 I'd be selling them for $1Million a piece, but the market for them is in the 10's of millions of people so they are a few hundred dollars at most, often less.

So I just don't buy this excuse it's a cheap video game. In this latest patch, it seems there's a glitch with LSD in FF cars, although I haven't confirmed it myself, but it is widely talked about. That's unacceptable, as is suspension settings that don't mimic real life. You have to model the settings in some fashion, why not the same as real life? It makes no sense, other than to say they took a bunch of shortcuts and it's not really a sim at all, but a prettier version of an arcade game.

Of course I deal with the suspension settings and make adjustments based on what works, not on what I want them to be. If we don't hold them to a higher standard and let our opinions be known, then GT6 will come out in 2018 and will be full of the same bugs and faults and my kid is gonna be really p*ssed...lol.
 
Pot. Kettle. Black.

{Cy}

LOL

Great arguement (I'll give you that) - fatally flawed though....'cos:

My theory works!!!

Better luck next time ;)

As mentioned so many times, come to my lobby or speak to the guys who are now using it, either way the proof is there, if you're not going to experience it yourself, then it's "pot kettle black to you" straight back at ya....

Had a couple of mods from long term respected GT website come to my GT5 lobby last night, they're looking to build a GT5 'basic setup' calculator for all cars on their website, using my theory.

Gee, I guess that reiterates my theory is just crazy, useless and just doesn't work... I mean, after spending years building up that site, getting recognition and respect for it, now they're gonna blow that to pieces by introducing a setup calculator from my theory that'll make them the ridicule of the GT website world (you really think that..??)..

Or maybe because they've tested it and...er....um........let's see now... er.............yes, that's it - IT WORKS.

Funny how people like Sail IT didn't beleive me, but guess what he's using now - Corse, Nomis and there's plenty of others too, it's growing more each week. I suppose you've talked to these guys to confirm "it doesnt work" then??

:rolleyes:

You prove it doesn't work, no problem, I'll take it on the chin, no worries, no problem. In fact, I'll go as far as saying you prove it don't work and I'll quit GTPlanet - guaranteed.

But, unfortunately, the numbers of guys who are saying it does work, and subsequently are now using it, well - what am I supposed to believe??

Even when Rotary Junkie from RKM tuners came to my lobby said as a basic starting point for a setup it works. That's all I've ever claimed. Never said it was the "best" setup, all I said was it's a starting point to build from as it gives the car fundamental balance.

The feedback I get from the people who use this is the same, "my car is more stable now" ... "..it's better balanced.." etc etc.

Owing to individual driving styles and sensitivity settings, no one setup will ever be perfect for everyone, which is why at the beginning I only quoted the basic theory you need to 'build from'.

Testing the Petronas Lexus for Sail was the perfect example, 4 guys, 2 on wheel, 2 on controller, we all used the theory but then had very different 'other' settings (LSD, toe, camber, aero etc), but eventually, all got pretty similiar results in terms of lap times in a race.

You have to model the settings in some fashion, why not the same as real life? It makes no sense, other than to say they took a bunch of shortcuts and it's not really a sim at all, but a prettier version of an arcade game.

Agreed, I'm not denying that basically the setups are attempting to be a reflection on real life, but as mentioned, there are limitations to adapting 'real life' to a video game, the makers have to 'draw the line somewhere'.

This means sacrifices have to be made, some of those sacrifices mean that some of real life elements are simply not put into the game.

I also agree it's crazy that something as simple as the effects of ride height being the wrong way round, could, and should've been fixed during whatever acceptence testing Polyphony (supposedly) did for this game.

But as mentioned about product pricing, as the saying goes "you pay peanuts, you get monkeys". Generally, products they are at the lower end or bottom of the price range (for that product) will always be limited in some way, shape or form.

GT5 is right at the lower end for supposedly a 'simulator' - so to me it's obvious there are going to be flaws, so that's why I always hark on about dealing with what works in the game.

Yes, there may be some area's of the setup where real life plays an advantage, but generally, someone who deals with what works in the game has got as much chance of learning setups (for the game) as somone who is very knowledgeable and experienced on setups in real life. Possibly even more so, because they won't be comparing the game to real life they just deal with what's happening in the game and what works in the game, rather than getting confused or blinded because the maker of the game didn't accurately reflect real life setups..

To me GT5 was a complete mess, a shambles, an embarrassment to the GT series, the only reason I got a PS1, PS2 & PS3 was because of Gran Turismo, I've been a fanboy for years. But, I've been shocked at how GT5 turned out and even more dissapointed at how Polyphony have dealt with the situation since release.

Before, I would never have doubted GT or Polypohny, now nearly 10 months later, my trust and respect in them is all but lost.

Because of this I look at GT not as a simulator, just a game you have to make the best out of yourself. Just forget about everything else and whether it's setups, course creator or racing etc , I just deal with what's "infront of me" and deal with that.

I no longer think about what it should, could or (maybe) will be like. I just look at it as a game, pure and simple, same as Battlefield and Pro Evo etc. Therefore, in my eyes, the similarities and 'unwritten' video game rules that apply to all video games applies to GT too.

I don't apply real life to GT at all anymore, if I did, it'd drive me mad.
 

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