Gran Turismo Sport - Master Track List

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The camera movement is adjustable in PCars, and can be switched off, so I don't really see that being an issue with PC2. Nor could I agree that it exaggerated in most setups in PCars.





Regardless of the settings I used on the beta FFB was a long way from how it should be. That said you shouldn't need to tweak the cars set-up to get acceptable FFB, and that's aside from one area of FFB (self aligning torque reduction on understeer) being totally incorrect in the last two beta builds.


The scanned tracks in PCars are as good in my experience as the ones in AC, add in that PC2 has scanned the lot and has a much bigger track roster puts the GTS list to shame.

A low car count I can deal with (AC being a case in point), but a low track count hurts far more.



I would 100% agree in terms of visuals, and the lighting model in particular. GTS is ahead of the rest in those two regards (but not by as much as it has been in the past).

However for me it is pretty much just a pretty face.


Please go back and read everything I wrote about the track roster - don't think I said anything about PC2 track roster :confused: Where did you get that from?

I've seen plenty of other on board videos where the camera doesn't shake nearly as much, so I don't want to get into video post debate. That is great that you can adjust the amount of camera shake though:tup:
 
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Please go back and read everything I wrote about the track roster - don't think I said anything about PC2 track roster :confused: Where did you get that from?
I didn't say you did, I was just using it to further illustrate the issues I have with the track surface in GTS from the beta.


I've seen plenty of other on board videos where the camera doesn't shake nearly as much, so I don't want to get into video post debate. That is great that you can adjust the amount of camera shake though:tup:
That's not a fixed in-car cam. Its a helmet mounted camera, as such its a good example of how much a head moves around on a track.
 
Looking at the track list a little more in-depth, I see the following...
  • 1 real world track per continent (counting the UK separately :sly:) for a total of 6(!). Looks to me like a marketing decision. (Project manager: Kaz, we don't have enough resources to upgrade all the tracks for PS4. What are we going to do? Kaz: Make only 1 track for each major market and fill the rest with fantasy tracks - problem solved!)

  • some variations on these real tracks that are practically unusable for some of the most important car classes (BH Indy, Suzuka East, Willow HTM & SoW). The additional work for these was minimal as the environments were already there for the bigger tracks, so that's an understandable decision and a by-product of the 6 major tracks.

  • 2 fictional ovals (also practically unusable for any car class in GTS and guarantees for producing mayhem in online races.

  • 3 rally tracks: if rallying is as poor as it was so far in the GT series, it was a waste of time to make tracks and cars for this. I only remember seeing 1 real car for racing on gravel in all of the footage so far (the Pikes Peak Audi). Honda NSX for rallying?? Puh-lease!!

  • Dragon Trail: While having quite a good layout, whose idea was it to include a chicane that will reliably destroy someone's race every time (by someone crashing into an already crashed car there) and curbs that are 2 cars wide? Lap times are determined by who cuts them the most - really a great lesson to learn for a game that pretends to educate race drivers.
The jury is still out on the others for me as I haven't been able to play them in the demo.

Sadly, this makes already paltry track list - I have no interest in the fictional rally tracks, compounded even more with such a poor selection of off-road vehicles - shrink even more.

Having played the beta, Northern Isle and Blue Moon Bay are uninspiring, and are no substitute for Daytona and Indy. Dragon Trail was a good laugh but still lacks the genius of older GT fantasy tracks. That really doesn't leave alot. And out of those only Nürburgring, Suzuka, Mt. Panorama and Interlagos interest myself, which other games will already feature along with alot more. This almost leaves the "class leader" in racing games having almost Ridge Racer levels of track content. And I find that totally unacceptable in this day and age, and especially after waiting so long. But it is what it is. People can look at the list and make up their own minds wether the game appeals to them or not.


A low car count I can deal with (AC being a case in point), but a low track count hurts far more.

The main thing for me, also. The combination of the right track with the right car (can be small quantity, so long as it is a varied and interesting selection) can really make a difference to variety and longevity. Cars that I would usually have no interest in would find their place on the right track. Karts and Kei cars were in there element on tracks Autumn Ring but completely unsuitable for tracks like the Nürburgring. Tsukuba was a great track for 90's JDM's. Driving a road car at Spa Francorchamps seemed a chore. BUT, get into an LMP1 and the experience was exhilarating. Just the right combination brought out at unexpected and fun experiences which I feel will be lost with GT Sport. For me this is a huge part of the series and the lack of potential

I still cherish using a Ford GT40 Mk III road car at Seattle,17 years ago. That was the one that did it for me back then.:)
 
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Some of the real world tracks not being included I'm not as hurt by. Like, I'm an American so of course I'd like some of our real world American circuits. So far Gran Turismo has done that for me with Laguna Seca, Daytona, and Indianapolis. However I'm fine if those tracks aren't included, because despite all being places I think we'd need to see in the game (though Seca isn't as high on my list as it is for some), those are some of the worst renderings in the game.

The road course layout at Indy doesn't exist anymore; there's a new one. At Daytona I know they gave it time and weather in GT6, but the track is still out of date. Inside the track by the entrance of pit road there is a garage that says "NEXTEL" on it, which was the title sponsor for NASCAR, but NEXTEL merged with Sprint and the NEXTEL name disappeared for the 2008 season, which means that is the latest date they could have possibly rendered it. Plus, the road course layout at Daytona was never correct, with the way the barrier is set up in turn 1 and the bus stop, not to mention the long version of the bus stop they have us running hasn't been used since the late 90s and doesn't even exist since they repaved the track a few years back. Not to mention, even once they did at time and weather the infield is still empty and most importantly there is no ferris wheel! All of the cool shots from the Daytona road course IRL are with the ferris wheel all lit up in the back; it's the tracks iconic feature.

The quality of PD's rendering now a day, there are definitely some that don't live up any more. I'm partial to those American tracks but it probably wouldn't be too hard to include a place like Monza in that either. I'm fine if they aren't all included because they'll have to redo them.

That said, I can't live without Circuit de la Sarthe. I need to have that one and if it isn't there in launch it needs to be added pronto, and it's always been one of the highest quality tracks in the game. It literally just needs to be recycled, and the same goes for Spa and Silverstone though I would like to see full darkness in the time chance for those, especially Spa.
 
This just bums me out, and it's my fault. :guilty::guilty::guilty:

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Name one track built or licenced in the last decade that doesn't meet the regulations.

:lol::lol::lol: What? If they are licensed, they meet the requirements.

But I know you meant "the regulations", so I'll entertain you: Velo Citta has fast turns (5 and Curva da Mata) with less than 30m of run-off.
Try to guess why.

You have blatantly cherry picked from the FIA regulations (and yes they are regulations, a good number of FIA regulations are classed as appedix of the sporting code). It clearly states that it should be used as guidance for submitting a track fro approval. Its then also states that these recommendations are used for the commission to inspect the track and determine if it will be granted a licence and if so which grade.[/quote]

Blatantly cherry picked half a dozen instances...

[Inane stuff]

In simple terms the section you have presented as it all being just recommendations, is in reality saying that just because the plan, drawings, etc, in a submission meet the regs it doesn't guarantee you are getting a licence or which grade. The work still has to be inspected and it can still be refused unless further changes are made.

You mean /they/ present as being things to consider. As those quotes belong to /their/ text.
Oh and have driven the track for hours in the beta, yes I do know what the end result of accidents and mistakes on that corner are. Drivers that get the braking wrong will hit the barrier head on (you can get a more severe impact angle than that, and as its preceded by a blind rise through which a great deal of speed is carried its high speed as well.

Closing speed in a road car (and not a quick one) is 120mph at the 200m braking marker:

And the run off area is very short, and its going to be 90 degree impact angle if you mess up, and in the beta multiple crashes as a rest of the lack of run off were not uncommon at all.

That's cool, but irrelevant just like my experience. Never had an incident there where I hit the barriers. At best you'd accelerate to much and end up in the molten asphalt.

As for no formula or calculations in the regulations? Its littered with them, from maximum grid size, to the track surface radius, maximum gradients (track, run off and verges).

Could you find me the one for the necessary run off area for any given curve? Or the one for what type of FIA-approved safety barrier for any given, possible collision speed?

You can't. :(:(:(

As far as Monaco goes, are you really unaware of the number of changes the track has undergone when its been re-inspected for each years race? Changes were made to the size of run off and barriers at Tabac in 2015 (which shortened the track length), additional curbs were added before this years race. The list goes on for many circuits, however getting an established circuit relicensed is easier than getting a brand new one licenced.

This one is perplexing, but I'll take it.


That's cool too, they must have been ecstatic when they got Baku in.

Source: https://www.fia.com/file/48098/download?token=Jo8fHaGi

In simple terms the grades are:
Grade 1 - F1 and below
Grade 2 - Purpose build race cars and below (LMP, Silhouette, etc)
Grade 3 - Modified road cars with homolgation (GT3, Touring Cars, etc) and below

In simple terms it's power ratio... 1: less than 1 kg/hp. 2: between 1 and 2 kg/hp. 3: Between 2 and 3 kg/hp.
You can have "purpose-built race cars, single seater, open wheeler" running on Grade 3 tracks... Like Formula E.
Because they are Category 2 vehicles.

One would have to check the game's BoP for each track.

So if the FIA sponsored races are truly FIA sanctioned in the same way as reality is we should see no races at Willow, and any car group above Gr.3 shouldn't be racing at Bathurst, the 'ring and the 24hr 'ring layout.

Not to mention that any road car that hasn't been homolgated by the FIA should also not be present on an FIA sanctioned grid.

Which off the top of my head would mean no Beetle, Veyron or Alfa 4C (and quite a few others I'm sure)

💡💡💡 What if... the cars are digital and can be made to meet the specs and be certified, just like tracks were digitally certified separately from their real counterparts.

But you touched the trouble track, and the reason why I don't believe certification is still a thing: Willow.

It doesn't matter if it's or isn't approved in real life, since that would depend on the track owners wanting to, but it could be for the game, if Poly wants to (and reproduction license owners agree to, most likely).

BUT: I didn't see any changes in terms of "safety". Unlike the other tracks where you can identify track operators, ambulances, entry points, new barriers and so on, I failed to find those at Willow. But who knows.
 
There isn't a smile that represents my emotion.

This is getting embarrassing.

It gets a pass. :lol::lol::lol:

:lol::lol::lol: What? If they are licensed, they meet the requirements.

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I was going to reply to you based upon the topic, however as the above makes it quite clear (and that's just from this thread alone) you have no intention of engaging in discussion without the use of passive aggressive digs and insults.

As such I have no intention of humouring you any further, rather I'm simply going to state that should you continue to post in this manner in future (particularly given your past conduct) it will no longer be an issue the site and its members have to deal with.
 
What is the point of group 1 without Le Mans? I guess it will come some day, probably unfinished for October.
The wec (lmp1) race on GP version of the Nurburgring which is in the game. At least it has that. Suzuka is a nice place to run those cars and it's grade 1 so the lmp1 type cars can be on it if the FIA is really anal about that. Le Mans takes place on a grade 2 track, so maybe it will have more places if they go by that rule.

It's GT, though. I don't think they're going to restrict you from running an lmp at something like BB Raceway, or I could be wrong?
 
If they have Scapes there, I'm pretty sure they've captured the circuit.

Possibly. But PD are known for their quirkiness and odd choices. Besides, a stationary scape ( a 2D image to lay 3D cars on), which is essentially a super hi-resolution photo, with a 3d floor plan, doesn't take anywhere near as long to create as a 8 and half mile fully modelled 3d track. Otherwise we wouldn't have over a 1000 scapes and only 17 tracks.

If only it were that easy.
 
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Possibly. But PD are known for their quirkiness and odd choices. Besides, a stationary scape (2d sharp image to lay 3d cars on) doesn't take anywhere near as long to create as a 8 and half mile fully modelled 3d track. Otherwise we wouldn't have over a 1000 scapes and only 19 tracks.

If only it were that easy.

The mesh base is already available from GT6, but new Texture capturing is required.

Although, it may be a whole re-done Circuit like Nurburgring. I'm still surprised to see how it would look.

only 19 tracks

There are 17 tracks
 
It looks like Blue Moon Bay will have a road course - there is an alternate route right before turn one:



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Wanted to add on to this:

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Looking at that road there (around the area of the tree), that appears to come from the infield (about where the board is) and curves around it. I'm thinking the entrance is just before what would be turn 3 on the oval and the exit is right after what would be the exit of turn 1.
 
Can anyone explain the lack of so many real world tracks that were present in GT6? It's unacceptable.

I am living in a dream world because I think PD are going to drop a load of road cars and real tracks in a day one dlc pack. In addition, PD will pay you £5 for downloading it. I don't smoke colitas, but maybe I should.
 
Wanted to add on to this:

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Looking at that road there (around the area of the tree), that appears to come from the infield (about where the board is) and curves around it. I'm thinking the entrance is just before what would be turn 3 on the oval and the exit is right after what would be the exit of turn 1.

That could possibly explain all the footage that we've seen with cars going 'reverse' on Blue Moon. If the infield rumor is true, that will put to rest the reservations I've had about 2/17 tracks being ovals. If it is an interesting layout, that'll make up for the Daytona road course being out (that was one of my favorites from GT5/6)

Regarding Northern Isle Speedway - I don't think anything will save face for that track. Especially considering the most recent build:



:lol:

 
I'm sure I'm late to this realization, but this GT will not have the Trial Mountain monkey. You had a great run, Trial Mountain monkey, you will be missed.
 
If you look in one of the trailers, theres actually a layout th
Track list has been spun off into its own thread. Thanks to all who have helped ensure the list's accuracy! :cheers:

You'll note we're missing one location to be complete by PD's count. If we include Interlagos, then there's what we believe is the full list. It still leaves out a few variations however — but barring any surprises, this is largely what we should expect when the game launches in October.
T looks to be a Gymkhana course from Norrhern Isle Speedway. Take a look at it
Track list has been spun off into its own thread. Thanks to all who have helped ensure the list's accuracy! :cheers:

You'll note we're missing one location to be complete by PD's count. If we include Interlagos, then there's what we believe is the full list. It still leaves out a few variations however — but barring any surprises, this is largely what we should expect when the game launches in October.

There are one of the trailers where you see a kind of Gymkhana/Rallycross track that looks to be on Northern Isle Speedway. You should check it out
 
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