RMs in GT6

  • Thread starter SagarisGTB
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In GT5, RMs (Racing Modifications) are very basic and can only be applied to a low number of cars. For GT6, not only can the number of RM-able cars be increased, but perhaps there are various ways in which the implementation of RMs can be improved. This thread is for your speculation and your own ideas.

I'll start us off with my vision of RM implementation in GT going forward:

My vision involves several options of models at the RM screen. Each option converts your car into a different race car, each with its own personal price and personal purpose. All RMs, for each car, would use the same interior and basic chassis (to cut down work for the developer), with the exception of Rally RMs which could have different body work. Not all model options would be available for every car. Here is a hypothetical example list of RM cars and which model options would be available for each car. I’ll now explain what the options would/could consist of:

Normal RMs
The most common RM would be the “N” RM. The “N” RM is the normal race modification, created for maximum performance on a tarmac racing surface. The “N” RM is most similar to the RMs in GT5. “N” RMs would have a ~10% engine performance increase, a 20-40% weight decrease, additional parts would still be available for more power increases (Turbo, Superchargers etc.). “N” RMs would have all of the biggest wings available for maximum downforce (if necessary).

“N” RMs would have the suffix “RM” added to the end of the car name to distinguish it from the original car and other RM models.
Example: Acura NSX ’91 RM

Rally RMs
For some cars, a rally RM model would be available. The rally RM would be created to look and drive like a rally car, with rally style wings, mudflaps, a high ride height, etc. Like the “N” RM, for rally RMs additional parts would still be available for power increases (Turbo, Superchargers etc.).

Rally RMs would have the suffix “RM Rally” added to the end of the car name to distinguish it from the original car and other RM models.
Example: Subaru IMPREZA WRX STI (18inch BBS Wheel Option) ’07 RM Rally

Spec RMs
All of the other RM model options are the spec RMs. The spec RMs differ from the previous two options in that they are cars that are built to a specific specification. As before, all spec RMs would retain the same interior and chassis as other RMs, but they would differentiate in terms of weight, engine performance, and size/number of wings and winglets. The spec RMs mimic real life racing classes:

RM1 - ~600 hp – 1200 kg – med-high aero – suffix of “RM1”
RM2 - ~480 hp – 1100 kg – medium aero – suffix of “RM2”
RM3 - ~400 hp – 1180 kg – med-low aero – suffix of “RM3”
RM4 - ~310 hp – 1240 kg – med-low aero – suffix of “RM4”
Cup240 - 240 hp – 1080 kg – low aero – suffix of “Cup240”
Cup200 - 200 hp – 1040 kg – very low aero – suffix of “Cup200”
Cup160 - 160 hp – 1000 kg – very low aero – suffix of “Cup160”
Cup120 - 120 hp – 950 kg – very low aero – suffix of “Cup120”
RML - ~500 hp – 1400 kg – low aero – suffix of “RML”

All models of each spec RM would be balanced with others of the same model by the developer. For example, all RM1s would be very close to each other in performance. All cars are either upgraded or detuned to a specific engine performance and are at a class standard weight. No parts would be able to be added to these cars. RM1 and RM2 would have specific race series and endurances meant for them in Aspec mode in the game, the rest of the RM options would be more useful in online racing. With already balanced cars, quick races can be organized using one or multiple (multi-class racing) RM spec. It’s an easy way to have grids of many different cars but all being almost equal in performance.

What do you think?
 
What about a drift rm?
That's a good idea. 👍
I'm not really interested in drifting, but drift style RMs would be interesting, with all wings removed and relatively high ride heights. Drift RMs could really add something to the drift portion of the game.
 
My request for RM's is simple: Give us options but keep things simple. We'll ignore the topic of a livery editor for now.

I'd like to see more RM's that can be easily defined in certain categories. Firstly a GT group that mimics most GT3-spec cars while also applying RM style to cars that may not have a GT3 equivalent, but make sense as GT car (Alfa Romeo 8C). The cars continue the current method of GT's RM structure, however the cars are all easily tuned to be competitive against each other.

Another group that'd be below it would be the Touring Group, mimicking various touring cars from series like Super Taikyu, BTCC, WTCC and VLN racing series from around the world. Essentially smaller-displacement vehicles.

Basically I'm just asking for more RM's of the current cars, but built with a purpose of competing against each other as opposed to simply being built. If GT and Touring were two big themes, I'd like to see enough cars fit into both that a field could consist of 16 individual cars each (if not more). Granted some cars need to have drivetrain switches (R35 GT-R, Audi R8 from AWD to RWD like their GT3 counterparts) to keep things more competitive.

In a perfect world though, I'd like to see this:

GT "High" (Mimicking GT1/GT2 Race cars and equivalent older GT cars similar to this spec) Ex: Corvette ZR1 Racemod
Cars that could be added here: Ford GT, Ferrari 599, Aston Martin DB9, Mercedes-McLaren SLR, Lamborghini Aventador, Lamborghini Murciealago, Ferrari F40 etc. Most likely redundant as most of the desirable (not to mention drive-able) GT cars would be in the below class or as licensed GT cars.

GT "Low" (Mimicking GT3 and other aggressive GT/Touring cars as well as fictional race modded cars who have road-going counterparts that are similar to other race-modded cars that are based off racing cars). Ex: Lexus ISF Racemod, TVR Speed 6 Racemod
Cars that could be added here: Audi R8 (both V8 and V10?), Lamborghini Gallardo, McLaren MP4-12C, Alfa Romeo 8C, Jaguar XK, Jaguar XKR, Chevrolet Camaro, Ford GT, Aston Martin DB9, BMW M3, BMW M Coupe etc.

Touring "High" (Mimicking Lighter-aero and fewer-body modded high-performance cars.) Ex: Camaro SS '10 Racemod, Mitsubishi Lancer Evo IX Racemod.
Cars that could be added here: Ford Mustang, Nissan 370Z, BMW M3, etc.

Touring "Low" (Mimicking smaller-displacement FWD/RWD compacts found in multitude of racing series) Ex: Lotus Elise Racemod, Honda Integra Type-R Racemod.
Cars that could be added here: VW GTI, Ford Focus ST, Mini Cooper S, etc.

Rally (Mimicking Rally cars) Ex: Subaru WRX STI type V (or whatever the hell it's called) Racemod, Mitsubishi Evo X TC
Cars that could be added here: Ford Focus ST, Mini Cooper S Countryman, Lancia Delta etc.

Also, some cars might be neat if they had two versions to choose from. The Camaro could have the current RM as well as a GT3-style Racemod and the BMW M3 could have a Grand-am GS-style Racemod as well as an ALMS GT2 style racemod. Not every car needs options, but some might look good going more than one way.
 
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I like the idea of different RMs and setting up classes for them. What would help PD sort things out and keep RMs organized would be to look at what cars compete with each other naturally.

For example, a hot hatch group like the Golf GTI, Renault Megane, Focus ST and Peugeot 207 all compete as road cars. Their RMs should compete as well, whether it be a touring RM or a rallying RM.

The Camaro, Mustang, Challenger, Evo, STI, M3, C63, 370Z and ISF could get a touring or GT RM that brings them together into a fairly even class.

The older musclecars could get a 'trans am' RM.

Premium sports cars like Corvette, Viper, Ford GT, R8, Lambos, a couple Ferraris and the premium RUFs could get a GT-style RM.

Final PPs after conversion would undoubtedly be different, since you're working with a broad range of cars. However, the goal would be to keep them close so that, for example, a 370Z RM can just get an engine part or two added to match the M3 RM's PP.
 
Rather than risk chasing a never-ending list of RM "types" by allowing only the jump from "normal car" to "RM'd car", there should be intermediate, fine-detailed options to allow us to pick and choose the parts of RMing that apply to us / that car, and create halfway hybrids including only those features we strictly need. There will be far more useful combinations than any practical list of "templates" would provide.

E.g. interior gutting, engine relocation, unibody welding + rollcage (rigidity), suspension replacement (stroke, static ride height, roll centres etc.), track width + wheelbase, maximum wheel diameter, (these last three might come under a single subframe / chassis modification, with "sliders") fuel tank location, body panel material etc. all as performance modifications.

Then allow the visual customisation of the end result, just like we already have. I.e. a full RMd car will be more or less a bare rolling chassis (in principle, not in actuality), and you could choose e.g. a heavily vented bonnet for rally, or a low-aproned front bumper with splitter for TC / GT style tarmac racing etc. from the existing visual customisation menu. Certain options, like wider / taller arches / wings / quarter panels won't be available without the requisite track width increase, for example.

Ideally, all this would be customisable, too, e.g. a variable track width with body panels that "warp" to suit, perhaps in a few discrete stages, but it's not necessary.


The problem comes with regulating all of this and accounting for the performance benefits, but it would require a more unified approach to such regulating and performance analysis instead of "cheating" with permitted car lists, which we can't realistically expect to specify / modify in every case; such unified system would be of great benefit in and of itself.
A simple way would be to class certain mods from the RM menu as being significant changes to the car, giving a sort of three-tier system: "stock", "modified" and "race".
 
A simple way would be to class certain mods from the RM menu as being significant changes to the car, giving a sort of three-tier system: "stock", "modified" and "race".

We could just use PP. Along with that would go rules like: no aerodynamics, stock powertrain, non adjustable suspension only, etc.

I agree that RM options should be expanded significantly. We should be able to create cars to any spec we want, including real life ones.
 
We could just use PP. Along with that would go rules like: no aerodynamics, stock powertrain, non adjustable suspension only, etc.

I agree that RM options should be expanded significantly. We should be able to create cars to any spec we want, including real life ones.

Yeah, plus they should open up things like length, (track) width limitations and so on, too - as advanced options, perhaps. Plenty of presets would help e.g. SuperGT, WRC etc. - so then you could make your own RMs to meet those exact (in-game) regs! Definitely better than the mish-mash of RMs as it stands.

PP could do with some tweaking, still; it does favour RMd cars more than road cars of equal performance, so marking them as having bespoke chassis mods, or limiting by track width etc., might help there. I don't know, you'd need to play with it and see where the balance lies.
 
PP could do with some tweaking, still; it does favour RMd cars more than road cars of equal performance, so marking them as having bespoke chassis mods, or limiting by track width etc., might help there. I don't know, you'd need to play with it and see where the balance lies.

That's why I don't like PD's method of handling regulations. You can only use one thing at a time. If we could use PP and HP and weight, and set both minimums and maximums along with a few other options it would be much easier to balance races. Instead we can only use one method of regulation and we're stuck with all the flaws of whatever we choose.
 
IMO the race mod is very simple... racing tyres.
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I'd rather like to see the race mod feature removed and have the ability to change a car's looks in many different ways (bodykits, livery, spoilers etc) and you may then have the opportuinity to make your car look like a racer.
 
That's why I don't like PD's method of handling regulations. You can only use one thing at a time. If we could use PP and HP and weight, and set both minimums and maximums along with a few other options it would be much easier to balance races. Instead we can only use one method of regulation and we're stuck with all the flaws of whatever we choose.

Yeah, they need to treat us like adults. :lol:
IMO the race mod is very simple... racing tyres.
--

I'd rather like to see the race mod feature removed and have the ability to change a car's looks in many different ways (bodykits, livery, spoilers etc) and you may then have the opportuinity to make your car look like a racer.

Yes, but not just visual changes - we need similar options for very significant mechanical changes, too.
 
I'm basically going to copy and paste what I wrote in another thread...


I don't like the idea of RMs. I would imagine they require a lot of work on PD's end, work that can be used on creating new premium models. Keep in mind that the game with "works" conversions for each car (Shift 2) only has about 100 cars. Meanwhile, GT5 and Forza 4 have many many more...

Rather than putting their work into RMs, PD should give us many more extensive tuning options. Let us create our own race cars so to speak. I'd be more than happy to spend my time designing liveries and meticulously tuning cars in hopes of making them "race cars", and I would imagine many others feel the same. And in this sense, PD would be passing the work of creating race cars to us. It's the perfect scenario. They win and we win.
 
Either a livery editor or GT1/GT2 style racing modifications. I hate how GT5's RM's are so bland, really just, "LM" versions of their respective cars.
 
I never mentioned liveries, but I'm working under the assumption that there will be a livery editor of some form and that all RMs will be able to use that livery editor.
Rather than putting their work into RMs, PD should give us many more extensive tuning options. Let us create our own race cars so to speak. I'd be more than happy to spend my time designing liveries and meticulously tuning cars in hopes of making them "race cars", and I would imagine many others feel the same. And in this sense, PD would be passing the work of creating race cars to us. It's the perfect scenario. They win and we win.
I don't understand your point. You don't want PD to waste time on making race car conversion in one stroke, but you want them to work on individual parts and make race car conversion be a step-by-step process? How does that save PD work, because it sounds like more work to model individual parts and make performance adjustments for each part you ad or take away. My model takes away the in between, and marks a clear boundary between road cars and race cars. This is important if you want there to be road-car only races with no race cars.

And while I understand the appeal of unique individual cars, where you build your own personal race car, that's not great for racing. Great racing is more likely to happen with balanced fields, that's where spec RMs come in. Naturally balanced, they could be perfect for quick races with balanced but varied grids, if done correctly of course.

And as I said before, the spec RM categories should mimic real life racing classes, with in between classes as well to have categories for almost every car. The RM1 and RM2, as most will notice, mimic the GT1 and GT2 categories. The RML category mimic V8 supercars to a degree, but is built to incorporate other large sedans from around the world.
 
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Normal RMs
The most common RM would be the “N” RM. The “N” RM is the normal race modification, created for maximum performance on a tarmac racing surface. The “N” RM is most similar to the RMs in GT5. “N” RMs would have a ~10% engine performance increase, a 20-40% weight decrease, additional parts would still be available for more power increases (Turbo, Superchargers etc.). “N” RMs would have all of the biggest wings available for maximum downforce (if necessary).

“N” RMs would have the suffix “RM” added to the end of the car name to distinguish it from the original car and other RM models.
Example: Acura NSX ’91 RM

Rally RMs
For some cars, a rally RM model would be available. The rally RM would be created to look and drive like a rally car, with rally style wings, mudflaps, a high ride height, etc. Like the “N” RM, for rally RMs additional parts would still be available for power increases (Turbo, Superchargers etc.).

Rally RMs would have the suffix “RM Rally” added to the end of the car name to distinguish it from the original car and other RM models.
Example: Subaru IMPREZA WRX STI (18inch BBS Wheel Option) ’07 RM Rally

Spec RMs
All of the other RM model options are the spec RMs. The spec RMs differ from the previous two options in that they are cars that are built to a specific specification. As before, all spec RMs would retain the same interior and chassis as other RMs, but they would differentiate in terms of weight, engine performance, and size/number of wings and winglets. The spec RMs mimic real life racing classes:

What do you think?

I like the idea to choose either a race or rally modification for your car. Initially I thought it would be too time consuming to have both modifications available for every car, but after thinking about it some more I dont think it would be a problem.

Special RMs is an especially brilliant option. It does all the performance balancing for you already and opens up entirely new classes of racecars for competition. I think 8 classes is excessive though. These classes would certainly become popular online and 8 would spread everyone too thin.

I would adjust Special RMs as follows, simple increments of 150 HP and 75kgs

  1. RM1 - ~600 hp – 1200 kg – med-high aero – suffix of “RM1”
  2. RM2 - ~450 hp – 1125 kg – med-low aero – suffix of “RM2”
  3. Cup200 - 300 hp – 1050 kg – low aero – suffix of “Cup200”
  4. Cup100 - 150 hp – 975 kg – very low aero – suffix of “Cup100”

The achilles heel of Spec RMs is that even though they give cars identical power and weight, this in no way insures the cars will have performance anywhere near identical.

A quick solution I just thought of off the top of my head would be to drop the rigid power and weight classes to something that mimics a performance point balancing system. RM1 would modifiy a car to roughly 600pp while attempting to stay as close as possible to the 600 HP /1200 KG number.

A RM1 Ford GT would look like:

600pp - 580 HP - 1230 KGs

A vastly inferior car, like the 2007 Ford Mustang, would need a performance boost to be competitive in the RM1 class. So it's stats would be:

600pp - 634 HP - 1176 KGs
 
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Special RMs is an especially brilliant option. It does all the performance balancing for you already and opens up entirely new classes of racecars for competition. I think 8 classes is excessive though. These classes would certainly become popular online and 8 would spread everyone too thin.
I never intended all 8 or 9 to be used at a time, if that's what you might be implying. If GT6 has 24 cars on track, multi class racing should probably limited to 4 classes, and even then, cars like the RM1 and Cup120 classes shouldn't belong on the same track in any situation (speed difference would be far far too large). But with 8 standard classes, it opens up the possibility for a variety of 2 or 3 class races. A race could conceivably have RM1-RM2-RM3 on the same track, or RM2-RM3-RM4, or Cup240-Cup160 only or Cup200-Cup160-Cup120, or various other combinations.

Another advantage of the standard 8 is to have a variety of cars in a variety of classes. In that hypothetical RM list, out of 203 total RM-able cars, it ends up being 35 RM1-able cars, 29 RM2-able cars, 33 RM3-able cars, 34 RM4-able cars, etc. I think that's plenty of selection per class, as many cars can be converted to multiple classes. That way, tweeners (like the Skyline GT-R) can race in multiple classes. It's also not that much work for PD, as an Alfa 8C RM1 and an Alfa 8C RM3 are identical apart from weight, engine performance and size/number of wings. So putting the same RM in multiple classes is relatively simple.

But I could be wrong about what is feasible and less classes might be better.
The achilles heel of Spec RMs is that even though they give cars identical power and weight, this in no way insures the cars will have performance anywhere near identical.

A quick solution I just thought of off the top of my head would be to drop the rigid power and weight classes to something that mimics a performance point balancing system. RM1 would modifiy a car to roughly 600pp while attempting to stay as close as possible to the 600 HP /1200 KG number.
That's why I used the ~ to indicate approximate power levels. PD would have to put in a little work to balance all the cars, but the pay off is that a multitude of cars and classes will have nearly identical performing cars available to gamers for years to come.
 
I never mentioned liveries, but I'm working under the assumption that there will be a livery editor of some form and that all RMs will be able to use that livery editor.
I don't understand your point. You don't want PD to waste time on making race car conversion in one stroke, but you want them to work on individual parts and make race car conversion be a step-by-step process? How does that save PD work, because it sounds like more work to model individual parts and make performance adjustments for each part you ad or take away. My model takes away the in between, and marks a clear boundary between road cars and race cars. This is important if you want there to be road-car only races with no race cars.

And while I understand the appeal of unique individual cars, where you build your own personal race car, that's not great for racing. Great racing is more likely to happen with balanced fields, that's where spec RMs come in. Naturally balanced, they could be perfect for quick races with balanced but varied grids, if done correctly of course.

You're a little bit confused about the point I was trying to make. I probably wasn't clear enough.

My point is that there doesn't need to be an official "RM conversion" system. Keeping the current tuning system would be perfect as long as more aero options, more tire options, more tire modification options, more rims options, more engine mod options, more engine/aspiration/drivetrain conversion options, more suspension mod options, more brake-mod options, and a livery editor were added. By doing this, PD would give us the opportunity to create our own race cars.

Think about the next point I'm going to make. Isn't fitting a major weight reduction kit, increased chassis rigidity, racing tires, customized suspension, race clutch, body kit with spoiler, etc. enough for a car to be considered a race car? If PD gives us the opportunity to add those options (which they already have) as well as what I listed in the previous paragraph, then they are essentially allowing us to create our own race cars, thus making the term "RM" irrelevant. And isn't creating a personalized race car better than making PD create the race cars themselves?

And since these parts are one-size-fits-all (with the exception of a lively editor and some aero options), my system would require considerably less resources than your system. Your system (creating an RM version of most of the cars in the game) would actually result in a pretty measly car list, and would probably result in the reintroduction of standard cars since the car list would be tiny without them. Because we have to remember, PD is basically understaffed. They just can't create individual race cars for each road car that they put in the game. That's asking too much of them since they have so few employees and refuse to outsource work. Remember, the game that allowed every car to be race-converted (Shift 2) only had about 100 cars! Imagine how few cars GT6 would have since it takes PD a whopping six months just to make a premium model. (And yes, I know they would be able to recycle models from GT5. But the car list would still be horrendously small.)

As for RM cars creating a better racing environment, I disagree. GT6 will likely have some sort of performance point system, which in turn will allow lobby leaders to place a cap on performance points for each race. Problem solved.
 
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I also don't see a need for a specific and (as in the OP) very complicated RM system. All they need to is give us a livery editor and better modification options. Then bam, we can make any 'RM' we like of any car.
 
My point is that there doesn't need to be an official "RM conversion" system. Keeping the current tuning system would be perfect as long as more aero options, more tire options, more tire modification options, more rims options, more engine mod options, more engine/aspiration/drivetrain conversion options, more suspension mod options, more brake-mod options, and a livery editor were added. By doing this, PD would give us the opportunity to create our own race cars.
And since these parts are one-size-fits-all (with the exception of a lively editor and some aero options), my system would require considerably less resources than your system. Your system (creating an RM version of most of the cars in the game) would actually result in a pretty measly car list, and would probably result in the reintroduction of standard cars since the car list would be tiny without them. Because we have to remember, PD is basically understaffed. They just can't create individual race cars for each road car that they put in the game. That's asking too much of them since they have so few employees and refuse to outsource work. Remember, the game that allowed every car to be race-converted (Shift 2) only had about 100 cars! Imagine how few cars GT6 would have since it takes PD a whopping six months just to make a premium model. (And yes, I know they would be able to recycle models from GT5. But the car list would still be horrendously small.)
I see a bit of a contradiction if you really believe you are making race cars. To create proper racing cars, you need vents on certain body panels, revised body panels, a removal of the grille, race car fuel intake, latches, wings, a splitter, diffuser etc. Some of these are one-size-fits-all, sure, but most aren't. And if you are turning a road car into a race car, you need these parts, maybe some of them, or most of them, but whatever you need, you need to model the parts. And whether it's my concept or yours, parts have to be modeled. Unless you want to make race cars that look like road cars, your concept will take just as much work as mine. Parts can be reused in my concept just as well as yours.
Think about the next point I'm going to make. Isn't fitting a major weight reduction kit, increased chassis rigidity, racing tires, customized suspension, race clutch, body kit with spoiler, etc. enough for a car to be considered a race car?
With the exception of the racing tires (and if we go that far, every car in GT5 can be a racing car), not necessarily. A tuner car, for example, can have racing parts, but as long as it's street legal and not raced, it's not a "racing car". I guess the definition does become blurry, is a "race car" simply a car used for racing, meant for racing, or is it a non-street legal car that is meant for racing? And to make matters worse, the ability to judge what is "road legal" or not in a game like GT is poor at best.
If PD gives us the opportunity to add those options (which they already have) as well as what I listed in the previous paragraph, then they are essentially allowing us to create our own race cars, thus making the term "RM" irrelevant. And isn't creating a personalized race car better than making PD create the race cars themselves?
Personally, no.
I'd rather have balanced "all-serious" race cars to form races than mixing and matching variously developed cars. To have cars being slightly different, mine from another, does not concern me in the least. My car should be identified from others by the livery and number, not how the parts look. Racing isn't a beauty pageant, I don't car if all the cars look the same in form. That's spec racing. And while I'm sure it's possible to have everyone use the same parts and wings in your system, why not save time, avoid complications and have everyone have the same thing out of the box?
As for RM cars creating a better racing environment, I disagree. GT6 will likely have some sort of performance point system, which in turn will allow lobby leaders to place a cap on performance points for each race. Problem solved.
Not so fast. Unfortunately, the PP system in GT needs a lot of work because cars at a certain PP are not even close to equal to others at the same PP, but even if they fix it, there will remain problems. To illustrate what I'm referring to, a Mercedes SL and a Lotus Elise at the same PP probably won't be equal at Motorland, probably won't be equal at La Sarthe and certainly won't be equal at both. The beauty of spec RMs is that they all have similar weight and power numbers, it simplifies everything, with little more work than your concept. I'm sure you could HP and weight limits in addition to PP and make your system work, but why the hassle in the first place?
 
Instead of creating RM's as an excuse for "new" cars, why not giving us a bigger selection for body kits, a clean and simple selection of liveries so things are kept realistic to PD's capabilities, and a default striped interior for every model?

That way we can create our own race car versions of our favorite cars.
 
I'd rather see a bunch of RMs than a huge visual/performance customization selection. There's no way we'd get enough options to make an actual race car like SargarisGTB explained. On top of that, RMs could give us cars that PD didn't get licenses for. If we don't get Porsche, RM RUFs would make up for quite a few Porsche race cars we would miss out on: Porsche 935, 911 GT3 Cup, etc. If we don't get DTM 2012 or FIA GT cars, the RMs could make up for those as well.
 
I see a bit of a contradiction if you really believe you are making race cars. To create proper racing cars, you need vents on certain body panels, revised body panels, a removal of the grille, race car fuel intake, latches, wings, a splitter, diffuser etc. Some of these are one-size-fits-all, sure, but most aren't. And if you are turning a road car into a race car, you need these parts, maybe some of them, or most of them, but whatever you need, you need to model the parts. And whether it's my concept or yours, parts have to be modeled. Unless you want to make race cars that look like road cars, your concept will take just as much work as mine. Parts can be reused in my concept just as well as yours.

If you look back at a part of my post that you bolded yourself, you'll see that I did write that most of the parts would be one-size-fits-all with the exception of a livery editor and some aero parts (such as body kits). So it's pretty clear that I'm not disputing that some of the aero parts will require car-specific modeling. But contrary to what you say, I'm standing by my point of most of the parts being one-size-fits-all. You see, I'm not championing for the introduction of vents on certain body panels, revised body panels, a removal of the grille, and race car fuel intake on each car. Adding those four options alone for every car and maintaining a decent-sized car list would be impossible, because modeling car-specific aero parts is extremely time-consuming. Again, Shift 2 had about 100 cars in it, and it just about followed your formula!

I just simply want to keep the current tuning system and add more tire options, more tire modification options, more rims options, more engine mod options, more engine/aspiration/drivetrain conversion options, more suspension mod options, more brake-mod options, a livery editor, and more aero options. And by mentioning "aero options", I'm simply referring to adding car-specific bumpers and side skirts to certain cars (mostly JDM models), hood scoops (mostly for muscle cars and JDM models), custom spoilers for certain cars, and creating a one-size-fits-all splitter/diffuser/spoiler set (a la Forza). This would require significantly less resources than your idea, since adding a few bumpers, side skirts, hoods, spoilers, and a one-size-fits-all splitter/diffuser/spoiler set is much much easier than creating a detailed widebody kit for each car, as you seem to be describing.

With the exception of the racing tires (and if we go that far, every car in GT5 can be a racing car), not necessarily. A tuner car, for example, can have racing parts, but as long as it's street legal and not raced, it's not a "racing car". I guess the definition does become blurry, is a "race car" simply a car used for racing, meant for racing, or is it a non-street legal car that is meant for racing? And to make matters worse, the ability to judge what is "road legal" or not in a game like GT is poor at best.

You just described why the term "RM" is irrelevant. Nearly every car in GT5 can be a race car by your definition of "race car". By applying extensive weight reduction and upgrading an engine to its limit, we are making cars non-street legal because most first-world nations have strict emissions and safety laws. I just want to take it a step further without creating too much of a burden for PD. They just need to give us expanded tuning options and a livery editor, and we'll be set to make even better race cars that we can truly be proud to call our own.

I'd rather have balanced "all-serious" race cars to form races than mixing and matching variously developed cars. To have cars being slightly different, mine from another, does not concern me in the least. My car should be identified from others by the livery and number, not how the parts look. Racing isn't a beauty pageant, I don't car if all the cars look the same in form. That's spec racing. And while I'm sure it's possible to have everyone use the same parts and wings in your system, why not save time, avoid complications and have everyone have the same thing out of the box?

You clearly have no idea how mainstream console gaming works. Kids (and most teenagers and adults) don't want every car to look the same. And PD has to cater to the majority, not the minority. And besides, every car looking similar would be boring IMO. And I would imagine many car-lovers would feel the same.

Unlike you, I just want a clear compromise. With my system, most hardcore racers would be pleased with the expanded tuning system, while kids (and many teenagers and adults) would be satisfied with each race car being fairly personalized. It would be a win-win situation for the majority of the GT community.

Not so fast. Unfortunately, the PP system in GT needs a lot of work because cars at a certain PP are not even close to equal to others at the same PP, but even if they fix it, there will remain problems. To illustrate what I'm referring to, a Mercedes SL and a Lotus Elise at the same PP probably won't be equal at Motorland, probably won't be equal at La Sarthe and certainly won't be equal at both. The beauty of spec RMs is that they all have similar weight and power numbers, it simplifies everything, with little more work than your concept. I'm sure you could HP and weight limits in addition to PP and make your system work, but why the hassle in the first place?

First of all, I think PD will improve the PP system. But even if they don't, I still don't see why you're so concerned about each car being so equal. Again, you're racing on a console. Most of the people you race with online either suck at driving or drive in an extremely dirty manner. So in this sense, the races you're running in open lobbies are already awful. They're not going to be salvageable simply because each car in the field is equal.

And even if you establish a friends list made up of clean, skilled racers, you have to consider that those people (usually teenagers or adults) almost always have some idea of what is competitive at each track. They aren't the people pulling out a Lotus Elise at La Sarthe against your Mercedes SL.
 
I like the RM idea, I think a few more cars would be nice and I wouldn't mind the option to pick what parts I want on the car, like for example I only want a roll cage and interior removal but leave the outside untouched (would be ideal for drift car rm)
 
I want to see a Midget RM:

daihatsu-midget-II-performance.jpg


:sly:
 

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