>> All the other bugs are, IMHO,very minor.
>No bugs to me are minor.
I don't think you really believe that.
If there's a momentary glitch on screen resolution change, would you
call that a major bug? Or how about when a GPL car "sits" on a hedge at
a ninety degree angle, suspended in space? That's major? How do those
compare to the realtime slowdown that one inevitably experiences in GP2?
For the record, I don't consider the last a bug, just a horrible design
decision.
And praised on many more. You and I have been around long enough to
know that when unrealistic expectations aren't met, whining begins. And
whining is an art not exceeded by any more than netters. I'd expect
console advocates to be experts.
That they released it early for sales is something I agree they did and
won't defend. They at least did release a patch (which you apparently
consider a negative meanwhile expecting N patch releases for each of the
sims you and I play). You haven't yet listed a bug that seriously
effects either its sim or gameplay (I did mention THE one, the
disappearing garage).
Actually, I don't think they are bugs at all. But yes, I sure would
like to know my competition before the race starts.
I did a comparison by switching between the two games. I didn't note
any very significant difference. If anything, the second title looked a
bit better.
I've read your posts for as long as you've been here. I've been around
that long, and longer. Just I get tired of it sometimes.
(Partial) apology to those. Don't get me wrong, I'm not saying that
there aren't some very educated informative people here. But some of
you just go on one-man campaigns against sim/games they dislike. And
many more just talk about F1 cars not "feeling right". I use endless
debates about F1RS/MGPRS2 as an example. The discussion generally
centers on "canned spins" and "riding on rails" and "steering doesn't
feel real", not on talk of weight transfer, rotational inertia, bump
steer... And even a "racecar" driver (does that mean a professional, or
one who has taken a Bondourant course?), isn't necessarily privy to
enough info to be an "expert witness" on a physics model (more on this
below).
Well, I'll give you an example of what I mean. Suspension performance
is not only about spring/damper/sway rates and bump stops. The actual
geometry of the links has a big effect. How is this handled in the sims
you laud (we'll assume it isn't in the ones you don't)? Do you really
know what is under the cover of these physics models, or just go by the
honor system? I work every day with modeling and simulation of complex
systems. Before I pass final judgement on a physics model, I'd have to
look "under the cover" and see what governing eqns are used.
Sure you can tell a lot by judging the end results, how it works when
you "drive" it. That is, afterall, the end goal. But very few of us
have driven F1 cars, '67 or '99. Okay, most of us *have* driven cars
like in GT2, thus the comparison is more valid. Input from racecar
drivers is not only informative and welcome, but should be in part what
this ng is about.
I'd be interested in more concrete and specific examples of car
behavior where you think GT2 fails, and where say SCGT (or pick another
game with cars you've driven) succeeds.