Originally posted by szejok666
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
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
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
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
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
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
Anyway, thanks for this research very much, it confirms many things i suspected in GT6
I hope I've answered your questions well for you,feel free to post any follow up questions
Cheers