how do you want to make realistic physics without knowing the real cars behavior ? I know many Studios are proud to show f1 79-90 cars in their game : do you really think that devs who made physics put their ass in such cars ? It is purely fantasy physics of course !
Give me real datas for all cars of 1994 and I will update mod with them and I can also make different fantasy physics for every car as all others do
Yes - everyone likes different things, but stuff like you describe above is extremely offputting to me personally. Just because it looks cool or nicer doesn't make it realistic, but again, everyone's different. One of the first things I did in my plugin was small tricks to improve shifting mechanics (similar to Grinding Tranny, but with per gear damage and stuff for sequential too), but very, very few people care and that's totally fine. As far as I know even stock GTR2 cars did not shift IRL the way stock GTR2 does it (You had to lift on downshift and sometimes even on upshift, there's was no lift aid)."Era accuracy" certainly aids in immersion. While I do not castigate anyone for how they wish to play, I am put off by seeing, for example, a '65 F1 video with the perimeter of the screen cluttered with modern Motec data (there is a Motec style mod for GPL even). Though I make no apologies for using paddle shifters and left foot braking, feeling this advantage offsets the lack of peripheral vision and tactile feedback from real world driving.
As much as I enjoy GTR2, there is a certain lack of immersion simply due to lack of coverage of GT racing in the US; I do not recognize 90% of the names in a driver roster (are these real drivers or neighbors of the mod creator, lol). Ages ago in ICR2 you could watch those teams/cars/drivers on TV Sunday afternoon then compete against them on your computer, that was probably the most immersive sim for me.
And I wish I knew more of track editing so could "backdate" many tracks to an earlier era - no jumbotrons, TV towers, cranes, etc. - for P&G or period mods in rfactor.
... even stock GTR2 cars did not shift IRL the way stock GTR2 does it (You had to lift on downshift and sometimes even on upshift, there's was no lift aid).
Yeah, and unfortunately GTR2 is very far from offering good oval experience (so it is primarily GT/Touring and with some tricks, F1 game), one thing I miss on that platform is oval stuff.
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I know what you mean, I love that detail. But it is not just about rear wheels locking up. There's more. AFAIK, under certain conditions, you simply can't shift certain gearboxes sequentially, unless you lift, and that's part that can't be edited and plugin tries to "simulate" _that_. Of course, best is combination of correct authoring to lock up the wheels plus additional logic to refuse the shift.A major issue I've long had with GTR2 is that with almost all cars you just "put the pedal to the metal" and zip through the gears like a modern F1 car. This is not hard coded since a few cars are more realistic in this respect (especially the P&G mod); if I knew what to edit more would require lift when shift.
Probably the best oval sim is still the venerable N2k3; I initially got it just to install the GTP mod, but with the numerous classic mods ('55, '63, '71, etc.) I occasionally enjoy running in circles again.