2 very extensive write-ups explaining why this isn't an easy fix going into the great details of coding from someone who very clearly knows what they know about, and is very clearly very intelligent, and you dismiss it as "Others can do it so..."? I mean really...?
My reference was more to the other guy.Not others, they (PD). They did it more or less correct since GT1, and very accurately since GT4. So yeah, they can do it.
My reference was more to the other guy.
But, even if they did it right before, that doesn't affect it now. I mean, they redone the physics code for GT5 and modified it for 6, which leaves a lot of room for error.
They cant fix it easily. As explained.GT5 - OK
GT6 - not OK (they changed aero physics, quoted by Kaz Himself).
Ofcourse they left an error (bug, flaw, whatever you name it). That's why they should fix it.
The OP says not to ask for anything that would require audio recording.A spotter with voice lines saying where other cars are nearby.
The OP says not to ask for anything that would require audio recording.
Or just add more wheels.The used wheels dealer from GT4.
Ugh, it could be the only way to obtain centerlock wheels seeing how they cut out a lot of wheels since GT4...
The variety in tire profiles and benefits correlated would bring a bit of strategy in gameTire widths and wheel offset. The values to change these things are actually in the game.
And make my C2 Vette 50% more fantastic.The variety in tire profiles and benefits correlated would bring a bit of strategy in game
@sparkytooth just like cars, never enough of them.
It wasn't explained. What was provided was speculation as to what the issue might be and why it might not be easy to fix. It might be a lot of things. It might also be that they don't think it's a big issue and don't care about fixing it. Kind of like camber or reverse ride height in tuning which has been an issue for 4 years. Speculation isn't an explanation it's throwing out guesses and possibilities. No one really knows why things are fixed or are not fixed.They cant fix it easily. As explained.
They'll either wait till 7 or Spec II, if they want to change it. But it's unlikely really.
Speaking of which: I know camber has been fixed but has the reverse ride height thing's been too? Seems sad I have to ask this but I don't mess with it in case I do more harm than good.It wasn't explained. What was provided was speculation as to what the issue might be and why it might not be easy to fix. It might be a lot of things. It might also be that they don't think it's a big issue and don't care about fixing it. Kind of like camber or reverse ride height in tuning which has been an issue for 4 years. Speculation isn't an explanation it's throwing out guesses and possibilities. No one really knows why things are fixed or are not fixed.
oh, I loved that option; I could put wheels that came stock on one car onto another car. It was great.The used wheels dealer from GT4.
Ugh, it could be the only way to obtain centerlock wheels seeing how they cut out a lot of wheels since GT4...
I feel like I've for asked this a million times, but:Missed this post before - could you please expand on point 2, 3 and 5?
I'm not 100% sure I understand what you mean/why would you want that (combination of me neither being an expert in cars/GT6 nor a native english speaker probably ) (in fact I'm not even sure my last sentence is correct)
I'm not convinced camber is fixed. Here's a link to Dolhaus's Google Docs Data Collection on the matter and to me the results don't match what one would expect from camber in real life. The experiment is ongoing. On the reverse ride height, that's the last information I had a few months ago. I gave up tuning early in the game and pretty much only raced or drove untuned cars since.Speaking of which: I know camber has been fixed but has the reverse ride height thing's been too? Seems sad I have to ask this but I don't mess with it in case I do more harm than good.
Are you working for them? Your explanation is of no use .They cant fix it easily. As explained.
They'll either wait till 7 or Spec II, if they want to change it. But it's unlikely really.
Coding is a universal thing, and I have a little experience in it, with CZRRacing having more than me meaning he can go into more detail about 3D game engine coding.Are you working for them? Your explanation is of no use .
If it's physics engine issue (most likely it is) then it's easy fix as you change something in ONE place (game engine responsible for aero physics calculation). That's it.
You might have neglected to read the posts.It wasn't explained. What was provided was speculation as to what the issue might be and why it might not be easy to fix. It might be a lot of things. It might also be that they don't think it's a big issue and don't care about fixing it. Kind of like camber or reverse ride height in tuning which has been an issue for 4 years. Speculation isn't an explanation it's throwing out guesses and possibilities. No one really knows why things are fixed or are not fixed.
Coding is a universal thing, and I have a little experience in it, with CZRRacing having more than me meaning he can go into more detail about 3D game engine coding.
Me from Unreal development kit and Game maker studio, him from GTA. This is enough proof to make you see coding isn't exclusive to PD.
Thanks, now I see what you meanI feel like I've for asked this a million times, but:
-Separate refueling and tire changes during pit stops
As of now, when you pit, fuel is added to the car at the same time that tires are changed. If they are separated, you don't have the cases where you can get 47 liters without losing time OR free tires without losing time when you get a lot of fuel depending on how you look at it. Even if hard, medium, and soft tires were perfectly balanced, having fuel and tires adjusted at the same time promotes usage of the soft tire, something I'd like to see less of without having to change room settings.
-Reset the hp values for LMP cars so that they have what they ran at LM. No, turning the power limiter down is not the same with the flat power curves.
All LMP cars that are 2006 and newer have their hp settings set such that they have about the same amount of hp that they ran in real life. Cars older than that, ignoring the Group C cars, have their hp set much higher than what they ran in races. Even if you were to move the power limiter down to more accurate hp levels, you still get that flat hp curve, which doesn't seem realistic.
-Add units to the downforce numbers in the tuning menu.
Right now, if we set our car to say 400/650 downforce, we have no idea how much downforce is applied and at what speed. That could mean 400/650 kg at 300km/h or it could mean 400/650 lbs at 120 mph. Having units would also help with dampers and anti-roll/sway bars.
New request: Not being forced to change tires at pit stops.
👍 Problem with that is that it takes time to record voice lines (in multiple languages no less) and they would weight on RAM - and we know PD is working with a very little amount of memory (probably the reason we can't haveWhoops, I guess I didn't read the OP correctly; edited.
At what point did I say redraw every 3D model? I said you'd have to fix the mistakes then fix subsequent bugs from fixing the mistakes, and with an aero model that isn't a just case of adjusting numbers.I am still not sure if you have programming experience or not... in any case I have, a lot, and I can tell you that if it's a matter of adjusting some Class responsible for calculating and output of data, which is used to render car speed and acceleration, then this is just a bug fixing. It's all about adjusting numbers, nothing more. You don't have to, for example, create and draw new 3d objects and other time consuming stuff. It's just adjusting values. And it's a universal (global) thing, meaning that you don't need to adjust each car data because PD uses single engine which affects all cars (they just input various car data and engine calculates output needed for simulation). So it's a matter of tuning physics (most likely aero) engine itself.