Real Podcasting Simulator's Review and Breakdown of GT6!

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Wardez

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Wardez
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Latest episode giving our first impressions and reviewing GT6 will go live at 11am Pacific time, here's a countdown:
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And here's a link, which won't work until the countdown's finished:
https://www.gtplanet.net/?p=26431

For now, here's our full shownotes that we used in recording the show!

Enjoy!

What we like

Eddie (Aka Wardez):
  • UI is excellent, much easier to get what you need to do done. (yet weirdly, you can't "go to next license test" in the license tests ¯\_(ツ)_/¯ )
  • Physics are a lot more compelling, FFB seems more detailed, tuning suspension actually makes the car feel noticeably different consistently, weight transfer is excellent.
  • Expanded online racing options, qualifier, more freedom in setting regulations
  • Being able to fit and unfit all tuning options
  • Night sky is amazing
  • The line showing how your friends did in the license tests - very cool!
  • The flag dude!
  • Base Models are awesome for racing leagues, good selection.
  • No more engine break in
  • Paint chips aren't consumed!

Logan (Aka Tornado):
  • Trans Am
  • UI is really fast; with massive improvements in layout and speed.
  • No more irreversible tuning options.
  • Streamlined parts purchasing (a la GT1)
  • Graphics seem notably better (in performance), and somewhat more stable than GT5’s in weather conditions
  • Mini patches doing relatively good job of fixing the more minor issues (such as car prices)
  • Better ambient car sounds
  • Engine inertia issues for small cars seem to be fixed
  • Licence test friends comparison
  • No more limited access to car purchases
  • Better sensation of speed
  • Much better night racing
  • Paint chips are inexhaustible
  • Update schedule looks promising
  • New suspension physics much better with low grip tires

Riley (Aka Snaeper):
  • UI, UI, UI!!!!
  • Physics give each car a much more unique feel.
  • License Test Friend’s Lines
  • All Cars are in the Dealership…
  • Can restrict PP and HP/Weight in Online Lobbies at the same time.
  • No more Level System!
  • Goodwood Festival of Speed!
  • Forced License Tests for Online Play
  • Paint System

What we don't like


Eddie (Aka Wardez):
  • Online mode draft is still the same
  • Engine sounds still lacking
  • Not enough events
  • MR cars are too difficult to drive
  • Lift off oversteer in FFs
  • AI is pretty bad
  • Damage changes just make the cars look dirtier
  • Certain standards are still horrible, textures on JGTC cars are eyesores, other infamous standards are still left untouched.
  • Online network isn't stable
  • Automatic, intrusive, driver aids that come on when you leave track and stay on for certain challenges.
  • No Interior in the AMG VGT
  • Transmission tuning has taken a step back
  • Arbitrary online car restrictions, can use karts at Laguna Seca, but not Mount Panorama.
  • Constantly having to turn TC off
  • Tire bug ruins endurance racing, switching compounds in online races causes a bug which slows you down by seconds.

Logan (Aka Tornado):
  • Paint chips still exist otherwise as they were in GT5
  • Aerodynamic engine still heavily flawed (drag and draft)
  • Most tuning options still have no effect on performance
  • Tire model still seems to be very limited (width and diameter)
  • Car performance accuracy (statistics and specs) still big issue with game
  • Early offline portion obnoxiously linear/even further from GT1-GT4 structure
  • Return of rubber band AI; even worse than GT5
  • Game is blatantly pro-Microtransactions in credit balance
  • New UI leaves out information GT5 provided (power limiter, RPM range, transmission tuning)
  • Engine sounds still copy pasted among cars with no regards engine types
  • Duplicates duplicates duplicates. -Duplicates? - Riley
  • Forced licence test for online play
  • Most of the game changing features aren’t actually in the game yet, and one major one has been quietly dropped from news
  • Loss of race modification option
  • Suspension physics overly susceptible to rollovers
  • Forced driver aids
  • Interior view too dark
  • “Window dressing” player UI customization rather than real options (including loss of options)
  • Patch regressions already occurring.
  • Arbitrary application of “semi-premium” status to cars.
  • Still no useful interior view with Standards (a la GTPSP)
  • All offline races rolling start rabbit chases
  • Loss of control customization for pad users
  • PS3 interface flaws carried over from GT5 (PS button, controller number) and added (DFGT doesn’t function properly in menus)
  • Tracks still underutilized


Riley (Aka Snaeper):
  • … All cars are in the Dealership.
  • Noticeable frame-dropping (coming from someone who normally doesn’t notice that sort of thing).
  • AI hasn’t improved enough
  • Engine sounds still requiring improvement.
  • Too much focus on “1200 Cars!” Should’ve parred down the list instead of boosting a bad one further.
  • LONG WAIT for Single Player Races.
  • Not enough affordable and desirable new cars added to the list. “Hey look! We got the Ferrari 250GTO! Now give us 20 million!”
  • Is this game crash-y?


Favorite and least favorite cars so far

Eddie's Favorite:

Light Company Car Rocket

Eddie's Least Favorite:

Lancia Stratos 15th Anniversary

Riley’s Favorite:

Daytona Cobra Coupe

Riley’s Least Favorite:

Toyota Prius… why must they make me buy it for the One-Makes?

Logan’s Favorite:

Trans Am

Logan’s Least Favorite:

That damnable Honda Fit.

Favorite and least favorite tracks so far

Eddie's Favorite:

Ascari Full

Least Favorite:

Willow Springs - Big Willow

Riley’s Favorite:

Mount Panorama

Riley’s Least Favorite:

Matterhorn

Logan’s Favorite:

Apricot Hill

Logan’s Least Favorite:

Cape Ring


Notable changes from GT5
No engine break in
Paint prize cars any available color(for that model car)
Downforce has absolutely no effect on PP
Easier to roll
Physics quirks, MR cars.
Credit limit increase, now 50 mil
No shuffle racing
RA functions not assignable, work on DFGT
Odometers work
Shadows look worse
Changing aero doesn't affect PP
Can't resize track map
Cannot copy vehicle settings from one tab to another.
Power limiter does not update PP/HP figures while adjusting making it time consuming and difficult to judge amount needed -- same situation with ballast.
 
Last edited:
Granted, I couldn't quite pull myself together to listen to the entire podcast (listened to aprox 1 hour total), you guys have come a ways since the first one. It seems more fluid and confident now. Was very interesting, actually. But 160 minutes is a bit long :)

A small note though. When you tested the drafting effects online, was it set to "real"?
The reason I'm asking is that I got very different results in an online lobby last weekend, where the drafting was actually extremely realistic.

Was a one-make race with the Toyota 86, and turning into the first straight, I was half a car lenght behind the guy in front of me, and it took almost the entire straight before I was able to overtake. And even then, it was a very small speed difference, that only brought me side by side to the other driver. It could've been changed since then, but I definately got the impression that it was much improved, as long as the draft setting was set to "real".
 
Granted, I couldn't quite pull myself together to listen to the entire podcast (listened to aprox 1 hour total), you guys have come a ways since the first one. It seems more fluid and confident now. Was very interesting, actually. But 160 minutes is a bit long :)

A small note though. When you tested the drafting effects online, was it set to "real"?
The reason I'm asking is that I got very different results in an online lobby last weekend, where the drafting was actually extremely realistic.

Was a one-make race with the Toyota 86, and turning into the first straight, I was half a car lenght behind the guy in front of me, and it took almost the entire straight before I was able to overtake. And even then, it was a very small speed difference, that only brought me side by side to the other driver. It could've been changed since then, but I definately got the impression that it was much improved, as long as the draft setting was set to "real".

There's no "real" setting I've seen, just "weak" and "strong."

Sure you had it set to a "real" setting?

We tested it pretty exhaustively, "weak" is still the same.

And thanks, yeah, the show's a monster, but it was too fun to cut short, listening in parts is fun too :D
 
Excellent podcast chaps.

Well done.

Completely disagree about the Matterhorn though, I think Rotenboden is the best track in GT6!

Not being able to resize the track map is a pain, I preferred the fully zoomed in, fix to car view in gT5 - miss that.
 
My bad. I meant "weak" setting. Weird though, as I'm completely sure that it was different from GT5 whe I tried it. But I suppose 1 race isn't really enough to draw conclusions.
 
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