Thursday 17 October 2024

GT7 W78: NISMO 400R '95

Many may point to the 2004 Honda Legend V6 for being the car that shattered the gentlemen's agreement between woefully polite Japanese car manufacturers to not advertise more than 280PS (206kW), bringing the infamous "276HP era" of Japan to a close by flaunting 300PS on its spec sheets. However, eight years prior, a complete car was sold by Nissan's motorsports arm, Nismo, that not only packed a rebellious 400PS (294kW), but was also completely untouchable by the authorities for illegal modifications. It had a warranty, met emissions regulations, had even had a naughty speedo that would dare suggest the possibility of speeds above 180km/h (112mph) to its driver! I suspect the reason why not many remember this shocker of a car is the fact that only 44 of those very special R33s were sold, each costing ¥12 million when new—roughly three times that of a regular R33 GT-R. And its name? It's not the Skyline, or even a GT-R; it's quite simply known as the Nismo 400R.


400R Prototype Style by captbradford (Edited)
#prototype #nismo #400r

But its name hadn't always been quite so blissfully simplistic; Gran Turismo 2 players may recall a very oddly named variant of the Nismo unicorn, the "Nismo 400R Preceiding Model", won from the 2nd 4WD Special Event in Seattle Circuit. Presumably a prototype of the 400R, the Preceiding Model had the exact same power and peaks of the production 400R, weighs exactly the same, comes with almost identical paint options, and to my hands, drove exactly the same, albeit with one arguably minor difference: the production 400R (and even a regular R33 GT-R for that matter) could rev to 8,400rpm, but the Preceiding Model was limited to just 8,000rpm. One might think that this would make the Preceiding Model immediately mechanically inferior, but both 400Rs make their 399PS at 6,500rpm, after which the powerband harshly falls off (Nismo claims 400PS @6,800rpm). That is to say, both 400Rs give their best acceleration when short shifted, and having a lower rev limit forces the game to shift the Preceiding Model earlier if driven in automatic, meaning that the Preceiding Model not only loses no speed to the production model when shifted manually, but is actually faster when both are driven with the game's automatic shifting!



While the higher revving 400R '96 would eventually grace every mainline Gran Turismo game up to GT6, the Preceiding Model would seemingly be left to languish in GT2 as a forgotten footnote. However, when the Nismo 400R returned to the series in GT7's Update 1.40, those in the know were in for a bit of a shock. The 400R in GT7 now makes the full 400PS, albeit still at a lower than advertised 6,500rpm. Its rev limit was a "mere" 8,000rpm, and it was listed as a MY1995 car when 400Rs were sold only from 1996–1998. To the best of my very limited researching capabilities, I've only managed to find one 400R that's classified as a MY1995 car: what seems to be a prototype. It would seem as if the 400R we got in GT7 is the Preceiding Model, just without its weird suffix!


Of course, given the wealth of aftermarket tuners that could extract much more power from the 2.6L Inline 6 engines of the Skyline GT-Rs with relative ease, it's no secret that the RB26DETT engine left Nissan assembly plants comically under–stressed. While said engines in racecars had no problem dominating multiple race series, the road cars, capped to 280PS and 180km/h by the gentlemen's agreement, always had trouble keeping pace with much more powerful foreign sports cars like the Porsche 911 and Ferrari F40, and even domestic competition from Honda and Mazda were staking serious claims to Godzilla's crown. The 400R then, feels like a passion project from Nissan, almost as if they were slamming their fists on the table and proclaiming, "screw the "agreement"; THIS is what we can truly do with the R33, tuners take note!" Of course, to properly bring the fight to foreign makes, the 400R couldn't make do with just more power; it also needed to tighten up on the R33's handling to harness the eponymous 400PS. To that end, almost every aspect of an R33 GT-R was reworked to create the 400R: the suspension was stiffened and lowered by 30mm (1.18in) to 105mm (4.13in), the body was widened by 50mm (1.97in) to fit thicker 275mm tyres, its aero was further tweaked, the clutch was twin–plate, and the driveshaft was carbon. Hell, even its engine oil is bespoke! QoL features weren't overlooked either, as front bucket seats and H.I.D headlamps play a part in the transformation of a R33 GT-R into a 400R. The full list of changes is too ridiculously long to list in writing, but the change that most attracts my attention is that the RB26DETT engine has been bored and stroked up to 2,771cc, and no longer called the RB26; instead, it's called the RB-X GT2. Displacing 2.8L, this RB-X GT2 engine bears a cheeky resemblance to the engines used in the R33 GT1 racecars at Le Mans, and that is just so incredibly cool to me!


Being rare and expensive is nice and all, but how does it drive in Gran Turismo 7? Can it really take the fight to foreign sports cars now that the shackles of Japanese etiquette are off of Godzilla?

As the ultimate factory road–going R33, the 400R retains much of the same personality and traits of the 1997 R33 V • spec already in the game, just turned up to higher speeds. What little fans of the middle child R33 might love the 400R for its commitment to the bit, but anyone unconvinced by the V • spec might be left wanting. Like all road–going R33s, the 400R left the assembly plant without a sixth forward cog, meaning that its 400PS is stretched out long and wide across five awkwardly spaced gears, with some upshifts needing to be made earlier and later than others to give the car its best acceleration. The lowered rev limit of 8,000rpm may sound inconsequential for a car that wants to be short shifted, but on a few occasions across different tracks, I've found myself wishing for a higher rev limit so that I can hang onto a lower gear when fast approaching a braking zone, instead of having to do a short–lived upshift. Being able to rev just 400rpm higher would've saved the 400R so much valuable time around Tsukuba and Eiger, to list just two examples. The R33 GT-R has always been known to be quite the porker by contemporary standards, and instead of improving on that, the ultimate R33 furthers that theme of a heavyweight boxer by being 10 kilos (22lbs) heavier than the V • spec, weighing in at 1,550kg (3,417lbs), with an uncomfortable 58% of it resting over the front axles. While the stiffened suspension does give the 400R good initial turn–in response, it hates long, sweeping corners, and drivers will always have to watch for understeer when powering out of a turn. But all that understeer is not at all to say that the 400R is a stable car to drive; just like the V • spec, the 400R will unstick its rear end on both corner entries and exits if the driver isn't smooth and considered with their inputs, and there's still a slight bit too much roll in the rear end for my liking. Slides will very much have to be caught with the steering wheel before the ATTESA AWD system can kick in; this is still a machine from 1995, after all. And, unfortunately, like most road–going GT-Rs in the game, the 400R also suffers from what I'm calling the "1.49 bounce", where certain cars bounce in an exaggerated fashion when going over bumps following the v1.49 physics update, and that behaviour very much still persists in the current (at the time of writing) v1.52. Drivers will have to get the departure angle from raised rumble strips dead right, or the car is most likely going to hop off the paved track or even into a wall.



All those complaints having been levied, there's simply no denying how wickedly fast the 400R is even by modern standards; it must've felt completely otherworldly back in 1996. Excluding the unrealistically light Italian "supercars" of GT7, the only contemporary peer I can find in the game that would bring the fight to the 400R is the 2002 SR II Viper GTS, and only if the track has long enough straights. The 400R not only kept harassing a younger track toy in the 996 GT3, but would also keep pace with modern cars like the LC500, while matching the JDM sports cars on sale today like the 2023 RZ34 Fairlady and 2020 A90 Supra blow for blow, as though modern machinery were its natural competition instead of anything antiquated from the 90s! And many of the aforementioned cars aren't exactly easy to drive, either! Not that anyone would consider buying a 1.8 million credit LCD exclusive car for practicality, but the 400R rolls out of Big Bill Hell's car dealer at 542.50PP (v1.52), meaning that it's an easy plug–'n–play, auto–win car for any 550PP event that allows it, like the Japanese 550 Cup or even the Kyoto 1h Endurance. Just watch for the front tyre life if you do bring it to an event with tyre wear!


Me personally, I don't enjoy the way the 400R drives. It understeers. It oversteers. It's picky on the straights, and needs to be babied over bumps. It also sounds god–awful from the outside! Like most GT-Rs in the game, it's endlessly needy and taxing without ever feeling rewarding to push; getting things right just feels like avoiding disappointment, and getting things wrong is endlessly frustrating. To satiate a tuner fix, I'd heartily recommend the Amuse 380RS Super Leggera, which is readily available in Brand Central for one eighteenth the price of the 400R, and drives like a sublime wet dream. For smashing 550PP events, I'd rather take a (still super expensive) 2002 NSX-R, tweak its suspension and diff a little, and give it a slight power bump. Or, heck, the 2020 A90 Supra at 549.57PP would do that job just fine, too. And it's precisely because the 400R is so cool, yet so hard to recommend, that I truly wish PD made the 400R a prize car for the Master Licence Tests that were added alongside the car in Update 1.40; after all, the production 400R was a possible prize car (alongside the TRD3000GT) for achieving all golds in GT1's National A licence. It just seemed like such an obvious, open goal, but somehow nobody at PD thought to take the shot. The 400R is cool to look at and eye–opening on the track, but 1.8 million credits for what is, in my eyes, a trophy car, is just... ouch.


Ikamusume Porsche911(996) by Fast_R_61 (Edited)
#anime #itasha #ikamusume

That all being said, I'm happy for the Nismo 400R to be part of GT7, not only because it's an incredibly rare unicorn IRL, but it also opens up the possibility and likelihood that the Z-tune might one day join it. Now THAT is a GT-R I might be interested in :)

SPOILER

Did you know that the 400R has a direct successor? It's called... the Skyline 400R.

(Bad language in the English CC)


Bet you didn't know they made another 400R!

Vic has also made mention of the one–of–one Champion Blue 400R: a GT-R LM Limited converted to 400R specifications. But the 400R also came in another colour that's very special to GT-R fans: Midnight Purple. One of which, No. 37 (wink) of 44, has an owner that sure as hell isn't shy about running the car hard!

Monday 23 September 2024

GT7 W75: #16 Honda Castrol MUGEN NSX '00


Back in the 90s, Super GT's fastest class, GT500, looked very different from the FR silhouette racecars of today; Japan's "Big Three" manufacturers—Toyota, Honda, and Nissan—would field their flagship sports cars with their own unique hardware against foreign giants like Porsche, Ferrari, and McLaren, in a class that allowed RR and RMR cars to compete alongside FRs. The numbers in the class names also used to carry meaning, too: the GT500 cars had just under 500PS, and the slower GT300 with yellow headlights and number boards had just under 300PS. Nowadays, though? The silhouette racecars of Toyota, Honda, and Nissan all share the same FR chassis with turbocharged 2L Inline–4 engines that put out figures closer to 700PS, differing only in the body shells and tyres that envelop said chassis. And yet, despite this simplification and cost cutting, foreign makes have disappeared completely from the category. To me, that's just a straight downgrade from the varied grids of what GT500 used to be.


#jgtc #jtsah #sdrt

The #16 Honda Castrol MUGEN NSX '00 of Team Mugen x Dome that was added to Gran Turismo 7 in Update 1.48 is a relic of the more honest years of Super GT, and as such, it is powered by a C32B Naturally Aspirated V6 just like the road going NSX that paying customers could have driven out of a showroom at the turn of the millennium. The familiarity with said engine ends in its name and noise however, because in GT500 trim, its displacement has increased from 3,179cc to an oddly exact 3,500cc (likely PD's way of saying, "even we don't know"), allowing the race–prepped NSX to produce the eponymous 488PS (359kW) in GT500 trim. The whole package weighs in at a mere 1,150kg (2,535lbs). While these figures—together with its relatively primitive aero—mean that this relic of a GT500 machine would get spanked silly by modern GT500 silhouettes, they're just by happenstance very close to current–day GT3 specs, allowing the old NSX to slot in surprisingly comfortably into Gr.3 with some success ballast and a slight power nerf, joining its classic rivals like the 1997 #36 Castrol TOM'S Supra and 1999 #1 Nissan PENNZOIL Nismo GT-R in Gran Turismo 7's most prolific and fiercely competitive class of racecars. But does this dinosaur NSX have any business being in Gr.3?


Unfortunately, I think we already know how older cars get shafted by "Balance" of Performance in GT7. The '00 NSX may have keen acceleration in a straight line, but I think that falls a tad too short in making up its cornering deficiencies around most tracks in the game. Being an RMR car and part of a three–way tie for the fourth lightest in Gr.3 car under BoP at the time of writing, the '00 NSX's cornering difficulties certainly don't lie in the initial turn–in, but rather, deep into a corner, where its prohibitive rear differential engages to lock the '00 NSX in place and prevent it from spinning out. The last round of the 2000 Super GT season being held at Suzuka, whose turn 1 is a classic RMR deathtrap, might explain this conservative setup we GT7 players wound up getting. Everywhere else, players on a wheel are going to have to put in extra effort to fight the steering wheel to fight the front tyres to then fight the rear tyres, just to coax the the car into somewhat keeping up with the times. Not only is that rather tiring to do in the long run, it's not exactly good for tyre life either, in spite of its low mass of 1,250kg (2,756lbs) under BoP across the board at the time of writing. On corner exits, the extremely progressive—and totally gutless in the mid range—NA engine gives no nasty surprises, with the diff letting the '00 NSX capitalise on its acceleration advantage extremely early, making it a beast absolutely worth the effort to wrestle.


However, the '00 NSX isn't just old; it's also a figurative fish out of water. As a GT500 car, the '00 NSX was never built for standing starts, and with increased mass and decreased power to slot into Gr.3, the poor NSX will bog so severely off the line that it might as well have stalled, with modern cars—NA and turbo alike—having to take evasive action around the fossilised car. Japanese racetracks I find are smoothed over to an obsessive level, and cars set up for Super GT duty tend to reflect this mirror smoothness of the tracks in their suspension setups, having no give whatsoever. Take the '00 NSX out of its comfort zone of Japan and into some proper hell like Bathurst and the Nordschleife, and the '00 NSX quickly crumbles into a nervous heap in a shower of sparks, almost as though it were being beaten around the track rather than driven. Combine this unforgiving suspension setup with the stiff, snappy diff, and not even the demonic roar of the C32B engine can convince me to choose the '00 NSX over other, easier to drive alternatives.


That all being written, the '00 NSX may sound like a total outlier and a misfit in Gr.3, akin to other racecars shoehorned into the category like the Skyline Super Silhouette and its contemporary GT500 compatriots. One might think then, that driving the '00 NSX would transform the hot–blooded racing action into turn–based combat, wherein the NSX sags embarrassingly in the corners, only to exhibit acceleration beyond anything resembling Gr.3 to catch back up to its more modern competition. However, that is not the case. Instead of the completely disjointed and comical racing that is typical of an outlier, racing the '00 NSX against bespoke Gr.3 cars feels almost like running with slightly worn tyres against competitors with fresh tyres on a fuel saving strat. The '00 NSX's performance isn't so radically out of sync with the majority of Gr.3 that I have to re–wire my brain to drive it—all I have to do is just to brake a tad bit earlier for corners and avoid the more raised kerbs and grass—it very much drives like a Gr.3 car. In other words, proper door to door battles can occur between the '00 NSX and your typical Gr.3 car. It's less a misfit and more the crazy one with an extreme personality in the group, and I can't say the same for any of its contemporary GT500 compatriots.


It may not be a meta, or even a wise pick in most Gr.3 races, but I'm incredibly glad nonetheless that there's finally a "real" NSX in Gr.3, and it's a poignant, visible, drivable proof of the ridiculous power creep of motorsports, and how over time, names like "GT500" and "NSX" can come to lose all meaning. The '00 NSX was an incredible racecar during its day, both in real life and in Gran Turismo, and with just the addition of basic driver aids like ABS and TCS, it still can find a way to remain relevant even in 2024—even moreso I suspect if the race has open settings. And despite it's insane asking price of 1.5 million Credits (more than 3 times the price of a regular Gr.3 car!), I argue that it's one of the very few Gr.3 cars worth spending the credits to buy: the sheer N O I S E it makes on startup sounds like a demon being rudely awoken by an exorcism ritual, and you don't get to hear it if you simply rent the car.


The 2000 NSX GT500 is truly a car of all time.

BONUS REVIEW: #36 Toyota Castrol TOM'S Supra '97 AND #1 Nissan PENNZOIL Nismo GT-R '99

The Supra GT500 '97 understeers like it's trying to turn into gale force winds, can't put power down in spite of that, has explosive surprise butt sex turbo, and I've never liked the Anti–Lag noises of GT7, so the Supra constantly popping away as it gracefully slides face first into yet another wall is just the annoying swarm of flies on top of the crap cake. No wonder it never won GT500 before all its European makes got bopped to hell and back, and had to wait three years until the GT-R got bored of winning GT500 to finally taste gold.

The Supra is truly the most overrated car I've ever seen.

The GT-R GT500 '99 behaves much better than the Supra, but it's 30 kilos (66lbs) heavier than the NSX under BoP, and its also very nose–heavy. I don't see why anyone would drive it over the NSX '00 or GT-R GT3.

BONUS BONUS REVIEW: Toyota FT-1 VGT Gr.3


I reviewed the Toyota FT-1 VGT Gr.3 during Week 18 of COTW, and I was utterly let down by just how bad it was to drive, contrary to the reputation it once had. It's awfulness was at a level so hard to believe that I would occasionally go for quick spins in it, just because I keep thinking, "I must've been mistaken or done something wrong, it can't be that bad!", but every time I thought that, the FT-1 Gr.3 made my figurative quick spin very literal, no matter what wheel, assist, and setup settings I used.

In the 13 or so months since then, I've learned a bit more about the game, and we've even had a physics update. The thought of adding an addendum to that old review has always been in the back of my mind, and Vic deciding to run one bonus race at Bathurst on Wednesday to celebrate Toyota's announcement into entering Repco Supercars Championship gave me the chance to sample the FT-1 again in a mostly Toyota–themed race. Here's me trying to scratch an itch that just never seems to want to go away. Yes, I WANT to like the car. I think it looks fantastic, and it has the right tools seemingly to be a top handling car. I even spent five whole days making a livery for it.

In my original review, I wrote to the effect of the FT-1 Gr.3 being extremely sensitive to bumps on the road, and that it was not able to load up its tyres or shift weight to the rear. The car therefore was incapable of putting power down out of a corner, instead having to limp where other cars are looking to put their best foot forward. Despite some rudimentary tinkering with the suspension setup, like raising the ride height and softening the springs, I simply could not find a way to assuage these issues. And to be candid, it did make me doubt myself and my assessment of the car.

Since writing that however, I've learnt that wheels aren't a purely cosmetic change to a car in GT7, and also how exactly different wheel sizes affect the way a car drives. The FT-1 Gr.3 has 19–inch wheels by default, which is an inch larger than the Gr.3 norm. I theorise that the FT-1 Gr.3 has to run higher tyre pressures to fit the same amount of air to carry its loads, which would explain that annoying sensation of me being unable to load up the rear tyres on corner exits, with the car instantly breaking sideways when I use more than 3/4 throttle with steering lock applied. I would dearly love to test my theory by fitting 18–inch wheels on the FT-1 Gr.3, but unfortunately, the wheels on the FT-1 Gr.3, like most VGTs, can't be changed, only painted, nor are tyre pressures disclosed to players, let alone adjustable. If I'm right about this however, I think I'd be even more disappointed in the FT-1 than before, because this would be simultaneously the stupidest and easiest to fix flaw in a car I've come across in all my years playing Gran Turismo, and it's on a built–to–spec fictional racing machine of an official partner of Polyphony Digital in the most prolific category of racecars in GTS/GT7.

In the current v1.50 physics, the FT-1 Gr.3 still has its old quirks, as though an old injury, but they feel a bit more manageable, especially with the new and improved TCS. It's still much better than the 1997 Supra GT500.

Monday 2 September 2024

GT7 W72: Toyota GR Corolla MORIZO Edition '22

The utterly bonkers GR Yaris wowed us at COTW so much that we elected it our Car of the Year in 2020, but sadly, our American friends in the real world never got to sample one of the hottest homologation hatches ever sold. Almost as if to remedy this, the GR Corolla powerslid into stateside dealerships in autumn 2022, bringing with it the same rally–bred turbocharged 3–cylinder engine and GR-FOUR All–Wheel–Drive system as is found in the Yaris. So confident are Toyota in the GR Corolla that a select few of those will even bear the racing alias of its company chairman, Toyoda Akio: "MORIZO". But can a larger 5–door hatch really be a satisfactory substitute for the pocket rocket GR Yaris, even in the land where everything is bigger?


Going by looks, I'd say that the GR Corolla is even better than the GR Yaris; the 12th gen Corolla is one of the best looking hatchbacks ever made in my opinion, and the GR Corolla has faithfully retained the lines and proportions of its base model, unlike the GR Yaris. Under its vented bonnet, the 1.6L turbo 3–cylinder gains a sizeable power bump, stiffer suspension, and wider tyres all four corners to help offset the increased mass of the GR Corolla, with the super–hardcore MORIZO Editions churning out 31HP more and packing rubber 20mm wider at each corner when compared to the top–of–the–line GR Yaris—299HP (223kW) and 245mm respectively. The result of all that is a shockingly heavy track toy (1,445kg, 3,186lbs) that is slightly faster than the GR Yaris most of the time, while behaving almost identically to its beloved brother in the twisty bits. The smaller Yaris will have a slight leg–up in tighter corners, while the more powerful Corolla edges away on long straights, meaning that, on the right tracks, the two can be dead even. Considering just how much the GR Yaris impressed us at COTW with its agile yet surefooted handling, it's really saying something that Toyota have managed to retain so much of what made the GR Yaris so lovely to drive in a larger, much heavier body.


Even though its name and body shell nowadays are more associated with Super Taikyu and hydrogen fuel, the GR Corolla is very much still a rally car at heart when powered by old fashioned, unleaded gasoline in road–going guise. Its G16E engine may be capable of revving to 7,200rpm, but that's more for hanging onto a lower gear as the driver power slides the car out of a bend on loose surfaces, and serves no real purpose beyond engine braking on paved tarmac. The MORIZO's happy place is between 3,250rpm and 4,600rpm, where it makes and maintains its peak torque of 400.0N⋅m (295.0lbf⋅ft), allowing it to spin up all four of its wheels from a wide rpm range in a moment's notice on loose surfaces, or simply to lug the car out of a corner in a higher gear to eliminate an upshift. I personally feel it best to shift this thing around 6,700rpm, which is about 3/4 of the rev bar on the game's HUD, or shortly after the gear indicator starts blinking orange in the car's instrumentation screen.


Having its roots buried deep into the dirt of rally stages, the Corolla does unfortunately have some classic understeer typical of rally machines. To counteract this, Toyota engineers have dialed in classic rally car rear rotation under braking in the GR Corolla, and it's a decision I'm struggling to come to grips with, literally and figuratively. On one hand, the rear end swinging out under hard trail braking can be lovely on a narrow, twisting track, such as Bathurst and Laguna Seca, but I'm no Toyota master driver, and I struggle to find any predictability and consistency with it. On a wider track, or for corners with deeper apexes, such as T1 of Road Atlanta and Deep Forest, that tail happiness becomes a dangerous liability that has to be actively avoided and managed. It's a little infuriating and puzzling, because while the GR Yaris had hints of this tail happiness, the car with the shorter wheelbase didn't suffer from this chronic oversteer problem nearly as much as the Corolla. Methinks this extra tail happiness under braking is a conscious setup decision by Toyota to counter the Corolla's larger size and mass to get it to rotate like the Yaris does more naturally, but I personally think they overdid it a bit. I drove the Corolla with ABS Default—the safest setting the game offers players—and I still found the Corolla a bit too quick and eager to snap, and I really do wish they would at least increase the ABS strength on the rear a bit in Track Mode so it doesn't brake the rear tyres that much. After all, Toyota GR models are specially fitted with a traditional handbrake lever to facilitate this style of driving, and the GR-FOUR All–Wheel–Drive system would even automatically decouple the rear wheels from the gearbox when the handbrake is engaged, so I really don't get why the foot brake has to make the car so twitchy.


As for alternatives, there may be cars that can offer or exceed the Corolla's stiff, no–nonsense handling, rally–ready setup, brutish power, charming looks, suggestions of practicality, and relatively reasonable price, but none really bring all those together in one package like the Corolla. The FL5 Civic Type R is the most obvious rival, being a modern sports car on sale today with similar performance on a dry, paved track, but it immediately falls apart the moment grip diminishes due to rain, loose surfaces, or simply on a tight, low speed track like Tsukuba, where the FF Civic doesn't have enough time to use its 26HP advantage to claw back the ground lost on corner exits to the AWD Corolla. The Honda also feels completely dead to drive and unpredictable at speed to my hands. The much more powerful AWD Focus RS actually has rear seats, but lacks the track focus and crispness in the corners that the Corolla offers, and would struggle to even remain a blur in the Corolla's rear view mirror on a tighter track. The 2014 WRX STi is so very pleasant to drive, but it might get another form of STI to its name after the Corolla gets done raw dogging it on a lap time board. An R32 GT-R would happily hang with the Corolla, as will any of its JDM sports car contemporaries, but they're all expensive as hell in GT7, and not all of them drive well. Really, the only thing that seems to be able to closely compare to the GR Corolla is the GR Yaris. Me personally? I'd take the Yaris any day for its lightness, its relative lack of tail happiness, its slightly lower PP when stock, and much cheaper price, even if my gaze stubbornly refuses to convey that.


In short, the GR Corolla is a jack of all trades that does everything at a high level, and is nigh–impossible to argue against as a package, especially when you consider that in real life, it supposedly even comes with a warranty.

Sunday 25 August 2024

GT7 W71: BMW Z8 '01

The name's Z8. BMW Z8.


(no tags)

Unfortunately, unlike the famous movie character that drove it, the Z8 actually needs an introduction to most, as it's a very obscure car by BMW standards. With just 5,703 produced and each costing upwards of 135,304 USD when new (about 248,155 USD in 2024), not many were in the privileged position of getting to know the elusive car, and so I thought it'd be a good idea to familiarise ourselves with the Z8 by quickly dropping some names and comparisons: It's meant to be a tribute to the BMW 507, perhaps the company's most influential car yet. It's got a near perfect weight balance thanks to its transaxle layout, just like a Porsche 924. With a 4.9L NA V8 from its stable mate, the M5, it can go from 0–100km/h in a claimed 4.7 seconds, which lets it keep up with modern cars like the C7 Stingray. It's styled by Henrik Fisker, whose last name you may recognise, only to be sawn into two halves by a helicopter in the James Bond Movie, "The World Is Not Enough". Oh, and some guy by the name of XSquareStickIt drove one in GT Sport back in 2021 and said he didn't like it very much.


But perhaps the most relevant name drop comparison is this: the Z8 drives like a beefed up, loaded out Mazda Roadster: it's much too soft to be a hardcore sports car, requiring its handler to keep the heavy, obscure gadget in check, lest they attract unwanted attention (i.e. ridicule) to themselves. Yet at the same time, the Z8 possesses incredible balance and poise, thanks to a nearly perfect 51:49 weight balance front to rear, and the Z8 is proportionate, cooperative, and—dare I even say—agile, before its springs reach the end of their travel, at which point the car quickly lets go. While capable, the Z8 very much wants to be treated like a Fairlady; it doesn't respond well at all to brute force, instead asking of its driver to be a cognisant gentleman and to be smooth, gentle, and attentive to the car, because it's certainly not shy about wanting a show of heroic saving from its driver every now and then.


And so, just like driving an old, rear–engined car like the Alpine A110, the driver has to be ultra aware of where the weight is on the Z8 when driving it hard, knowing when to use the full capabilities of each component of the car, and when to show gentlemanly restraint. The brakes on the Z8 are ABSURDLY strong, but fully depressing the middle pedal at speed unsettles the rear end greatly, and even mild trial braking will see the transaxle car swing out its laden rear end all too easily. The NA V8 not only barks out a soundtrack that would rival American muscle, and it has solid torque from as low as 3,000rpm, but just like the brakes, the full power of the engine has to be sparingly used, because the rear springs will run out of travel soon before the engine can deliver all its power on the default suspension and Sports Hard tyres, easily resulting in a fishtail. 2nd gear is just about redundant after a standing start with how much shove this M5–derived powerplant has, and so its driver will have to know when to use which gear out of which corner for the best performance. In other words, any driver looking to win the Z8 over has to remain calm and calculated at all times; after all, the last thing a spy can do even in the most dire of situations is to panic, and the Z8 is here to remind any prospective spy of that.


Treat it right however, and the driver is rewarded with an open–top luxury experience that has enough poise and firepower to stay within a second of a contemporary track toy in the 996 GT3 around Grand Valley Highway, and even make the Porsche's standard steel brakes feel like they've come right out of a luggage cart's while it's at it. In that respect, it stands alone as its own unique thing incomparable to anything else in my mind.


...buuuut, I'd also be remiss if I didn't mention that, ever since our barn burner race at Brands Hatch, there's a car that I haven't been able to stop thinking about, and every time I lay eyes on it, I just melt into a puddle on the inside and giggle. It's also FR with an NA V8 going through a 6–speed manual, with on–track performance nigh inseparable from the Z8. It's not an open top car, but it has a see–through roof and a pair of headlights among the sexiest mankind has dared conjure, and v1.50 of Gran Turismo 7 has arguably given it much more of a glow–up in driving experience than the Z8.


I'm sorry, Bond, but I'm going over to the dark side.


A "Small" Rant:

The Z8's horizontal interior piece is supposed to be body colour. However, in GT Sport and GT7, it's stuck as silver regardless of the car's base colour, with no way of changing the look of it in the livery editor; it can't be painted, nor can decals be applied to it.


The odd thing is, they got it right in GT6! The dash is body colour!


Real life car in blue for comparison:

Saturday 17 August 2024

GT7 W68: Renault Sport Clio V6 24V '00

They may look like any other automaker playing it safe today, but French carmaker Renault has been known in years past to be perhaps the most utterly insane and daring car maker in the industry's history, seemingly just for the sake of it. In the 80s, they were the first to put an engine in the passenger bay of a hatchback and sold it to paying customers, just so they could race that Frankenstein design in rallies, only to follow that up in the 90s by putting a screaming F1 engine into a minivan. No, not an F1–derived engine; an actual, honest–to–FIA F1 engine. One would think then, that not a lot can scare balls–to–the–wall Renault into reconsidering its lunacy going into the new millennium, but ironically, all it took was a seemingly innocuous repeat of the Renault 5 Turbo formula to scare Renault—and other car makes—into never selling another rear midship hatchback to paying customers ever again. One could say then, that the Clio V6 single–handedly scared Renault into snapping back to its senses.


"Really? What's so scary about a 229HP hatchback?", you might be thinking at this point. Given its unhinged family tree, a Clio developed with Tom Walkinshaw Racing of Le Mans fame with a NA V6 engine in the back seems almost predictable, but the car itself was anything but when driven at speed. The initial run of the Clio V6 produced from 2000–2003, dubbed the "Phase 1", quickly earned itself a deadly reputation in real life for being an extremely difficult, if not outright impossible car to handle, with the car wont to spin itself out for reasons as clear and numerous as there are for anyone to spend 240,000 FRF (31,297 USD in 2000, 51,101 USD in 2024) to buy a 2–seater Clio V6 over the 4–seater FF Clio 172 it was barely quicker than to 100km/h. It's only years after the cars' production run ended did we get a clear answer as to why the Phase 1 drove the way it did; evo has a deeply fascinating interview with Steve Marvin, former director of Renault Sport, over the rushed and troubled development of the original Clio V6, where the passionate man goes in–depth into the hows and whys of the Clio V6's tendencies, necessitating the drastic—and arguably overkill—remedies of the Phase 2 Clio V6.


We Gran Turismo 7 players, for better or worse, have only the ill–reputed Phase 1 to accompany us in our campaigns. Thankfully however, the Phase 1's widowmaker tendencies just never seemed to translate across the digital divide into the PS4 era of Gran Turismo; I drove the Phase 1 back in GTS COTW Week 188, when I raced it against the 2015 and 2016 Clio R.S. 220 EDC Trophy, where I found that the older car was not only slightly faster than its newfangled siblings, but I also noted that "All three (cars) corner incredibly flat with very little drama", emphasis on the last three words. When RX8 later drove it in GT7 COTW Week 46, he (presumably) liked it so much that he just told me on the spot to automatically make the Phase 1 his next pick. And now, fresh off yet another physics update, the Phase 1 still feels incredibly solid, neutral, and chuckable in v1.49/v1.50 of Gran Turismo 7.


Like any hot hatch worth its petrol, the Phase 1 immediately gives its driver that emblematic sense of fitting snug in the palm of one's hand, as though all four tyres are within easy reach from the cockpit of the car as it rotates and dances through a corner with unassailable neutrality, with understeer gradually and tacitly being peppered in as the car approaches its limit. Even torrential downpour does little to faze the Phase 1, and classic RMR traps of Bathurst and Suzuka barely register as threats. Sure, it does feel rather heavy within said hand for its size and class, but it also has about twice the displacement a sane person might expect from a hot hatch, and just like the handling of the car, the power curves of this Laguna–derived 2.9L V6 are even and gradual, encouraging drivers to take it near the rev limiter with each shift while being more than capable of punching from below if the need arises. The only residues of the car's murderous reputation in real life found here in Gran Turismo 7 is at high–speed, where the rear can feel a bit floaty, and it dislikes sharp, sudden steering inputs regardless of where the speedo is pointing. Driven with the respect and smoothness any RMR sports car is due however, the digital Phase 1 presents itself as an incredibly well–balanced, communicative sports car that is difficult to fault!


Of course, serious structural changes and hardware are needed to transform an FF grocery–getter into a midship motorsports machine. Despite still looking very much like a regular Clio to the untrained eye, the Clio V6 measures 171mm wider and 66mm lower than a regular Clio, with increased track width and wheelbase to accommodate the rear seats' permanent mechanical passenger and the power it brings to the rear axles, which can reach a healthy 229HP (171kW) when the tach sits square at 60. Handling this power are Michelin Pilot Sport tyres, 205/50ZR17 up front and 235/45ZR17 rear, Comfort Soft by GT7's standards. A six–speed manual gearbox is the only option offered on this track focused wolf in sheep's clothing, though it does come with amenities like air con, power steering, leather–wrapped steering wheel, and an ample 61–litre petrol tank to make living with this exotic pet a little easier. The entire flared package balloons the Phase 1's mass to a frankly astounding 1,335kg (2,943lbs)—stupendously heavy for a hot hatch by contemporary standards.


All told, the RMR Phase 1 does the 0–100km/h dash in a claimed 6.4 seconds, which wasn't exactly slow. With this newfound power and rear drive, the Phase 1 can not only duke it out with much more modern hot hatches of today, but also lets it fit right into a conversation among some of the industry's most well known sports cars like the RX-8 and 86 twins despite its heavy mass figure. Cars in this performance bracket are my favourite to drive, because I feel that they have just the right balance of power, handling, and lightness to let the whole package shine without anything dominating the experience, with some of the industry's most renowned sports cars like the 901 Carrera RS 2.7, M3 SE, and S2000 falling within this bracket. None of the aforementioned cars however, are rear mid–engine, rear drive, and so the Clio V6 fills an aching void together with the MR2 Turbo and Elise, the former of which just isn't as quick as the Clio, and latter of which is sorely missing in the game.


In short, the Clio V6 fills a niche within a niche in GT7, and it takes some proper lunacy, or just laser–focused passion, to fill a gap so specific. It's just a shame that the Phase 1 in real life was so ill–received that it seemingly scared Renault into growing up, never to try anything this experimental and outlandish ever again, because the virtual car in Gran Turismo shows the world just how brilliant the Phase 1 could've been if the idea had been given the time and resources to properly blossom.

Sunday 11 August 2024

GT7 W69: Ferrari 430 Scuderia '07

In my mind, Ferrari cars in Gran Turismo games are simply beyond compare. Don't get me wrong, however; that's not meant to be a compliment. You see, almost every Ferrari in the series has hugely optimistic, completely unrealistic stats in–game, with egregious examples being a few hundred kilos lighter digitally than tangibly. Combine this with the fact that Ferrari in the real world have been known to set up their cars specifically for comparison tests, how they try to control the media (bad language warning for the linked article) and in some extreme cases even choose who can and cannot buy their cars, and you hopefully see how little value there is in reviewing, or consuming a review of any Ferrari, real or digital. It's not even worth the effort of typing out that most of the Ferraris I've sampled in Gran Turismo drive like their specs in Gran Turismo: utter horse shit.

The recently returning Ferrari 430 Scuderia '07 however, is a little bit different from its stable mates.


#supergt #pacific #ikamusume

Take its quoted power and mass of 502HP (374kW) and 1,350kg (2,976lbs) for what you will, but the 430 Scud is the first road–going Ferrari I've driven in this game that actually feels as light to drive as it is claimed to be, with a featherweight front end that actually responds to trial braking and can hence find apexes without resorting to the in–car navigation system. Power? Oh, you bet: this thing can get squirrely taking corner exits in 5th gear. It makes one hell of a sound, too, and thanks to its "F1 Superfast 2" gearbox that can shift in a claimed 0.06 seconds, that symphony of shrieks never has to take a pause as the stallion wails past 8,500rpm and 310km/h (193mph). 997 GT3? Sah–LOOOOW. LFA, Viper, GT-R? Soft and unwieldy. Gallardo? Understeer city. Simply put, contemporary peers to the 430 Scuderia are excruciatingly rare in this game, and even if we disregard the "contemporary" part of it, not much else can come close to touching the track focused Scuderia in terms of driving sensation.


That said, the unrelenting speed of the thoroughbred 430 Scuderia is by no means easy to rein in under control. If judged just by the human ear, the F1 Superfast 2 gearbox does indeed shift seamlessly, but ask the 285mm Sports Hard tyres shoeing the 19–inch wheels at the back though, and I think you'll get a very different opinion: both downshifts and upshifts at any rpm range can—and most likely will—greatly upset the rear end of the car if done with steering lock applied, breaking the stubby rear end of the 430 sideways with no warning whatsoever. It's not just the idiosyncratic gearbox that will knock the rear end loose, either; the engine also wants in on the fun. The 4,308cc naturally aspirated V8 nestled aft the cockpit of the 430 Scuderia has some sudden bumps in its power curves, presumably due to cam profile changes. A cautious driver short shifting the Scud to manage power oversteer—or simply to avoid having to shift mid corner with that gimmicky gearbox—might spin the car all the same as the engine's personality explosively switches on an unsuspecting driver. As if having peak power at 8,500rpm—just 140rpm below the rev limit*—isn't punishment enough for short–shifting on its own!

*the 430 Scuderia in GT7 revs to 8,700rpm.


Both the engine and the gearbox already make for a wildly unpredictable ride that can see the Scuderia breaking sideways at a urine–extracting 180km/h (112mph) in 5th, but I haven't even mentioned the cherry beside this sideways cake: the E–differential. Counter–steering to fix a slide just makes the E–diff think the driver is trying to turn the car, and so it can over–correct just as quickly as the car broke away in the first place. All in all, this is just a package that is COMPLETELY. UNDRIVABLE. in the wet. Touching a puddle at speed is just an instant death sentence without trial, even with copious overdoses of driver aids. The 430 Scuderia has ABS, of course, and Ferrari claims that it is equipped with "Stability and Traction Control with new traction control logic F1-Trac integrated with thenelectronic differential"... whatever that means. If I had to guess, it must be Ferrarese for, "the aids barely do anything, get rekt n00b trollololololol you now owe us 380k for the car", because last I checked, F1 cars don't have Traction Control nor ABS.


The spec sheets may claim that the 430 Scuderia is a lighter, more powerful, and therefore faster version of the regular F430, but in practice, I find the 430 Scuderia to be a needlessly ruined version of the F430. The base F430 already has most of what I like in the 430 Scuderia—the noise, the styling, the seamless shifts, most of the speed, and easy accessibility in Brand Central—but with none of the electro–psychotic episodes of the Scuderia. The only thing I like in the Scuderia that the regular F430 doesn't have is the stripped out interior upholstered mostly with bare carbon fibre, which suits a racing livery much better than the brown interior of the F430 I'm not so keen on. The 430 Scuderia would've been a fast, enjoyable track car chock full of infamous Italian quirk if it stood alone, but the F430 that has been in the game since launch has ruined the recently–added Scuderia for me, possibly even before the latter was just a text string in the game's data. All Ferrari had to do was to strip out the car, give it go–fast stripes, and maybe give it more power to justify the price hike, but they had to go fix something that was decidedly not broken and broke the whole car in the process, and I just don't understand why.


Honestly, the 430 Scuderia feels set up by and for one person and one person only: Michael Schumacher, who is lavishly credited for helping develop the car. Unless the driver has a high level of precision and/or a similar driving style to Michael Schumacher, the 430 Scuderia seems to violently reject any and all attempt to get to know and tame the car, and I don't know if you've noticed, but I'm not Michael Schumacher. I don't have his skills. If even his own son is struggling to live up to the standards he set, I don't fancy my chances of ever coming to an understanding with the 430 Scuderia. It is, in my mind, set up for one person and one person only.

And that makes the 430 Scuderia a car that is truly beyond compare.

SPOILER: Wide Body–ing a 430 Scuderia

The 430 Scuderia loses its front fender yellow Ferrari logo when a wide body is applied to it.

SHOT 01

Liveries shared on a wide body may have replacement decals on the front fenders. Take note if you're applying a wide body livery to a narrow body so as not to end up with double Ferrari logos on the side like I ended up doing on both our weekly lobbies.

SHOTS 02, 03

Tuesday 30 July 2024

GT7 W67: Subaru BRZ S '21 & Toyota GR86 RZ '21

The Subaru BRZ/Toyota GR86 twins are cars that aren't even worth reviewing in the real world. It's not that they're bad, per se; it's just that, as the last members of the critically endangered species of "affordable rear drive sports cars", they don't really have much competition. If a prospective sports car shopper has a tighter budget and/or wants the open top, they'd be funnelled into the Mazda Roadster. If they need more space and/or a more focused track toy out of the box, only the Boxer twins provide those. Real life can very often be a bit of a downer sometimes.


When immortalised into the digital realm of Gran Turismo 7 however, the Toyobaru twins face much, much stiffer competition than a softly sprung Roadster. The twins' performance windows put them square in what I consider to be the "Performance Sweet Spot" of sports cars: around 230HP, and around 1.1 to 1.3 tonnes in mass. It's in this window where I feel that power, speed, mass balance, suspension, differential, and tyres all form the perfect, harmonious balance with each other with nothing dominating the experience, allowing the whole package to be cohesive and really come alive. Some of the industry's most legendary sports cars fall into this bracket, such as the 901 Carrera RS 2.7, E30 M3 SE, AP1 S2000, and of course, my absolute darling RX-8 Spirit R. Given this wealth of options in a racing game, can the Boxer–engined newcomers punch out a niche for themselves in this esteemed company?


#Hartge #BMW #TommyKaira

As the most modern cars in the group, the ZD8 BRZ and ZN8 GR86 twins definitely look and feel their spring chicken age; they are the only ones that make usable torque in the mid range, despite the fact that they are Naturally Aspirated like everything else in the group. The "DN8 Twins", as I'll refer to them from now, have achieved this mid–range shove from their Boxer engines having been bored out from 86 millimetres to 94mm (3.386in to 3.701in), but before the fanboys go crying foul that the 86 doesn't have an 86 engine anymore, the stroke is still unchanged at 86mm. Despite the increased bore, rev limit for this new FA24 engine remains unchanged from the previous FA20 engine at a healthy, ample 8,000rpm, with the only difference this time round being the increased power output of 231HP (172kW), and that one doesn't have to play "Blackjack: Engine Revs Edition" to find it. With this hike in mid–range torque, the torque "waves" of the FA24 are so well balanced against the gear ratios that the DN8 Twins are among the very few cars that can shift at a wide rpm range without losing any speed; anywhere from 7,4 to 7,8 is good, the former of which is when the game will shift for the driver if left in automatic shifting. The real benefit of this mid–range torque is of course, coming out of tight corners; as manual gearboxes take an eternity and a half to shift in this game, and this game heavily rewards short shifting to control power oversteer out of corners, making luggable engines a godsend.


But it's not just in the torquey engine backed up by the cars' speakers where the DN8 Twins feel modern; they also have a stupefying amount of chassis rigidity—possible only with today's technology—that makes them feel incredibly responsive and direct, which is of course upholstered by similarly stiff suspension setups. If the enlarged engine wasn't enough to pull the DN8 Twins away from the Mazda Roadsters, the no–nonsense springs ensure that a serious track day enthusiast would never cross shop the focused coupé twins with the lackadaisical convertibles. The suspension setup on the top grades of the DN8 Twins represented in this game are set up for track duty out of the box, permitting very little pitch and roll to make sure that all four tyres are always within their drivers' reach and control. These springs are so stiff in fact, they can sometimes boarder on unforgiving, even on a paved racetrack; hitting rumble strips at weird angles, even some seemingly innocuous ones like the inside of Lesmo 2, is liable to disconcertingly hop the DN8s and rob the driver of crucial milliseconds of control, which can quickly result in a spin if the driver is not prepared for it.


But when the oldskool approach is best, the DN8 twins can feel like they have rolled right off a time machine. There are good old fashioned buttons and knobs for air con and audio, for starters, and any company sensible and caring enough to still give us that in 2024, I will trust with childlike faith. There are no weird gimmicks, overprotective nannies, or overbearing understeer hard–baked into the suspension and tyre setups to dampen a spirited drive, and in the context of 2024, that is such a breath of fresh air to a man desperately in need of CPR. Uplifting spirits further is their quoted mass: 1,270kg (2,800lbs) apiece, which, while representing a 40kg (88lbs) increase over the preceding ZN6 when comparing top trims of the Toyotas, is still an impossibly light number by today's stringent and demanding standards, and I would even go as far as to argue that the mass increase is well worth it for the extra performance on offer, because the difference in mass is only something I might barely notice hopping between ZN6 and ZN8 back–to–back. That is to say that, judged on their own merits, the heavier DN8 Twins stand on their own four wheels as a compelling drive. The front ends of the DN8 Twins are so sharp and crisp that steering them both felt like trying to redirect origami cars rather than brutish metal chunks, and it's a sensation long thought extinct in the industry. This of course is due in no small part to the Boxer Engines, which boast a low centre of gravity, but the bonnet, front fenders, and even the roof being made of lightweight aluminium also deserve special mention for contributing to that sensation. And very unlike modern cars that try to protect its driver with crippling understeer, the DN8 Twins are not afraid to play, helpfully peeking out the rear end just a tiny bit on hard trail braking to get the car rotated into a tight corner. Equipped as–standard on all grades with a Torsen Limited Slip Differential, the torquey engine is of course capable of breaking grip on the 215mm section tyres to put on a smokescreen.

...oftentimes without the driver intending to.


Said Torsen LSD on both the twins are an evil blight upon their performance and driving feel, locking up much too early on power and actively crippling the twins. The grip and lightness of the car is there, and I know the cars can put down more power much earlier out of a corner if not for the LSD prematurely locking up and sending the rear ends sideways. It feels to me as if the diff has been set up from the factory for the cars to go drifting, and I personally hate the way it makes them drive. The stiff diff make the twins awfully twitchy on corner exits, with tight hairpins like Andretti Hairpin most clearly highlighting the problem, and they cost the twins so much pace that I legitimately set a faster lap time in an RX-8 around Laguna Seca despite the 4–door sedan being some 70 kilos (154lbs) heavier with only 1 more HP over the DN8 Twins. The diff quickly and strongly locking up also makes tracks that heavily necessitate corner cutting, such as the newly–added Eiger Nordwand, extremely precarious to navigate, as one rear tyre losing grip and spinning up quickly brings the other along, surrendering all grip on both sides and making the car extremely skittish, often resulting in frantic wheel shuffling until the driver can gather back together the car. Then again, this is hardly the first time I've complained about the diff being too tight in cars, so it could just be that I personally prefer extremely loose differentials. I just personally find the tight diff in the DN8 Twins especially disappointing because I genuinely think they could be in the conversation for the best driving cars ever made, and the diff has single–handedly ruined the DN8 Twins for me.


The ZD8 BRZ has notably softer springs on the rear than the ZN8 GR86, which does go some ways in assuaging the problem, and that's the only difference I can find between the twins both on the spec sheet and out on the track. It could also be that, much like their stiff suspension and under stressed chassis, the diffs on the DN8 Twins were set up to handle a fair bit more power and grip than the cars have bone stock, aimed at saving a builder on a budget from shelling out for an aftermarket differential. If it was me, though? I'd shell out for an aftermarket diff and leave the rest of the car as–is. And that perhaps is the area that the twins feel the most modern: they're sold as capable, perfectly serviceable bases, but just like most modern video games, they can feel a bit wanting and perhaps even lacking in personality until updates, DLC, and fan–made mods fix a few annoyances and really bring out their latent flavours. The older cars in that comparison group, the 901 Carrera RS 2.7, E30 M3 SE, AP1 S2000, and SE3P RX-8, are all sold as cohesive products that had to make sense as they left the factory, each brimming with their unique personalities and kinks that will need ironing out if their owners are to try to tune them. That is to say, if you're someone who likes to customise and tune cars, the DN8 Twins are much more accessible and accepting bases, but if you're someone who just wants to hop into a car, not have to think about much and just enjoy the drive, I think any of the other aforementioned cars will give much more smiles per mile than the DN8 Twins.


Me personally, I like my stuff to work right out of the box without having to mess and tinker with thousands of values. And it's for this reason that the 901 Carrera RS 2.7 and the SE3P RX-8 still reign supreme as the best driving road cars in the game. That being said, I also recognise that I'm in a very lucky position to be able to nitpick the ZD8 and ZN8, and I'm still incredibly grateful for their continued existence in today's market, because they carry on the dying light of the relatively affordable rear drive sports cars with stick shifts. They are cars that absolutely need to be experienced for oneself, either virtually or in reality.