yuastnav wrote on Jun 4, 2020, 03:44:
Slick wrote on Jun 4, 2020, 03:19:
I know that e-gearheads get hard off this stuff, but it's such a turnoff for me. I want the advanced physics, the great cars and amazing tracks, but I have zero patience for the infinite customization that ends up being required to do well, or to even be able to place in some tracks. If they shipped with like 3 profiles for each car that I could easily pick to find a driving profile that "just works" then i'd be sold. As is my choices are racing games where tuning, modding, customizing, and labouring over car builds is the bulk of the game, or something like Trackmania on the other side.
I want all the cool stuff the sim games have, but have no patience nor free time to sink into doing all of that.
I know what you mean but your're probably in the minority. I know because I want a game with the most advanced driving physics there is that focuses not on super cars or modern race cars but on regular, normal cars that anyone can buy in a store. So far I know no one else who wants that. :/
That, my friends, is the biggest gap in car sims.
There may be quick blurbs in-game about the car settings and how each changes the handling of the car, like increasing push-rod lengths or rear suspension stiffness... but I've yet to see a game that TEACHES
how to set a car up. I'm left looking through discussion boards, downloading PDF setup guides, or searching for a specific car setup that someone has shared and hoping that person has a clue what they are doing.
Here's an idea: The developer should create 'puzzle mini-games' in which a car is mostly
configured correctly for a track and weather conditions, but there is a setting or two that's totally wrong. Let the driver jump into the car and complete a certain section of the track (as seen in Gran Turismo licence tests) and feel how the car handles. Then present the driver with options on how they think the car should be changed, described in layman's terms (with technical notes in parentheses), and they can repeat the challenge with the choice they made. Maybe the target in the challenge is time, lateral-G, brake distance, top speed, whatever...
These mini-games then increase in complexity, and gradually expand the drivers knowledge of how all the settings available for adjustment.
Project CARS 3 has good enough physics and force feedback effects to pull this kind of mode off, and a user base that would appreciate it.