Yeah it's certainly possible to get an understanding through the tool tips, and also reading beyond the apex (although not everything is documented well), but like you say it doesn't give much instant gratification and for most people it's not that fun to sit down and read and spend hours trying to understand something theoretically in a game, and then spend even more hours trying to put it into practice by driving and then changing settings over and over. There's a big gap between understanding what the settings do, and understanding how they all relate, and then finally going out on track and feeling how a car drives and knowing what to change.
It's just a big barrier of entry for utilising a significant part of the game to its full extent. So then we end up in this weird limbo where we are now, where most people don't really know how to tune, and PD either have to do what they're doing now and barely use it, or force people to learn it by including it in daily races that count for SR and time trials. Maybe a more interactive and rewarding way of learning could help. The modern gamer needing instant gratification and their hand held may be worthy of criticism, but it appears to be reality. Somehow PD has tried to adapt to this in the worst possible way with the cafe system, but tuning is one aspect where I think it would actually be beneficial.
Yes agree. I'm 42 and would like to think I don't come under instant gratification umbrella generalisation.
I have limited time to play games, I like cars, driving cars, but when it comes to technical side, it goes as far as drive train types, turbo/non turbo, bhp, basic level of downforce effects, engine size etc.
I'd like to be able to tune, but as you summarised the whole process just looks a long , drawn out headache to me. Reading technical summaries, then somehow implementing it proficiently, understanding how changing one thing effects something else etc going to the track, then back to garage, repeat etc... then do you decide to install more parts, does that upset the balance?
You could say this is instant gratification mentality, but like I say, I have limited time and the idea of learning the above isn't particularly appealing in its current state. I imagine there's a fairly small % of the player base that like tuning or know how to do it effectively. And thats before considering what I've read on here about some of the settings not reflecting real life behaviour, apparently some behave opposite to how they would irl...so you're potentially learning some proprietary way of tuning, rather than true to life, so doesn't carry over to all games (although I assume most settings are accurate).
I would like to see some kind of tuning 'lessons' implemented into the game. Working through various scenarios, explanations and then testing it on the track. I think that would perhaps get more buyin, rather than expecting people to read technical summaries, youtube videos for hours and hours. Would be more useful than the current license tests for me anyway.
It's just off putting for many, particularly when you can source excellent tunes from people with years of experience quite easily.