How is it the less tuning options available, the more hardcore the Sim is?
It seems to me, the more options available to Race day tuning specs, the more hardcore a game is. but you are right about one thing GT fans will soldier on
GT 7 LOL! but we see when all is revealed my friend, you may be right about everything, (Do you still play GT6?)
It has less tuning on some cars because it's a sim. Not to be too simplistic, but a sim simulates reality. It's not reality to put F1 qualifying slicks on a Vitz for example. Oh in theory it can be done, someone may even have done it, but in reality it would only be done for a Youtube stunt and no one would take a street car onto the track and do many of things we do in GT, like running around the Ring in 6 minutes in a street car with no roll cage on F1 slicks. In reality it would end up being a completely different car and in a sim it would also be a completely different car, a full on race car.
Sims simulate the track tuning routinely available for a given car. For a race car it's a bewildering array of adjustments that'll make GT look like Need For Speed, for street cars it'll be whatever small adjustments you might make as a typical track day car. Modern racecars will have the typical adjustments from GT like spring rates and camber, but additionally things like caster angles, slow/fast bump, slow/fast rebound, tire pressures, brake duct openings, wastegate pressure, radiator openings, steering ratio etc. etc. etc. And the adjustments available aren't generic like in GT, they'll be specific to that particular car, again to mimic what was really available for that car. A 69' Lotus 49 won't have the same adjustments available as an 81' Zakspeed Capri and it in turn will have different adjustments from a 13' Aston Martin Vantage GT4 car because in reality, all of those cars from different eras had different adjustments available.
Another thing I assume will be different in PCars because AC is this way, there is no limit on the number of setups you can make and so once you setup a car for Tsukuba and save it, it's there forever and you can copy and paste it to any other track as a starting point if you like. No need for a small list of
"generic" setups like in GT, you tune the car for a track, add a label for it specific to that tune and you're done. I did a race at Vallelunga a couple of weeks ago and the race car came with 4 compounds I think. I had a qualifying setup on and a race setup specific to that track. Used the Q setup with softer tires and much less fuel, came into the pits, changed to race setup at the end of qualifying with harder tires and full fuel load, all without ever leaving the track itself. If I had planned on pitting I would have adjusted fuel load accordingly to make it to the pit stop and not much more. Also, because it's a sim, there's an app available in game to tell you how much fuel you have to the 1/10th of a litre and it calculates how much fuel you'll need to finish the race, how many laps you have remaining on your current fuel load, how much to add on your next pit stop to make it to the end etc. etc. , the same information you'd get from your pitcrew during a real race. That information is available on screen or you can have it outputted like I do to an android device. I have DashMeter Pro which is fully customizable (size, colour, placement on the screen etc.) and it allows me to keep the screen simlike, which is the car dash and whatever gauges came with that car obviously and nothing else. Check it out, I hope this type of thing comes to GT!!
I haven't played GT much since spring
, nor any other games for most of the summer, just didn't have time and the last time I played was 1.13. PS3 is still here though, awaiting Course Maker or something stunning enough to drag me back in.