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I hate to say this but this is why I always looked down on the people who cried and moaned about damage in GT. Truth is the majority of them don't want damage to add to the difficulty of the game, most of them would turn it off when they're racing for real, they want super realistic damage for that 5 minute cheap thrill of driving backwards and seeing how badly you can tear apart a car.
For those who car about the racing like me, I want to see damage to add to the difficulty. Doesn't have to be super realistic, as long as I get punished for errors and I can see where I damaged the car.
My suggestion is that all the people who care so much about the ability to see dents on their car go play NFS, Burnout, Grid or some other arcade racer. Oh and join the "reverse lights and skid marks" crew.
Why?
Because the only developers who put a large amount of time into developing intricate damage models are those who don't know the most important thing about a sim racing game are the driving physics.
Some of the greatest racing simulations of all time, NASCAR 2003 (hoods and bumpers crumple up, that's it), rfactor (bumpers, hoods, tires, noses fall off, that's it), iRacing, GTR2 (bumpers, hoods, tires, noses fall off, that's it) have "poor" damage models as judged by the Burnout obsessed who need to see their car destroyed all the way from paint peeling off for slight run ins with the wall to their engine flying out of the car in big crashes
GTR2 crash, "poor" damage by the Burnout crowd's standards
I could post more. In rfactor I can brush the wall at 100mph+ in an open wheel car and keep driving with no ill effect when in real life my race would be done.
I could go on and on but NO game has ever modeled damage correctly. If you thought PD was going to implement some industry changing damage model on the first go with damage you only have yourself to blame for setting your expectations too high.
Let's get real people.
99.99% of the time your going to be driving in Gran Turismo, NOT crashing. So let's get our priorities straight. How have the physics changed? That is the most important part. Not if the paint scratches when you rub a wall
00.01% of the time you will be crashing.
PD has said a long time ago the cars are made in parts. When you crash the parts, from the hood, to bumper to doors will fall off depending on where the impact happened.
The damage model is just fine to me. Could it be better? Yes, and so could the damage model of every racing game on the market, even some of the greatest sim racers of all time have nowhere near realistic looking/behaving damage.
Fact is damage is in and it's in the way I thought it would be in, as in pieces of the car falling off. For those of you hoping to see cars get wadded up, then that's your fault for having unrealistic expectations that had no reason to be true.
If you want more then that go play Burnout, because Gran Turismo, like other great racing sims, is a real driving simulator, not a crashing simulator.