Technical Fidelity on GT6

Hello All

I just downloaded and played GT6 on these 2 previous days, and I really liked the changes on simulation, the new suspension, tire model and etc. The car body seems to roll much more realistically now, different from GT5, where the body roll seemed to don't exist, no matter how much soft the suspension was. I know, the body of the car rolls on GT5, but not as it should. You'd never see the car rolling like this, even if it should.

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Racing with the Nissan Leaf is a clear demonstration of this (now we need only to see one of the wheels lifted while doing a very hard corner), and now you can cleary see the suspension working. As Nissan Leaf is the car with the softiest suspension on GT6, it's the easiest to observe some details... If you break hard with the Leaf, you'll be able to see an interesting detail added to the game that didn't existed on GT5, and it's an essential consideration for a realistic simulation. It's the change of the camber according to the "travel" of the suspension. It's an effect easily observable on big cars with big suspension travel. Couldn't find a picture of this happening in a real car while breaking, but this drawing below and the picture demonstrate the effect.

Camber_Change_PFF_1.JPG


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So what's my point here? Well, as I said, you can see the camber change on Nissan Leaf rear suspension, but there's one problem with it... The Nissan Leaf rear suspension is a twist beam suspension, what means that no matter how much the suspension is compressed or decompressed, it will never change the wheel camber!! You can see the rear suspension of the car on this link below...

http://www.edmunds.com/car-reviews/track-tests/2011-nissan-leaf-suspension-walkaround.html

So as you can see, there's a conceptual failure on the way the wheels act on the car. I can wonder if this happens because this visual camber change effect is default for all cars (PD was lazy on doing different effects for different cars) or if they forgot about this detail!

Comment on it, guys!
 
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There's a lot of different suspension arrangements, I don't think we can expect proper modelling for all of the cars. Wouldn't be surprised if it will be simplified to a generic model for all cars.

The twist beam rear axle like on the Leaf is very common with so many FWD cars, but still they might just treat it like a double wishbone or something else..
 
There's a lot of different suspension arrangements, I don't think we can expect proper modelling for all of the cars. Wouldn't be surprised if it will be simplified to a generic model for all cars.

This seems to be the norm for GT, and to be honest most other console sims.

It's not that it's not technically possible to model on a console, but that the devs don't see a need. The odd stigma that simulation is not compatible with fun unless diluted really slows down progress.
 
Dang. The sudden appearance of suspension geometry was the one thing in the demo that truly excited me. I will be quite sad if I continue to see the rear wheels of the old muscle cars acting independently, it really calls the whole simulation into question if the digital cars aren't built like their real world counterparts.
 
I noticed that too. I also did notice about the same thing on older E3 screenshots, where in my opinion the visual behavior of the Alpine A110S rear swing axle suspensions just didn't look right. I guess PD "did it again". They either forgot about it or dumbed down suspensions to a single generic model for all cars. Seeing how exceedingly well the Leaf drives in the GT6 Academy demo I'd say it's using what it looks to be a generic independent multilink suspension for all axles, rather than having proper suspensions modeled but not correctly displayed in-game.

I'm not asking that PD should model every car's suspension down to the precise location of every single linkage as on specialized PC sims, but they could easily have several general suspension "types". I wonder if I'm expecting too much.
 
I noticed that too. I also did notice about the same thing on older E3 screenshots, where in my opinion the visual behavior of the Alpine A110S rear swing axle suspensions just didn't look right. I guess PD "did it again". They either forgot about it or dumbed down suspensions to a single generic model for all cars. Seeing how exceedingly well the Leaf drives in the GT6 Academy demo I'd say it's using what it looks to be a generic independent multilink suspension for all axles, rather than having proper suspensions modeled but not correctly displayed in-game.

I'm not asking that PD should model every car's suspension down to the precise location of every single linkage as on specialized PC sims, but they could easily have several general suspension "types". I wonder if I'm expecting too much.

That's a very good suggestion.
More than half the way from "same standard set for all cars" and "fully detailed suspension for each car", but much easier to do.

I guess it wouldn't be that difficult to model a bunch of suspension types such as: swing axle, McPherson strut, trailing arm, multilink, double wishbone, live axle, and so on, and then applying the correspondent to each car.
 
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