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

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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
06-18-2015, 09:36 PM #776
SiNiST3R
Samurai Poster
Originally posted by OdeFinn View Post
Then I'll have nice challenge on my mind, will challenge all readers here to do laps with few tunes, postings tunes and infos later here, many people will be surprised.


In order for there to be a difference there would need to be a database of variable specs for each rim to establish differences beyond a visual image. There are none that I know of, nothing in the SpecDB dumps, and nothing I can see in the car data of a replay to signify any variation in spec from one rim to another and the cars full parts, and settings are all in the car data, nothing in there about variations from one rim to the next that impacts performance on the track, neither in rim size or rim model, just the visual image we see. Every part from Intake to chassis reference to a parts spec list in the SpecDB, there is nothing for rims. A chassis code in the car data correlates to the same code on the chassis code list, that list in the SpecDB has all the chassis specs of every car. There is a Intake list, and exhaust list, a clutch list, a drive shaft list etc, there is no rim spec list.. If a list like thiat for rims did exist it would have any variations from one rim to the next, like rim weight specs, there is nothing like that I'm aware of..

I do love to find things that nobody has found but I really don't see anything in the code or feel anything different on the track switching rims aside from how they look. Even cars with active rims like the Aston Marton VGT with flaps on the wheels for the brakes, hack on some aftermarket rims and the car drives just the same.. I personally, in my opinion do not think there is any difference changing rims or rim size in GTAuto, the only way Ive found to get the rims and tires to be any different is to use factory wheel swaps, the wheel specs are somewhat in the chassis code and the "Factory Rim Swap option would let us use a different cars factory rims and when we GTAuto swapped rims etc its as if the car has the swapped cars wheels the same jut modded, so a 510 can run 20's big and fat,

I use the PosiMotorsports RallySport Camaro's rims on a Bandit TA, HELLA SICK, no more skinnies..

RUF Rims on a VeeDub cause Im slick like that

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Pagani Rims on a Lambo

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Here is my Tubbed out Nova

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Or my OMEGA GT-R

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Even secrete rims unavailable in the game and only good for photo mode

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Even NO Wheels

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Ive done a lotta messing with rims, wheel size and all that.. It would be nice if they factored in rim specs, but I do not believe GT6 has any variation from one rim to the next or changing rim sizes in GTAuto, GTAuto rim changing, model and size doesn't change the Tires OD, offset or Width and so no change in performance is made. There is no rim weight variation between rims.

In addition we have tire specs in the SpecDB dictating how tires handle grip from camber grip to slip angles even tires spring factor. No rim weight or anything aside from visual image found.

I find it funny when folks (not you Ode but many folks) think GT6 tires are as basic as GT5 lol they forget Yokohanna got on board and the tire dynamics are dramatically improved. Everything is sooo much better just fire up GT5 and enjoy the lame flat driving lol zero body roll lmfao and lame tire grip dynamics, like soooooo GT4 all over a step back even from GT5P IMO...

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Tetsu_X
06-19-2015, 02:58 AM #777
Tetsu_X
Do a barrel roll!
Wow, great info man! I've learned a lot in just five minutes. *thumbs up*
06-19-2015, 03:29 AM #778
OdeFinn
Bounty hunter
@sinister, I have few excellent tunes for testing out different rims and sizes, both are making differences on handling. Try to put those test bench tunes here and rims/sizes what to test with those.
What if, when game loads car setup it checks rims type and size and changes some variable in physics engine to correspond those rims, then actual values doesn't need to be on car setup data, and reason for this outside variable might be just that co-operation with Yokohama, there can be some small sub program attached on physics engine for tires/rims.

But let's speculate this more after I put some test bench tunes here.
06-19-2015, 06:20 AM #779
SiNiST3R
Samurai Poster
Originally posted by OdeFinn View Post
What if, when game loads car setup it checks rims type and size and changes some variable in physics engine to correspond those rims


It would have to reference a set of spec variables in the SpecDB for different rims, but there is no Specs for any rims. If any one thing is to perform different its specs are in the SpecDB.. For example if one rim is to weigh X amount then there would be a list in the SpecDB for all the rims and a spec for the weight and any other variable that may be different one rim to the next. Since there is no list of rim specs how is it even possible for there to be any difference from one rim to the next? SpecDB is the core of how the cars variables interact with the physics engine... I even have SpecDB data for tracks, temps weather variables, time all that Jazz, honestly IF there were any difference from one rim to another there would be a list for rims in the SpecDB thats just how Gran Turismo 6 works.

Car data has the part code and settings, the parts codes refer to a spec sheet for each part in the SpecDB each par has a settings range the settings are inside based on parts installed, even impacts to engine performance of the intake mod (and every other mod in the game) has a detailed spec sheet in the SpecDB for HOW that part will impact performance in every way. Nothing anywhere showing any difference one rim to another, the problem is going from the track to GTAuto to swap rims then back to the track is messing with perception.

When checking for any unknown code to account for a variable like that its as easy as swapping the rims then looking for anything to change with the image code, but nothing does. Rim codes run on a list of images similar to helmet and suit codes using 4bits not 8bits like all the parts with spec codes in the SpecDB.
06-19-2015, 10:51 AM #780
Jounijkk
Do a barrel roll!
"the problem is going from the track to GTAuto to swap rims then back to the track is messing with perception. "
Might be just so. I'm still intrested about Odes test.

About driving skills vs tuning.
I have studied my favorite video ( Sinist3r / driving school with Miata ) and I was wondering why I can't do the same lap times than Sinist3r with his setup. I can drive the same lap times, but I need my own setup, why?

It seems that the more advanced driving skills the driver have, the more real life setup can and must be used. I'm beginner ( I have driven a lot, but still beginner ) and I have noticed that I use a lot of tyre wear in my driving. I need a setup witch make the car turn to keep the car on the track ( mostly soft front springs, heavy minus front toe etc ) and to get good lap times. The driving skills are probably the reason why we see so much front tyre smoke etc in the online racing - beginners can't drive properly with advanced setup and might think that very good setup is not good at all.

After that becomes advanced driving skills what we can see in Sinist3r video - extremely smooth and forceless driving, driving with less tyre wear. Then the more realistic and advanced setup can be used ( front cambers, less tyre wear etc ) like Sinister or Odes setup. What is motivation to improve driving skills and go more realistic setups - it increases fun factor of the game and it open a real interesting world at least for me. This becomes when winning most of the online races with smoking front tyres is not enough.

At this moment I'm concentrating to improve driving skills ( smoother driving by using Sinister and Ode type of setup ). Just remember that I improved hugely my lap time just watching Sinister video, more than setup can do. I think there is a specific path what everyone must walk through: from smoking front tyres to the extremely smooth driving without assistant. To walk through this path and to get this walking easier, it would be nice to see more videos with setup to study ( a hint for Sinister and every advanced driver ).

I'm also looking forward of the rules of 86 setup. I strongly recommend this 86 type of case study to everyone, who want to develop of the art of fast driving.

Jouni

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SiNiST3R
06-19-2015, 04:15 PM #781
OdeFinn
Bounty hunter
Originally posted by SiNiST3R View Post
It would have to reference a set of spec variables in the SpecDB for different rims, but there is no Specs for any rims. If any one thing is to perform different its specs are in the SpecDB.. For example if one rim is to weigh X amount then there would be a list in the SpecDB for all the rims and a spec for the weight and any other variable that may be different one rim to the next. Since there is no list of rim specs how is it even possible for there to be any difference from one rim to the next? SpecDB is the core of how the cars variables interact with the physics engine... I even have SpecDB data for tracks, temps weather variables, time all that Jazz, honestly IF there were any difference from one rim to another there would be a list for rims in the SpecDB thats just how Gran Turismo 6 works.

Car data has the part code and settings, the parts codes refer to a spec sheet for each part in the SpecDB each par has a settings range the settings are inside based on parts installed, even impacts to engine performance of the intake mod (and every other mod in the game) has a detailed spec sheet in the SpecDB for HOW that part will impact performance in every way. Nothing anywhere showing any difference one rim to another, the problem is going from the track to GTAuto to swap rims then back to the track is messing with perception.

When checking for any unknown code to account for a variable like that its as easy as swapping the rims then looking for anything to change with the image code, but nothing does. Rim codes run on a list of images similar to helmet and suit codes using 4bits not 8bits like all the parts with spec codes in the SpecDB.

Few general questions: have you located car rail width values, tyre type (cs/ss/rs etc) values from specDB or somewhere else? Not just hex what says there is tire type x, but value what physics engine uses for that tire?
If you change rim is car rail width staying same?
06-19-2015, 04:34 PM #782
SiNiST3R
Samurai Poster
Full SpecDB data for Tires and many many things go into the tire dynamics. Its Loooooooong list of parameters.

Car "Rail Width" Value, what is that? Maybe a different term used? Either way, nothing else except the 4bit image code for the rims changes, not a thing. Nothing else changes but the visual image you see when looking at the rim. there is no other car data changed at all I wish I could find something, but I really don't see anything to support the theory while I really wish I could.

Every Spec for everything is in the SpecDB, even the dynamic aero is in SpecDB gives speeds at witch wings will raise lower or switch position. Even gives the change to downforce each position has. Every Spec for everything in GT6 is in the SpecDB, thats what it is the Specs Data Base. The SpecDB data tells so much, even gives me the amount of camber gain each car has, leverage factors, every spec that makes a difference in GT6 is in the SpecDB..

Basically the fact there is no rim data in the SpecDB alone is enough to confirm there is no performance impacts changing rims. If there was, there would be a SpecDB rims list.. No list mean no difference.

I also dont believe a part in GT6 switched with a 4bit code (rim, helmet, suit) uses SpecDB data that requires an 8bit code for directions.


It would also be weird based on how PD have been designing Gran Turismo. Since GT5P online equality has been favored, clutch issues are a good example I used a few post back. This is where the Game is more important than the SiM

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Jounijkk
06-19-2015, 06:14 PM #783
SiNiST3R
Samurai Poster
Here is some insight into the Tire data, list of spec parameters.

TIRECOMPOUND
tirewear
Mu
weightgripx1
weightgripx2
weightgripx3
weightgripx4
weightgripy1
weightgripy2
weightgripy3
weightgripy4
sideforceprecision
sideforcex1
sideforcex2
sideforcex3
sideforcex4
sideforcex5
sideforcex6
sideforcex7
sideforcex8
sideforcey1
sideforcey2
sideforcey3
sideforcey4
sideforcey5
sideforcey6
sideforcey7
sideforcey8
corneringdragx1
corneringdragx2
corneringdragx3
corneringdragx4
corneringdragx5
corneringdragx6
corneringdragy1
corneringdragy2
corneringdragy3
corneringdragy4
corneringdragy5
corneringdragy6
slipmuAx1
slipmuAx2
slipmuAx3
slipmuAx4
slipmuAx5
slipmuAx6
slipmuAy1
slipmuAy2
slipmuAy3
slipmuAy4
slipmuAy5
slipmuAy6
sidemuAx1
sidemuAx2
sidemuAx3
sidemuAx4
sidemuAx5
sidemuAx6
sidemuAy1
sidemuAy2
sidemuAy3
sidemuAy4
sidemuAy5
sidemuAy6
slipmuBx1
slipmuBx2
slipmuBx3
slipmuBx4
slipmuBx5
slipmuBx6
slipmuBy1
slipmuBy2
slipmuBy3
slipmuBy4
slipmuBy5
slipmuBy6
sidemuBx1
sidemuBx2
sidemuBx3
sidemuBx4
sidemuBx5
sidemuBx6
sidemuBy1
sidemuBy2
sidemuBy3
sidemuBy4
sidemuBy5
sidemuBy6
lslide
cslide
sideforce
sildedir
sslideAx1
sslideAx2
sslideAx3
sslideAx4
sslideAx5
sslideAx6
sslideAx7
sslideAx8
sslideAy1
sslideAy2
sslideAy3
sslideAy4
sslideAy5
sslideAy6
sslideAy7
sslideAy8
sslideBx1
sslideBx2
sslideBx3
sslideBx4
sslideBx5
sslideBx6
sslideBx7
sslideBx8
sslideBy1
sslideBy2
sslideBy3
sslideBy4
sslideBy5
sslideBy6
sslideBy7
sslideBy8
FrictionOvalSide
FrictionOvalDir

TIREFORCEVOL
forcevolTA
forcevolGU
forcevolGR
forcevolSA
forcevolGV
forcevolDT
forcevolWT
forcevolSF
forcevolWD
forcevolHT
forcevolWR
forcevolWH
forcevolWG
forcevolG1
forcevolG2
forcevolG3
forcevolPB
forcevolBE

front or rear tire data
UseCar
tiresize
tirecompound0
tirecompound1
tirecompound2
tireforcevol0
tireforcevol1
tireforcevol2
category
tireDrainageLevel
tireSpring_Auto


Here is some insight into the Suspension Data

UseCar
rideheightMINF
rideheightMAXF
rideheightDFF
rideheightMINR
rideheightMAXR
rideheightDFR
targetFrequencyFMin
targetFrequencyFMax
targetFrequencyFDF
targetFrequencyRMin
targetFrequencyRMax
targetFrequencyRDF
category
camberMINF
camberMAXF
camberDFF
camberMINR
camberMAXR
camberDFR
strokecamberF
strokecamberR
cmbgripFx1
cmbgripFx2
cmbgripFx3
cmbgripFx4
cmbgripFy1
cmbgripFy2
cmbgripFy3
cmbgripFy4
cmbgripRx1
cmbgripRx2
cmbgripRx3
cmbgripRx4
cmbgripRy1
cmbgripRy2
cmbgripRy3
cmbgripRy4
toeMINF
toeMAXF
toeDFF
toeMINR
toeMAXR
toeDFR
brmarginF
brmarginR
brtouchF
brtouchR
limrF
limrR
springratevol
springrateMINF
springrateMAXF
springrateDFF
springrateMINR
springrateMAXR
springrateDFR
leverratioDFF
leverratioDFR
bumprubberF
bumprubberR
bumprubberDMF
bumprubberDMR
dampV1BF
dampV1BR
dampV2BF
dampV2BR
dampV1RF
dampV1RR
dampV2RF
dampV2RR
damplevelBF
dampF1BMINF
dampF1BMAXF
dampF1BDFF
dampF2BMINF
dampF2BMAXF
dampF2BDFF
damplevelRF
dampF1RMINF
dampF1RMAXF
dampF1RDFF
dampF2RMINF
dampF2RMAXF
dampF2RDFF
damplevelBR
dampF1BMINR
dampF1BMAXR
dampF1BDFR
dampF2BMINR
dampF2BMAXR
dampF2BDFR
damplevelRR
dampF1RMINR
dampF1RMAXR
dampF1RDFR
dampF2RMINR
dampF2RMAXR
dampF2RDFR
unsprungmassF
unsprungmassR
stabilizerFlevel
stabilizerMINF
stabilizerMAXF
stabilizerDFF
stabilizerRlevel
stabilizerMINR
stabilizerMAXR
stabilizerDFR
ActiveSuspensionType
springratelevelF
springratelevelR
rideheightlevelF
rideheightlevelR
AutoDampingForce
DampingRatioFBLevel
DampingRatioFBDF
DampingRatioFBMin
DampingRatioFBMax
DampingRatioFRLevel
DampingRatioFRDF
DampingRatioFRMin
DampingRatioFRMax
DampingRatioRBLevel
DampingRatioRBDF
DampingRatioRBMin
DampingRatioRBMax
DampingRatioRRLevel
DampingRatioRRDF
DampingRatioRRMin
DampingRatioRRMax
caster
targetFrequencyFLv
targetFrequencyRLv


These Provided by FarSideX on page 10 of this thread. I have the SpecDB Data dumps for all this and more for many cars. Thats just tires and suspension, there are list like this for each part, from intake to chassis giving the Spec Data for each part each and every car. I even see the hidden gear rations in transmissions like the Focus ST hidden final drive gear for 5th and 6th.. Everything is in the SpecDB or it doesn't have a spec.

The following 2 users say thank you to SiNiST3R for this useful post:

bread82, Jounijkk
06-19-2015, 08:35 PM #784
Very interesting. I wonder what the e.g sideforcex1,2,3 and y1,2,3 are?

Could be polynomial coefficients e.g a + bx + cx^2 + ... that make a nice curve when plotted, separate curves for x and y, lateral and long force?

Could be coordinates, plot x1y1, x2y2 etc?

Almost look like Pacejka magic formula parameters, but probably not the right number of them...?

Any chance of some sample numbers to play around with please SiNiST3R?

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