Perhaps off topic (though maybe not), but what is up with that, anyway?
I bought one of those this morning (along with the Bandai and Petronas models), and that stuck me as odd. With the GT-Rs I can get it, because for whatever reason PD modelled one of them as having the penalty ballast, but I don't see why the Lexus is different. Other than a very slightly different grill and a different headlight cluster, the 2008 SC430s seem identical in every way, but the Eneos has lower PP than even the Bandai even though it has notably higher downforce and horsepower.
Is it actually slower, or is it just a glitch in the PP system?
Try the Advan Woodone Clarion GTR.
Both the Advan and Eneos have what seem to be "tire penalties" and they just suck, quite frankly.
But I am told if you set each car to 590PP and free range test them they come out close, I just haven't tested it myself yet.
Cars currently (unfortunately) excluded from WSGTC - Eneos SC430, Advan GTR, Epson NSX.
The Epson is just heavy, combined with the NSX's already poor handling. (go figure NSX's can't turn well)
Well, in real life, beyond grip and endurance different tire models with the same size might have a different effective contact patches, different sidewall stiffness (and load rating), behave differently on wet surfaces or cold temperatures, heat up and cool down differently, require different inflating pressures, etc. In GT the tire model isn't that detailed however, at least to my knowledge.
There might be different models, at least one for each tire type (comfort/street, sports, racing, snow, dirt - they do not just differ by grip and endurance). But definitely not one for each car, except probably a few specific cases. In PC racing sims this is generally easier because they tend focusing on a certain car type using the same tyre type.
I could agree they'd need a tire "model" for each type of tire, yes. Of course one could view it as one model with three different types included, but essentially it could better be viewed and drawn up as 3 tire models, one for each type of compound.
Then there' also radials, non radials, run-flats, etc, etc. I don't think all that is needed though, my main gripes of PD's tire model are lack of flex, sizes, and terrible wear rates.
Perfection is to much for anything current to process fast enough to play in games that anyone less fortunate then Donald Trump can afford. (See military flight sims)
I must admit, I really like the exaggerated tyre wear. Means races as short as 10 laps (about the race distance I'm inclined to run nowadays) require a stop or two, throwing that extra bit of strategy in there. Less realistic for sure, but definitely more fun for players like myself. Although unlike you guys I don't run long-distance races often, and I totally see how the frequency of stops could be a pain then (though I'd probably still enjoy it, haha). They definitely need a Weak/Strong tyre wear option, like they had in past GTs.
Options never hurt.
I can see how it would appeal to people wanting to simulate a longer race in less time, for many reasons, and that's fine with me. What's not fine with me is not having an option for anything even close to realistic tire wear.
Even more, is how much the lap times fall with balding tires, as SuperSic said, lap times were only dropping 2 seconds at Suzuka in SuperGT over 30 laps, yet in GT5 you'll lose 2 seconds a lap on racing hards in around 8-10 laps.
I mean, it's
not even close. In a game with 24 hour races, one might expect better.