I've already posted this, but probably not in a good thread...
http://simhqmotorsports.com/wp/featu...ran-turismo-6/
This is a part the section with Sony producer
....
Taku Imasaki Interview
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).
When asked about
supported wheels, Taku listed off the usual suspects from Logitech and Thrustmaster.
When asked about Fanatec wheels, Taku reminded us that sadly Fanatec doesn’t have an SDK, so that company’s wheels are interpreted by the game in a generic manner similar to a game pad. Fanatec wheels will work, but not as well as they could if specifically tailored to the game.
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.
To our surprise, Taku then started to reverse-interview Chunx and SeanManly, asking the SimHQ Motorsports team what
tracks they might want to see developed for GT6. The two offered up some US tracks that appeal to amateur racers and pros alike, such as Buttonwillow, Mid Ohio, Road Atlanta,
and Mosport. We’ll see where that goes, but Taku was clearly interested in the discussion.