So it's been more than a week of playing around...
This is a good game that's just a handful of changes away from being absolutely great. The maddening part is that almost all the problems are on a functional level and not a fundamental one. The graphics are fine. The sound is fine. The car/discipline and track library is fine. The gameplay is great and the physics are pretty deep into "sim" level of sim. Stuff that should have been worked out while testing, which is something this game has gone through 2+ years of already.
It's all "quality of life" things and a TON of small bugs. So many little bugs that, on their own aren't bad, but combined have started to get to me. Here's a brief list of things that I came across during the endurance championship round at LeMans (minimum length, 2 hours), and during just the race proper:
- Field was changed such that only I on pole and the P2 car were in order. The rest of the field was inverted, as in GT4s before 3s and all LMPs, etc, causing a mess at the chicanes at the green flag.
- The AI for the LMP2 (but not LMP1) never attempted to overtake the GT cars and sat behind them the entire race, perhaps a bug caused by what a car's top speed is.
- Blue flag AI does not exist and the slowest of GT cars will fight you to the death for track position. This exist on all tracks but there's no event with more blue flags than LeMans.
- The player (me) receiving blue flag warnings while lapping a LMP1 car.
- Receiving blue flag warnings entering and exiting the pit lane for GT cars on track.
- An odd pit stop where the radio that said wheel nuts were lost repeatedly. Was released in the middle of one such message. No ill seemed to come of it.
- Tyre and brake temps drop while in the pit lane while in telemetry mode but will lock on the in-car HUDs to what they were at entry and will not change until pit exit.
- At the changing point in pit stops from tyres to fuel the in-car HUD's lap timer reset and instead showed the time into the lap which I would be released from the pit stop (where the clock would then continue).
- Marker boards under artificial lighting were reflective (the ones in the grandstand area) but the ones outside are not and are simply not visible with the modest angle and intensity of the headlamps.
Did I mention the blue flag AI? I refuse to do any more endurance races. I already had to turn off damage (even visual--it kills the headlights and they cannot be repaired unless damage is set to full on) from incidents with backmarkers in past multi-class races.
There are other things that, I, as someone familiar with racing games could understand, but most people would totally not understand-- Most notably, dead cold tyres. This makes sense, on the harder compound, at night with a cold track and at a track with very light front wear. But, again, that's to me. For the hell of it I put Intermediates on the front at my last stop because even Softs were too cold. There was still some understeer but they did keep the proper temperature and lasted 8 laps before the race time expired.
Actually, I don't even know if the cold tyres were the specific thing changing performance since there's no indicator of tyre wear. I'd settle for that, though a reading of air and track temps is also desperately needed because it does very much seem to impact tyre and engine performance. Why offer us things like radiator and brake duct opening positions if there's no way to know if we can/should change them?
Well, I suppose it's best to be fair and mention some good things before ending. The functions of the multi-screen in-car wheel HUD (I have page swap mapped to R3) are absolutely fantastic. It's not the most crucial of information, but it's a lot of info, good attention to detail, and something that feels entirely natural for a sim-sim. Having the entire overlay HUD off is nice. If nothing else it shows that the game is constantly measuring your tyre, brake and coolant temps to calculate whatever it's calculating. Car drives very differently on light fuel vs full and
I want to think the tyres wear away well and hope it wasn't just me getting messy at the end of stints. Top speed was fun to watch creep up 3-4 ticks over the course of a stint as fuel burnt off.