Thought it was obvious but I'll restate. If there was a Yellowbird in DriveClub and you matched it's specs with GT and AC, would it also be a replica? When you say you got "close", you got close on paper, that is, you matched the technical specs as input parameters. I'm saying that once you drive the cars in game, the technical specs become irrelevant, all that matters is how the car feels on track and while you can tell they have the similar weight distribution, most of the similarity ends there IMO, in terms of how they feel in game.
I simply disagree on the bold part, if that route is taken by game makers, then all hope is lost for accurate simulation. The most important part is to have the car accurately made with as much parameter as possible simulated. Then it's up to the physics engine to deliver the experience. GT6 is not perfect, if I have the YB on driveclub it would also be replica, but with different fidelity ( arcade handling ). I used the term replica to signify the purpose of the setup being made.
Different game has different feel when played, it's up to the user to define how and what kind of 'feel" delivered when they play it. I chose the replica route and even I only have crappy 10 years old DS2 to drive the car, I still have the passion to build more cars so those who are into real life based build can enjoy it too
@ALB123,
@danbojte,
@TurnLeft and few others )
As I said, on paper you can make the cars identical in any game. Once you actually play the game and the physics of those input parameters come into play, that's when we evaluate whether something is actually being replicated on the track or not. In GT, replicating lap times is meaningless. You just keep changing tires until you get close. In AC you have one tire and that's it. If they don't get it right, the whole thing is borked. I'm not saying I don't believe in creating a replica, I'm saying the limitation is the physics of the game, the input parameters are only a small part of the equation. Ultimately the steering wheel and your eyes and ears are the judge of how well you replicate something in a videogame.
So, AC YB only have one tire ? GT6 is limited in tire model, it has several level of tire grip level to cater casuals and easier to play with. I have to make use of what's given to get the result I expected, it's like fixing an unfinished car build. If you believe what I do is useless ( using lap times as reference for a better car in GT6 ), then should I just use similar path of tune like most GT6 tuners use and stray away from simulating the actual car even further ? When I use lap times of the real car, I set the limit of what's possible in GT6 car, that is one of the key parameter to get realistic performing car, correct ? I even intentionally drive in real life pace. It's like finding which is the simulation tire for each car
AC has that done for you, because they built the car with more accuracy.
Is it wrong for me to make these cars better by using real life parameters ?
In his defense, even though I do go against him more often the not, He does try to match everything from shift points, acceleration, cornering speed and what not. How? I dont know. It takes alot of work, but I dont believe in this replica thing either, as its not going to be much when comparing games to games, as no game is set-up the same.
It's not really a lot of work/driving, it's 80% research ( could be hours of net adventure ), and mostly 100-300km of driving for each car ( including tuning, testing and real life lap hotlaps if applicable ) Mostly real life hot lap are done after a few laps.
I'm not driving in the video, it was
@Lewis_Hamilton_, and I still believe replica philosophy is important, and game devs should use that approach to build the cars, saving me some work
GT6 is a nightmare. For matching real life lap, it's all in the mentality, I drive like I would in real life, so pace is natural.