This is how I look at it. September is out. Its too soon, not yet in the shopping season, does not give Sony enough time to market and even if the PS3 slim came out it still would not make sense.
October is also very unlikely. What, release GT5 just to counter FM3, yeah right. Sony does not play that game. Also the marketing window would be very small for such a big release. Also the main buying season is not October. Uncharted 2 is also coming out in October.
November is possible but to be honest, also unlikely. If anything it would be late, which is one of the busiest shopping periods of the year. Also not to make COD MW2 the be all end but lets face it that game will be marketed to hell and a lot of people are going to spend there money on it. Releasing close to MW2 would only dilute the marketing message for GT5. Sure they would get "first blood" of more people's money by releasing soon but I honestly think there message would get jumbled in storm of other games (not saying GT5 is small potatoes but there are just a ton of games). Also Sony has MAG (maybe) to market. After however might work...
December, to me is the best window. MW2 and most of the other big titles have passed, their "push" time is over. Now GT5 message could be clear. Sure people will have spent some of their money but Sony would have much more space to market. Sony could market GT5 all fall and winter but I suspect mid November to a December release is when they will really push. A release around December would be far enough away from most of the competition but still in the buying season. This would maximize GT5 selling potential better than any other time this holiday season (IMO). Also by this time (pending a PS3 slim release) the populous would be educated/purchasing the PS3 slim, that a GT5 PS3 slim bundle would not only push sales further but be very successful due to the exposure of both GT5 and the PS3 slim, thus maximizing the sales of both. GT also has a history of releasing in December... to great success I might add.
So after December... well this gets tricky. While some people do a decent amount of shopping after the holiday season, its not as much during. Also many of Sony's highest profile 2010 releases are coming right after the holidays (GOW, Heavy Rain, and maybe MAG, etc). I do not think they would want GT5 taking away their spotlight.
My thoughts
exactly . December is the
perfect release window for Gran Turismo 5.
I have quite a few hours in both simulators as well as in actual aircrafts.
Are the simulators good? Indeed they are.
Is it good training for the real thing? You bet.
Is it more accurate than GT5? Absolutely, but that is mostly because flight simulators are full motion simulators.
Is it _exactly_ like flying in all aspect? Nope.
Well said. 👍
Flight is easier to simulate than a racing game that puts actual inertia, physics, downforce and centrifugal force on more than one vehicle in a race at once. In most flight sims [
even the NASA and commercial flight training sims] only focus on one or two aircraft [
some of the more advanced sims can calculate upwards of 10 aircraft at once] - yours and one other to simulate a busy airport with circling planes waiting to land or to simulate a near mid-air crash scenario.
In my opinion, the Gran Turismo series is working harder than a flight sim, because it has to calculate a ton of things on the fly; not only for you - but for all the other racers driving on the course.
Flight is also a hell of a lot easier to simulate than racing, I mean, it's pretty simple when you think about it.............
It is. The only intense number crunching calculations are done when taking off and landing. Everything else is simulating the lift, thrust, aircraft weight and drag. The maximum takeoff weight of a 747 is approximately 900,000 pounds. The empty [
or standing] weight is approximately 395,000 pounds - so the physics calculations in a flight simulator needed to show how something that big gets off the ground - and then back on it again are immense. However, the in-flight physics of flight simulators are
very rudimentary - bordering on SEGA Genesis levels of CPU requirement. The CPU only needs to calculate the aircraft's center of gravity, the speed of the aircraft and the amount of air being forced over and under the wings. The controls needed to steer the aircraft while in flight aren't too demanding; ailerons and elevators control ascent and decent while yaw and pitch are applied with the rudder. The calculations involved are minimal when in flight, so that's pretty much all that is needed to simulate at this point.
Now for a game like Gran Turismo 5 - there are
considerably more things to simulate at any given point. The entire experience of racing in this game is like the calculations needed to simulate an aircraft taking off and landing - all the time - and with 15 other racers doing similar things on top of that. A vehicles center of gravity is constant, as is downforce and centrifugal force [
especially during turns and tight chicanes]. The PS3 is crunching hundreds, if not thousands of physics calculations every second just to keep everything running smoothly and realistically. A vehicles velocity, wheel contact with the racing surface [
traction], acceleration and deceleration, drag, downforce, engine torque and drive train all have to be calculated on-the-fly, every second to produce realistic movement and handling. This alone, makes racing sims the most demanding simulator experience you can have.