- 926
- Virginia
- LemonDiscus, GTP_RyanErb
So I have spent some time overall researching tuning calculators to set Aero, Spring Rates, Camber and things like that based off of driving style and general track types.
The more I research the "real world" calculations for this its gets more and more complex... Spring Rate for instance is adjusted based off of the following
Corner Weight - Derived from weight balance but for 1 tire (this isnt supported in GT)
Ride Height - Sure this is there...
Suspension types - Double Wishbone, Fixed, etc... (no notes of this anywhere in game)
Downforce setting - again, in game
So I wanted to build a calculator that you enter the following:
Driving Style:
- Slow in Fast Out
- Mid in Mid Out
- Fast in Slow Out
Track Type
- Superspeedway (Daytona - Indy)
- Short Winding Track (Deep Forest - Tskuba - Autumn Ring)
- Corner track with Straights (Fuji - Grand Valley)
- Fast Corners (Cape Ring - Suzuki)
Then enter some basic car data:
Total Weight
Weight Distribution (front to back)
Drive Type
- FF
- FR
- MR
- AWD
HP
And after giving those items it would respond back with (at least a rough) setting for your car.
Ok, so here is where I need some of the help (maybe someone has already done this... idk) I need calculations because obviously the game physics dont work exactly like real life. They cant... Left to Right weight balance isnt handled in GT... So corner weight would have to be assumed or another calculation would be used... also the suspension types would again have to be assumed unless they have something on the back end that we dont see calculating those...
At the end of the day, a program (game) consists of numerous calculations... If those calculations were reverse engineered we could develop a calculator that would plug in the right numbers to best use to mesh with the GT Physics Engine
Thanks
*** EDIT ***
I have found this for Forza Motorsports (I dont play that) and I tried plugging in the numbers in the units of measurement that GT uses and it threw out Spring Rates that were WAY out of bounds (ie: spring rate for a GTR calculated at 89.9) So something is different....
The more I research the "real world" calculations for this its gets more and more complex... Spring Rate for instance is adjusted based off of the following
Corner Weight - Derived from weight balance but for 1 tire (this isnt supported in GT)
Ride Height - Sure this is there...
Suspension types - Double Wishbone, Fixed, etc... (no notes of this anywhere in game)
Downforce setting - again, in game
So I wanted to build a calculator that you enter the following:
Driving Style:
- Slow in Fast Out
- Mid in Mid Out
- Fast in Slow Out
Track Type
- Superspeedway (Daytona - Indy)
- Short Winding Track (Deep Forest - Tskuba - Autumn Ring)
- Corner track with Straights (Fuji - Grand Valley)
- Fast Corners (Cape Ring - Suzuki)
Then enter some basic car data:
Total Weight
Weight Distribution (front to back)
Drive Type
- FF
- FR
- MR
- AWD
HP
And after giving those items it would respond back with (at least a rough) setting for your car.
Ok, so here is where I need some of the help (maybe someone has already done this... idk) I need calculations because obviously the game physics dont work exactly like real life. They cant... Left to Right weight balance isnt handled in GT... So corner weight would have to be assumed or another calculation would be used... also the suspension types would again have to be assumed unless they have something on the back end that we dont see calculating those...
At the end of the day, a program (game) consists of numerous calculations... If those calculations were reverse engineered we could develop a calculator that would plug in the right numbers to best use to mesh with the GT Physics Engine
Thanks
*** EDIT ***
I have found this for Forza Motorsports (I dont play that) and I tried plugging in the numbers in the units of measurement that GT uses and it threw out Spring Rates that were WAY out of bounds (ie: spring rate for a GTR calculated at 89.9) So something is different....