The drivetrains feel a bit wooden; it's like they just offer a resistance, rather than an inertia and a resistance. Obviously, the inertia can be translated into a "resistance" (a force), but I don't think it's properly modeled.
This has historically caused small, lightweight, low-displacement, low-powered cars to be unreasonably lethargic and consequently slow. It ruins the fun of these cars, and disproportionately favours over-powered cars, reinforcing the oft-held belief that "ordinary" cars don't belong in GT.
ABS is still a driving aid, and needs to be labeled as such - maybe different versions could be offered - e.g. instead of independent per wheel only, have front and rear axle only, or whole system as well. Plus, proportional control is not the norm, on/off is; it's also generally feedback based (with a finite response time), rather than the "cheating", non-causal grip-lookup GT uses.
Brake bias adjustments are uselessly coarse and arbitrary / abstract: we need total braking power (e.g. as a deceleration force) and fine-grained bias adjustments, not individual axle power adjustments.
Brake temperature modeling would be nice. Cold brakes make cold tyres easier to handle due to dynamic bias shifts. If PD include the above "total braking power" setting, we can adjust the brakes to suit different tyres more easily, and temperature would only be a secondary concern (upgrade the parts to stop your new tyres cooking your brakes). It's a nice detail, but not exactly necessary - highly desirable in my case, I'd say, especially for the dynamic bias effect in the braking zones (the balancing of which is where the real meat of brake part selection comes in, IMO).
The physics need to be more general, more integrated: when a car gets airborne, it loses any fidelity it had because it only really interacts with the world through its wheels. It needs to be a general, semi-distributed model (so the car has blobs of mass in the right places) that is solved in free space, not just through the wheels. Tie on the aero model, acting on the right locations, and things could get very interesting for fidelity in all situations.
Not exactly related, but due to the different way people want to play, I believe it should offer four modes of play:
- Sandbox - sim-like all-access, includes "arcade" - all options, all possibilities e.g. "event creator" - great for those who do track / race, or who have done GT-Mode countless times already.
- Pokémon - collector mode, with challenges etc. per car or track, also the museum and other related things.
- Career - proper career in any of a number of "series" (i.e. GT Mode events), limited budget, compromise etc., hardcore damage etc., reduced focus on "winning", just doing what you can with what you have - great for fiddling with one car in detail.
- GT mode - Classic progression, introduces you to cars, types of racing, tuning etc. and teaches these things through doing.
There should be a way of offering benefits in each other mode for progress in any given one (maybe having all paint codes available - assuming the basic method is a custom paint mixer - for a car when you "collect" it, or its stock wheels always available in GT mode etc., not just as and when) but things should not be artificially blocked. Each mode would have an online counterpart, except maybe collector (outside of trading).
I could go on, but the key point is I'm not expecting any of this. I intend to use this thread to tick things off when GT6 comes out, so we know what they did and didn't do. We all have our own focus, and PD can't cater to all of that at once (there is a
lot to "fix"). The best thing PD can do is open the game up more, add more optional challenge etc.