Board Thread:Game Discussion/@comment-31534476-20190729094135/@comment-31433854-20190801031901

Amrosa wrote: Powerup777 wrote:

DavorCro wrote: I just wish that I could at least get 1 Event Archive for an older car that I don't own.

I remember when flashbacks just started, I picked up so many cars it was awesome.

We'll see if there'll be something in the next one for me.

Or at least if they added a new manufacturer or something else than another Porsche 911 (I'm really starting to hate those) or another copy of an already existing Lambo/Porsche/Ferrari with GT, R3 SPEC or other excuse for copy-pasting.

Just my 2 cents Copy-Paste for the cars themselves doesn't happen. Each car (that has a CAD design) is individually rendered unto itself, and part of the license agreements between FM and the manufacturers (CAD files actually provided by the manufacturer). Each packaged design is meticulously rendered by an artist by hand. Older cars that don't have CAD drawings are painstakingly drawn to scale by hand.

The "REAL" in real racing is the tracks and cars, not physics. The physics is a video game.


 * With that said, it does seem the event sequence itself is quite repetitive.

That isn't quite accurate. The physics choices may not reflect reality, but suspension geometries, weight distributions, coefficients of friction, aerodynamics are all modeled for each car. The designers then make setup choices based on those models for the different tracks.

The exaggerated performance and control inputs are video game-like, but the physics engine and how cars interact with track surfaces is very close to how cars and car/track interactions are modeled in consumer racing sims. And yet I could hand you a tablet in bumper view with the sound off and, with few exceptions, you (and most everyone else) wouldn't know what car you were driving. And this doesn't get to the real problem here of how repetitive the gameplay is, which has been laid bare by the increased tempo of the last year plus.