v1.04 LIVE *READ OP* for Current Changelog

  • Thread starter hognhominy
  • 730 comments
  • 98,120 views
100% agree!
so not only they don't take off that "dumb as 🤬 TCS off-track" ( so that you can't use the many layouts stowe or willow streets has to offer ) they don't allow you anymore to go in the dirt to stress-out or whatever...what the hell are they STILL thinking?

Moderator: Censor the whole word or don't use it.

The TCS off-track is so frustrating. Stowe layout is useless because of it 👎
 
Has anyone else tested the brakes beside me? What are your thought @Lawndart on the new brake physics?

Addition:
Thank you @praiano63 for proving my finding. 👍
 
Last edited:
Has anyone else tested the brakes beside me? What are your thought @Lawndart on the new brake physics?

Addition:
Thank you @praiano63 for proving my finding. 👍

Most race cars I get in are set up very different, not nearly to my liking... So there is always a degree of compensation I tend to have to cope with...

Transitioning this reality to GT has made me develop a means to compensate so I have a bit of muscle memory in my finger (controller) and my foot (wheel). I have my peddles set to vibrate at a threshold just beyond that sweet spot point. So I tend to make the most of a circumstance than rely on a perfect setup. So ill test this tonight and try pushing the thresholds a bit and see what happens.

One thing about GT physics I haven't mentioned, and it is brake related, is that despite it being very obvious the entire system is likely only 70% done (total assumption), or missing fundamental parts (see below) there is a real diamond in the rough that shows me they are going in the right direction and that is being able to steer a car with the rear end. Lifting at high rpm's combined with heavy breaking lightens the rear end and you can nearly control the angle of attack at corner entry, it's quite elegant now in GT 6. This very thing is what is making the MR cars hard to control as it has a lot to do with weight transfer. MR cars are particularly prone due to a flaw in the weigh transition as its 'pushing and lifting' the mass of weight (engine) vs 'diving and raking' the mass through the lateral structure and into the front suspension. The right sensation is feeling like the car is pivoting and controlling it with light steering while decelerating under heavy braking.

My guess is this could be further reduced in MR cars by increasing the front travel and softening up the springs and cranking up the rebound then reduce the rear wing downforce... That last bit might sound odd, and it is, but its weight transfer we are trying to properly achieve to make it more predicable, so you can use it to your advantage. But I'm not a tuner nor have tested it as it's just compensating for a flaw in the physics.

From what I read about the braking "fix", reducing braking threshold is also reducing transitional weight and Lessing the effect somewhat.

But the real question is why would PD have such a rudimentary flaw in the physics if my assumption is correct (Y axis vs XY axis weight transfer)?

Because there is another force at work that I would guess PD pulled out at the last minute, true aero and CFD (the remaining 30%). CFD alone is more computationally heavy than any other system so if it was once there it changed the entire engine, and pulling it out leaves few options to compensate for it... DF has a large factor in braking. All PD can do is rework the MR cars by hand, or have something still in development...

So, yeah, I'll test the brakes later... Pardon the 'stream on conscience' and I could be completely wrong... But my real driving style relies on loosening up the rear to bring it around to late apex and line up a early launch on corner exit. This wasn't at all consistently doable in GT 5...
 
One thing that they need to still fix is the Arcade Mode PP adjustment. If your car is tuned, the game still selects opponents in the PP range for your car's base stats. Like if a Honda Fit was tuned to 470PP, the game still selects opponents in the car's stock range, which is 350PP.

GT5 had this, but not GT6 oddly. I hope they get this fixed as soon as possible.
 
I'm unsure if this has already been mentioned and I'm also unsure if it's even an issue... I haven't seen it mentioned in the OP yet though:

Rolling starts seem to have been disabled for tracks where one might assume they should be permitted. For instance, Daytona Road. I've checked this theory with several tracks:
- Brands Hatch GP
- Silverstone GP
- Big Willow
- Suzuka GP
- Bathurst
- Nurb 24H
- Sarthe 2013
- Daytona Road
- Spa

None of them allow for rolling starts or double file rolling starts. I would have thought that, at the very least, Daytona Road, Sarthe 2013 and Nurb 24H would allow them but unfortunately I haven't hosted many lobbies so it may have already been a problem before the update. This is the first time I've come across the issue. However, if this is already a known issue, my bad, but I thought I'd mention it anyway.
 
Kart races are now so much easier, now. Tested on the shifter karts at the GT Arena :
Tuesday (1.03), 2h30 to get 2nd as best position.
Wednesday (1.04), 1st race try : got silver (again), then at the 2nd try : first at the beginning of the 7th lap, to the end :)

Congrats to those how have finished this race as first before this update, but I'm really happy to do not have waste more time on this race. I can now go to the S events :D
 
I don't know if this is new to 1.04 or not, but it's something I've never seen before: a Cyprus flag next to a drivers name in the X2014 Standard race at Silverstone. I believe his name was Savalas.
 
Some changes:

Gwb9zNi.jpg


204l223.jpg


661GExG.jpg


I just logged in and there's a mini update, it says Gran Turismo 6 HotFixes, Content: Improved the stability of replays

No more black screen and waiting for the replay to load on screen when you fast forward. 👍
 
Last edited:
I just logged in and there's a mini update, it says Gran Turismo 6 HotFixes, Content: Improved the stability of replays
notice anything else? can you post your version number, its in manual on the start menu
 
Something else I've noticed since hosting (again sorry if this has already been documented as an issue) -

When changing from Kart Space to Spa, the time and weather options are made unavailable.

Unsure if this is something which happens when changing from other non-weather/time tracks to weather/time tracks at this moment as I've just noticed it this second.
 
Something else I've noticed since hosting (again sorry if this has already been documented as an issue) -

When changing from Kart Space to Spa, the time and weather options are made unavailable.

Unsure if this is something which happens when changing from other non-weather/time tracks to weather/time tracks at this moment as I've just noticed it this second.

If i recall there's two Spa's One without Weather change and one with it. Maybe you selected wrong one?
 
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

GTP_WRS...I thought that was common knowledge.
 
If i recall there's two Spa's One without Weather change and one with it. Maybe you selected wrong one?

No, unfortunately not. When I went back into the course selector to change the track back to Spa, under World Tracks, the only options available (for all real world tracks) were the forward versions, no weather/time variants. And then, having changed to Spa, there were still no time/weather options available in the settings menu.

I tried doing the same thing with London (from Spa, to London, and then back to Spa again) but this time no issue in the World Tracks listings. All time/weather variants were available to choose and Spa's own time/weather was available to amend once chosen and loaded up. However, having done this once, then gone back to Kart Space II, and back to Spa again, the same issue has arisen and no matter which track I've selected and loaded up so far, it's the same issue - no time/weather tracks.

The way to remedy the issue is to reset the Car Filter so that an option other than Kart is selected, I've already read that Karts cannot race at time/weather tracks so this explains why the other tracks were not showing up at all.

Seems as though when you load up a Kart track, the Car Filter is automatically changed to Karts only which is what's causing the issue in the first place.

Just be sure to reset the filter before you go looking for your next time/weather track or you won't find it lol

:cheers:
 
Last edited:
Logged in this morning (snowed in no work today) and thought I would change the sound level in the menu in order to match it to my TV. No problem. But when I changed the start of demo time, I was shown a message that warned me that I could suffer save file corruption if I did not restart. When I attempted to escape the screen, I was shown another message stating that I had to run the system update prior to making any changes.

HELLO? I have already run 1.04 which gave me this same display after completing the update.
I suspect this is the GT6 version of the "Ninja Update" which is basically PD way of clipping lose ends.

I quit the game and am about to start it over again. Before I do, has anyone else seen this?:odd:
 
Ive been playing Gran Turismo since the first one. Your mommy probably bought you the this game. lol. Go drive your street cars little boy. PD needs more employees that are capable of creating more race cars. There is what...4 ,gt3 class cars in the game? seriously, lol. Where are all the current gt500 cars?? The most recent ones are 2008 models. How about some gt4 class cars also. How about some current LMP cars also. What about gt2 cars to compete with the m3 gt2....

There is several features that were in gt5 that are not in this game like tire wear indicator for example.

This game is getting stale quick. I love it but PD needs to step up their game and hire more people to create race cars since 1 person builds a car from start to finish. We dont need 800+ street cars some of which there is10-15 different versions that nobody ever uses. Race cars is where its at. Give us more!

Your mommy didn't teach you that it is rude to patronize others just because you have subjective personal opinion about something that falls directly into category of subjective preference.
 

I am not 100% sure was it like that in patch prior to 1.04, but I have just realized that aero-parts in GT Auto store are adding-up on car when changing between groups after particular selection - and prior to actual installation of some parts (wings, side panels, rear spoiler, underflow, special parts).

If I recall correctly, before there was no add-up - you couldn't see how will car actually look with all aero-parts installed combined during process of choosing, but you had to purchase and install one-by-one to see the actual bodyshape.

If I am wrong, then forget :)
 
Back