Sorry for my absence. I've been away, and in GTAV's online creator, so I haven't prepared for Championship 5.
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I noticed that season 5 is a no tuning allowed, which is a bit disappointing in my opinion.
FF challenge is a Clio Cup race in reality, 25000 credit cup race is a Miata 1800RS cup race and so on...
Not entirely a bad thing, but tuning allowed might bring some variety to racing and a chance for the underdog to shine.
I enjoy racing for second to last spot, as long as it's clean. But entering the race with a chance to fight for podium or even a win is what brings the excitement to racing, and I think the opportunities for the underdogs diminish in cup racing.
Obviously we're not all at the same level, and while same car racing is exciting, I think that a balance of those and a tuned car races is what made last season races unpredictable and brought a variety of different winners, me included.
Caterham is unfortunately not a match for KTM and Rocket in stock form, especially with it's long gearing, some testing for this race is required of course.
Yellowbird vs F40 sounds great, does XJ220 fit in this category as well?
I think that FF race should be either 390 pp or 420ish pp tuned cars to level the field up, and avoid clear choice of a car for it.
Budget cap racing should be for tuned cars with all the tuning and the tires included in the budget, this will allow for some tactics for the entire season, and more even racing.
All stock car races is a new angle for the series, and just something to try keeping it interesting for everyone by changing up the formula a little bit. A lot of different race winners is the goal, and we'll see how this goes.
We did try a mixed lightweights race and it sadly doesn't work. It will probably be an all Caterham race instead as that idea has been around since before the start of Championship 3.
I haven't tried racing the F40 and 'bird with the XJ220, so I have no idea if it's on the same page as those. Testing needed!
The problem with budget races if we include tuning parts in the price, is how do we avoid discussions on who installed what? Everybody can check the prices of cars, but we have no way of controlling what tuning part are installed or what they cost. I would have liked that regulation added to the online filters.
I've decided to spend a couple of hours of a rainy saturday afternoon playing GT6 online. After being kicked out from 2 different lobbies 2 times in a row basically without reason (i think the Italian flag doesn't help), I've decided it was better to try the new Data Analysis feature with some useful testing for our community.
Unfortunately, Daniel is right about the Caterham so we should find a different solution. ...
I did some testing for the FFs at Brands Hatch too. Among the 7/8 eligible cars I've tested so far, the Clio is the second fastest.
Well, that blows, marco. People can be jerks. Thanks for using the time testing!
👍
See my comment above about the lightweights; Caterham only.
Good to know there are at least two quick cars for the FF race. Now I just need to find which one I'm the quickest in. For all the races.
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So, I was at RumpyStumpy's house this weekend. He has a fantastic rig, top of the range Fanatec wheel (don't know what it's called) with club-sport pedals and a 6 speed shifter, a sturdy dedicated racing seat now fitted out with 2 'buttkickers' - vibration simulators. I've been playing iRacing on this rig. It's incredible, but mainly what I notice is that playing GT6 is a decent preparation for it. The handling is similar at it's core, imagine the step in car dynamics from GT5 to GT6, well, apply a few more generations of that and you have iRacing. It's a hard, strict simulation, driving on the limit is stressful and exhilarating, and spins are common when you're inexperienced (also I don't use a wheel on GT6, so I don't have the fastest counter-steer reflex, maybe you wheel guys would do better. Also I was driving an RUF race-car at Mount Panorama, which perhaps didn't help
). But the main thing that makes it so much more intense than GT is the SOUND. Proper, bassy and snarly engine sounds, thumps and bumps from the drive-train, grumble from the brakes... it's awesome. The upsetting thing is that there's no reason GT6 couldn't do this. So why is the GT6 sound so limp?
Discuss!
Rumpy's setup sounds great! I would love to try something similar.
I haven't tried iRacing, only rFactor, but that was also a step up in simulation and complexity. From what I remember though, it only included race cars, which I think are less fun than road cars. Maybe for my suspension of disbelief it's easier for my mind to "fill in the blanks" when I know how a similar car feels under braking, cornering and acceleration. I have no idea how a F1 or GT3 car on racing tyres
actually feels like. Sadly.
Why the engine sounds in GT6 are pretty poor, I don't understand either. To me, there are more pressing matters (bugs, missing features, and my pet peeve; bad in racing timing), but I would not pass up new sounds.
One problem can be that Polyphony Digital seem to record the sounds at the tail pipe, then simulate how that sound changes with distance, speed, environment, etc. But people don't listen to engines 10 cm from the tailpipe, but from inside the car, standing beside it, or from beside a track/road. If their acoustics simulation isn't good enough, your ears are very good at picking it up as you're so used to hearing sounds in an actual situation. Just my theory.