- Apr 20, 2006
- 8,352
- 868
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Well, they're still working hard on fine-tuning the handling characteristics. They're trying to simulate a lot of characteristics in the tyres (more info on that here: http://www.virtualr.net/inside-project-cars-seta-tire-model ). The driving consultants, (sacked-Stig) Ben Collins, Oliver Webb (BAC Mono test driver, was on the podium at this year's Le Mans 24H), and Nic Hamilton (Lewis' younger brother and professional racer in-the-making - really quick driver!) have definitely been giving a lot of effort on feedback. They've already gone through over 18 tyre types on a single car alone! :x Never thought I'd see The Stig say (type) so much! Then you have other active professional drivers not really connected to the game (i.e., hired by the developers, Slightly Mad Studios), chiming in and try to contribute feedback to the game on their own (Rene Rast, for example: . He has won a couple of key endurance races this year (24H Nurburgring, 24H Spa), in addition to winning a GT series championship recently).
As for the handling characteristics relative to Gran Turismo, there is definitely a noticeable difference. The cars are less forgiving, for one, but not ridiculously difficult to drive (Ben and Rene keeps on mentioning that real cars aren't that hard to drive fast... it's squeezing the last few tenths out of your laptimes that is difficult). The cars aren't definitely on rails (i.e., arcade... see the Codemasters F1 series of racing games). I would like to note that although it is considered a simulator, you have the option of tailoring the game settings to suit your driving level, sort of like NBA 2K sliders -but for racing. If you want a simcade experience with some driving assists turned on, you could do that. If you want to give yourself a challenge, or have more experience, you can turn them all off (Try doing that in the McLaren P1! Or just drive the GT-40. LOL). Assists are turned on by default for those cars that have them. It gets progressively better with each build. The handling is more dynamic -the weight shift and feedback just translates into the wheel better. Then there's the wet weather racing (well, the dynamic weather and time of day). If you've got one of the nicer wheels in the market, it'll be more apparent. Oh, and car performance is affected depending where in the world the real-life track is located (so less power output for engines at higher altitudes, for instance... temperatures). And that they modeled the near Solar System to accurately depict where the sun and other heavenly objects would be at that certain date and time (there is a date slider as well). You can have punctures, car damage can affect the drivability of the car (makes it list to the left or right, front or back depending on where the damage is).
( And of course, the cars not only look better, they sound much better. *shots fired* Note that a few microphones have given up themselves for the cause. No endless grinding to unlock stuff, too. )
I'm not saying it's the best-handling game at the moment, but it sure does deliver a realistic* and enjoyable experience. Has been definitely a positive experience driving the game for the past two years. It definitely has come a long way since then. Not bad for a game on a limited budget that has only been in development since October 2011 (that might sound like a long time ago, but Gran Turismo takes at least 5 years to pump one out... and have another year to fix it). The amount of content with great sim-quality definitely makes the game worth the price. You haven't seen anything drive like this on console.
Good info... looks amazing. Can't wait.
Genuinely curious to see how the handling-characteristics differ from GT.
Well, they're still working hard on fine-tuning the handling characteristics. They're trying to simulate a lot of characteristics in the tyres (more info on that here: http://www.virtualr.net/inside-project-cars-seta-tire-model ). The driving consultants, (sacked-Stig) Ben Collins, Oliver Webb (BAC Mono test driver, was on the podium at this year's Le Mans 24H), and Nic Hamilton (Lewis' younger brother and professional racer in-the-making - really quick driver!) have definitely been giving a lot of effort on feedback. They've already gone through over 18 tyre types on a single car alone! :x Never thought I'd see The Stig say (type) so much! Then you have other active professional drivers not really connected to the game (i.e., hired by the developers, Slightly Mad Studios), chiming in and try to contribute feedback to the game on their own (Rene Rast, for example: . He has won a couple of key endurance races this year (24H Nurburgring, 24H Spa), in addition to winning a GT series championship recently).
As for the handling characteristics relative to Gran Turismo, there is definitely a noticeable difference. The cars are less forgiving, for one, but not ridiculously difficult to drive (Ben and Rene keeps on mentioning that real cars aren't that hard to drive fast... it's squeezing the last few tenths out of your laptimes that is difficult). The cars aren't definitely on rails (i.e., arcade... see the Codemasters F1 series of racing games). I would like to note that although it is considered a simulator, you have the option of tailoring the game settings to suit your driving level, sort of like NBA 2K sliders -but for racing. If you want a simcade experience with some driving assists turned on, you could do that. If you want to give yourself a challenge, or have more experience, you can turn them all off (Try doing that in the McLaren P1! Or just drive the GT-40. LOL). Assists are turned on by default for those cars that have them. It gets progressively better with each build. The handling is more dynamic -the weight shift and feedback just translates into the wheel better. Then there's the wet weather racing (well, the dynamic weather and time of day). If you've got one of the nicer wheels in the market, it'll be more apparent. Oh, and car performance is affected depending where in the world the real-life track is located (so less power output for engines at higher altitudes, for instance... temperatures). And that they modeled the near Solar System to accurately depict where the sun and other heavenly objects would be at that certain date and time (there is a date slider as well). You can have punctures, car damage can affect the drivability of the car (makes it list to the left or right, front or back depending on where the damage is).
( And of course, the cars not only look better, they sound much better. *shots fired* Note that a few microphones have given up themselves for the cause. No endless grinding to unlock stuff, too. )
I'm not saying it's the best-handling game at the moment, but it sure does deliver a realistic* and enjoyable experience. Has been definitely a positive experience driving the game for the past two years. It definitely has come a long way since then. Not bad for a game on a limited budget that has only been in development since October 2011 (that might sound like a long time ago, but Gran Turismo takes at least 5 years to pump one out... and have another year to fix it). The amount of content with great sim-quality definitely makes the game worth the price. You haven't seen anything drive like this on console.
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