I agree with all your points but in the end the track is practically useless for anything other than driving through it few times just to see what it looks like and then forget it. It's a gimmick.
Pikes peak is something totally different and at least when that track is used they drive through it in anger unlike in goodwood where it seems to be all about showruns, burnouts and parading. Simply from gaming, motorsports or automotive culture standpoint it would make more sense to lazorscan the bonneville salt flats than the goodwood hillclimb for example imho.
Goodwood hillclimb in gt6. Honestly my only reaction to that is
As a track it is a gimmick at the most. Completely useless for anything and after you have drive it few times you probably never care about it anymore. I just wish that effort was put into bringing back some old gt tracks instead of putting that thing into the game.
I've always found the GT-R to be really really strange to drive in gt5 and also in gt5. It's like the drivetrain is switching between awd and rwd randomly. Once you get it to slide it goes into rwd mode and when it is gripping it is awd. It also has this really strange snap rotation thing which makes it really unpreditable to drive fast. When you rotate it into a turn you never know whether you get power oversteer, snap oversteer or neutral turn in... Literally every real life test says it should drive really well but I think it drives like bag of moldy snakes in gt.
You can defenately feel improvement but it is nothing revolutionary. Cars are more controllable when sliding, the cars don't just snap into spin so easily as before and the tankslapper effect is much less pronounced. Still understeery and the front tends to washout mid turn but it is much less issue than with gt5. Overall the cars are more fun to drive but still not as neutral as I'd expect at times. Getting the car to rotate into turns without brakes is difficult. I'd imagine this will vary a lot as some cars in gt5 were quite decent while others basically had wooden front tires.
Sounds are meh, I dont think the 370z or whatever sounds nice but it is not bad either. But the modern silverstone track is AWESOME! All the changes to the track they have made have made the track more fun to drive. I mean the real changes to the real track. Awesome long opening corners, nice long braking corner entries, few fast turns. I've never been a fan of silverstone and this is the first time I've really driven the newer than iracing version of it. It is amazing!
Just three cars in the demo, one is some electric box of turd, one is the 370z and then there is the, well you know, what car there always is in gt game.
I really like how the creator of the books put it when it was asked why and how he feels about killing some of the characters. His answer was "if you are going to write a story about war, death and intrigue and all that you have to establish to your readers that you are playing for real. That these people are in actual danger". I probably butchered that quote a bit but I still think it is one of the greatest things about GoT. It is just like he said. In almost all other series there is no sense of danger, risk or loss.
This is amazing! I often times almost hate videos from this angle but this was very exciting to watch. I like how in the fast parts you can literally hear when the driver is in the slipstream or not!
I don't think the main point of the show is to kill every single character. Not at all and I don't think it makes GoT any more predictable that sometimes even very central characters in the show can die. On the contrary the point is that none of the characters in the show are unkillable and GoT uses that in a great way to create storylines and story arcs for individual characters that show it very nicely how diverse the world is and how diverse are the destinies of all people in the world. It makes the story much more exciting and engaging to watch because in the sense the destinies of the characters are real and final.
Personally I enjoy watching GoT because it is not the typical kind of marathon of cliffhangers, predictable storytelling and uninteresting and bland characters like in most other tv series. The last episode really highlights the unpredictability and roughness of the GoT world and personally I just love it when something happens and there is never the feeling of "hero will always find a way to win". In GoT you can do everything the best you can but sometimes the mistakes are just too big to put aside or someone else does everything even better. Just because someone is central character in the story does not mean he is invincible or even immortal.
It is much better compared to the other scifi and fantasy that seems to be written mainly for kids. And I'm not talking about the tits, swearing and sex scenes (which are kinda bland anyways) but about the way characters are not just build up to be totally good or bad but each have their own reasons which make sense even if you don't like them. It is not that the characters are grey but more like real diverse humans who don't just do things just because they are this or that.
It must be a pain for logitech users when you can not adjust those things. Luckily I have fanatec wheel so I can literally adjust all those things while driving (ffb strength, center deadzone, steering lock+ few others).
Just a heads up. There is a special going on in racecar-engineering.com where you can donwload an F1 document from 90s for free: http://www.racecar-engineering ... ng-edge-f1-free-download/
The document is called Cutting Edge F1 and it is possible it is in youtube. The download is almost 2gigs so downloading might still give better image quality.
Well if it is Kimi's fault then you need to take this incident as an example what overlap means. Perez had just his front tire next to kimi's rear tire. In my books that already is a definition of dive bomb.
I know I'm biased in this by being a finn but at the same time I just don't know how the perez move can be seen to be anything else than a dive bomb? At the apex he did not have overlap and that should really be the end of the discussion.
All I see is that kimi takes a bit vague line into the corner but doesn't really make two moves. Perez is way back so kimi turns in when he would normally do. Just one move on the straight like the rules allow. Perez is going too fast back away from his divebomb and as a result pokes his nose into the gap that is no longer there and hopes he can use kimi's car as a brake when they get to the apex. The rear tire of kimi's car collides with perez's'z front tire and sends perez into the wall and rotates kimi towards teh wall as well.
The way I see it was a divebomb kimi failed to avoid. It is of course a good idea to get out of the way when someone divebombs you but if you don't get out of the way that should not make the whole incident your fault.
I always cringe when people post about not having enough grip in sims because lack of grip can mean so many things. It could mean too much drop off at high slip angles (lateral and/or longnitudal), it could mean too little which makes the cars more forgiving, it could be lots of other other smaller things which can make the cars too snappy or lazy or whatever (like aero).
Then there is of course the usual low speed lack of grip which is imho nothing more than a clue that the poster saying it has no idea at all what he is talking about. But most often people just say not enough grip when they think the cars do not spin off immediatelly once the rear steps out like it did in earlier ISI sims. Rarer occurance is when people complain about the physics being too difficult and the oversteer always ends up in icy spins (="no grip").
With gt5 the physics model is simplistic and thus very forgiving. It's not about grip but what affects the grip. Putting two tires off the track usually makes no difference at all, kerbs don't upset the car, bumps don't upset the car and so forth. There is absolutely no effect at all to aero grip depending how the car is yawing or going over bumps and kerbs and the suspension never has any problems with the car jumping around because of bad shock settings.
I don't think it is bad at all to go towards realism from the easy angle. Making it easier than real is imho actually perfect for arcadish racing game like the gt series. But I think it should also be the approach for sims as well. We have had many sims which simply make the cars harder than to real to drive and then slowly make the cars more realistic and less difficult to drive.
In other words just saying "lack of grip" means nothing.
In grand prix legends you could even control the roll of your car with throttle in air. If you released throttle too abruptly you landed on your left side tires when coming down. Not massively but enough to make the landing a bit scary at times...
Nice to see gt series adopting physics features which have been part of pc gaming for over 15 years...