00:01Peggy 3
00:15The important thing for me as a test driver
00:17was that the car was well represented
00:19in the game and felt and behaved
00:21just exactly like the 720S
00:29In mid-2016
00:31Slightly Mad Studios
00:32began the process of recreating
00:35the McLaren 720S
00:37in-game for Project Cars 2
00:39With the development cycle
00:41of the real-world 720S
00:43complete, it was time to gauge
00:45the performance of the Project Cars 2
00:47version
00:49First test
00:50I wasn't so impressed
00:52I was impressed with everything but
00:54the feel and the performance
00:55and the handling of my car
00:57in this virtual world
01:01Talking to those guys
01:02they use a different language
01:05They're looking at the same things
01:07but they interpret them differently
01:10Probably more objectively
01:12than subjectively
01:13in a lot of ways
01:14than we do in ROCOG
01:19We operate in parallel worlds
01:24A month later
01:25I drive again
01:26and actually
01:28there was massive progress
01:29on some of the other
01:31McLaren products in the game
01:32So there's an F1
01:33there's a 650 GT3 car
01:35everything basically
01:36that McLaren has
01:37for instance
01:38the GT3 car
01:39around Brands Hatch
01:40felt exactly the same
01:41so it gave me loads of confidence
01:43that we could get there
01:46But the complexities of the 720S
01:49are staggering
01:50so it was time to bring
01:51the key figures to London
01:53for one final test
01:57Our systems have traditionally worked
01:59around typical cars
02:01with passive springs and dampers
02:03The McLaren system is completely active
02:04and it's adapting every 5 milliseconds
02:07I believe it is
02:08So finding a way to adapt our systems
02:11to mimic what they are doing
02:14in the real car
02:15has been an interesting challenge
02:19It helps tremendously
02:20for us from time to time
02:23to work face to face
02:25and directly with drivers
02:27or engineers
02:28to help calibrate our language
02:31so that we talk the same way
02:32and know what we mean
02:34Final test came
02:36and we threw everything at it
02:38We had guys flying in from America
02:40from the gaming company
02:41We had the vehicle dynamics expert
02:43from McLaren Automotive
02:45We had Pirelli test engineers
02:48people that I work with
02:48developing this car
02:49in reality
02:50all around the same piece of equipment
02:53all around the same software
02:54all around the same calibrations
02:57and it was fantastic
02:58I hadn't realised really
03:01how much depth they go into
03:03into the physics of the car models
03:12The car in the game
03:13has the same challenges
03:14the same feel
03:16the same balance
03:16the same feel of performance
03:18and it fits exactly
03:20in the product line-up
03:21that McLaren has represented
03:22in the game
03:26I've gone from being quite sceptical
03:29quite uncomfortable
03:30to being extremely impressed
03:34with how accurately
03:35you can represent something
03:37that's taken years of development
03:39on test tracks around the world
03:41and we've now created that
03:42in a game
03:46The 720S in Project Cars 2
03:49is as close as you can get
03:51to driving the real thing
03:54I'm Chris Goodwin
03:56McLaren Chief Test Driver
03:58on the supervisor
03:59on the Rogers
04:12underlying video
04:14is at thedelete
04:15будues
04:15Grazie a tutti.
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