Hmm, to surmise so far:
* There is "weather" but seems to be along the lines of Shift 1 where it was merely air temp/track temp/cloud cover/wind speed.
* Ease of straight line control with a wheel is improved, though there will be no input smoothing on wheel controllers
* None of the screens they've shown are photoshopped, though some of the rattier looking ones are from older builds of the game.
(quoted from a long exchange)
SMS:
Guys, we're the 'people' that made GTR, GT Legends, and GTR2 regardless of what name was on the box. It's the same group of people. We're capable of good physics. We've totally revamped what's happening under the hood in the physics dept for this one and feel we've improved all of the areas you guys gave us feedback on.
[..]
The wheel code is all new. We have fully programmable inputs now and new FFB code.
It's not marketing ********, you guys are about 1% of our audience so we have little to gain by being economical with the truth in this area. You are a vocal minority though to be fair and as we as a team grew from the mod community (SBDT) your opinions are very important to us, disproportional to the potential sales.
[..]
(again someone seems to misinterpret comments about requirements for gamepad support)
I didn't say it was aimed at 99% pad users. My 1% comment was referring to the hardcore sim guys.
Input smoothing for pads has nothing to do with the physics engine.
You're point about 99% hype and 1% truth is bollocks BTW."
My question!
Me:
What would you say are the big improvements in terms of under the hood stuff? From modding the game I have to say the standout issues (IMO) I notice with Shift 1 are:
1) bugs. LOTS of bugs, particularly the intersection of data bugs combining with controller profile bugs combining with UI bugs to make superbugs.
2) reliance on generic data & different cars being driven from the same data, general lack of much visibly obvious research
3) lots of really squishy/loose setups being the default for a lot of cars
4) opaque tuning system where the game would tell you it was doing one thing in the upgrades / tuning menu but actually upgrading something else / applying different data to what was shown in car tuning.
Other than that the underlying engine actually seemed like a really incredible piece of work, and if you drove something that didn't suffer badly from more than a couple of those issues, you would see a lot of that potential come out.
Is there anything specific you can tell us about the engine or data that is improved? Or that goes to address any of the above?
SMS:
1. Less bugs.
2. Apart from shared tyres which is logical, we've had access to much more telemetry from the real racers and that's been utilised.
3. Setups by one of the FIA GT racing drivers.
4. Tuning bugs sorted plus more tuning parameters.
The underlying engine is very strong, we have worked over every area of it to optimise and improve it under the hood.
[..]
Actually, some of the setups may still be a tad on the soft side as we want the defaults to work everywhere (Ebisu as well as Silverstone for example) but we've reworked the setup system to allow the player to save setups per track/track type etc.
Me:
[...]Since you bring it up, are there any changes in the tyre model / tyre data coming?
SMS:
"A lot of that is above my head Soup. I think some were for the old drift physics that had lots of fudges in, this time it's stock physics but more power and setups that suit drifting.
The tyres are all boned and compress with weight, this affects the grip, heating, camber thrust etc. it's all calculated in real time, and this time we've added live telemetry to prove it
