Just reading in the 'Kazunori Yamauchi Tweets' thread. On THIS PAGE there is talk of PD driving around a city area 1.5 miles away from Willow Springs with film crews and Police escorts.
Could this be a possible Photomode or Track Designer location?
Sorry if this has been discussed previously.
LA警察の白バイに前後を護衛されてコルベットC7で夜のダウンタウンLAを6時間に 渡って行動暴走。
現れた一般車はすべてブロック。
時にはその場で道路ごと封鎖。
「Filmingは法に優先する」という「映画の国アメリカ」を実感しま した。
If PD were filming with the Chevrolet Corvette '14 then it may be part of the game intro or a special promo piece.
the cover car.
Cueing up to give GT6 another shot in one of a dozen sim-cockpit “sleds” Sony brought to the show, Chunx and SeanManly gave the new-for-GT6 Willow Springs circuit a workout in an variety of new-for-GT6 vehicles: the Audi R8 GT3, the BMW Z4 GT3 and the Nissan Delta Wing prototype. The Audi R8 and BMW Z4 GT3 cars drove very nicely, with a lot of understeer if you over-drove them into corners and power-on oversteer if you pushed them too hard out of the corners. Spins and tank-slappers were quite easy to induce with the aids turned off. There was a touch of the tail-happy turn-entry oversteer from GT5, but much more toned down than before, with differences between the cars. Hands’ down, the sweetest driving candy of the GT6 demo was the Nissan Delta Wing. The open-cockpit prototype lived up to the reputation of the real world car: lightweight, responsive, and nimble. And without a windshield, there was no sun-glare issue to deal with.
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 engine’s 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 won’t be a way for the game itself to conduct multi-class race scoring (i.e. class winners).
Regarding AI, the new suspension model (mentioned above) is applied to the AI cars, so Taku tells us you’ll see more AI car suspension movement and they’ll react accordingly. AI will race with each other, and will get aggressive with you if you get aggressive with them. To quote Taku, you won’t see any “ducks in a row” AI racing in GT6.
The first was with the tin-top cars, where windshield sun glare was clearly not ready for prime time. Sun glare would white out the entire track scene while driving down the start/finish straight (as though the track and terrain were covered in snow). It was particularly bad when driving the BMW X4 GT3 car. The only thing that would show through the white-out was the red of the braking area on the driving line. Clearly some additional tweaking is in order with this part of the graphics code.
The second issue was with frame rates: While the Willow Springs track appeared to be a very well-done recreation of the real deal, with a great sensation of elevation change and detailed pavement graphics, the most eye-catching feature was multiple periods of frame rate stutter that looked to be in the 20 fps range. While we only saw that stutter when driving tin-top cars (another windshield issue?), it was still disappointing. Hopefully the developers of GT6 will work these glitches out with code optimization, rather than us having seen an indicator that Polyphony is pushing it’s legacy gaming hardware a bit too far.
Now we're talking!...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...
I am not convinced the cover car is the Chevrolet Corvette '14. I cannot think of it being anything other than the Z '14.
What has that got to do with anything?
eye candy
A concept maybe.New Z arrives 2015 as 2016 model. I do not believe it will make into the game this year.
Custom paint chips