I play in professional mode, and it still has that effect.
I noticed you never commented about the others, as they are defiantly true!
That's funny.
B-Spec a race in pro mode in GT4 and the AI cars lose the same number of seconds per lap, every lap, over the course of an endurance. (Yes, I've watched this to make sure).... I've never had the AI "suddenly catch up with me" in pro mode. Ever.
GT4 had tire wear. Whether it was realistic is debatable, as GT4 uses a default "mystery tire" and not a real world tire... though, as per Scaff's exhaustive analysis (search for it in the GT4 forums), N2 represents exactly what stock is on most
road cars.
We have also had a nice, long discussion about fuel usage. GT's fuel usage, based on the assumption that "80" stands for "80 liter fuel cell" is quite close to real fuel consumption for various road cars and race cars on the racetrack at race pace, though the Prius, weirdly, uses
no fuel... which is wrong... at race pace, a Prius does only 17 mpg or so... which is still a far cry from the single digit economy most racecars get in real life and in Turismo.
Damage modelling: well, here's an interesting question. We're talking about a "driving" simulator, not a "damage" simulator... right? Absolutely
no game with a wide variety of real-life cars (not race cars) actually
has realistic damage. Not a single one. Licensing restrictions forbid any game from showing damage to the safety structure of any roadgoing vehicle from certain manufacturers... and some don't even want the fenders bent (points at Forza2).
I'd like to point out... as I work at purchasing at our University... we have two high tech vehicle simulators... one worth a hundred thousand dollars or so, the other worth about two hundred fifty kays (yes, I almost got my first heart attack when they read that number out loud to us). One is an aircraft sim, the other is a maritime sim. The maritime sim, in particular, is impressive. Realistic, real-time wave physics, weather, accurate ship handling models and physics, etcetera.
Neither have cosmetic damage.
I'm happy at the inclusion of damage in GT5, though... and I hope it will include realistic mechanical damage... couldn't care less about cosmetic...
But again... the lack of damage modelling in GT is not the worst aspect of Gran Turismo, as no game actually has realistic damage... at all. Realistic damage would have you stopped dead after a hit that would have you clumping along in Forza or Shift.
Turismo's faults in GT4 were limited to a lack of proper tire
pressure and
sidewall modelling (
not tire wear) and a lack of snap oversteer on smooth roads due to a physics engine with a built-in safeguard against roll-overs. In GT5P, the anti-roll-over script was relaxed but not removed... so it was better, but not perfect... though no advanced tire modelling was shown.
GT is not the best driving sim there is, but it's hardly arcade, and it's very good compared to the much more arcadish competition available on
consoles (as opposed to PCs), with the exception of some of the better rally games.