There is one more variable that these these tests don't account for: wheelspin. The S2000 had smooth launches in all of these tests so it wasn't noticeable here, but tyre dimensions also can affect how the car fights wheelspin. This is where wider tyres have an advantage over narrow ones: when equipped with a stage 2 turbo, the 335/40 R18 tyres were a tenth faster than the 225/60 R18 tyres in the 0-400m. Tall tyres also wheelspin more due to the acceleration boost, but this can be solved with gear setup.
In theory, yes, but that's not how GT4 handles it. It seems that torque is calculated based on the car's engine and power upgrades, then it's scaled based on the tyre height/circumference. It's why taller tyres have overall better acceleration in the 0-400m in these comparisons.
This has been the main issue with Gran Turismo for years: you can put a turbo and make 500 hp in your shitbox, but you cannot add more meat to your tyre. There are mods that let's you swap tyres from other cars in GT4 but this is nowhere near as user-friendly as the Forza method.
I have been watching the "experiments of car parts" series with great interest, including the videos themselves, the description, and the comment tree by you & watchers. Especially tyre height value and your new SpecDB spreadsheet, it arouse my curiosity. I first checked out my favorite the C1 Corvette. I've always thought of the C1 Corvette as a mysterious car, and I think I may have found one of the answers. If the GT4 had the ability to adjust the ”tyre pressure”, I think the C1's tyre width could have been expanded a little. Maybe it would have been a trade-off with uneven wear lol.
Torque Moment = Force × Distance hits different (Though it is still surprising that GT4 does choose to simulate it with surprisingly significant effects.)
Quite interesting how although you could see the wider tyre width was so much more durable for the tyre wear, but also how minimal the profile was in the same instance. I always felt the larger sidewall would contribute slightly more. Also intriguing that the two mismatched width times were so similar despite the obvious difference.
That's an amazing spreadsheet - thanks! I just hate that fact they got so many things wrong with my car - Speedster Turbo/ VX220 Turbo. Small details like the the Year 2003 (not 2000) and big ones like the weight 1005kg instead of 930kg - it totally kills the car. Can't these be edited by us in a way?
Yeah, the Speedster Turbo's extra weight really holds it back, the base Speedster is the better choice primarily because of it. It's possible to fix by de-compiling the game, editing the SpecDB data to fix its chassis and generic data, then re-compiling it with the edits. I believe the Spec II mod fixes the Speedster Turbo's weight in particular though, if you don't want to go through the hassle.
@HansenSebastian 🙄 I own a VX220 TURBO! Full tank of fuel, Touring Pack weighs 924kg (no driver in, soft top on but not the hardtop)! Weight in Gran Turismo is displayed with no driver so it shouldn't be more than 930kg Full fuel and hard top! Edit: it really blows my mind how people who have no idea what they are talking about are so outspoken.. 🙄🙄🙄
Seems the 225s had enough grip to manage the S2000s power, negating the extra grip provided by the 335s. Would like to see the 335 tires tested on something with less grip and narrow tires, such as the GT350 mustang. Or a higher horsepower car, say a Viper or TVR Speed 12. Although, those cars probably come equipped with relatively wide tires. So maybe equipping 225s on a Viper would be a better test.
Yep you're right, the difference between narrow and wide tyres is more apparent when wheelspin is involved. Wider tyres tend to fight through it a bit easier, I did some tests after making this comparison to confirm it. It was a bit of an oversight on my part, I should have added a second 0-400m test but with a turbo upgrade equipped so the S2000 would wheelspin on launch. The Viper's and Speed 12 indeed have very wide rear tyres stock, 315-width for the Speed 12 and 335+ for the Viper's. Not sure if there's enough there to make a second comparison, but the pinned comment will suffice for now I suppose.
The game somehow doesn't take into account the change in diameter which, with a smaller wheel, would be equivalent of a shorter final drive ratio. Or am I missing something?
It tries to take it into account by lengthening or shortening the gearbox depending on the tyre height (this is why the gear ratios change when you equip dirt/snow tyres onto most cars, since they have different tyre dimensions than tarmac tyres). It goes away when you adjust the gears though, which is why I had to use the custom transmission for all of these tests. Changing the diameter just straight-up improves torque, it seems.
It'd be a difficult comparison to make since, to really get the most out of turbo upgrades, you need to adjust the gears every time so the car doesn't wheelspin constantly on launch. From the game data I can see that the original turbo (stage 5) generally gives a peak power only slightly lower than the car's highest available turbo upgrade, but preserves mid-RPM torque as much as the second-highest upgrade. It's almost always worth going for, besides for some cars like the 300ZX and S13's where they don't have the grip to handle that much power.
@@Tea_Vault generally speaking the turbo kit stage 4 giving the highest power boost and the torque suffered on low to mid rpm while the turbo kit stage 5, giving less power than stage 4 turbo but its improved the low to mid torque&power, its almost feels like turbo antilag for turbo kit stage 5 in my experience and you’re right, most turbo road car in this game are perform terrible after get turbo upgrade, especially the traction&its grip
The area where each car hits the wall is only a part of it, the focus is also on how the car carries speed while turning. I think it's interesting to see how the tall front / short rear tyre combo in the last test doesn't have the acceleration boost that the tall rear tyre combos have, but still has a wider turn radius than the car with short tyres on both sides while maintaining slightly more speed. I could definitely feel it while hotlapping.
i have a question,can you look into the Amuse Carbon R and why its so bad? for starters,for a street based GTR it has considerably "Amusing" stats 512hp 1120kg thats JGTC/Super GT tier stats if you think about it... but when you begin to drive it,the flaws spills out like a dam overwhelming wheelspin,excessive understeer...honestly,default R34 GTR with similar power drove better...i hope you can shed some light on the Carbon R...
The spreadsheet linked in the description explains most of this: the 62:38 weight distribution makes it super front-heavy (causing understeer) while having barely any weight over the rear wheels (causing wheelspin). It also has 0 / 20 non-adjustable downforce which further amplifies understeer, though the grip modifiers of 106 / 102 do try to offset this by making the front more inclined to rotate. In practice, this just makes the rear slide out mid-corner way more easily, causing it to wheelspin even more. The torque curve is also an issue, as it has a massive drop-off at low and high-RPM's and has a power spike at mid-RPM's, so it's very difficult to set up the gears so it doesn't get bogged down at low-RPM's while also avoiding heavy wheelspin.
A bit off topic, but you mentioned using save states: isn’t it bad to use them for GT4? I thought that you can brick your save with those if you’re not careful.
In theory yes, I haven't experienced it myself but I think there is the potential for saves to be corrupted, but the main concern with save states is making a save state, saving the game normally, then loading back the save state and the game sees that your game state doesn't match up with what you saved earlier. That's easily fixed by just rebooting the console though.
There is one more variable that these these tests don't account for: wheelspin. The S2000 had smooth launches in all of these tests so it wasn't noticeable here, but tyre dimensions also can affect how the car fights wheelspin. This is where wider tyres have an advantage over narrow ones: when equipped with a stage 2 turbo, the 335/40 R18 tyres were a tenth faster than the 225/60 R18 tyres in the 0-400m. Tall tyres also wheelspin more due to the acceleration boost, but this can be solved with gear setup.
Shouldn't taller tyres decrease torque, due to bigger circumference, thus reducing wheelspin?
In theory, yes, but that's not how GT4 handles it. It seems that torque is calculated based on the car's engine and power upgrades, then it's scaled based on the tyre height/circumference. It's why taller tyres have overall better acceleration in the 0-400m in these comparisons.
So in order to make the Cappuccino even faster, I just have to chug some thicc wheels on it? Got it 👍
Which car in GT4 has the widest tyres again??
The megachino
@@renthenibba6398 terachino when
@@blazepinetera water gigachino to give it better rain performance
Not recommended.
imagine if GT4 had tyre width and rim size change options like forza for example
This has been the main issue with Gran Turismo for years: you can put a turbo and make 500 hp in your shitbox, but you cannot add more meat to your tyre.
There are mods that let's you swap tyres from other cars in GT4 but this is nowhere near as user-friendly as the Forza method.
I have been watching the "experiments of car parts" series with great interest, including the videos themselves, the description, and the comment tree by you & watchers.
Especially tyre height value and your new SpecDB spreadsheet, it arouse my curiosity. I first checked out my favorite the C1 Corvette. I've always thought of the C1 Corvette as a mysterious car, and I think I may have found one of the answers.
If the GT4 had the ability to adjust the ”tyre pressure”, I think the C1's tyre width could have been expanded a little. Maybe it would have been a trade-off with uneven wear lol.
This level of depth on a game that means more to me probably than any other - I appreciate it man. Keep up the good work
Torque Moment = Force × Distance hits different
(Though it is still surprising that GT4 does choose to simulate it with surprisingly significant effects.)
Love it. Always wanted to test tire differences in GT6.
This game just continues to surprise me. If you ask me it's still a great simulator.
Quite interesting how although you could see the wider tyre width was so much more durable for the tyre wear, but also how minimal the profile was in the same instance. I always felt the larger sidewall would contribute slightly more. Also intriguing that the two mismatched width times were so similar despite the obvious difference.
That's an amazing spreadsheet - thanks! I just hate that fact they got so many things wrong with my car - Speedster Turbo/ VX220 Turbo. Small details like the the Year 2003 (not 2000) and big ones like the weight 1005kg instead of 930kg - it totally kills the car. Can't these be edited by us in a way?
Yeah, the Speedster Turbo's extra weight really holds it back, the base Speedster is the better choice primarily because of it. It's possible to fix by de-compiling the game, editing the SpecDB data to fix its chassis and generic data, then re-compiling it with the edits. I believe the Spec II mod fixes the Speedster Turbo's weight in particular though, if you don't want to go through the hassle.
Because the Speedster Turbo REALLY IS THAT HEAVY with the extra turbo, which itself is heavy.
@HansenSebastian 🙄 I own a VX220 TURBO! Full tank of fuel, Touring Pack weighs 924kg (no driver in, soft top on but not the hardtop)! Weight in Gran Turismo is displayed with no driver so it shouldn't be more than 930kg Full fuel and hard top!
Edit: it really blows my mind how people who have no idea what they are talking about are so outspoken.. 🙄🙄🙄
Seems the 225s had enough grip to manage the S2000s power, negating the extra grip provided by the 335s. Would like to see the 335 tires tested on something with less grip and narrow tires, such as the GT350 mustang. Or a higher horsepower car, say a Viper or TVR Speed 12. Although, those cars probably come equipped with relatively wide tires. So maybe equipping 225s on a Viper would be a better test.
Yep you're right, the difference between narrow and wide tyres is more apparent when wheelspin is involved. Wider tyres tend to fight through it a bit easier, I did some tests after making this comparison to confirm it. It was a bit of an oversight on my part, I should have added a second 0-400m test but with a turbo upgrade equipped so the S2000 would wheelspin on launch. The Viper's and Speed 12 indeed have very wide rear tyres stock, 315-width for the Speed 12 and 335+ for the Viper's.
Not sure if there's enough there to make a second comparison, but the pinned comment will suffice for now I suppose.
The turn radius on F & R 45 in the final test is far better than the F & R 70. It's odd how the Motorland race saw the 70 beat the 45.
The game somehow doesn't take into account the change in diameter which, with a smaller wheel, would be equivalent of a shorter final drive ratio. Or am I missing something?
It tries to take it into account by lengthening or shortening the gearbox depending on the tyre height (this is why the gear ratios change when you equip dirt/snow tyres onto most cars, since they have different tyre dimensions than tarmac tyres). It goes away when you adjust the gears though, which is why I had to use the custom transmission for all of these tests. Changing the diameter just straight-up improves torque, it seems.
Wisj you could change rim sizes on GT4
hey bro, can you make video comparison about all 5 stage turbo kit from GT4 mate ?
since each turbo kit in this game got unique character
It'd be a difficult comparison to make since, to really get the most out of turbo upgrades, you need to adjust the gears every time so the car doesn't wheelspin constantly on launch. From the game data I can see that the original turbo (stage 5) generally gives a peak power only slightly lower than the car's highest available turbo upgrade, but preserves mid-RPM torque as much as the second-highest upgrade. It's almost always worth going for, besides for some cars like the 300ZX and S13's where they don't have the grip to handle that much power.
@@Tea_Vault generally speaking the turbo kit stage 4 giving the highest power boost and the torque suffered on low to mid rpm
while the turbo kit stage 5, giving less power than stage 4 turbo but its improved the low to mid torque&power, its almost feels like turbo antilag for turbo kit stage 5 in my experience
and you’re right, most turbo road car in this game are perform terrible after get turbo upgrade, especially the traction&its grip
that turn radius test is too cryptic forme, I only get that the cars hit the wall
The area where each car hits the wall is only a part of it, the focus is also on how the car carries speed while turning. I think it's interesting to see how the tall front / short rear tyre combo in the last test doesn't have the acceleration boost that the tall rear tyre combos have, but still has a wider turn radius than the car with short tyres on both sides while maintaining slightly more speed. I could definitely feel it while hotlapping.
i have a question,can you look into the Amuse Carbon R and why its so bad?
for starters,for a street based GTR it has considerably "Amusing" stats
512hp
1120kg
thats JGTC/Super GT tier stats if you think about it...
but when you begin to drive it,the flaws spills out like a dam
overwhelming wheelspin,excessive understeer...honestly,default R34 GTR with similar power drove better...i hope you can shed some light on the Carbon R...
The spreadsheet linked in the description explains most of this: the 62:38 weight distribution makes it super front-heavy (causing understeer) while having barely any weight over the rear wheels (causing wheelspin). It also has 0 / 20 non-adjustable downforce which further amplifies understeer, though the grip modifiers of 106 / 102 do try to offset this by making the front more inclined to rotate. In practice, this just makes the rear slide out mid-corner way more easily, causing it to wheelspin even more.
The torque curve is also an issue, as it has a massive drop-off at low and high-RPM's and has a power spike at mid-RPM's, so it's very difficult to set up the gears so it doesn't get bogged down at low-RPM's while also avoiding heavy wheelspin.
@@Tea_Vault thanks for the explanation 👍
A bit off topic, but you mentioned using save states: isn’t it bad to use them for GT4? I thought that you can brick your save with those if you’re not careful.
In theory yes, I haven't experienced it myself but I think there is the potential for saves to be corrupted, but the main concern with save states is making a save state, saving the game normally, then loading back the save state and the game sees that your game state doesn't match up with what you saved earlier. That's easily fixed by just rebooting the console though.
Yeah, as long as you don't load state to the time before your latest memory card save, you should be golden, I use a lot of save state myself
how did you change tire dimensions? hax?
Yeah, I used GT4SaveEditor to swap the car's tyre ID's, which can be found in the SpecDB FRONTTIRE and REARTIRE tables.
@@Tea_Vault Do you can make a tutorial about changing wheels on GT4 ?
@@maufernandez4247 Yellowbird has a guide for making hybrids using GT4SaveEditor, that should give a rundown of everything you need to know.