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  • Thread starter zer05ive
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Just take the pictures you want to see as pictures, fiddle with whatever you decide to fiddle with and let the rest of the world like it or not. As long as you like what you do...
Lol oh I did. I'm just saying as far as camera settings go, I don't know what I'm doing lol.
 
Screenshot_2015-02-12-08-23-54.png
I'll get'em next time!
 
There's a post in this thread somewhere, I believe from @Wolfsatz, explaining what the settings do.


https://www.gtplanet.net/forum/threads/◆-snail-spec-racing-full-grids-of-evenly-matched-competition-new-season-starts-april-5th-join.235094/page-1720#post-9460037


also from @Wolfsatz

... so... camera controls. 2 basic that control the amount of light that enter the lense; 'aperture' that controls how much the shutter is actually open and also called F Stops and 'the time' the shutter is opened. Now you combine that with panning. Not sure who explain the 3 different panning modes. not sure which one is which but one is you are focusing on the background and the cars going by will blur...
the other one is you are focusing on the subject.. the background will blur.
the other one is like a GoPro cam.. it is fixed to the subject.

To tell you the truth... I never really know what I am going to get.. i have a good idea of what to expect... but then I fine tune it by shooting different things.

To answer your question:
F11
1/59 --> 1/60 shutter speed
97.5 mm zoom (in game 100)

you can always find the picture settings as part of the image.

PS. The amount of blur is relative to the above 2 but also relative to the speed of the subject (car) sometimes the cars are going at over 100mph so you can use a slower shutter speed to get the blur... sometime as in slow curves you need the slowest setting to get it 1/60 .

I usually stick to 1/125 or 1/250. To freeze an image 1/1000 or higher.
 
https://www.gtplanet.net/forum/threads/◆-snail-spec-racing-full-grids-of-evenly-matched-competition-new-season-starts-april-5th-join.235094/page-1720#post-9460037


also from @Wolfsatz

... so... camera controls. 2 basic that control the amount of light that enter the lense; 'aperture' that controls how much the shutter is actually open and also called F Stops and 'the time' the shutter is opened. Now you combine that with panning. Not sure who explain the 3 different panning modes. not sure which one is which but one is you are focusing on the background and the cars going by will blur...
the other one is you are focusing on the subject.. the background will blur.
the other one is like a GoPro cam.. it is fixed to the subject.

To tell you the truth... I never really know what I am going to get.. i have a good idea of what to expect... but then I fine tune it by shooting different things.

To answer your question:
F11
1/59 --> 1/60 shutter speed
97.5 mm zoom (in game 100)

you can always find the picture settings as part of the image.

PS. The amount of blur is relative to the above 2 but also relative to the speed of the subject (car) sometimes the cars are going at over 100mph so you can use a slower shutter speed to get the blur... sometime as in slow curves you need the slowest setting to get it 1/60 .

I usually stick to 1/125 or 1/250. To freeze an image 1/1000 or higher.

I think @JoeW had explained panning once before
 
  • Panning - This setting is available only in Replay Photomode. Another quote from gran-turismo.com:
    • Mode 1: The camera stays in a fixed position and turns to follow the car. Because the car's distance from the camera varies, this can cause it to blur slightly.
    • Mode 2: The camera moves with the car. When taking a photo of a cornering or spinning car, focus will be centred on the middle of the car, which can cause the front and rear to go slightly out of focus.
    • Mode 3: The camera moves with the car, and is positioned face-on to the front of the vehicle. This allows you to take a photo where the car is sharply in focus, and only the background becomes blurred.

found this. thank you everyone for the tips and info.

Lol oh I did. I'm just saying as far as camera settings go, I don't know what I'm doing lol.
 
D3 Festivities

@Grandpa Money leads the way at Apricot Hill
Apricot Hill Raceway by SnailRacing.Org, on Flickr

D3 looking good under the Arch
Apricot Hill Raceway_1 by SnailRacing.Org, on Flickr

At the chicane and I had lost 2 positions
Apricot Hill Raceway_2 by SnailRacing.Org, on Flickr

A view from the back.
Apricot Hill Raceway_3 by SnailRacing.Org, on Flickr

Very tight qualifying yielded for very tight racing
Tsukuba Circuit_4 by SnailRacing.Org, on Flickr

@Wolfsatz makes a move on Nuno and I couldn't believe it!
Tsukuba Circuit_5 by SnailRacing.Org, on Flickr

The lag begins!
Tsukuba Circuit_6 by SnailRacing.Org, on Flickr

@nmcp1 drifting skill master!
Tsukuba Circuit_9 by SnailRacing.Org, on Flickr

.. and here I try to copy
Tsukuba Circuit_10 by SnailRacing.Org, on Flickr

The secret to winning races is to levitate around the track!
Tsukuba Circuit_11 by SnailRacing.Org, on Flickr

... and spy on the other racers from afar...

Tsukuba Circuit_12 by SnailRacing.Org, on Flickr

... and make a curtain of smoke! Where is the curve?
Tsukuba Circuit_13 by SnailRacing.Org, on Flickr

...Appear and reappear at random places...
Tsukuba Circuit_14 by SnailRacing.Org, on Flickr

... tailgate the competition...
Tsukuba Circuit_15 by SnailRacing.Org, on Flickr

... but if that all fails... get them airborne!
Tsukuba Circuit_16 by SnailRacing.Org, on Flickr

... and then take off through the walls
Tsukuba Circuit_18 by SnailRacing.Org, on Flickr

.. and do some wheelies.
Tsukuba Circuit_19 by SnailRacing.Org, on Flickr

@Rednose58 with good form
Tsukuba Circuit_20 by SnailRacing.Org, on Flickr

@Grandpa Money on the last turn
Tsukuba Circuit_21 by SnailRacing.Org, on Flickr

.. he also races bikes on his spare time.
Tsukuba Circuit_22 by SnailRacing.Org, on Flickr

@nmcp1 Option Blue!
Tsukuba Circuit_23 by SnailRacing.Org, on Flickr

Wheelie
Tsukuba Circuit_27 by
@gotdirt410sp on his debut back in D3Tsukuba Circuit_31 by SnailRacing.Org, on Flickr

@nmcp1 putting the pressure on for 10 laps

Tsukuba Circuit_29 by SnailRacing.Org, on Flickr

@Grandpa Money showing the race colours
Tsukuba Circuit_30 by SnailRacing.Org, on Flickr

... and the drifting skils...
Tsukuba Circuit_24 by SnailRacing.Org, on Flickr

Good Read for Better Photos. All GT6 Camera Controls Expained
Panning (Race Photos Only)
Panning is a photography technique which involves moving the camera in accordance with a moving subject. With a slower shutter, the background will look blurry, emphasizing the feeling of speed.
From this menu, you can set the kind of panning effect you'd like. The following three modes are available:
Mode 1: Pan by swinging and tilting the camera around from a fixed point. The distance between the camera and the car will change slightly, with the effect of slightly obscuring the car in the image.
Mode 2: Pan by moving the camera around, following the car. When photographing a car that's turning, the focus will be on the central part of the car, obscuring its front and rear extremities.
Mode 3: Pan by moving the camera around, following the car, and also tilting and swinging the camera so that it always faces the car directly (left image, right). Only the background will be blurred, and the car itself will look sharp in the image.

Panning -- It means you are following a subject in this case cars; you get the blur effect because as the lens is open and you are moving the camera while following an object the background blurs.

Panned Shots
Panning means that you are following the subject (car) while taking the picture; which combined with a low shutter speed allows for very dramatic effects, blurring and the feel of speed; these type of shots are very popular in the racing world.

This shot was taken using the Panning mode 3; notice how the car is in focus while the rumble strips and asphalt has the blurred effect. Again, this is achieved by moving the camera and following the subject of interest.
 
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Since it has been brought up multiple times recently, Bathurst is not currently available for selection as a track. The track has been very unstable for most, if not all, of the lifespan of GT6.

If someone wants to do some testing to see if Bathurst is now usable, I have some criteria that must be met.

1. Run at least 3 races consecutively of at least 12 minutes with at least 13 drivers involved.

2. There must be no excessive connection issues in any of these races.

3. There must be a qualifying session and a reverse grid race and the game must line up all drivers correctly. This means that every driver's qualifying time will need to be recorded. A photo of the qualifying results screen would accomplish this.

4. There must not be any reported sound issues from any drivers.

5. There must not be any frame rate issues reported by any drivers or found in the replays.

6. All replays must be submitted for review.

This process will have to be completed prior to a Sunday night race for the track to be made available for selection the following week.

Once all of this has been done and replays reviewed we will open Bathurst up for selection with the following provision.

If the track is chosen, whoever makes the choice must also provide a back up choice of track in the event that the Thursday night practice session fails miserably as it has in the past.

Remember this post from a while back? I asked for testing of Bathurst and quite a few SNAILs took up the challenge and organized a couple of races and got some replays to me for review. It's taken a little longer than I wanted to get those reviewed but I have completed my end of the deal.

Bathurst is now available for selection on Sunday nights. There is still the last stipulation that must be met if it's chosen. If you choose Bathurst, you have to choose a back up track in case the practice session is a disaster. This does not mean that if you have prize A you get to choose two entirely different combos. This simply means that if you want to choose Bathurst you must select another track at the same time as the original selection.
 
Found track boundaries, read it and it was nice that apricot hill was first. I used to eat up the rumble strips, but stopped. Cause I thought 4 tires was frowned upon here at SNAIL. And thanks for the nice replies,
 
Found track boundaries, read it and it was nice that apricot hill was first. I used to eat up the rumble strips, but stopped. Cause I thought 4 tires was frowned upon here at SNAIL. And thanks for the nice replies,
Personally I'd like it if the boundary at that chicane was two tires inside the white line the way it was at Ascari, but the way it is right now you have to drop two in the dirt in order to get the fast laps. At the same time though, adding a bunch of specific exceptions for a lot of different tracks makes it harder for drivers to keep track of.

If you get out of that chicane at less than 60mph you lose a massive amount of time down the straight because of the combination of gearing and steep uphill on the long left after the chicane. 5mph better exit speed is even more important than in many other cars because it means you have slightly more horsepower to get up the hill because of being closer to peak HP in the powerband, and every HP matters a lot in the MX-5.

60 is decent, 63 is really good, 65 is the fastest I think anyone would ever be able to do it without going more than 2 off. (although some of the aliens could prove me wrong, and I didn't really practice enough to be sure)
 

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