Not sure if already posted...
http://simhqmotorsports.com/wp/feature-e3-2013-recap-part-i-gran-turismo-6/
This is the section with Sony producer
Taku Imasaki
....
Developer
Interview
One of our most enjoyable and lively interviews of E3 was our 30 minute session with Taku Imasaki, North American Producer for Sony and GT6.
Taku was very interested in our line of questions, which favored simulation-based topics over other elements of the title normally covered by the media.
The two motorsports equipment companies, KW Suspension and Yokohama racing tires, are providing Polyphony Digital some critical real-world data for GT6.
That data is being used to refine the suspension and tire models of the GT6 game engines chassis physics algorithm, improving the way the game models suspension geometry changes during gameplay.
Likewise, new and more detailed aerodynamics data has also been gathered to help remodel the aero portion of the game engine. In fact, Taku told us that after E3 the team was headed north to Willow Springs Raceway with some vehicles and data logging gear to capture even more car telemetry data.
While waiting for one of his turns at the GT6 cockpit sleds, Chunx noticed the tire temperature and wear graphic overlay for GT6 would heat up when cars were sliding through hard corners, but cool off to normal in only a few seconds. It was reminiscent of how critical injuries in games like Call of Duty recover in only a few seconds − certainly not realistic from a simulation perspective. Taku addressed that, saying that tire wear in GT6′s Hard Core mode will allow the player to adjust wear rates and how they respond to abuse.
On the subject of multiplayer, Chunx mentioned that one inhibitor to sim racing groups hosting online events on consoles was the lack of options in setting up races. Taku told us that this is being addressed in GT6, where it will be easier to set up hosting races with more host options, allowing hosts to customize races to suit their needs. We asked about Multi-Class racing, and were told that while there will be multi-class racing in GT6, there wont be a way for the game itself to conduct multi-class race scoring (i.e. class winners).
When asked about supported wheels, Taku listed off the usual suspects from Logitech and Thrustmaster.
When asked about Fanatec wheels, Taku reminded us that sadly Fanatec doesnt have an SDK, so that companys wheels are interpreted by the game in a generic manner similar to a game pad. Fanatec wheels will work, but not as well as they could if specifically tailored to the game.
Regarding AI, the new suspension model (mentioned above) is applied to the AI cars, so Taku tells us youll see more AI car suspension movement and theyll react accordingly. AI will race with each other, and will get aggressive with you if you get aggressive with them. To quote Taku, you wont see any ducks in a row AI racing in GT6.
To our surprise, Taku then started to reverse-interview Chunx and SeanManly, asking the SimHQ Motorsports team what tracks they might want to see developed for GT6. The two offered up some US tracks that appeal to amateur racers and pros alike, such as Buttonwillow, Mid Ohio, Road Atlanta,
and Mosport. Well see where that goes, but Taku was clearly interested in the discussion.
Taku told us that there will be 200 new cars created for GT6, with 1200 total (older GT version cars) in the game.
Specific track/car lists will be forthcoming when the game is closer to release.
Expect to see Gran Turismo 6 on store shelves this holiday season.
For those wondering when Gran Turismo will come to the PS4, Taku didnt have an answer on that,
but another website had some insight from Mr. Yamauchi that keeps me from holding my breath.
On the plus side, if you already own a PS3 and a PC/PS3 compatible wheel, youll only be paying for the
GT6 disc to get your racing fix. For any other next-gen console racer, youll be investing in a console, a new wheel, and the game.