How close to the real car, the same car in GT6 is?

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An f1/top level driver usually looses a second per new son/daughter... Lol
Edit, there are 2 real life fear factors, 1-they dont care if they crash, they care about not racing..
There's also fear/adaptation to a new car/track combo of both. But after the first practice its gone.
 
An f1/top level driver usually looses a second per new son/daughter... Lol
Edit, there are 2 real life fear factors, 1-they dont care if they crash, they care about not racing..
There's also fear/adaptation to a new car/track combo of both. But after the first practice its gone.
Is that a fact about F1 drivers? That's really cool!
 
I would say that people who get paid to race and get their suspension damage repaired for free, probably don't have much of a fear factor.

Probably not. But suspension damage will ruin your lap times, so even as a professional driver you're calculating the risk vs the reward. If the reward is the same in the game, but the risk is considerably smaller, then you'll probably cut corners more in the game than in a real race.

The biggest reason for performance differences, though, probably comes down to the fact that it's a simulation. It's not actual rubber in the tyres, it's a rubber model. Same thing with the transmission, it's a model. Aerodynamics is a model. Suspension is a model. Brakes is a model. Engine is a model. Force feedback is a model. None of those models are perfectly spot on. Some have microscopic flaws, some have minor flaws, some have major flaws. All summed up there's quite some margin of error there.
 
Probably not. But suspension damage will ruin your lap times, so even as a professional driver you're calculating the risk vs the reward. If the reward is the same in the game, but the risk is considerably smaller, then you'll probably cut corners more in the game than in a real race.

The biggest reason for performance differences, though, probably comes down to the fact that it's a simulation. It's not actual rubber in the tyres, it's a rubber model. Same thing with the transmission, it's a model. Aerodynamics is a model. Suspension is a model. Brakes is a model. Engine is a model. Force feedback is a model. None of those models are perfectly spot on. Some have microscopic flaws, some have minor flaws, some have major flaws. All summed up there's quite some margin of error there.

Agree, although for me, when I drive fast, its not really a sense of fear or danger of dying everytime you take a corner, its that feeling of self preservation. Kind of sounds the same but really when I drive, I can try to take a corner in 3rd but theres a chance I might wreck as opposed to a safer 2nd gear.

The thing with models though, GT6 is decreasing the margins of error from GT5, as GT5 did with GT4. I can safely assume that by the time the 8th or 9th incarnation rolls out, the margin of error will be very minute. :P
 
I own a 2012 camaro and the 2010 in the game does not handle anything like my car. May be the fact that PD doesn't know the weight is wrong on the specs ..... (FR cars are typically heavier in the front). Now it drives more like a MR car in the game. 47/53 front to rear ratio? I can't get that ratio in my real car. I have put a big speaker box in the trunk and tried to cram two fat chicks in the back .... (and if you know Camaros it's nobodies surprise they didn't fit). LOL
 
Beware of comparing your "superman with tungsten carbide testicles" no-fear, no consequence laptime to one where someone had to put their life and machine on the line. 20 seconds on that track isn't even a 5% difference. It's totally reasonable he went 5% slower than possible to prevent any sort of off-track adventures.

I agree with your sentiment though, the RUF's especially feel nowhere near as planted as real life counterparts during braking. I've driven 911's old and new, boxters, carreras, etc (It's fun being an independent contractor for exotic car dealerships, used to install lo-jacks, which all American insurance companies require on exotics these days). The more modern ones are shockingly stable and well planted, you have to provoke them to slide.

Have you tried now that they "fixed" MR/RR cars and their instability issues in this recent update?

Yes, I agree up to a point, but I'm not talking absolute cornering speeds, more how the car feels... its balance.

30s for Walter Rohrl on the Nurburgring is an age - he has so many laps there and knows 911's so well, he will be very close the the cars ultimate ability. I very much doubt there would be much more than 1 or 2 seconds at most.

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As I play the game more I am finding LSD settings are exaggerating some of the characteristics.

Most cars have very tight differential acceleration settings stock, and massively benefit from a custom diff with lower accel and initial (eg; 15-37 stock, feels nicer at 5,20). This makes the cars far less snappy once it starts to slide.
 
Done a 2.55 round Spa IRL in my K20 Elise, r888 tyres, racing sups, brakes and could only manage 3.06 on GT5. Gimme an hour and ill set up a car on gt6 to give u a comparison.
ON GT5:
Eau rouge IRL 112 mph (eyes closed)
Eau rouge GT5 98 mph
Top speed IRL 138 mph
Top Speed GT5 145 mph
So a lot faster in the corners and little slower on the straight IRL in my experience
 
You're simply not going to cut the track as often in your own car because of the risk of suspension damage. In fact, you're going to try to avoid the edge of the track. So you have less "usable track space." So you will run slower times than you would in-game.

I still think it's premature to say things so certainly. To be frank, some people just don't know or care. I doubt that anyone will drive over their limit or their car's limit on purpose, but can very easily do it by accident. A novice, especially one that think's they aren't a novice, may very well fly around the track. Maybe they will make it, maybe they won't, but the fear factor issue is probably more complex than people think.

In fact if we try being specific, "fear" might just be a small part of a larger psychological aspect of driving. Mix in pride, adrenaline, ego, etc and I think an argument can be made that you might be more pressured to go over the limit rather than under on the race track. It probably varies from person to person as well. There are just so many assumptions when it comes to this and so little fact. I seriously advocate ignoring "fear factor" in comparisons until there is some solid basis for doing so.
 
I have an 07 Mini Cooper S in real life. I've driven this car almost everyday since August of 07 and can safely say Gran Turismo did a great job in replicating the motoring experience.
 
I own a Supra Mk III, have for about a decade, and GT6 does a pretty good job of replicating everything about it, even the sound to a large extent. It doesn't sound like a sports car with the stock muffler, it sounds like a small school bus or large vacuum cleaner. :p I'd say 8-9/10.

Sadly, the poor thing got totaled on Thanksgiving Eve.
 
Is that a fact about F1 drivers? That's really cool!

No, it isn't at all. I did 4 mins of research to see if there was any correlation and even the initial postulation is erroneous. The only drivers whose average dipped after announcing the birth of a child were those in lower teams whose performance/career were barely constant.

You may be thinking of Hakkinen but there's a lot more to that story than just the birth of his first child.
 
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