Are you sure? I remember lowered tuned cars in GT3. What I spotted most is that in theese simcades the tunes are limited if compared to PC sims, one of the most exciting things of Rfactor, but also F1C, is the feeling of rigidity in F1 cars
I have been playing GT for like 20 years now (with GT2 being my first GT) and I never knew about this before… Thank you for showcasing and explaining it! 🙌
Those ride height tricks is really similar to how I'm researching into Kaido Battle 3's physics (for PAL KR2) since the ride height has more of a high rake in the front (100mm Front and 80mm in the Rear). Quite a thing that even GT has the same oddness quirks when tuning, maybe it's something that game's have these quirks is on how to show the adjustability well with hiding certain elements from the player I'd assume. It's something I'm trying to note down myself when making a smaller guide for the Kaido series myself when it comes to this, but a large part in that is the car stuff. Stuff can be really fun once you investigate this stuff under the hood of the game, it can become quite useful. Probably why I like these types of videos explaining game quirks like this.
I remember seeing some setups for GT3 with complete opposite ride heights back when GTVault was a thing. Omg I completely glossed over those setups because I thought they didn't know what they were doing. Lol
I found it so hilarious when watching your GT1 & 2 guides about the "game thinks you're driving downhill" thing. Might have to watch your any% run and see how much of a difference i can make on that route compared to my PB
The any% route is a bit up-in-the-air at the moment since Dutchy re-routed some things for his WR run. My route did Japan 3 in the Nationals after getting the licences and it was a super difficult race, so Dutchy re-routed the upgrades so it can be done later. Dutchy buys the semi-racing suspension kit in wave 2 of upgrades while I buy it in wave 1. His run ended up over a minute faster, but his run also had fewer mistakes than mine.
@TeaKanji my run is significantly more out of date than either of yours, having been done over 2 years ago. The route I referenced on mine used a mazda mx-5 instead of an S13 like what your clip showed so I'd be interested in at least checking out a difference, maybe get a fresh PB out of the deal.
Would've liked an expansion near the end of the video that explains how rake setups helped out in later games, like from GT5 onwards a high front low rear is beneficial on oval/SSRX runs, and how before GT7's 1.04 physics update, every optimal tune had cars running on stilts with the rear set to max height.
5:06 This is the point, I found that in theese simcades tuning options are limited. If you play Rfactor or a modded F1C, if you push to the limit car settings the car trasmits a lot of hardness feeling, over overreacting to kerbs, becoming hard to be played without a wheel
i tried various ride height setting in my past (didnt know it causes this), i always ended up with low front (not lowest mostly) and added rear height for better turning. Now i will have to redo again
This trick was on GT1 as well, me and a few friends being young wanted to see who could make the fastest car on the test track, the supra rz with this setup was easily the fastest car due to this trick. I honestly didn’t know it was a bug cause I was 10-12 at the time and car setup was just sheer luck 😂
I go into detail at 4:10, but basically, they patched out the ride height trick, but ended up breaking something else in the process, as the game doesn't use the rear height when calculating the car's center of gravity.
@@zoicaras2992 Ah, sorry, for some reason I thought you meant GT3. It's still there in A-spec, but one thing to note is that the new race cars can have much lower heights than most vanilla cars, and setting the front height below 65mm can cause 'ground effects' to occur where the car gets sucked into the road (most noticeable in Red Rock Valley turn 1 or Rome sector 1). You'll likely need to raise the front height so the car doesn't become uncontrollable when that happens.
While min/max ride height works , it is not always the optimal for say acceleration on high horsepower cars. Especially at 400m / 1000m & top speed runs.
hello everything is fine? Could you help me find out what the ideal LSD is for the sprinter corolla 86 in gran turismo 4? I don't know what criteria you use to tune the differential LSD setup. If you can, make a tutorial. Thanks in advance
The setup I made for vanilla GT4 in the tune list should work as a base. The grip modifiers were buffed significantly, so I expect some adjustments will need to be made. Lower the front downforce if it's too unstable. Here's the setup: tyres: hard / hard [R2 / R2] brake balance: 5 / 2 springs: 5.2 / 5.2 ride height: 85 / 85 bounds: 2 / 2 rebounds: 5 / 5 camber: 1.4 / 2.2 toe: 0 / 0 stabilisers: 2 / 2 gears: final to 5.000, then auto to 1, then final to 3.200, then set individual gears to 3.030, 2.370, 1.885, 1.515, 1.219, 1.027 downforce: 50 / 70 LSD I: 5 / 20 LSD A: 5 / 12 LSD D: 5 / 55 VCD: 20 ASM [O + U]: 0 TCS: 1 (absolutely needed)
and here I was, using this so called trick because IRL race cars always have the front being lower than the rear 😂didn't know that made the game think the cars were going downhill
So that’s why GT3 never shows a visual difference in ride height when you change it…
Are you sure? I remember lowered tuned cars in GT3. What I spotted most is that in theese simcades the tunes are limited if compared to PC sims, one of the most exciting things of Rfactor, but also F1C, is the feeling of rigidity in F1 cars
I have been playing GT for like 20 years now (with GT2 being my first GT) and I never knew about this before…
Thank you for showcasing and explaining it! 🙌
Those ride height tricks is really similar to how I'm researching into Kaido Battle 3's physics (for PAL KR2) since the ride height has more of a high rake in the front (100mm Front and 80mm in the Rear). Quite a thing that even GT has the same oddness quirks when tuning, maybe it's something that game's have these quirks is on how to show the adjustability well with hiding certain elements from the player I'd assume. It's something I'm trying to note down myself when making a smaller guide for the Kaido series myself when it comes to this, but a large part in that is the car stuff.
Stuff can be really fun once you investigate this stuff under the hood of the game, it can become quite useful. Probably why I like these types of videos explaining game quirks like this.
Brazilian truck modification in nutshell
I remember seeing some setups for GT3 with complete opposite ride heights back when GTVault was a thing. Omg I completely glossed over those setups because I thought they didn't know what they were doing. Lol
I found it so hilarious when watching your GT1 & 2 guides about the "game thinks you're driving downhill" thing.
Might have to watch your any% run and see how much of a difference i can make on that route compared to my PB
The any% route is a bit up-in-the-air at the moment since Dutchy re-routed some things for his WR run. My route did Japan 3 in the Nationals after getting the licences and it was a super difficult race, so Dutchy re-routed the upgrades so it can be done later. Dutchy buys the semi-racing suspension kit in wave 2 of upgrades while I buy it in wave 1. His run ended up over a minute faster, but his run also had fewer mistakes than mine.
@TeaKanji my run is significantly more out of date than either of yours, having been done over 2 years ago. The route I referenced on mine used a mazda mx-5 instead of an S13 like what your clip showed so I'd be interested in at least checking out a difference, maybe get a fresh PB out of the deal.
Good video, but the music is too loud
I've added subtitles now, hope that helps.
Would've liked an expansion near the end of the video that explains how rake setups helped out in later games, like from GT5 onwards a high front low rear is beneficial on oval/SSRX runs, and how before GT7's 1.04 physics update, every optimal tune had cars running on stilts with the rear set to max height.
5:06 This is the point, I found that in theese simcades tuning options are limited.
If you play Rfactor or a modded F1C, if you push to the limit car settings the car trasmits a lot of hardness feeling, over overreacting to kerbs, becoming hard to be played without a wheel
Reminds me of the rake "war" in F1 before the nu-ground effect cars
I think I remember reading this into an old tuning guide for gt2, but not getting it lol. Interesting trick.
GT essayers are the only ones with such a blessing of BGM for their videos.
i tried various ride height setting in my past (didnt know it causes this), i always ended up with low front (not lowest mostly) and added rear height for better turning. Now i will have to redo again
This trick was on GT1 as well, me and a few friends being young wanted to see who could make the fastest car on the test track, the supra rz with this setup was easily the fastest car due to this trick.
I honestly didn’t know it was a bug cause I was 10-12 at the time and car setup was just sheer luck 😂
Teakanji my glorious king 👑
Will you make a video about the GT4 spec II mod? I think they overhaul the tuning
TeaKanji I love you bayyyybeeeeeee
thats fuckin wild lmao. i probably missed this but does a-spec still have this or did they implement a fix?
cheers for bringing this to light (again).
I go into detail at 4:10, but basically, they patched out the ride height trick, but ended up breaking something else in the process, as the game doesn't use the rear height when calculating the car's center of gravity.
@@TeaKanji haha nah i mean a-spec as in the gran turismo 2 a-spec mod!
@@zoicaras2992 Ah, sorry, for some reason I thought you meant GT3. It's still there in A-spec, but one thing to note is that the new race cars can have much lower heights than most vanilla cars, and setting the front height below 65mm can cause 'ground effects' to occur where the car gets sucked into the road (most noticeable in Red Rock Valley turn 1 or Rome sector 1). You'll likely need to raise the front height so the car doesn't become uncontrollable when that happens.
@@TeaKanji roger that, thank you so much. its ppl like you in the community among many others that make this hobby so awesome and intricate.
Gran turismo 5 ultimate guide 😇
While min/max ride height works ,
it is not always the optimal for say acceleration on high horsepower cars. Especially at 400m / 1000m & top speed runs.
Hello Tea, could you make a video on the duckstation?
Download setup, hiw to install a wheel
Thanks!
hello everything is fine? Could you help me find out what the ideal LSD is for the sprinter corolla 86 in gran turismo 4? I don't know what criteria you use to tune the differential LSD setup. If you can, make a tutorial. Thanks in advance
Hey mr.Tea, little ask or maybe a challenge, but I guess can you tune the Escudo in Spec ll to beat GTWC with it? Hmmge
The setup I made for vanilla GT4 in the tune list should work as a base. The grip modifiers were buffed significantly, so I expect some adjustments will need to be made. Lower the front downforce if it's too unstable. Here's the setup:
tyres: hard / hard [R2 / R2]
brake balance: 5 / 2
springs: 5.2 / 5.2
ride height: 85 / 85
bounds: 2 / 2
rebounds: 5 / 5
camber: 1.4 / 2.2
toe: 0 / 0
stabilisers: 2 / 2
gears: final to 5.000, then auto to 1, then final to 3.200, then set individual gears to 3.030, 2.370, 1.885, 1.515, 1.219, 1.027
downforce: 50 / 70
LSD I: 5 / 20
LSD A: 5 / 12
LSD D: 5 / 55
VCD: 20
ASM [O + U]: 0
TCS: 1 (absolutely needed)
and here I was, using this so called trick because IRL race cars always have the front being lower than the rear 😂didn't know that made the game think the cars were going downhill
nice video
nice video please next time level down the music volume, interrupts the voiceover BUT GRREAT VIDEO
I noticed you dont answer dm on discord anymore
How goofy
You are literally unlocking childhood memories I used to run the ride hight trick on my cars back when I was 13 🥰🫡