v1.04 LIVE *READ OP* for Current Changelog

  • Thread starter hognhominy
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Sorry I just don't buy it!

Lets assume a simple numbers example:
Car weight average: 1400kg
Distributed weight 50:50 = 700kg on F/R.

So far, quite simple.
Now, lets assume a gas tank with 70 litres or 70 kg*
So it represents only 10% (average) of total weight (700kg) I assume.

Would you like to explain how this 10% can do so much damage on tyre wear issue?

IMO = bug.

*I know, fuel density is not exactly 1/1.
Gasoline 0.71–0.77 kg/l
Diesel: 0.832 kg/l

I don't know, it's just an idea.
 
Wow, I only own 2 from '85, Pajero Rally Raid Car '85 & RS200 Rally Car '85, but your average would be nearly 1mil
the first brithday car I got in GT5 (this was 2011 i think) was a RX7 then in 2012 I got some stupid small car.but the free GT86 made up for it that year.
 
Yeah I kinda see what's he trying to say and if you think about it you'll see he is right in a way...all we're getting is some concepts,red bull space ships and tuned in game cars for now...
Real cars are the best ones for me...

...but the game just came out. Give it a while and I'd guess there will be plenty of DLC to come out before GT7. PD has learned from some of their mistakes of GT5 and fixed, or plans to fix, a lot of them. Time will tell. But being a downer for the sake of being a downer is just not productive to the conversation.
 
I guess it hasn't been mentioned yet, the bugs with 15 minute races in IA have been fixed. I did two of them - the one on Ascari and the one on Apricot Hill. In both, I didn't mysteriously drop back several positions in the last lap of the race.

During 1.03, I had only done the Apricot Hill 15 minute race. Although, it still gave me credit for having 1st place, on the last lap I dropped from 1st, to 7th, 8th, then 11th. After this new update, it did not happen again.
 
Any solid testing been done regarding camber?

I've done a little, so far inconclusive.

Little one will be going down in an hour and I'll have all night to test but I'm impatient.
 
On the tread I made about glitched gauges, people confirmed that the Ferrari 288 GTO finally got its tach fixed. The Ferrari F430 now has a working needle and gear indicator too.

There are still cars that haven't been fixed though. A couple of American cars like the Shelby GT500 and Corvette C3 are still measuring speed in Metric rather than Imperial.

I can definitely confirm that the brake strength when having ABS 0 in test or time trail has been fixed!! I'm very happy. No more testing my oldies with ABS 1.
 
I know this is a bit against the grain since this post is about what got changed/fixed, but I was disappointed to see that the '02 Silverado still can't be painted. I got my hopes up when I saw on here that the '88 Camaro can now be painted. I guess I'll just have to wait and see if it gets changed with v1.05.
 
There is this thing called the Internet that your PS3 hooks up to that lets you compete with millions of people for infinite gaming experiences. We don't really need Seasonal Events to give you something to do in this game. But for the folks with social anxiety disorder, I suppose online racing could cause a panic attack.

Where do I find the online racing experience that lets me get right into a race without having to drive around aimlessly waiting for the race to start and listen to a bunch of kids make fun of my name?

Oh wait I remember where it is. It was in GT5P.

-j
 
The pit bug has a lot of discussion around it but I've not heard anyone factor in the accelerated time and the possibility of an algorithm either starting wrong, or going wrong.

If each minute is simulating 1 hour the math just wouldn't work for gameplay, so a multiplayer is at work that has the timing of the environment at 1 minute, but the actual wearing down of fuel and tires would need to use different math, perhaps 50%.

Then you need to consider that PD do most algorithms systemically, then those systems also need to scale evenly... And this might be were the problem is. The systems aren't working 1 to 1 until after a pitstop, when they should remain 1 to 2 (world sim is 1 accelerated, tires and fuel 2 at 50% slower)... One indication would/could be the constant tire squeal... So in essence this is the sound of tires being forced to degrade at 50% higher rates and that AI sometimes pits two laps in a row, so possibly another system governing them that's different than the player... Even if their tires and fuel loads don't need a pit... Something else in the system is forcing them to pit for a reason that isn't obvious...

A pitstop might be the the math calibrating, and if so the beginning of the race is the real core issue, and the pitstop is over correcting...

I think the core issue could be more to do with accelerating an endurance race and the knockdown effect that happens at the first pit recalculating some values... And PD might have tried to balance the system at the pitstop (point of adjustment) instead of at the beginning... Either way its likely much more complicated than we assume and fixing the pit stop might be more of a hack to a symptom than solving the systemic issue at the core.

But it could even be worse, if the adjustments in the system that happen after a pitstop are just wrong, then even races set for full duration could be effected too. Hence, why we have no real endurance races...

The solution to this problem might be decoupling the tires and fuel wear from the world simulation and separate the values... It just makes sense as the math would never work. It's quite possible an engineer was asked to make the whole thing a seamless system and it's just not achievable.
 
Looks good! Just a little disappointed the seasonals hasn't got higher pay-outs. A little bit too hard to make enough money for the 250 GTO. Other than that it looks good, still want the new sounds though. And I want 'em bad.

I hope the Red Bull challenges are good, gonna test them out tomorrow, hopefully.

-Sonny
 
Ah my apologies:guilty:. I will now write out 10000 times "I must not take out my frustrations with PD on others":dunce:

And welcome Tails to the madness.:cheers:
Ahahah :D no worries, i figured it was some big discussion material in these boards but i didn't figured that out yet :P
 
Any solid testing been done regarding camber?

I've done a little, so far inconclusive.

Little one will be going down in an hour and I'll have all night to test but I'm impatient.
I've just done a quick test with my Elise on the skidpad at Willow, pretty sure it's NOT fixed.
 
Top speed of the cars is still largely incorrect. 2005 Ford GT reaches it's top speed of 330km/h...yes but when you limit the power to 330HP :embarrassed:

And you know what's funny ? The fact that PD often states top speed of the car in "Car Information" :rolleyes:

Like Ferrari 599 - "...achieving top speed of 328km/h..."

So you take a free run to see for yourself and the car reaches 360..

I'm not sure if we actually have in the game the advertised aerodynamics model from the trailers or that will come later OR simply needs some adjustments.

0-100 or 0-300 is often spot on but then the cars just keeps on going and going. The air resistance is not increasing as much as it should beyond certain points.

As for the content of the update - great fun & lots of credits 👍

Anyone clocked how much time it takes to complete Standard Red Bull championship ? It's like 20 minutes for 2,3 mln credits @ 200% bonus ? (more or less).
 
Uselles ? They are exactly the same or better as in GT5 . Once you did weight reductionin GT it was done forever in every tune and you couldn't revert it to stock. Now , you have an option to upgrade wr 1-2-3 or reverse it , but it stays as it is across all 3 tunes - there is a note in tuning screen - A/B/C ,same with engine power upgrade. Just read what is written on tuning tabs.
The only thing better about it is the engine and weight modifications are not permanent as they were in GT5.
Wouldn't the tuning sheets be better in GT6 if you didn't need to edit your tune A and C all the time if you made changes to Setup B? And what about copy setup to a different tune sheet as was previously in GT5?
 
I have been working on the BMW Z4 GT3 '11 for the last few days on the ring. I first set it up the way you would in real life to reduce the understeer by making the front softer than the rear. This had in fact had the stupid reverse effect know to happen on some cars in GT6. Afterthe update 2 thing have changed.
  1. The cars reversed suspension is now junk and is working with the proper real life setting. IE softer front more oversteer.
  2. Not sure if this is true on all races will test out later but on the IA 15 Minute race(the ring) if you get the "bonus lap in IE starting a third lap before the 15 minutes is up the tires have 🤬 for grip. Its like they go totally cold. My 3rd lap was closer to my first lap and a lot slower than my second lap.
So in conclusion I will say at least for this car the physics have changed. I also have never noticed the tires go to default cold on the bonus lap glitch.
 
Dunno if it's been said but looks like they added more camera options for replays. Now there is interior 1, interior 2, roof view (front), roof view (rear.)
 
Has been there since game launch...
I don't recall seeing this brand at launch nor after the 1.03 update, and I've been watching the GT Vision area like a hawk.
 
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