I meant to respond to this, but life won't give me endless free time, for whatever reason.
the individual connection between the gamer and a car has more to do with feel, flavor and emotion than any technical details.
If that's what you think fair enough. To me, things like that just separate games from sims. The sims are as technical as possible, the games let impurities in. Driving a car is a completely objective thing. It's you in a vehicle that's being moved by its own power and grip, and what you get out of it is your mind's reaction to the experience. I won't argue that no one today can completely go through the real life "code" line by line, but that doesn't mean that code isn't there.
So how do you explain how people argue endlessly over which sim is more accurate, when all claim theirs is, but clearly no two sims are quite the same? I think this is an indication that I'm right. Otherwise, most people would migrate to the game which is most accurate,
there is something (Forza 4 is) simulating strangely or in an unusual way, compared to other games. Otherwise, anyone could hop in and race halfway competently from the get go, which some people just can't do. How good is a simulator which dangles the ability to connect with the game's universe just out of reach of a certain segment of the gaming public?
That sounds a lot like GT, in that every time I see someone play an in-store demo, they can't drive. This is even if they look old enough to have a license. We also get looks Q&A posts on this forum asking for driving help. Are you saying that just about anyone should be able to hop in to GT5 and get driving?
Not quite the same thing at all. Many gamers have a period of adjustment when they buy a new game, where they get used to the rules of what the game universe demands and improve. Yes, many newbs will flounder around with any game they try at a store, whether it's a racer or a shooter or whatever.
This is entirely different with a game people are familiar with, such as a racing sim. I couldn't drive each new GT game after GT2 the same way I did in the previous one. I had to adjust to the improvements. But I could drive and race competently. But every one of my friends had a pretty long schooling period with each Forza I got, whether they were fans primarily of GT or some sim, and F4 seems to be the longest. They're impressed but not sold, and struggled about like I still do. For whatever reason, physics, 3D, probably every single factor, Forza is very different for us, and they aren't sold on it as better overall than any game.
So how about the original GTR, which was soundly criticized by a hardcore group of technical elites for having incorrect tire models? And who set about making a patch which seemed to model the tires better. And this of course after being heralded as the most accurate racing sim money could buy, and advocated by a number of racing professionals for its accuracy and realism.
Well, they fixed it first off. Secondly, what was wrong compared to GT? Was grip just a static number, or was GTR attempting to simulated something beyond the GT model, but simply failed at first?
The point is that they were so proud of aspects which no one knew were wrong until it was tested by fans. You know, the kind of people you usually scoff at when they get on a board and make a bold statement like "SImbin messed up the tire model." I'd think "so what?" too, but I'd read what they had to say, then responses, and if everyone would agree with them, I'd laugh at all the experts who missed something which I'd think was obvious.
Or how about Live For Speed, which has some amazing physics which mimic real world ballistics and tire properties extremely well? Except that in the build I installed last, the tires essentially melted within a few thousand feet of their useful life, and you couldn't do more than crawl around the track at a few miles per hour.
Are you saying that tire wear at the end of life was unrealistic? This just sounds like a simple solution to a situation that does not require in depth simulation (ie no need to model tires that are literally falling apart).
Also, LFS has a tire wear speed setting if I'm not mistaken. Maybe it was set too high.
No, it at least was a problem with the tire model which caused quite a board riot for some time at the LFS boards. A bunch of people were hollering for the team - three guys, mind you - to go back to the previous model which overall was better, or so they said. Because "useful life" means racing life. You can milk tires only so far before your competitors begin passing you up, and a change should happen before that. With that model of theirs, at some point you'd abruptly find yourself with no tires at all.
how about how it seems to many of us that the cars in rFactor seem to pivot on a needle, while the world revolves beneath the car, rather than the car moving on the earth?
I have no idea what this means. From a physics standpoint, there is nothing wrong with that. It is identical. This is one of those things I lump in with feel as being meaningless nonsense.
You HAVE to know what this means. This is the method used for arcade racers for years, pivoting a car around on a central point rather than using the four point contact of the wheels on the road (with cars) to determine turning friction dynamics.
Frankly, I didn't care very much that GTR had the tire model patched by enthusiasts to be more accurate, though I did use it to wave under the noses of PC sim elitists. Likewise, I'm not that concerned that racing tires of different types in Gran Turismo be strictly like one make of tire or another, or that a Stage 1 turbo have a certain range of parameters which line up with someone's choice of an ideal base turbo. If it was realistic or just generally so, I'd never be able to tell the difference when I take either a Toyota Supra MkIII out for a race, my personal ride, or a Super GT NSX, which I'll never be able to race in real life.
This makes it seem like you're putting apparent reality over actual reality, ie you want a game that makes you think you're a race driver, not necessarily a game that makes you a race driver. Not that there is anything wrong with that.
You're missing the point. In the original GTR tire model, I had no way to judge if the model was right or wrong. Only those with a racing/technical background competent enough to pour through all the data could. The number of people who could do that here are very few. Perhaps you are. But frankly I don't care. The way the cars drove after the patch were a little different, but not glaringly so. No one as far as I know had to adjust their racing technique to accommodate it.
In Gran Turismo, the point is being able to collect cars. To tinker with them and enjoy them. Surprisingly, the accuracy of the physics model is very high this time. It's so high that it resembles the FEEL of PC sims. People with the same cars in real life as in the game report that their GT cars behave very similar to the way their cars do on the road or track. I'll make this statement again:
How good are these games as simulators when certain aspects are found to be flawed? How many flaws are permitted before a game can be considered a simulator? And where does this put GT5? As not even a simulator? Or a simulator with a number of flaws which need work?
Could GT5 be better? Sure, but so can every other racer, even iRacing. I'd like some of the aspects of Forza 4 spliced in to every racer too, even though overall I have problems with it.
People can say that one thing or another is completely wrong, but when we can take a car and have a similar experience on a course as a real driver in a real car with very similar lap times, I consider this simulation good enough. If you can judge whether or not GT5 is a simulator, then so can I, so can the rest of us. The consensus is that it is, and pretty closely to real world performance.