Unlikely since as far as I'm aware the two regions use entirely different font sets, which can't be switched on the fly.Hello. I am very excited to find this community today, and I salute you for still working on improving Gran Turismo 4.
I have a question, is there any chance to add Japanese language?
Oh please no, this is the part of GT3 I've hated the most, basically I always got the worst prize car possible and it was not fun at all. It also reminded me of all the loot boxes we have in modern day gaming.Would it be possible to have a pool of possible cars for each event, kinda like GT3?
So it's random, but each even has different cars it can pick from.
I found it was good motivation to repeat events in GT1 ad GT2. GT3 was a bit different as the possible prizes in many events were so disconnected from one another, with some events awarding either a Yaris of a Formula GT, as per your final comment.Oh please no, this is the part of GT3 I've hated the most, basically I always got the worst prize car possible and it was not fun at all. It also reminded me of all the loot boxes we have in modern day gaming.
One specific prize car is so much better. Even if its bad you know someone actually thought about it and deliberately put it there which is quite opposite to GT3 where it was literally dumb luck.
I don't mean exactly like GT3.Oh please no, this is the part of GT3 I've hated the most, basically I always got the worst prize car possible and it was not fun at all. It also reminded me of all the loot boxes we have in modern day gaming.
One specific prize car is so much better. Even if its bad you know someone actually thought about it and deliberately put it there which is quite opposite to GT3 where it was literally dumb luck.
I gave WIP builds out to some content creators who wanted to make things with it.There are people on YouTube using this mod, yet there is no link posted here. What's going on?
Thank you for clarifying.I gave WIP builds out to some content creators who wanted to make things with it.
I have driven all the vehicles, one by one and listed them (including regional variations) in an Excel file. For each vehicle I reported eventual problems I encountered. 80-ish vehicles needs to be modified but about 60 of theese 80 cars just needs the LSD to be removed since their real counterparts doesn't have it. The remaining ones needs some settings modifications but nothing too crazy. I also listed for each car the default tire i would choose. Hope it can be somewhat useful for what are you trying to achieve with the mod.Everything listed is possible, but just a case of how deep I want to go with the mod. I don't have any personal issues with the handling of any cars when stock, but if you have a list of examples that isn't too long I could potentially look into it.
Checkmarks isn't a bad idea at all and I could look into how much effort it would be.
I respect your efforts! Perhaps the really old race cars like the Chaparrals, Chevy C2 Race Car, etc. should be on R1 instead of R2? Those having the same grip as the more modern cars in the game doesn't seem quite right.I have driven all the vehicles, one by one and listed them (including regional variations) in an Excel file. For each vehicle I reported eventual problems I encountered. 80-ish vehicles needs to be modified but about 60 of theese 80 cars just needs the LSD to be removed since their real counterparts doesn't have it. The remaining ones needs some settings modifications but nothing too crazy. I also listed for each car the default tire i would choose. Hope it can be somewhat useful for what are you trying to achieve with the mod.
are there any detailed instrutions? I tried adding an entry in the TURBINEKIT table, using the GTSpecDB editor, but the game doesn't register the added part.Yes, it's pretty easy too. Nenkai wrote an editor for the SpecDB that contains all of the car parts, so it's just a case of adding entries to the turbo kit table for the Camaro with whatever values you want.
You might've missed rebuilding the CARS files, which I believe is in the File menu. Those also need to be rebuilt when adding new parts.are there any detailed instrutions? I tried adding an entry in the TURBINEKIT table, using the GTSpecDB editor, but the game doesn't register the added part.
I've had a look through this and it seems good, although I'm curious what the findings were based on - some cars like the A160 are listed as having an LSD stock, but when I check their DEFAULT_PARTS entries, they have no LSD assigned stock.I have driven all the vehicles, one by one and listed them (including regional variations) in an Excel file. For each vehicle I reported eventual problems I encountered. 80-ish vehicles needs to be modified but about 60 of theese 80 cars just needs the LSD to be removed since their real counterparts doesn't have it. The remaining ones needs some settings modifications but nothing too crazy. I also listed for each car the default tire i would choose. Hope it can be somewhat useful for what are you trying to achieve with the mod.
Are you referring to the Alpine A110 '73? In that case yes, the car has no LSD, in fact i wrote that an LSD was offered as an optional in the real car and I suggested a setting if you ever wanted to install it. Depends on your preferences, really, and how much time you want to spend on this small detail. With an LSD that thing is lovely thoughI've had a look through this and it seems good, although I'm curious what the findings were based on - some cars like the A160 are listed as having an LSD stock, but when I check their DEFAULT_PARTS entries, they have no LSD assigned stock.
I mean the Mercedes A160, but there are a few others that are listed as "car has an LSD but it shouldn't" where I see no LSD assigned stock.Are you referring to the Alpine A110 '73? In that case yes, the car has no LSD, in fact i wrote that an LSD was offered as an optional in the real car and I suggested a setting if you ever wanted to install it. Depends on your preferences, really, and how much time you want to spend on this small detail. With an LSD that thing is lovely though
Also to answer your question on what the findings were based on, I just drifted every car at tsukuba
Yeah, someone on the GT4 Enhanced Discord said I had to add the new entry within the CARS file using a Hex editor. It works, now.You might've missed rebuilding the CARS files, which I believe is in the File menu. Those also need to be rebuilt when adding new parts.
Will that file cover transmission types? For example, a lot of cars should feature a torque converter transmission as standard, like with the Mercedes SL55 AMG.I have driven all the vehicles, one by one and listed them (including regional variations) in an Excel file. For each vehicle I reported eventual problems I encountered. 80-ish vehicles needs to be modified but about 60 of theese 80 cars just needs the LSD to be removed since their real counterparts doesn't have it. The remaining ones needs some settings modifications but nothing too crazy. I also listed for each car the default tire i would choose. Hope it can be somewhat useful for what are you trying to achieve with the mod.
Could be. Maybe the fact that has low power and a lot of weight in the front made the car grip a lot and tricked me.I mean the Mercedes A160, but there are a few others that are listed as "car has an LSD but it shouldn't" where I see no LSD assigned stock.
Could it be that the game isn't quite accurate at simulating what you're feeling for, so some cars come across as if they have an LSD when they don't?
The SpecDB editor can rebuild it as well, I'd recommend doing that instead - nothing wrong with getting used to hex editing, but it's quicker and less mistake-prone to use the tooling.Yeah, someone on the GT4 Enhanced Discord said I had to add the new entry within the CARS file using a Hex editor. It works, now.
Will that file cover transmission types? For example, a lot of cars should feature a torque converter transmission as standard, like with the Mercedes SL55 AMG.
How do I make the SpecDB editor open the files in the CARS folder? As far as I can tell, it can't read the data at all, hence why I'm using a Hex editor for those specific files.The SpecDB editor can rebuild it as well, I'd recommend doing that instead - nothing wrong with getting used to hex editing, but it's quicker and less mistake-prone to use the tooling.
As for transmissions I think I've covered almost everything that needs a torque converter already, but if anyone has any suggestions that might not be immediately obvious I can check them out. I've already done the likes of the Chevy SSR, Chrysler 300C, most Mercedes, etc.
It doesn't read them because it doesn't need to, they're just built once you've made changes to the database itself, and clicked the bottom option in this pic:How do I make the SpecDB editor open the files in the CARS folder? As far as I can tell, it can't read the data at all, hence why I'm using a Hex editor for those specific files.
If I insert a turbo upgrade in the TURBINEKIT table and save normally, the game won't recognize the new part unless I manually go inside the CARS folder, open a file in a Hex editor and insert the ID myself.It doesn't read them because it doesn't need to, they're just built once you've made changes to the database itself, and clicked the bottom option in this pic:
View attachment 1305099
It will, because the files inside the CARS folder are mapped to the same IDs as the cars in the main database, just represented a different way. I've added and changed upgrades myself without ever hex editing those files.If I insert a turbo upgrade in the TURBINEKIT table and save normally, the game won't recognize the new part unless I manually go inside the CARS folder, open a file in a Hex editor and insert the ID myself.
Assuming I click that third option, will it see that new turbo upgrade, guess which vehicle it's meant for and edit the appropriate vehicle in the CARS folder?
ah, I see now. I've gotten that method to work as well. Thanks for the tip!It will, because the files inside the CARS folder are mapped to the same IDs as the cars in the main database, just represented a different way. I've added and changed upgrades myself without ever hex editing those files.
I can tell you one thing, the muscle cars definitely handle better with SAE Net ratings and more realistic gear ratios.I don't know if this has been asked at an earlier point in the thread but will cars with incorrect in-game statistics be altered? for example the egregious case of the Volvo 240 being both overweight and underpowered.
If there's a reliable source for why they're wrong and what the correct figures are, sure.I don't know if this has been asked at an earlier point in the thread but will cars with incorrect in-game statistics be altered? for example the egregious case of the Volvo 240 being both overweight and underpowered.
Power and torque figures are actually slightly overrated, and they got the weight completely wrong too. Based on various websites the real specs are the following:I don't know if this has been asked at an earlier point in the thread but will cars with incorrect in-game statistics be altered? for example the egregious case of the Volvo 240 being both overweight and underpowered.