GT7 Aerodynamics

I’ve been playing Gran Turismo since the first version on the PSone, and I still grab my controller a couple times a week and get in 26.2 miles to earn my “daily disappointment” (a roulette prize wheel that always seems to land on the most worthless prize).

GT7 touts itself as a racing simulator, but its aero modeling sucks. I understand why they did this, to protect the game’s leveling system, called Performance Points (PP). In the real world, downforce benefits you in fast corners, the faster the corner, the more benefit. In order to balance that in the game using their PP system, every car would have a different PP value at every track. That’s too complicated, so Gran Turismo simply made aero less effective.

How much less effective? I’m glad you asked! To find out, I built four cars with exactly the same weight, power output, suspension, ground clearance, etc., but very different aero.

Vanilla GR86 with no aero.

I had to buy ECUs, power limiters, and ballast to make them all equal weight and weight distribution, and then I put them all on Sport Medium tires.

Group 4 has a splitter and wing.

I chose the Subaru BRZ and Toyota GR86 because there are a few different versions of the car, but one could do this experiment with a Mustang, C7 Corvette, or other car that has both street and racing versions.

Group 3 aero incudes much venting and a rear diffuser.

I used Watkins Glen for the race track, because it has fast corners where aero is effective. At least in the real world. In the Gran Turismo world, aero is virtually meaningless:

BuildFront / Rear DFGrip @ 75 mphLap
No aero 524pp0 / 0 1.18g2:06.845
Street aero 545pp200/3001.22g2:07.006
Group 4 532pp200/3501.21g2:07.076
Group 3 549pp500/8001.29g2:06.730
Car builds, downforce, grip, and lap times

As you can see, the car with the most downforce (1300 lbs), set the fastest lap, but only by a tenth of a second! In second place was the car with no aero at all, and it came in at 524 points versus 549 points for the Group 3 car. In the real world, you’d see a few seconds between a car with no aero and a car with a simple splitter and wing.

So are the aerodynamics in GT7 totally worthless? No. I discovered that the downforce values are fairly accurate, and the car data can be used for research.

Downforce values in GT7

In GT7 all cars with aero are given front and rear downforce listed in pounds. For example, a Toyota GT-One has 600 lbs of front downforce and 900 lbs of rear downforce. But what speeds are those values based on? After some investigation, it appears to be at about 130 mph (210 kph).

I’ve come to this conclusion by comparing the real-world downforce values for several to the downforce values in the game. To get the real-world values, I went to Muslanne’s corner and noted the downforce values for every car (at 150 mph) and threw them in a spreadsheet. I then compared that to the same car in Gran Turismo, factored in the speed, and came out with 130 mph as being very close.

Another car that helped me figure out this value was the Porsche 911 GT3 RS, which reportedly makes 895 lbs of downforce at 124 mph. By factoring in a speed change to 130 mph, I got 984 lbs of downforce, which is close enough to GT7’s figure of 1000 lbs.

So here’s a smattering of cars in GT7 and their approximate coefficient of lift (cL), which is inverted here to mean downforce. If you’re not familiar with coefficients, check out my article on Thinking in Aerodynamic Coefficients to see examples of various cars and how much downforce and drag they make.

CarFrontRearTotal DFcL% FDrive
Formula1500200035004.2042.9%MR
GT-R LM1400140028003.4350.0%FF
RB X20191000160026003.2038.5%MR
Valkyrie1000150025003.0540.0%MR
Gr 2, GT500750115019002.3339.5%FR
GT-One60090015001.8440.0%MR
BRZ GT300 50080013001.3738.5%FR
Group 345070011501.2139.1%FR
911 GT3 RS35065010001.0635.0%RR
Amuse S2K3505509000.9538.9%FR
Group 42003505500.6036.4%FR
RX7 GTO (real)5250.57FR
Street car aero2003005000.5940.0%All
RE-RX71503505000.5930.0%FR
RCR Civic2002504500.5344.4%FF
Miata touring703504200.5016.7%FR
LP 750-4 SV ‘151502504000.4237.5%MR
C7 ZR-11502504000.4237.5%FR
Gr 3 road car1002003000.3233.3%All
930 Turbo1001502500.2740.0%RR
Cayman GT4801602400.2633.3%MR
911 GT3 (996) ‘01301201500.1620.0%RR
C8 50801300.1438.5%MR
M2C 2040600.0733.3%FR
911 RS SC (993) ‘95060600.070.0%RR
NSX Type R2525500.0550.0%MR
WRX ‘99040400.040.0%FR
GR Corolla020200.020.0%FR
E30 M3, 190 Evo0000.000.0%FR
GT7 cars and downforce

I’ve also added the front aero load distribution (% F) and the drivetrain layout to the table. Many people say you should match aero distribution to weight distribution, but I don’t subscribe to that theory, and neither does Gran Turismo (or the real-world values in Muslanne’s database). You can see that aero distribution is typically around 40% front (meaning more rear aero), regardless of drivetrain layout. Even the front wheel drive Nismo GT-R LM car has a 50/50 aero distribution, despite having 65% of the weight on the front tires.

You’ll also notice that some cars that probably do have some downforce, such as the E30 M3 and 190E DTM cars are listed as having no downforce in GT7. And the Miata Touring car can somehow make 350 lbs of downforce, despite being a convertible. (In my real world testing, a convertible top made 40% of the downforce as a hardtop.) There’s also no concept of lift in the game, and as you might know, most street cars make lift, and cars with zero lift are rare. Anyway, it’s a game afterall, and I’m sure there are many other oversights and some mistakes (and that goes for this article as well).

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