Tuesday, 28 May 2024

GT7 W45: Porsche 911 GT3 RS '22 (992)

To fully appreciate the 2022 Porsche 911 GT3 RS (992), I'm going to have to sound more like an uninformed moron than usual by going into a philosophical rant for a bit. Oh yeah, this is a long piece.


In recent times, I think the modern supercar has become something less to be driven hard for its superior performance, and more of a status symbol, something more to be worn like clothing, a tool to woo a partner, or simply as a tool to earn a profit by hanging onto a rare and expensive car before selling it for a profit. To appear impressive on the spec sheets and to impress your average buyer for these six–figure toys, the modern supercar just keeps getting more and more powerful, simply because it's the easiest to print on a headline and easiest to understand. Cars getting more powerful might sound like a good thing, but I personally view power as a necessary evil even in a sports car, simply because power cannot increase on its own without other aspects of the car keeping up. To attain more power output, the engine needs to be bigger. It needs to run higher boost pressures. The car will need more radiators and coolants to keep all that cool. The fuel tank needs to be bigger to last the same distances. The tyres need to be wider to put down that power. The springs need to be stiffer to handle all that g. The car needs more aero to keep it stable. That means lowering it further to the ground. That means it won't clear speed humps and scrape on every incline. That means it needs a lift kit for street driving. That means more mass. You get the idea. It's a never ending downward spiral, and hence why I opine that power is a necessary evil that needs to be finely balanced, instead of blindly being heaped on just because modern technology allows for it.


It's all gotten way beyond the point where the power and mass bloat of a typical modern day supercar are becoming frankly irresponsible and completely unwieldy, even for a pretend racing driver with lots of pretending experience on a pretend racetrack. In the ludicrous event that a paying customer actually wants to drive and explore the performance of the high–performance car they bought, these cars almost always have a lot of understeer baked into their suspension and tyre setups, while coming with a harem of electronic nannies that zap away over–zealousness of the drivers, often intervening well before poo hits any of the gazillion radiator fans in a modern, power–obsessed car. But, in so doing, these persistent, omnipresent nannies make these cars a frustrating drive for those that think that they know what they're doing and just want to fully explore and experience their purchase unhindered and at the limit. Even worse, some of the newest cars in the game that I've tried, like the Giulia GTAm and FL2 Civic Type R, feel like the electronics are there less to help an experienced driver and more to impress someone prancing about at maybe 6 tenths, making them utterly dangerous and unpredictable at the limit. "See how much we can help you turn? SEE? SEE?! THIS CAR TURNS SO WELL, even though you didn't ask to turn this much! You don't need to feel anything, juuuust leave all the complicated, life threatening bits to us! Oh, what's that, your years of sim racing experience has made you panic at our intervention and you tried to correct the car that needn't correction? Well, we weren't programmed to handle your stupid pig brain, sod off into the barriers!"


These feisty problems are not at all helped by the fact that tyre technology has not kept up nearly as quickly with the mass and power creep of these modern day rocket–strapped summer villas, meaning that the braking and cornering abilities of these cars, while impressive in a vacuum, have not improved proportionately to the straight line speeds that these cars can hit, resulting in the perception of modern cars not stopping well, as these cars require the driver to stomp on the brakes earlier and earlier before a corner, sometimes before the bend comes into sight, and sometimes even for slight kinks in the road that weren't even meant to be corners. Of course, this only makes sense thinking about it rationally: higher speeds = longer stopping distances. It's just that, in a video game, where all real world sensations and sensibilities are lost to the absence of our bum g sensors and the upfront fear of a very expensive death in these machines, common sense and the sense of speed can often end up lost in the translation into the digital realm. Under these circumstances unique to a simulator, a driver's mind working faster to match the increased straight line speeds of these cars will also naturally speed up the deceleration times and cornering speeds as well, sort of like putting an onboard video on 1.5x speed, and with that unfortunate flaw in the way the human brain works comes with a subconscious expectation that the braking distances need to shrink and cornering speeds need to raise proportionately to match the increased acceleration performance for a car as well. Otherwise, these modern performance cars just feel clumsy and lethargic at best, and flat out hazardous at worst to drive. I know this isn't a logical thing to purport, but one needs only look at the recent shebang with the Genesis VGT Time Trial at Monza to find an example of this disconnect.


Add onto this unfortunate reality the fact that we Gran Turismo 7 players are spoiled silly with a swathe of easily attainable and often used racecars in the game—gutted, racing slick shod cars with focused aerodynamics that don't rely on gimmicks, yet can actually deliver on that skewed expectations of speed everywhere—and you have a playerbase that is entirely desensitised to speed they've never felt, and set up to shun road cars—especially modern, high performance monsters. And guess which category of cars tend to have more power than the other in today's climate.

The 992 Porsche 911 GT3 RS however, is the cure to all of those aforementioned sicknesses and nonsense.


Right out of the box, the 992 lives up to its namesake and immediately forces me to resort to a claim that always makes me roll my eyes in a car review: "It drives like a racecar with licence plates". I dislike that cliché because no road car can ever remotely approach the capability and feel of a racecar (not unless said racecar is literally the Mazda Roadster NR-A), and this gulf in performance between these two very different worlds is something that modern sims like Gran Turismo, Assetto Corsa, and F1 have not been shy to highlight. The 992 GT3 RS in Gran Turismo 7 however, drives and feels very much like an actual GT3 racecar: it goes very much like a GT3, stops using roughly the same brake markers as GT3s, is even more stable and predictable in the bends than some turds in Gr.3 I've sampled, and shifts almost as quickly as a GT3 as well. This thing feels so close to driving an actual GT3 racecar at 0.9x speed that, despite the fact that I hadn't driven the car prior, everything just fell into place and felt so immediately familiar when behind the wheel; the car just behaves, responds, and puts itself exactly where I would expect and intuit it, so much so that this spoiled gamer and racecar junkie could really start pushing the 992 GT3 RS on a track with just two corners of getting to know the car, as opposed to the several laps I'd usually require to really come to know a road car's quirks, tendencies, and how to compensate for them to drive at their quickest.


A lot of that of course, has to do with the fact that the 992 GT3 RS doesn't chase spec sheet numbers to look impressive—the role of chasing numbers is usually relegated to the turbocharged GT2 models. Free of the usual supercar obligation of "numbers for the sake of it", the GT3 RS is thus allowed to retain the use of a naturally aspirated 4 Litre Flat 6 engine, an excruciating rarity in an era rapidly being stifled by turbocharging and silenced by electrification. Not overly concerned with producing peak torque from idle, this songstress of an engine is capable of a hair–raising 9,000rpm, and is beautifully progressive throughout its entire rev band without feeling out of breath in the mid range. Unless the aim is to save fuel, there's no on–track situation that will call for even mid range revs, thanks to the lighting quick and impeccably spaced 7–speed PDK gearbox mated to the it. While 517HP (386kW) is meek by modern supercar standards, that's around what a modern day GT3 car produces, and those are hardly slow. The trick is to let the horses carry as little load as possible, and to that end, the carbon draped, aluminium–bodied 992 GT3 RS weighs in at a mere 1,450kg (3,197lbs)—a veritable featherweight by today's standards. And the best part about that figure? It's Kerb mass, because Porsche doesn't treat its customers and fans like they're stupid.


But of course, anyone reading this in a crash helmet and flame retardant suit must have realised immediately at the mention of that 1,450kg figure that the 992 GT3 RS isn't a bespoke racecar, and further proof of that can be found in the black rubber shoeing the massive 20–21 inch optional Magnesium wheels fitted on our example of the 992 GT3 RS: grooved tyres, Michelin Pilot Sport Cup 2 in real life, and Sport Medium by default in GT7. The extra mass and lack of grip relative to a GT3 racecar means that the 992 GT3 RS will never set a comparable lap time to an actual GT3 racecar, but the real magic is in how Porsche has finely balanced every aspect of the car, from the power, mass, gearing, and mechanical grip, to give us a car that drives and feels almost exactly like watching a GT3 racecar onboard video at 0.9x speed, making what little mental adjustment we have to do as 1337 gamers on our RGB wheels a minor and entirely subconscious one. In short, it's incredible at "tricking" our brains through a screen into believing that we're in an actual GT3 racecar. The only area where that painstakingly crafted illusion shatters is at high speed, high downforce corners, such as Eau Rouge of Spa and 130R of Suzuka, where, in spite of the very palpable downforce this car generates, the road legal tyres simply don't have it in them to handle those loads at those speeds, resulting in the 992 GT3 RS needing to brake hard to shave off speed to make those corners as opposed to actual GT3 racecars that can take them more or less flat out. The 992 will also need to brake notably earlier than a GT3 racecar going from a high–speed straight into a slow corner as well, so watch out for that.


The real trickery of the 992 GT3 RS however, isn't in the lap times it produces. It isn't in the trademark PDK gearbox, the sophisticated aero, nor the big F–Off wing with DRS capabilities sat atop the engine. Those are all the obvious stuff. Rather, the real magic of the 992 GT3 RS to me is in how the car can stealthily obscure to me things that are clearly there, such as the rear steer system. It's so good at its job that I would have never guessed had been fitted to the car had I not trawled through press releases and technical deep dives to write this! In other words, the electronic gimmicks in this car serve only to help an experienced driver do what they want, and kerb behaviour that they don't want on a track. It sounds so insultingly simple in writing, but I have very rarely liked rear steer system in cars before, because if done badly, they make the rear end of the car snappy, unpredictable, and would just be a plain nuisance. To be able to understand completely how a racing driver thinks, what they would want a car to do, and how they expect a car to react to any given input in any given situation is so incredibly impressive, and to be able to make a car wherein its electronic aids are completely unnoticeable is an electronic, mechanical, and psychological art form, the likes of which only possible with decades of motorsport dominance, in tandem with a marketing department that understands that the GT3 RS is a car aimed at hardcore 911 fans with real track experience, letting the engineers simply cook as they saw fit, and I daresay Porsche is the only car make with bean counters that chill. Porsche's rich motorsports heritage is so clear in the 992 that one could see right past it and not know it was ever there, or see that the car could only have been shaped by a company like Porsche. To top it all off, this nuance of knowing when to stand on top of a hill and shout at the top of their lungs, and knowing when to just shut up, keep their heads down, and simply produce good work, is something that I find is almost completely absent in the supercar world, and proof that Porsche is the only company that gets it, and gets it right.


That all being said, the 992 GT3 RS isn't without flaws, but most of which I find are in the way its implemented into the game, and less to do with the car itself.

VR Showroom Photo Credit: Obelisk

To start small, GT Auto's Clayton really doesn't like the 992. This car gets absolutely zero aero options in GT Auto—it can't even be de–winged—so I hope you like the car's default downforce values, because the car is stuck with them for life. I'm also shocked to find that PD didn't scan the car with its tow hook anchor point covers removed, so installing aftermarket tow hooks will result in Clayton literally DRILLING INTO THE COVERS. Look, I know this is a minor thing, but this is inexcusably stupid and you cannot change my mind; There is NO WAY they scanned a road car exclusively for GT7 five months after the game's release not knowing they needed to scan it with the covers off. A track focused car, at that!


For comparison, here are the tow hooks offered on the 1999 Honda S2000, a car added to Gran Turismo Sport some 31 months before GT7 was even released:


Want to put a licence plate on your road car? That involves putting your own grimy decals on the car, which in turn will wipe all the factory GT3 RS decals from the car. While the community has provided replica decals, user–made content won't ever be depicted with the same fidelity as the cars' original decals, and will always be at risk of being deleted for gosh knows what reason. Want to paint the car? Say goodbye to all the bare carbon bits, too. Want to know what it took to create a super simple My Favourite Carrera tribute car? 3 hours and 109 layers. I know I'm not the most efficient guy with the livery editor, but god damn why is this such a problem in 2024. It throws off my fengshui and makes my chakra boil.


Onto issues that you might actually care about: The most immediate annoyance with the 992 is that its Drag Reduction System (DRS) is manually activated in the game, with no option for automatic deployment. With no rule governing when or how much DRS is allowed to be used, DRS is just a "free speed" button, and it sounds amazing all the way until realisation sets in that you have to hold down an extra button the whole race to run the optimally, necessitating adjusting one's grip on the steering wheel and driving in an awkward fashion akin to learning to live with a new, crippling injury. In the real car, DRS can be set to full auto, and why wouldn't anyone just leave it in full auto? DRS snaps shut on braking zones and when the steering wheel is tilted past a very limited angle, anyway, so it's not like drivers can choose how much stability and understeer they want going into a corner. The speed loss of not using DRS isn't immediately apparent, but it adds up across a lap; just the Kemmel Straight of Spa alone will see a DRS driver shave off something like 0.15 of a second over a non DRS driver.


One could argue that DRS being manually activated make sense in a video game—something that has an inherent goal of being actively interacted with by its user. If that's the case however, then GT7 really doesn't do the 992 GT3 RS justice; the real life 992 GT3 RS comes features adjustability to its front downforce, brake balance, suspension bound and rebound rates, and even the differential behaviour, all of which can be electronically adjusted right from the driver's seat to any individual's style and preferences if they can make any sense of it. Unfortunately, none of that is adjustable by default in GT7, meaning that aftermarket parts need to be bought for a prospective tinkerer who wants to fully explore and get to the most out of their track toy. A 20,000 Cr. Fully Customisable Suspension might not sound like a big deal to someone buying a 340,000 Cr. toy, but the real hit isn't financial, but rather, in the car's PP rating increasing even further from fitting an aftermarket adjustable part. Coming default with adjustable parts will also allow for tweaks to said parts under the often used BoP/Settings Partially Allowed conditions, which temporarily revert a car back to the parts it originally came with, thereby disallowing a 992 GT3 RS to be adjusted to its driver's liking. I like most of my cars with a rear brake bias in GT7's current understeer biased physics, and it's something I'd have loved to try in our weekly lobbies with the 992.


With the 992 GT3 RS driving and behaving very much like a racecar, it will, of course, suffer a lot of the same problems a racecar suffers from as well. The suspension setup is so stiff that the car has no perceptible pitch and roll from the inside and out, which works magic in the dry, sure, but makes the car damn near undrivable in the wet, where there's a very unfortunate chicken and egg issue where the tyres can't grip the pavement well enough to make the body lean in over them, and therefore there's nothing to press the relevant tyres harder into the pavement to dig up more grip. If the skies do turn gloomy, it might necessitate a panic trip to the trackside N2O shop to buy full race spec wet tyres just to keep the 992 on the track. (Thank GOD they don't charge more than Understeer for the same parts!)


The in–game HUD for the 992 is also calibrated super weirdly. Typically, the rev bar shows around the last 2,000rpm of an engine, filling up 500rpm before the rev limit and flashing the filled bar for the last 500rpm to convey to the player, "get ready to upshift!". In the 992, the rev bar instead cuts out that last 500rpm "flash zone", and so the moment it fills up is when the car has hit its 9,000rpm rev limit and bounced off its limiter. It's extremely counterintuitive and forces me to adopt a mindset of "short shift the car", despite me literally redlining it. It's so bloody annoying that, if I didn't need the radar, I'd switch off that lying piece of crap HUD entirely. It's a small issue, sure, but something that doesn't feel right in a car that's all about the raw driving experience be like i riter no god english, or going to a Gordon Ramsay restaurant only to be served overcooked instant noodles. It's boarderline rude coming from supposed specialists in their trade, and just gives off the impression that someone just ran out of time or Fs to give. The 992 deserves better than that. The silver lining to that weird HUD is that the car can be driven pretty much optimally in Automatic shifting. I don't get auto DRS, but I get auto shifting. Yay. Cool, I guess.


And for as much as the 992 GT3 RS bucks modern trends, one area in which it unfortunately can't escape is that it... feels a bit soulless. It's a bit too well put together, a bit too safe. As it is set up by default in GT7, it hardly ever fights back against the driver; it just does everything with a scary efficiency and precision, like a professional butler holding back his personal feelings. Used to be that 911s were famed for being widowmakers, the unreasonably tough final boss fight on New Game+ demanding every morsel of what you've learnt in your journey studying and battling its kind, plus some good luck on top of all that. But now it's... a math exam taken in an air con room with a caring teacher with a bad past who believes in you overseeing the test. It's not a bad thing; far from it. It's just... not what I expect from the 911 name.

And if a modern day 911 drives like this, what hope is there out there for anything else to feel any more exciting?


The 2022 Porsche 911 GT3 RS (992). Drive it if you want to be spoiled for life and hate every other supercar. Or just... you know, hang onto it as the last "pure" ICE 911 to flip it for a massive profit later. To counteract these people, I'm going to put anime girls on my 992 and take it out on dirt and snow courses. Why? Because being able to drive this track toy on dirt and snow is more important than a properly calibrated tach and auto DRS, apparently.

Monday, 27 May 2024

GT7 W58: Honda RA272 '65

The #11 Honda RA272 that raced in the 1965 season of Formula 1 might just be the most historically significant racecar to ever come from the land of the rising sun, being the first Japanese car to ever win an F1 race in just Honda's second year in making four–wheeled vehicles, establishing themselves as one of Japan's top three carmakers with boundless innovation while making themselves a household name in the highest echelon of motorsports, all with just one win.

It's just too bad I can't drive it for worth a crap.


Style edited from Replica GP Mexico 1965 by blue-screen74
#mexico #bucknum #replica

https://www.gran-turismo.com/us/gt7/user/mymenu/f197e664-c96f-40e4-a396-fa757274d799/gallery/All/19422402050114394

https://www.gtplanet.net/forum/threads/car-of-the-week-week-58-honki-honda-honda-ra272-65.418000/page-6#post-14043885

The RA272 is an old car—it was raced and retired before downforce was "invented" by Chaparral, and so driving it with modern day habits is akin to trying to operate a rotary phone by tapping it repeatedly. It doesn't mesh with my stupid millennial brain, and so instead of a review, I'm just going to share my experience and thoughts in writing, okay?


Let's start with the parts that are easier to understand: numbers. The RA272, despite its name, comes to us producing only 228HP (170kW) from a naturally aspirated 1.5L V12 engine, which goes through a rather clumsy shifting (by modern standards) 6–speed manual gearbox. Scoff at it at your own peril however, because this bathtub on wheels weighs in at a belief–defying 498kg (1,098lbs), giving it a power–to–mass ratio surpassing that of most unrestricted GT3 machines in the game!


https://www.gtplanet.net/forum/threads/car-of-the-week-week-58-honki-honda-honda-ra272-65.418000/page-24#post-14242849

The second most prominent number is... well, it's a set of numbers, actually. To say that this tiny NA V12 engine is peaky wouldn't even begin to remotely hint at just how high–strung this engine is: the tachometer in the car starts at 5,000rpm. We've tested cars here in COTW that can't even GET to 5k! The tach spans 10k rpm, going from 5 to 15k, and fuel cut in–game is set to 12k. The RA272 idles somewhere in the sub 4k range, but if you ever feel the need to see that represented on the tach, you might as well go back to huddling in a futon back home. Peak power can only be found just 500rpm below fuel cut: 11,500rpm, ditto for peak torque. You know how common knowledge says that the power and torque curves will always intersect at 5,252rpm? Yeah, me neither. All I know is that this engine needs its nuts revved clean off, and failing to do so bleeds both hours and valour.


So, all these numbers, both big and small, paint a rather fearsome picture of the RA272, but yet, once it hits the track, this thing with a better power–to–mass ratio than a GT3 car sets lap times slower than even an unrestricted GT4 Cayman Clubsport! While the RA272 has incredible numbers even by modern standards, the areas that aren't usually quantified by numbers can be summed up simply with "1965". It's an old car, and as such, didn't come with Anti–Lock Brakes. While ABS is enabled for every car by default in this game, it's immediately obvious that the RA272 was never set up for that black magic; brute–forcing the car to bite into an apex with aggressive trail braking will simply break out the rear end in a sloppy slide. I actually turned off ABS to learn the car first before turning it to "Weak" in our lobbies so as not to kill anyone too many people. Driving this car without ABS made me realise that a full rearward brake bias of +5 still locks up the front tyres without locking the rears, and was therefore utilising more of the available grip than the default, stupidly front biased brake balance. This car does come default with a fully adjustable brake balance controller, so I don't feel bad using it. Driving the car with ABS Weak after, I realised it had to be driven exactly like it had to be driven without ABS; it just made the shaving off speed part easier and more consistent.


Even if you (for some reason...) have experience driving with ABS Off in this game, the RA272 is still not an easy drive. Once the car is adequately slowed for a corner, it comes time to turn the steering wheel, and the RA272 has all the chassis rigidity of a wet cigarette. Now, I know my whole shtick is that I'm a Chris Harris and Tsuchiya Keiichi wannabe, and I get nerdy and wordy about how a car feels to drive, but chassis rigidity is something I have no confidence in pinpointing in a video game, let alone describing in writing. It's just not a problem modern cars have anymore. I'll try to describe what it feels like, but take everything with more than the usual pinches of salt, okay?


In a modern racecar, the brake pedal is almost a potentiometer of "how much stress do I want to put on the front tyres", and it's usually pretty proportionate to how much grip the front tyres have. Press the brakes harder, the car stops quicker. Need weight over the front? Dab the brakes a slight bit. It's a very simple cause and effect. In the RA272 however, the chassis is so structurally weak that the front tyres just stop responding any further past halfway into the brake pedal travel, with any further attempts to shift weight up front henceforth being used to warp the body instead. That is to say, this thing will NOT adjust mid corner if I misjudge the entry into a corner, and using any more than half the brake pedal is just an instant lockup.

It's not just the brakes that can exert stress on the chassis, of course; so can the steering wheel, which can have equally disastrous effects on the car.


Past a certain stress threshold, there's a palpable, yet inconsistent delay between input and feeling said input register in the car, both from the steering wheel and the pedals. Putting the RA272 through the stresses of brisk driving goes something like this: I roll over a rumble strip and/or turn the front end of the car semi hard. I then send a detailed report of what, where, when, and how fast I did it via Morse code by tapping the ground and hoping those vibrations carry over to Japan. From there, I wait for the folks at Honda to hold several board room meetings to work out the physics of my manoeuvre with the sophisticated aid of abacuses and simulations done with clay models made by special Takumi craftsmen specifically for each report I send, before discussing over tea and rice crackers whether my manoeuvre besmirches upon their family honour or not. Within 11 working days of having reached a decision, they will write back to me in Japanese, sending a pigeon to my current location. The moment of truth comes when I put that letter through an OCR translation tool, and if the esteemed council at Honda finds that the rumble strip I rolled over was too pronounced or that I turned the front end of the car too hard for the rear to keep up, the punishment for my misdeed(s) is rendered instantaneously in that very moment. If I'm not seated in a car at that point, like if I were, say, in a hotel room, the whole hotel would then proceed to break sideways and oversteer into a mountain for seemingly no reason to the untrained eye of an innocent bystander.

That's how far divorced the cause and effect is when driving an RA272.


Driving the RA272 safely therefore, requires one to be extremely cognisant of any and every feedback the car gives the driver. Thankfully, the car is light enough that its steering wheel could be rocked back and forth ever so gently by the seemingly mirror–smooth home straight of Suzuka, making the circuit that hosts several high–downforce races in a year feel like a beat–up rural road. While the steering wheel talking to me in a modern racecar is usually met with the automotive equivalent of, "I got it, mooooom, sheesh, I'm not a kid anymore!", the moment the steering wheel even looks at me sternly mid–corner in the RA272, I back off and say, "yes, mommy. I'll be a good boy, I'm sorry for existing"... or whatever the automotive equivalent of that is. The RA272's emphasis on the driver being cognisant of every little tell might mean that it's a car that really rewards its driver having high end sim racing hardware, such as a load cell brake pedal and a direct drive wheel. I'm unfortunately not rich enough to test that out.


If unhindered by BoP, I would take even the worst Gr.4 car in existence over the RA272 as a driving experience, because even a stripped out, barebones Gr.4 racecar feels like a luxury spaceship in direct comparison to the RA272. But it has to be said that the RA272 feels properly special, even in a game that can't sell a Jimny to a stranded fan. It is the oldest F1 car in the entire series of Gran Turismo, and the only one of its era. The Discover section for this car therefore, is filled with replicas of other F1 cars of its era, and for that reason, I imagine there'd be someone out there crazy enough to collect 20 of these bad boys to replicate an old F1 grid in Custom Race. And while its very similar in pace to slicks–shod modern day track toys like the X-Bow, it has a (mostly) central seating position and exposed wheels to give an driving perspective that is excruciatingly rare in the whole game, and I wish more cars would adopt a centre seating position, especially track toys. No modern day turbocharged econobox engine track toy however, will give you even remotely the tinge and thrill of a NA 1.5 V12 going to 12k, and it's something so rare and extraordinary that I have to get used to again and again at the start of each drive I have with it. It's just so out of this world! It's criminal that this engine isn't available to swap into other cars by now! All that is to say, while I wince at the thought of driving it hard in competition, it feels really special to drive at five tenths. It's a good Tokyo or Le Mans grind car for that reason, if you don't mind dropping 2.5 mil for one.

Sunday, 19 May 2024

GT7 W57: Ferrari 458 Italia GT3 '13

One of the more common criticisms against GT7 is that some of the cars in its de facto Gr.3 category are horrendously out of date, and the 2013 458 Italia GT3 that is Ferrari's sole representation in Gr.3 is one of the more glaring examples of this, being more than a decade old and two generations out of date at the time of writing, with many crying out for a 488 GT3 or 296 GT3 to be added into the game.


Me personally, I've never understood the point of adding new Gr.3 and Gr.4 racing cars to brands that already have representation in said categories, because the moment that happens, the old, perfectly serviceable racecar of the same manufacturer gets bopped out of contention by "Balance" of Performance to encourage players into the newer machine. We've seen it happen when the Supra Racing Concept replaced the FT-1 VGT, when the RX-Vision GT3 replaced the Atenza Gr.3, and we continue to see it with the BRZ GT300 replacing the WRX Gr.3 and the 2013 GT-R GT3 being a complete disaster to drive in comparison to the 2018 GT-R GT3, just to name a few examples. There's always an indisputable, objectively "better" car to be in among the choices offered by a manufacturer that offers more than one car in any given category, and not being in that car inadvertently has the effect of making one's racing suit look like that of a clown's.


This practice is one that utterly baffles me, because one would think that having more options ought to mean more variety to choose from. Drivers for BMW could have been made to choose between straight line speed of the M6 and the handling agility of the Z4, or deliberate between short lived speed versus steady longevity with the two M6 models, but NOPE, you will drive the M6 Endurance Model for any and all purposes if you want to drive a BMW in Gr.3, and you will like it. The sad reality is that racing games are just another arm of marketing for manufacturers, and which marketing department would okay an older, out of production car walloping a shiny, newer car whose silhouette is actually on sale?


From the players' perspective, what's the point of having Polyphony Digital spend what precious little time, effort, and resources the relatively small studio has into adding a new racecar into a game, if said racecar is going to serve the exact same purpose of a car it's going to make redundant? Just for the sake of being a little more up to date? I don't know how many have noticed, but with the insane fidelity of cars in GT7, there's seemingly a gap of 2 years at minimum between when a non–Toyota car is launched in the real world and when it gets added into GT7. In other words, a car new to GT7 is always going to be out of date by real world standards, doubly so if it's a racecar in a widely adopted and often used category.


So then, my interpretation of players clamouring for a 488 GT3 or 296 GT3 to replace the 458 GT3 is not that they want the variety, but because they want something else to fix Ferrari's Gr.3 representation, because—hoo boy—does the 2013 Ferrari 458 Italia GT3 badly need fixing in this game.


#itariya #italiya #gte

This might come as a bit of a shock to those that know me well, but I'm going to start by praising a Ferrari: the 458 GT3 has the looks of Medusa, the voice of a succubus, and the purity of an angel in its 9,500rpm–capable 4.5L NA V8 powerplant. And don't think for a moment that it's all show and no go, because it has a front end so incredibly agile that it's boarderline difficult to get used to, partially because it's difficult to believe how responsive it can still be deep into a corner with the brakes held, but also because I know that getting used to this responsiveness is going to spoil me silly when it comes time to drive another Gr.3 car—it feels like a Radical SR3 in a sea of what might as well be family sedans. It's THAT ferociously sharp of a front end.

So much that the rear end simply can't keep up with it whatsoever. 


While there may be other tail happy cars in Gr.3, none let go as willingly and quickly as the 458, and despite many of the automotive industry's most notorious widowmakers calming their tits down with GT7's current understeer biased physics, the 458 retains its psychotic handling undeterred and untamed across several different versions of multiple Gran Turismo games, seemingly never to find peace with any set of physics not licenced by Ferrari. The 458 GT3 in Gran Turismo 7 struggles immensely to put down power out of a turn; past 80% throttle, the rear diff locks up at the worst moment possible—when a driver is meaning to unleash all the horses as the curve straightens out—causing the entire stable to spin. It's deathly allergic to even microscopic bumps on the road, to say nothing of rumble strips and grass, making tracks that necessitate heinous offroad cuts, such as Lago Maggiore, a deeply frustrating drive, especially when the 458 squirms suddenly at the apex and earns its driver a track cut penalty. This thing is ENITRELY. INCAPABLE. of trial braking on a downhill whatever the brake bias or ABS setting. In the wet, I suspect that wheel users have it extra rough because this thing won't even need the steering wheel or the throttle pedal to break sideways: just stomp hard on the brakes going into Spa's Pouhon from the outside, and behold in amazement as the 458 GT3 so vehemently refuses to hold a straight line under braking that it would sooner learn how to tear into another dimension to leap across space and time than to simply go straight: the way it spears off under hard braking in seemingly random directions in the wet somehow makes me think my car somehow got backported to Gran Turismo 1, and this behaviour makes me leave safety margins so wide that my 16:9 flatscreen TV might as well be a 4:3 CRT.


Is it a fast car when allowed to slide? I don't know, and I don't care enough to know, because in my hands, even something long obsolete like an Atenza Gr.3 would have the same "practical speed" as a 458 GT3 across several laps, even if the Ferrari can set much faster lap times if it felt like cooperating once in a blue moon. Under v 1.47 BoP, I notice that the 458 GT3 has strong acceleration for a cornering car—if you're charitable enough to call it that given its eager front end—but wanes off in fifth gear at around 235km/h (146mph). Unless a rare Sport Mode race allows for adjustments to the suspension and differential, I would stay the hell away from the 458 GT3 and pick among the swathes of easier to drive and faster RMR Gr.3 cars, such as the 911 RSR, 650S GT3, Huracán GT3, R8 LMS Evo, or even a surprise sleeper that I'm sure SPD will tell you more about. I will have to note however, that the 458 GT3 feels bewilderingly comfortable at home around Nürburgring GP for some reason, so much that it made driving the 458 GT3 around other tracks feel like trying to force a Nürburgring GP–shaped peg into a round hole.


While the ever changing Balance of Performance can adjust a racecar's power and mass figures to make different cars competitive at different points, BoP doesn't ever change a car's default suspension, aero, diff, and weight distribution setups, which are locked most of the time in Sport Mode races, and it really shouldn't be any excuse for a more casual player to put up with the 458 GT3's nonsense. I'm with the crowd that badly wants a 488 GT3 or 296 GT3 to replace the 458 GT3 for this reason, but I'd also be lying if I said there isn't any part of me that wishes the 458 GT3 could be fixed instead of taking a chance at the completely unknown, because it is still the best looking, best sounding Ferrari in my eyes. IF a 488 or 296 GT3 ever does arrive to replace the 458, I suspect even someone who dislikes Ferrari as much as I do would feel a bit sad that the 458 GT3 will be retired. Here's hoping for the love of pasta and pizza that whatever replaces it will be set up to run on more than a single track...

Sunday, 12 May 2024

GT7 W56: Renault 5 Turbo '80

It's often been said that there's only a thin line between genius and insanity, and unfortunately for the radical Renault 5 Turbo, Audi's genius quattro system made sure Renault's pioneering efforts would forever be relegated to automotive asylums. Here in Gran Turismo 7, we pretend racers only get access to the road–going production R5 Turbo that homologates said insane rally car. Can the pedestrian R5 Turbo fare any better on digital tarmac from the safety of living room couches and sim rigs?


#r5 #turbo #bond

If you ask my peers, yes, actually! Too bad I have NO IDEA what they see or feel in this heap of a car. I find its handling to be floaty, vague, and indirect. And yet in spite of this, it's violently allergic to small patches of grass and even minor rumble strips, unhesitating to break its rear end out with little provocation from those slight off–road excursions, not helped at all by the fact that the car is wider at the rear than the front, making it unintuitive to precisely place and punishing to push. Its brakes are barely strong enough to be considered adequate for slowing a 159HP, 970kg (119kW, 2,138lbs) car, and they have absolutely no bite to them whatsoever. Couple this with spitefully thin front tyres and a steering wheel that talks as much as a gagged mute, and it can often feel like there's just no response from the front end whatsoever. More than a few times during this week, I've caught myself wondering if I've somehow managed to puncture my front tyres in a Gran Turismo game, because that's what it often feels like deep into a corner.


I don't even think tuning can fix much of this car's problems. Sure, its incredible lightness means it can tango with Gr.4 cars and even rival their fuel efficiency when maxed out, but giving this thing more speed just highlights even more how tall the cg is, making the mirror smooth asphalt of Tokyo wear away at the overly stressed rear tyres of the R5 as though sharp gravel. I don't even want to think about how the rally car handles in tight, walled–in stages.


It genuinely baffles me to hear the boundless praise heaped onto the R5 Turbo from my friends over the course of the week's lobbies, because I can't see much to like about it at all. Look, I get it: the R5 is a historically significant car that deserves to be immortalised in Gran Turismo. It's born from a sorely missed and much beloved time in rallying, and it's rare to see a French manufacturer go balls to the wall insane like this. It's the very first of the very exclusive club of RMR hatchbacks, and every car it inspired to adopt that layout become historic beacons themselves. Hell, they even inspired Audi of all people to follow that formula decades later. Take it from a guy who ardently refuses to have a TikTok account and think touchscreens in cars are stupid, though: a modern day hatch, even an unassuming one, is much better than the R5 Turbo in every aspect. A 2007 Suzuki Swift Sport has much more stable and direct handling, costs a ninth of what the R5 goes for, and is readily available for purchase in any stock colour in the Brand Central. Around Streets of Willow, the Suzuki would even edge out the Renault despite the Swift weighing more, having less power, being FF, and undercutting the R5 by some 10PP when both are bone stock on their default tyres (CS for the Swift, CM for the R5).


That is to say that, you'd have to really appreciate the R5's historical significance to want one. Or just be insane like the car.