> All of this said, we are still a full decade at best from having a
> 100% authentic race car simulator. However, the above games, as well
> as Grand Prix Legends, all reward using real life racing techniques
> and car setup theory.
Both points agreed. Finally somebody who realises that GPL isn't the last
word in racing simulations <g>. And we'll ignore the, uh, 'idiosynracies' in
NR2002 setup...
No, I think GT3 stands head and shoulders above all of those other games in
terms of the feel of what the car is doing. GT3 is the only game I have ever
played (with the exception of the GTR2002 mod) which felt like driving a car
in real life. And that includes Papy sims. GTR2002 is better than all Papy
sims for this feel. Neither GTR2002 nor GT3 have it yet, but GT3 is on one
side of the peak, and GTR2002 is on the other.
Firstly, optimal tyre temps and traction circles are not basic concepts of
driving a car. Racing a car, yes, but not driving. Neither GPL nor NASCAR
2002 model optimal tyre temps realistically, and there are plently of
fantastic GPL drivers who don't know about traction circles. Traction
circles, after all, are a graphical aid to help understand the actions of a
car. Some people are born with this innate ability, some people learn it
from driving, some people learn it from a piece of paper with concentric
circles on. If you say 'traction circle' to the first two sets of people,
you'll get a blank look. If you then show them a traction circle readout,
they will know exactly what you are talking about, but they just represent
it differently in their mind.
If you do take these things into account when driving in NR2002, GPL or GT,
then arguably you will be a better racer in all of these games, but they are
not necessary. Also bear in mind that GT does something that Papy never
figured out - it appeals to Mr. Average. That's why there is an arcade mode
(which used to come on it's own CD in GT2). You don't need to care about
things like tyre temps in there, and most people play this part of the game
because they just want to see the Pug 206 they have in real life racing
around. These people are the vast majority.
That's the idea in all racing games. Hitting the throttle for as short a
time as possible won't get you any world records ;-). Remember the throttle
'triggers' are analogue, and blasting them in Pro level in the GT One at
Monaco is going to spin you out just as much as nailing the throttle in GPL
or NR2002 will. And remember, most Logitech wheels work with the PS2 out of
the box. Also, do I remember talk of people holding the throttle down while
they brake in Papy sims? I don't know anybody who does that in GT3.
In a 'GT type' game, that is true, but Gran Turismo itself models this much
more realistically. A GPL driving style works best in GT3 in the 'exciting'
cars.
I am not saying that GT3 is the best sim around, I am just arguing that GT
is a hell of a lot better at simulating than most folks in here give it
credit for. Going into your local game store and playing the arcade mode for
15 minutes will not give you a good impression of the simulation aspect, but
running through the later License Tests when the driving aids start being
removed makes you realise that it is pretty advanced stuff. The number of
available cars outdoes all other sims, especially as they are all modelled
to perfection. GT3 is the only game where the cars actually look like they
are driving on the track to me, not floating above it to a greater or lesser
extent. The mix of tracks, real-life (like Laguna Seca and Monaco) and
fantasy work well together (they can make tracks which are fun to drive, not
be forced to model them on roundabouts or constant chicanes). And, as I
mentioned before, GT3 is the only game which feels like my road car, in
terms of available grip, and the feel when you start to lose it. Entry
understeer coupled with exit oversteer. Tyre temps are modelled, tyre grip
is modelled. Take a Lotus Elise out for an endurance race at an oval, and
compare the tyre wear (graphically) with NR2002. But then realise that you
can *feel* the difference. You alter your driving style and line to account
for the uneven wear. In NR2002, you just need to remember to brake a touch
earlier to account for slightly reduced grip. And that's not to mention the
upgrade section of the game, which is utterly fantastic. These aren't just
plugging in different numbers - you can feel the difference in throttle
response between two relatively identical horsepower increases. And the fact
that this system works accurately with all the cars in the game.
Granted, all this stuff takes a while with the game to uncover, but it's not
too unreasonable to ask people to have a lengthy playtest before reaching a
conclusion. After all, if we all played GPL for 5 minutes before giving up,
where would we all be now?
Nick. (getting a bit sick and tired of arguing these points, but still a rac
ing simulation fan).