So how come if one brakes fully into turn one on that track with ABS on GTS, you can see with high downforce cars braking force reduce significantly approaching lower speeds while in normal road cars it doesn't? Project CARS 2 doesn't seem to model this, AC doesn't seem to model it to the extent GTS does.
LMP1's don't run ABS, so I wasn't running ABS in this example, however in terms of the need of the driver to reduce the braking force when aero bleeds off I utter disagree that GTS models this better than either PC2 and in particular AC, with or without ABS.
GTS may well model this visually from the outside, but its not something that the driver needs to control in the same way you would in reality (as I explain in the video and in a post above). It may well be similar to the auto-blipping that GTS manages no matter how stupidly you downshift or how quickly you downshift.
Nor does that change the lack of flatspotting, or any effect of flatspotting that you get in AC.
Interesting to see you end up criticising seemingly a strength of GTS but not surprised given you rate pCARS 2 Bathurst version which is like a fantasy version over GT's FIA certified track.
I was referring specifically to the surface mesh detail differences between them.
Personally I don't think that the FIA certification seems to be worth a great deal given some of the rather clear differences on some of the tracks with the surface detail. I've driven Brands Hatch GP and Sheene Curves is utterly wrong in that regard.
However the two have nothing to do with each other, so please lay off the strawman arguments.
I personally am very impressed by the level of accuracy of the tracks in GTS, the racing lines that are used in the real world also work in GTS and you can feel the characteristics of the track really well.
I disagree, the issues around the lines that can be taken off Conrod and through the kink into the Chase at Bathurst is far too forgiving (that however is also in part due to how forgivingly stable under braking the cars are) and Sheen Curves are simply wrong in terms of the bumps, camber and the resulting impact on the cars stability.
Its simply no challenge in GTS, while in both PC2, AC and reality is a very challenging corner due to the above factors and how unstable they make the car.
Another good part of GTS is the aero simulation, seems much better than older GT games and maybe even best out of the console games but will need to run more tests to see if that is actually the case. There seems a noticeable drop off of downforce at high yaw angles forcing one to drive in a more realistic way which I can't remember experiencing in other sims to the extent in GTS at least.
Its better than past GT titles, but I can't agree that its the best on console at all.
Nor does GTS even give us the basic tools to even start testing this.
At the very least within PC2 we can confirm the effect aero has on the ride height of cars via the telemetry...
If PDI can improve braking without ABS, seems too sensitive especially with higher downforce cars and also traction issues at lower speed, both likely down to the tyre model then I think the sim experience of the game will be massively improved. Suspension could do with some work too, some kerbs are too easy to ride while some end up causing too much traction loss.
Braking needs a major overhaul as cars are still far too stable under braking (its as if every car is fitted with the most advanced EBD system know to humanity), particularly for cars that should be unstable (Conrod onto the Chase as I mentioned earlier and the braking zone into Sheene Curves as I mentioned earlier are both clear examples of this).
In regard to suspension I suspect that this is down to damping, as it still seems too 'controlled' in a lot of cases, particularly for the older cars and road cars.
Regarding loading. On DS4, it feels a lot more different at higher speeds in a high downforce car than lower speeds in terms of feedback, you can feel tyres load up in the corners more at higher speeds. Also you can feel bumps more pronounced at high speeds even going straight. Maybe a direct drive wheel will show better the difference, since a GT6 update IIRC, feedback in GT has got a lot weaker and more subtle which probably be more easy to feel with a wheel that can represent better the forces.
In terms of loading I'm referring specifically to lateral forces on the steering, you simply don't get these with a controller and its not that they are more subtle in GTS, they simply don't build in the same way they do in AC (in this example) or in reality. I've driven a SR3 on track and the increase in steering weight as aero loads is very distinctive and AC recreates this excellently.
Control over hybrid system does seem like a design choice like you mention. I remember Kaz replying to me about them putting in the Nissan 2020 Vision GT and mentioning about them implementing the hybrid system, it does seem they go in quite a bit of depth even for fictional cars. IIRC even in GT6 it was less dumbed down to the end user compared to GTS.
Seems odd that they didn't then opt to include it, but that would tie in to an aim to make GTS accessible.