Post: GT6 Game Physics Testing
04-30-2014, 09:03 PM #1
SiNiST3R
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GT6 Physics Testing & Analysis

These are Post of Interest

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Lap Battles
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Here are some videos (I can only add 2 so Ill link post where videos are posted when I can)



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The following 9 users say thank you to SiNiST3R for this useful post:

Jounijkk, kazzbakkisback, nextgole, OdeFinn, P$ycho, policedu, q-k, turbo_nova2l, tyronekfc
04-05-2015, 03:13 PM #416



Saw this, how the hell I missed it this long, Ive been in that forum for more than 6 years come and go. I read through in a day or two the thread, and what a revelation, so many stuff to digest there and now I know why so much hater from there on here.
Read from page 80's to last, some of those question might be answered by driving some of his latest work. I'm trying some of his cars since 2 weeks ago, and having fun. Definitely different than other tunes I have driven so far from same forum. I have a G27 wheel with abs1 eversince gt5 and the cars are much more realistic, the TRD celica and m3 are simply great. Don't care about pretty much other tuners there, some of the famous ones there are joker and full of crap, the cars they posts are just going away from being a sim and turns gt into simcade. I dropped by long ago at some of the famous gt5 tuner ( some said so ), hami city and praino tunes, their gt5 and 6 tunes, astonishingly shit on wheels, cars were far from what I thought these so called the best tuners would tune ... hami said hes a race car driver, but his cars are unrealistic, not sure what hes smoking but I dont want any. The other guy sells pizza, pizza for fuck sake and his cars are making me on rage after one lap, might as well play nfs. glad the pizza guy gone, reading his mess was good laugh though, and the hami guy is shady, Ill just say hes two faced actor.

Enough about them, this thread is also good reading.
04-05-2015, 11:13 PM #417
SiNiST3R
Samurai Poster
Originally posted by szejok666 View Post
Hello
I'm new here, but I am very impressed by your suspension research in GT6. It's great that someone finally tried to explain how it works based on in-game coding. However I'd like to ask You a few questions:


Thanks, I always appreciate support. I apologize if it took a while to respond, life is busy at the moment. I will try to address your questions as best I can, fee free to add follow up questions.

Originally posted by szejok666 View Post
1.
This is very interesting, and I can confirm that it's true based on testing, that I've been doing for past two months. Question I have is: how much fixed dampers and anti roll bars on stock suspension setting differ from the adjustable ones, let's say set to 1 (bound, rebound, and stabilizers)? Like average?


Its different slightly from car to car, I can say its always a bit stiffer than the lowest setting 1 but a bit softer than a 2 setting, and here is an example.

This is the stabalizer codes for one cars 5 different types of suspensions. Stock, Soft, Hard, Adjustable, & Rally. Both Front & Rear.



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The "Level" indicates the range of adjustment it 7 on the adjustable suspension for ALL cars, and the rest get the fixed amount. On this car and most cars its 1. When the suspension is adjustable the rage is always 1-7.

The DFF & DFR codes are the default setting for that suspension, on this car and pretty much most cars (not all) this is a 3 setting on the adjustable suspension.

The MIN & MAX represent the min and max kg/mm the stabilizer bar will adjust.

Looking at the Front it has 115 to 353, so at a 1 setting the setting reflects 115kg/mm roll resistance, and at 7 its representing 353kg/mm roll resistance. The setting of 3 we basically have to calculate where in the middle of 115 & 353 it is

Ill spare you the math involved but this is what it looks like

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With a setting of 3 there stabalizer bar is set to 194kg/mm well above 130kg/mm. Also since 130kg/mm is between 115 and 155 we can never replicate the 130kg/mm setting on the rest of the suspension options while using the adjustable option, either a little bit too stiff or a little bit too soft


Originally posted by szejok666 View Post
2. Are You really sure the toe angle, that we set in GT6 is individual for each wheel, not total? I'm asking this, because the in-game visible toe (while watching replays for example) looks more like the setting is rather for both wheels (I think). I haven't graphically measured it, but it may be possible.


Absolutely confident. The setting IS applied to both wheels but the set amount is applied to each wheel as apposed to "Total Toe" where the setting would be split between the 2 sides, for example a 0.30 setting would put 0.15 angle on each side to make a total of 0.30. In Gran Turismo its always been the setting input is applied equally to each side. Total toe is a measurement used when there will be a different amount of toe set on each side, a total is measured so they can see how far off each side is in relation to each other and the total. In GT6 is perfectly matched on both sides.

Originally posted by szejok666 View Post
3. You've established that spring rate is connected directly to the weight of the car, more specifically to the weight distribution and axle weight. I can also confirm that. When lowering front spring rate to the minimum, many cars will touch the ground during hard braking and steering at the same time. Also often wheels are touching or even penetrating the wheel arches (visible in Alfa MiTo for example). However I'd like to ask You about the calculations, and how You see them. For example:
1970 Dodge Challenger R/T 426 HEMI. Curb Weight: 1724kg. Weight Distribution: 50/50. Spring Rates F: 4,79kgf/mm R: 3.86kgf/mm
So the weight distribution is 862kg/862kg (that's quite off for a big block muscle car, but on that later on). If I change weight distribution to 55/45, maintaining the actual curb weight it will be around 948kg/776kg. Then how to calculate spring rates to make them match weight distribution?


Its about the lever ratio of the suspension.

For example 100kg will act very different at the spring depending on how much leverage effect there is. Think of the suspension linkages as a lever arm. Imagine you have a long bar under something you want to lift, and a triangle to gain leverage off of, the longer your bar, the more leverage you have and thus the more weight you can lift with the same force.

Because the suspension has a leverage factor its like a longer bar is being used, 100kg can act like 200kg at the spring so If lets say the front is 1 to 1 like MacPherson strut that IRL and in the game have little to no leverage factor and the rear has a 2 to 1 leverage factor, even though the car may be 50/50 the springs in the rear will have to be 2 times stiffer in the rear to balance out. a 5kg front spring would need to be 10kg in the rear for there to be an equal amount of spring stiffness per weight.


Originally posted by szejok666 View Post
4. Curb weight and weight distribution. That's the part where I don't agree with You 100%. In many cars in GT6, weight distribution is so much off the real values, that it can't be explained by the weight of both the driver and the gas tank. For example Ford Focus RS, which has 50/50, Callaway C12 (59/41), VW Scirocco R (53/47) and the list goes on... So maybe the weight distribution i deliberately wrong to maintain certain cars behaviour realistic? Or is it just a mistake in numbers, how do You think?


This depends very much on the wheelbase and overhang. The position of the driver is relatively central, at the cab area, while the gas tank is often in front of the rear axle. The weight balance and how weight being manipulated across the vehicle can be deceiving, short or long wheelbases will be impacted differently by seemingly similar position on an overall different platform.

Basically 100kg moved the same distance on one car can have a different effect on the weight balance. A short wheelbase will show a large impact, but a long wheelbase will show only a little. Same with a light car vs heavy car, a lighter car will be thrown off expected spec more than a heavier one.

These are 2 different amounts of weight being applied in 2 different locations, its hard to quantify the exact impacts to weight balance without careful calculations taking lot of variables into consideration, even then, its hard to confirm or deny anything.

Originally posted by szejok666 View Post
5. That's a bit different topic, but have You spotted, that many cars in GT6 have a standard fitted LSD, where in real life they haven't? Lotus Esprit was never fitted with LSD in factory for example, same goes with Alfa GT, Renault Megane Coupe 2.0 and many others, especially european cars.


I see some yes and some no. Some cars without a factory diff have -/-/- diff settings reflecting no diff, while some grocery getter that never have had a diff option have them in GT. What I see is the settings of the diff are different from car to car behind the scenes. While 2 cars can both have 10/40/20 default settings the 2 diffs are different in what those numbers represent and there is no way to get any insight to those numbers without SpecDB data unfortunately.

Why PoDi gave any diff at all to some cars that don't have the option IRL is open for debate. Ive not found any code to explain it or I've not uncovered any code with a reveling connection.

It would be interesting to test suck cars where I hack on a fully open diff to see iif that may shed some light on the subject.

ATM I can only speculate on this

Originally posted by szejok666 View Post
Anyway, thanks for this research very much, it confirms many things i suspected in GT6 Smile


I hope I've answered your questions well for you,feel free to post any follow up questions

Cheers
04-06-2015, 12:49 AM #418
Thanks for responding Smile I'd like to go deeper into some subjects if You don't mind, because I'm genuinely interested in this stuff
1. Thanks for clarifying stablilizer values, it is as I suspected - setting 1 on adjustable suspension i softer than stock, and setting 2 is stiffer. But what about dampers? Is it the same way - I mean 1 is softer than stock, and 2 is stiffer?
2. Ok, I see that's the data in the game, but maybe it's the total toe value, only written twice in the code (for both wheels)? I mean maybe game itsels splits this in a half, but a value in the code is total toe? I'm just speculating here, but without the actual graphical proof (I've attempted to make a in-game photo of Jay Leno Tank Car, specifically it's rear wheels from the sky and measure the visual toe-in manually, but it's quite difficult to do a photo that can be a source of meaningful measurements) I'm not sure.
3. By this question I had something else in my mind actually (maybe that's my english problem). I know how leverage works, my theory is something else: Spring rates values are set in GT6 to recreate natural balance of certain car. I think the actual values depend (beside the leverage) on weight and weight distribution of a car. Two examples of this case: First is 2003 Viper SRT10/2006 Viper SRT10 - very close weight, same weight distribution, but tiny bit different spring rates. Second: 2000 Corvette C5 Z06/2004 C5 Corvette Z06 - same situation. The point I'm trying to make here is that I don't really think (but I can't prove it) the leverage is different in these two similar cars. I think the spring rates in GT6 are suited certainly to given weight and weight distribution to give exact same balance. That's why heavier incarnations have a little bit (very little) stiffer fronts and rear. And that's why I asked the third question: when changing the weight distribution from 50/50 to 55/45 in 1724kg car, how to calculate change in both front and rear spring to make them equally balanced as in the 50/50 car? This question is about the math basically.
4. This can break into the really looooooooooong discussion. I've read about this a lot, found out a lot of real life data, and I have a lot of theories, many of them checked from the times when I was busy searching for most close-to-life tire equivalents in GT6. So maybe I'll leave it for another time Smile
5. That's quite clear I think, good to know that the values we see aren't actually representing the same on every car

That's all that comes to my mind at the moment, again, many thanks, you're very helpful
BTW I've posted a topic on GTplanet forum about your analysis, this was before I found out you're some kind of public enemy over there (and vice versa) :P
(link is in your inbox)
04-06-2015, 02:41 AM #419
SiNiST3R
Samurai Poster
Originally posted by szejok666 View Post
Thanks for responding Smile I'd like to go deeper into some subjects if You don't mind, because I'm genuinely interested in this stuff


I don't mind at all, I enjoy GT figuring it all out,I was lucky to have friends give me serious hook ups cracking the SpecDB and dumping the data for so many cars individually.. I needed hundreds to establish certain patterns.

Originally posted by szejok666 View Post
1. Thanks for clarifying stablilizer values, it is as I suspected - setting 1 on adjustable suspension i softer than stock, and setting 2 is stiffer. But what about dampers? Is it the same way - I mean 1 is softer than stock, and 2 is stiffer?


Yes, but reflective in the spring rates. The dampers are directly related to the spring rates. However the dampers have a hidden set of settings

For example each damper has 2 setting for each setting indicating we have a fast bump and slow bump setting the only problem is these 2 are adjusted as 1. Example a damp comp setting of 4 is representing a fast bump setting of 4 and a slow bump setting of 4. The Fast bump is 2X the Slow bump always. As with the Stabilizers all suspensions dampers have a fixed value min = max = relative to spring rate, only the adjustable have a different min and max to establish a range, and the range is relative to the spring rates range.

What we can take from this is filling up the bar equally SR to Damp matches the Damps to Spring Rates.

Adding to what we know about spring rates relative front to rear with the leverage factor. We know filling up the bar equally matches our springs.

This makes the springs and dampers VERY easy to balance and then further manipulate for performance without having any direct knowledge of the leverage factor, one can actually tune the springs and damps using the bar alone ignoring the numerical values. This is IMO done to ease the tuning of 1200+ cars, one doesn't have to learn the car specific specs of each car individually, we can achieve balance rather easy, the gains in performance come from manipulating it to your driving style..

Originally posted by szejok666 View Post
2. Ok, I see that's the data in the game, but maybe it's the total toe value, only written twice in the code (for both wheels)? I mean maybe game itsels splits this in a half, but a value in the code is total toe? I'm just speculating here, but without the actual graphical proof (I've attempted to make a in-game photo of Jay Leno Tank Car, specifically it's rear wheels from the sky and measure the visual toe-in manually, but it's quite difficult to do a photo that can be a source of meaningful measurements) I'm not sure.


Its Split Left and Right. If you input a rear setting of 0.60 in the code we have a code for each side = to the setting. a setting of 0.60 in the tuning menu results in Left 0.60 and Right 0.60 in the code, this confirms the setting used is not a "Total" toe setting or the setting of 0.60 would be split into 0.30 Left & 0.30 Right.

Inside 1deg while it may be visible its going to be extremely difficult to set the pic up and measure but I can assure you every single thing points to the setting being applied equally to each side matching the setting.

Originally posted by szejok666 View Post
3. By this question I had something else in my mind actually (maybe that's my english problem). I know how leverage works, my theory is something else: Spring rates values are set in GT6 to recreate natural balance of certain car. I think the actual values depend (beside the leverage) on weight and weight distribution of a car. Two examples of this case: First is 2003 Viper SRT10/2006 Viper SRT10 - very close weight, same weight distribution, but tiny bit different spring rates. Second: 2000 Corvette C5 Z06/2004 C5 Corvette Z06 - same situation. The point I'm trying to make here is that I don't really think (but I can't prove it) the leverage is different in these two similar cars. I think the spring rates in GT6 are suited certainly to given weight and weight distribution to give exact same balance. That's why heavier incarnations have a little bit (very little) stiffer fronts and rear. And that's why I asked the third question: when changing the weight distribution from 50/50 to 55/45 in 1724kg car, how to calculate change in both front and rear spring to make them equally balanced as in the 50/50 car? This question is about the math basically.


My thought on this as we can really only speculate is this.

GT6 Cars since the introduction of KW Suspension Data into the Game

I believe PoDi starts every new car with a Blank Starter car. They then apply the car specs to that blank starter car, this has been the main starting point for all new cars in GT history. It may be tweaked to arrive at a more true to life feel, but I believe that since the KW frequency data was introduced I believe there is an additional step & these figure may be manipulated to achieve a desired "Target Frequency" The suspension code in GT6 reveals that PoDi is aiming the suspension at a target frequency and the 7 post rig used by KW is a frequency based system. The only important thing really is the end results, the suspension frequency, however the Spring Rates, leverage factor or any suspension settings are manipulated the end result is a frequency.

Since the introduction of the KW data into the code (Target Frequencies) I believe there is a transition. I think we are dealing with old specs manipulated to get new result. Old GT4/GT5 specs manipulated to hit GT6 KW targets. Its possible The core code in GT7 will incorporate KW target frequencies from the start so no manipulation after the fact would be required.

I am however speculating, especially on any reasoning as even if I figure out exactly what they did the why behind it may not always be reveled.

Originally posted by szejok666 View Post
4. This can break into the really looooooooooong discussion. I've read about this a lot, found out a lot of real life data, and I have a lot of theories, many of them checked from the times when I was busy searching for most close-to-life tire equivalents in GT6. So maybe I'll leave it for another time Smile


No rush, but nothing to hold you back.

Originally posted by szejok666 View Post
5. That's quite clear I think, good to know that the values we see aren't actually representing the same on every car


Its tough because I find it helpful when I can somewhat ascertain whats behind the numbers or at least balance things relatively, the diff is different each car, they need to be tuned for each car and it can take a bit of time to get the most out of.

Originally posted by szejok666 View Post
That's all that comes to my mind at the moment, again, many thanks, you're very helpful


Glad to chat GT6 suspensions any time, I wish there were code break downs for other games so I could see how they truly compare.

Originally posted by szejok666 View Post

BTW I've posted a topic on GTplanet forum about your analysis, this was before I found out you're some kind of public enemy over there (and vice versa) :P
(link is in your inbox)


Its all good, Haters let you know when you're More important then them. Lotta SiNiST3R haters at GTP lol.

As far as Caster is concerned. I find it revealing when somebody thinks its not important or broken because we cant adjust it. Most cars in real life have a caster angle that's not adjustable WTF are they all broken? Its a clear sign that person needs to be ignored as they don't know what they are talking about. Killerjimbag is a great example of the pollution that goes on at GTP unchecked. Someone trying to learn will only get confused by him. Thinking tuning or caster is broken because we cant adjust caster is just plain simply stupid or demonstrates they simply haven't a clue what they are talking about, but fronting like they have an opinion worth reading. I personally don't care what Sponge Bob Square Pants has to say about tuning cars in GT6... FiTT lmfao

I can only provide the information, its up to the user if they have the ability to use that info.
04-06-2015, 09:23 AM #420
Zambie
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Originally posted by SiNiST3R View Post
GT6 Physics Testing & Analysis

These are Post of Interest

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Lap Battles
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Here are some videos (I can only add 2 so Ill link post where videos are posted when I can)





wow you really go deep into this game dont you, True story
04-06-2015, 05:01 PM #421
SiNiST3R
Samurai Poster
Originally posted by Zambie View Post
wow you really go deep into this game dont you, True story


GT is like a Hobby. I get serious over the winters. Last year financial BS had me sell my VR6 and last summer I was without a project car driving a 94 Accord EXR POS. Lotta GT6 to forget the POS I put around town in. V-Tec yeah baby lol on a SOHC F22 lol Nothing like an MKII GTI VR6 torque monster running 12's it would probably run a 17

This summer things are getting back on track and Ill be building something just not sure what, so summer will mean my activity level drops, but usually when the snow forces me to put my outdoor toys away, I pull out the G27 & Fire it up.

The following user thanked SiNiST3R for this useful post:

Zambie
04-06-2015, 09:37 PM #422
Zambie
< ^ > < ^ >
Originally posted by SiNiST3R View Post
GT is like a Hobby. I get serious over the winters. Last year financial BS had me sell my VR6 and last summer I was without a project car driving a 94 Accord EXR POS. Lotta GT6 to forget the POS I put around town in. V-Tec yeah baby lol on a SOHC F22 lol Nothing like an MKII GTI VR6 torque monster running 12's it would probably run a 17

This summer things are getting back on track and Ill be building something just not sure what, so summer will mean my activity level drops, but usually when the snow forces me to put my outdoor toys away, I pull out the G27 & Fire it up.


Good to hear things are getting back on track for you bro
04-07-2015, 02:16 PM #423
SiNiST3R
Samurai Poster
Its like every few months a GTP thread opens up about me and my research, then I get a PM to let me know about it because lol what the fuck is there at GTP for me?!?!?! Especially in the tuning section, yikes lotta BS...

Bowtie-Muscle asked a pretty stupid question he already knows the answer to.... "Why do I keep getting banned from GTP" Im paraphrasing but whatever. He knows as most do, Im on perma ban dumbass, I make a new acct and post "Nice Pic" I get banned. I used to pop in but GTP has just gotten s stale, just same idiots still running in circle unable to figure out basic shit only looking to cheese tune.... Sorry I play GT for a different reason... GTP can keep chasing their tail for all I care, I find it FUNNY AS HELL THO that Motor City Bullshit is now using Camber lol to simply put ADD rear end grip..... ROFLMFAO keep up the smoke screen boys.... I think GTP simply wont get over me...

Its funny but eventually the usual morons at GTP pollute the thread with their usual stupidity lol just shit talking me, none of them can address the content, just Jack/SiNiST3R/Rac3rX is an ass hole lol because Ive made most of them look like fools.. For example Killerjimdouchebag is still stuck on everything must be broken because caster can't be adjusted lol does this clown have any clue??? Doubt it, its unbelievable the level of stupidity a that board is capable of. One moron thought Camber must be broken because he says all camber adjusments in GT6 add positive camber instead of negative camber and these fucking assclowns run with it as if there is this mythical glitch adding pos camber instead of negative.... This is GTP consensus, and it's FUCKING RETARDED!!!!!!!!!!!!!!!!!!!

I have given these chumps plenty of opportunity to test me, but they are pussy holes scarred. Scarred off by a fucking 400pp Miata with cheeser tuning restricted. Take away the tranny flip or restrict diff tuning and watch them tuck tail and run.....

Just look at GTP cry like little bitches because they cant flip a tranny anymore ROFLMFAO if they cant cheese they cant do shit, its a fucking JOKE.

Are they really drivers ButtHurt in my videos after getting spanked. Where the fuck re they? I'm supposed to what was it, be slow because of my complicated tuning and Camber, yet I have no problems kicking ass online..... I get people hounding me to reveal single aspects of my cars, and I'm told I am remarkably fast in the corners lol as if I didn't know. Plus on extended length races its fun to watch zero camber cars fall on their face when tread gets low... I've even been accused of driving hybrids when the car is 100% legit. Why do I win online when all my cars run Camber? lol GTFO with the BullShit it don't sell here. Faster drivers are simply that faster drivers, Y'all should know already, Faster Drivers will beat you with or without fucking Camber..... There are faster drivers than me and they would remain faster with or without camber......... Im fast with no fucking cheese tuning keeping it real... You guys are pissed off because with all your cheese you're still nothing impressive, not running online, just running FiTT cheese competitions aimed at cheeser tuning and being easy for no skill testers to drive lol FiTT is a Joke.

Like in this next video I take a 634pp Lexux VGT and spank a 654pp Honda HSV in a room made for the HSV max pp set at 655pp originally everybody was driving HSV's.



Its interesting because in a 655pp room, I originally was the only guy running the Lexus VGT ( ws just challenging myself as Ive already beat LMP1 at 650pp, why not go after a 655pp room full of HSV. Eventually the room switched over to Lexus VGT thinking it must be the car, thankfully one Dude stayed in his HSV because the other Lexus were left in the dust.
04-07-2015, 03:27 PM #424
SiNiST3R
Samurai Poster
Dude I totally missed that post, reading it over now. Its got me chucking already, so much I agree with

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