Yes...I know that "official Nurburgring times" use the same starting point as GT6, but their finish line is just after the final right-hand turn. I believe they do it like that so that the cars can pull right into that small pit area.
I don't remember my exact lap time, but it was something like 7:20s - like I said, not even close. This is probably a good time to bring this up. I personally believe this highlights an issue with making replicas in general. For instance, let's say that Ridox was able to build the Aventador SV Replica with proper horsepower and torque, weight distribution, spring rates, transmission, LSD and suspension/alignment...everything is exactly 100% reflective of the real car. Now, if PD were to add an Aventador SV to the game tomorrow, I guarantee that their car would be "easier" to drive than the Replica.
I think weight has a lot to do with it. Ridox quite often has to add weight to cars to make them accurate to the real life model. But, that weight is just being added as a mass that sits somewhere between -50 and 50, whatever that means. However, when PD builds a car and assigns it a weight, that weight is distributed throughout the entire chassis and setup, at least I would imagine it is, for realism.
Take a car that's 1700kg stock and drive it around - then take a similar car that is 1500kg stock, but add 200kg ballast. Of course, weight distribution must be the same, etc... The weight of the car isn't going to "feel" the same - at least, it doesn't feel the same to me. The car with ballast ALWAYS feels heavier...weight transfer often feels more like a pendulum effect with the cars that have ballast added.
Now, before anyone gets the wrong idea, I am NOT criticizing Ridox's work. I still believe that his cars are the most fun and feel the most realistic to drive. These are just limitations of the game, specifically the ability to modify cars, that all tuners must face. I think that these issues are more prevalent on cars with very high power levels and/or cars that are heavy.
A good example of the point I was trying to make would be the Corvette Z06 Replica (C7). When Ridox first built the Z06 for us, the car didn't reflect the real world performance of the Z06's that have been tested thoroughly by various magazines and such. Particularly, his Z06 had acceleration above 120 MPH that was considerably stronger than the real world Z06. Why was this happening? Ridox had the weight, horsepower/torque, suspension, etc. all set perfectly! My opinion was that the real Z06 starts producing so much downforce at higher speed and therefore it doesn't pull as hard as one would think with the massive horsepower it has. Adding the Flat Floor to the Ridox Z06 Replica brilliantly cut a lot of that acceleration at higher speeds. But, we know that Flat Floors also influence more than just acceleration above 120 MPH...
I believe that if PD were to add the 2016 Corvette Z06 to the game tomorrow, the car would perform differently because they can specifically code information for each car - something Ridox is, unfortunately, unable to do. I really wish that we had the ability to customize more than we do...