@another_jakhole:
Saying Sony forced PD to release GT5 early is a joke when Kaz said in 2009 it could be released at anytime. I'm not even going to look for that quote, as I'm tired of bringing it up every time somebody wants to blame Sony. You should know what I'm talking about.
And I don't recall Forza or any other online racing game I've played have their vehicles react so differently in different modes. I don't even think Prologue had this issue. Why must GT5 be the only game I have with such a problem?
I don't think he meant that they could at any moment send it to the printers, that's a lot of effort to keep an in-development piece of software in a serviceable state at all times. I think he meant that at any given moment in development, you could, in theory, draw a line under what has been completed and then start preparing it as a finalised build ready for distribution. PD decided to keep working on it, but any "extra" work they did either didn't make the cut (PS4), or simply didn't work.
On the HSV-010:
The exhaust samples sound like they're mixed down from a selection of samples, whereas the previous set-up had a mixture of separate samples from different "sets" put together to make the sound, but each sample was "pure". My initial reaction was that it sounds like a motorcycle, but that makes way for the F1 sound at high revs. The whole tone still conveys a four-cylinder (/ F1) note instead of an 8-cylinder at half the speed, like it should. The two have subtly different qualities due to the difference in effective pulse width (caused by the difference in empty spaces between exhaust valve events, and engine speed). Finally, there's the annoying "dirtiness" layered in that also affects some other cars - I hope this isn't Kaz's sexy side showing.
Additionally, the "engine" sound is a bit beefier, and ties together the 4th harmonic in the exhaust with the engine speed (2nd harmonic) and fundamental (4-stroke - 1 full cycle every
two revolutions) present in the "engine" sound nicely - an important feature for this car. There appears to be some actual intake sound - at a certain point in the rev-range it almost has the DFV-like roar, but only briefly and perceptually / deceptively. It's probably also a motorcycle sample, though, (that was also my brother's first reaction when I asked him what he thought it sounded like), but it's a step forward to have an "engine" sound that isn't only mechanical in theme. That said, it might only be accidental, since it's probably harder to mask the intake (/ carburettor) sound on a motorcycle when recording the "engine" sound.
I don't think it's the case that they've not been near the HSV with recording equipment, and they must have used something to refer to to make these corrections, even if they haven't used the recording to make new samples with. The balance of the engine and exhaust samples in exterior views, for instance, is better / closer to reality than it was before, and the exhaust is less prominent in the interior now (which normally would be a disaster, but those carbs prevent that here). The sources seem more directional, though, which means you can't hear the exhaust at all really on approach, which isn't quite right. I'll blame that on the quiet reverb, though, which is a systemic issue.
It's still perplexing why they should be using pre-existing loops at all for so many cars at this point. What are they planning?