- 28,470
- Windsor, Ontario, Canada
- Johnnypenso
More than 20.Out of curiosity how many more VGT cars are to come? I lent this to a friend some 6 months ago and im getting it back next week XD Take it no course maker or b-spec yet?
More than 20.Out of curiosity how many more VGT cars are to come? I lent this to a friend some 6 months ago and im getting it back next week XD Take it no course maker or b-spec yet?
Well that seems to be everyone's consensus, but i don't know why frankly? Anyhow it's the only source available for global VG sales.Not very reliable at all, honestly.
Because they make them up. The entire thing is just a series of estimates, in some cases based off of other estimates:Well that seems to be everyone's consensus, but i don't know why frankly? Anyhow it's the only source available for global VG sales.
All sales estimates on VGChartz are arrived at via a number of proprietrary and ever-developing methods:
All data is regularly checked against manufacturer shipments and data released publicly from other tracking firms to ensure accuracy. VGChartz holds no responsibility for the use of our data – any business decisions made are made at your own risk.
- Passively polling end users to find out what games they are currently purchasing and playing
- Polling retail partners to find out what games and hardware they are selling
- Using statistical trend fitting and historical data for similar games
- Studying resell prices to determine consumer demand and inventory levels
- Consulting with publishers and manufacturers to find out how many units they are introducing into the channel
Well that seems to be everyone's consensus, but i don't know why frankly? Anyhow it's the only source available for global VG sales.
Incidentally, I've got to go bump the sales topic because there are hard numbers for GT6 now.
It could mean they are even lower, but it could also mean that they are significantly higher. Since VGChartz does very little/nothing to include non-retail sales, I would personally err on the side of them being higher; but since the GT6 online availability seems to have been regarded as a non-event by the media at large (compared to, say, GTA V; or even GTPSP), I also personally wouldn't completely dismiss the idea that the sales could be lower. It's really just about using your best judgement based on all of the available data rather than directly on what VGChartz says.If the estimates are usually "way off the mark" that could mean GT6 sales are even lower than the abysmal 2.80 M.
Where is the sales thread and what are these hard numbers?The only thing in that list that is a hard number is the final point, and even that doesn't take into account the Shipped vs Sold distinction. They can be and frequently are accurate, but that doesn't mean the data is actually real data. Incidentally, I've got to go bump the sales topic because there are hard numbers for GT6 now.
More people should buy Grid Autosport!! It's much better than you think!
I have an old PS3 that I got when GT5 came out. I only use it for GT5, GT6 and Grid Motorsport. I've never had a problem with any of these games. I run Time Warner WiFi. I don't have the hangs that everyone talks about. Grid Motorsport works fine.I would but, I only have ps3. And in ps3 it runs at only 30fps...
Isn't it funny how we used to label Kazunori as a perfectionist, yet, when we take a look at his last titles, GT5 & GT6, it's consistent with a sloppy, unorganized mad scientist? Come visit Kaz's laboratory, and witness the spilled chemicals that tattoo his laboratory floor, come gaze at the sorely outdated tools and irrelevant concepts he uses to devise his plans. He's a 1998 scientist living in a darkened dungeon. His calculations are all wrong. His supporters, whom have nearly all left, are clinging to some withering hope that maybe he'll clean up this massive spillage and assemble order in his lab. They've even given him the greatest blueprint to success, granting him access to the exact, specific chemicals needed to develop a new and exciting potion! It's a shame, though, because he once led the entire industry with his wonderful chemistry concoctions. Nevertheless, other creative and attentive scientists have been following the supporter's blueprints for years, and so naturally, they bathe in glory, whereas Kaz bathes in unsuccessful sweat and rotten ideas. It might be too little too late now. We'll see what he has learned in this last few months.
Time is king. Kaz, meet time. Time, meet Kaz.
GT is still a SIMCADE.A lot of cars have unrealistically big understeer.Just PD prefers at the limit front tires first to lose grip slide,not the rear end.It's not real physics it's a boring fight with the car to put in to the corner.
At least PD can include option on/off for hidden aides!for this does not have more power!!!!!!!!!!!
And these weird camber and toe stock angles?????Very realistic 👎
''A lot of cars have unrealistically big understeer''"a lot of cars have understeer"
If there are a lot of street and racing cars that understeer a lot more then in real world for me this means that the car balance is still unrealistic.Most road cars are set up with understeer from the factory. Just saying "a lot of cars have understeer" does not necessarily make the game unrealistic
''A lot of cars have unrealistically big understeer''
You are right I can't drive all these cars in real life,but there is a beautiful onboard videos in YouTube where people drive cars that are in GT and they drive those cars on the limit.Yeah, which means that you've either driven all of these "a lot of cars" in real life to establish how unrealistic the understeer is, which I doubt, or you somehow have another way of measuring and comparing understeer between real life and the game.
If you'd like to elaborate more on your methodology then I'm all ears, but all I'm hearing is "I think the cars have too much understeer". You may be right, but you'll need more than one subjective opinion if you're hoping to pin a label of "unrealistic" on a game.
Not that I disagree entirely, I don't find GT particularly realistic, for various reasons. But that's my opinion, and there's not really enough hard data available from GT for me to verify that as an objective proof (outside of the few real life cars that I've driven and can confirm that they do not in fact behave in the same manner).
You are right I can't drive all these cars in real life,but there is a beautiful onboard videos in YouTube where people drive cars that are in GT and they drive those cars on the limit.
This is how I collect information.
When I came in GTPlanet and I began to criticize the GT5 cars balance GTPlanet members did not believe me,
but then GT6 come out end they find out that I am right.(we all remember threads-MR cars are undrivable)
Now I say that a lot of cars in GT6 still have more understeer than in real world.
If any GTPlanet mamber has doubts he will find out that I am right when Project CARS and GT7 come out.
The only way to prove it is this:If you think that comparison with Youtube videos is an acceptable way to judge the physics of a game, I hope you aren't too surprised when a lot of people disagree with you.
Youtube videos are generally a pretty terrible way to judge the physics of anything, see any number of Youtube videos for simulation-type games covered with "OMG that's so arcade" comments and similar. Youtube videos are a good start, but they need to be taken with a big grain of salt.
GT5 had horrible weight transfer physics, just as did GT4 before it. GT6 is still pretty bad, if I'm honest. The cars I have experience with behave in ways that are consistent with the weight transfer not being simulated correctly, and other cars behave in ways that I would not expect given my knowledge of mechanical engineering and general car behaviour. Although it has gotten better in the most recent patches (and I have a whole other problem with the physics of the game continuing to evolve over time).
Of course, we expect GT7 to be better. But there's a big difference between saying that GT6 could be better and probably will be in the next iteration, and saying that GT6 is unrealistic. No simulation is perfectly realistic, and it's unrealistic to expect it to be. What is expected is a reasonably accurate simulation given the hardware and knowledge available.
Is GT6 a reasonably accurate simulation given the hardware and knowledge available? I don't think so, but I couldn't prove it to someone who disagreed. You seem to think that you can. Please begin, because I'd be interested to see how it's done.
The only way to prove it is this:
https://www.gtplanet.net/forum/thre...t-academy-champion.294135/page-8#post-9919096
I made this setup by only watching Nick McMillen onboard video at SPA.
This year Qualifying time of Nick end his teammates at Spa was 2:20.121 as you can see here:
https://www.gtplanet.net/forum/thre...t-academy-champion.294135/page-8#post-9908759
With my setup all aids and abs off I managed to achieve at Spa 2:20.759 which is almost identical with the real time.
Now I am waiting for response from @GumballCGT
With the appropriate amount of traction between front and rear end of the car GT6 can become very realistic.Doesn't that sort of prove the opposite of what you're claiming? You say that GT6 is unrealistic, but then you're trying to match real life. If it matches, does that make it realistic?
We should wait and see.(Remember that times only work if you seriously believe that you're as good a driver in-game as a professional. Maybe you are, I don't know. Or maybe McMillen takes that time and goes three seconds faster than you ever could. Or maybe the conditions on the day were totally not comparable to the conditions in game. It's not always perfect temperature, track and tyre conditions in real life, you know.)