GT5 Latest News & Discussion

  • Thread starter gamelle71
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Shortly about the "fantasy" tracks.

Why I see those as being "important" part of the racing games is simple really, these tracks shows us how creative developers can be, and honestly I must say that I thought the Apricot Hill were an real circuit because it was made that well, laterwards learned it wasnt.

And again, "fantasy" tracks shows only what can developers create by their own, and PD has done some interesting tracks so far.
 
Indeed, no harm intended.

Anyway, I'm actually most interested about what Kaz meant by "modifications". Is that being discussed anywhere?
I'm pretty sure the writer / interviewer meant it in a sort of rFactor sense (at least that's how the translation[?] came across). But Kaz seemed to answer it in a sort of body kits and tuning sense:
Yamauchi was also asked about the possibility for MOD-like functionality in GT5, allowing players to freely make modifications. He responded, "If we can find a good balance, we'd like to increase the areas where users can make modifications."
As found here.

I don't see how Gran Turismo could cater for "true" mods, outside of providing tools - like the course creator or, say, a body morpher, or what have you - in order to keep close tabs on the fiddling that gamers love to do (you know, OtherOS being canned and that...)
 
"Balance" and "mod", I would guess a simple event creator with limited changeable parameter to balance A spec and B spec events. A championship maker would also be a good possibility, but it may be limited in freedom to maintain "balance" with other game modes, just my opinion.
 
It's really tough to work out exactly what Kaz means in his cryptic answers but yes, I think the interviewer was more talking about PC like modding and Kaz was just talking about user generated content in the game. As usual though it's anyone's guess at to which areas he actually wants to increase. I'm really hoping he means in terms of vehicle customisation.
 
Anyway, I'm actually most interested about what Kaz meant by "modifications". Is that being discussed anywhere?
I'm pretty sure the writer / interviewer meant it in a sort of rFactor sense (at least that's how the translation[?] came across). But Kaz seemed to answer it in a sort of body kits and tuning sense:

I don't see how Gran Turismo could cater for "true" mods, outside of providing tools - like the course creator or, say, a body morpher, or what have you - in order to keep close tabs on the fiddling that gamers love to do (you know, OtherOS being canned and that...)

Remember that ModNationRacers video where he expressed being interested in the concept of user created content (dunno how many times I mentioned that already...)?
It can go into a lot of directions (livery editor, designing your own bodykits or altering existing ones, etc.) but also engine swaps which is something that requires finding the right balance.
I don't think he means being able to mod it outside the confines of the game itself, so yes tools.
 
Anyway, I'm actually most interested about what Kaz meant by "modifications". Is that being discussed anywhere?

http://game.watch.impress.co.jp/docs/news/20120727_549515.html

The translation for that bit should be something like this:

[...]Chinese users use to freely alter current games [to their taste] as what happens with [PC?] MODs. A question was raised: "Are there plans to expose Gran Turismo 5's internals so that users could put their hands on it as with PC games?" Here Yamauchi answered: "if we ever find a good balance, I would like to to add that as much as I can". He also said things along the lines that the representation of forces affecting real driving maybe would still end up being quite realistic and interesting to try even if we made a 50 meters diameter device [instead of a car?].

A political, indirect answer to hint that it's not likely to happen, in my opinion.
But please take this translation with a grain of salt.
 
Remember that ModNationRacers video where he expressed being interested in the concept of user created content (dunno how many times I mentioned that already...)?
It can go into a lot of directions (livery editor, designing your own bodykits or altering existing ones, etc.) but also engine swaps which is something that requires finding the right balance.
I don't think he means being able to mod it outside the confines of the game itself, so yes tools.

I was personally thinking exactly along the lines of what he might have "learned" from ModNation Racers, funnily enough.
This does bode well, one thing that makes good games great is a certain freedom alongside the more usual structured stuff.

But what is Kaz's personal "balance"? Is having NFS-style parts-morphing something he'd consider? Are engine swaps even something he "agrees" with?

At the moment, I suppose, all we know is that we're getting a livery editor eventually, and the course creator seems like it's here to stay, so hopefully that will be improved and expanded. Oh, and there's the racing gear and other "avatar" customisation. Anything else he's hinted at?

One thing I'd really love to see in a game is the ability to "design" your own engines. But that'll likely stay a pipe dream long enough for me to learn how to make it myself...

EDIT: Ah, yeah. He's pretty much ruling out "external" modding, then. Thanks. 👍
 
I was personally thinking exactly along the lines of what he might have "learned" from ModNation Racers, funnily enough.
This does bode well, one thing that makes good games great is a certain freedom alongside the more usual structured stuff.

But what is Kaz's personal "balance"? Is having NFS-style parts-morphing something he'd consider? Are engine swaps even something he "agrees" with?

At the moment, I suppose, all we know is that we're getting a livery editor eventually, and the course creator seems like it's here to stay, so hopefully that will be improved and expanded. Oh, and there's the racing gear and other "avatar" customisation. Anything else he's hinted at?

One thing I'd really love to see in a game is the ability to "design" your own engines. But that'll likely stay a pipe dream long enough for me to learn how to make it myself...

EDIT: Ah, yeah. He's pretty much ruling out "external" modding, then. Thanks. 👍

Modnation Racers is fantastic on customization aspect. The track builder is one of the best I've seen...

Plus, NFS Autosculpt thing worked in a pretty good way. Something like that in GT would be interesting...

Another game that had interesting customization options was Sega GT. The Carrozzeria mode was great, you could develop your own car, with custom engine, drivetrain, etc. It's hard to find pics & material of this game these days...

La%20Carrozzeria%20!.jpg


All these options, allow massive customization within a "limited" scope. And it would be great enough for GT series.
 
One thing I'd really love to see in a game is the ability to "design" your own engines. But that'll likely stay a pipe dream long enough for me to learn how to make it myself...
That would be an interesting idea. I'd even go so far as to say that that would probably be the kind of thing that Kaz would be interested in.
 
Yeah, the Carrozzeria in Sega GT was pretty cool. Imagine that scaled up to today's standards.

If we get engine swaps, it's only a small step to, say, allow mixing and matching components and allowing custom creations based on them: say mixing heads on those blocks that accept them (tricky to get accurate) or, what a lot of small engine builders like to do, take motorcycle engines and make V8s, W12s, V16s and H16s out of them!

The problem with custom engines like that is, of course, sound. But I'm hoping PD will make general improvements to the way sounds are produced that will allow small modifications, like cams, removal of silencers, changing firing order (and internals as necessary...), and even these Frankenmotors, to be reflected correctly or at least convincingly in their sound.

So yeah, pipe dream! :dopey:
 
The problem with custom engines like that is, of course, sound.

An even bigger problem might be where to put them in considering license issues and such.
That might be solved by building/assembling your own car design around it. :dopey:
I've already proposed the FGT becoming a modular type of car in another thread where you can create multiple tiers of open wheel formula cars by selecting 3 different monocoques each with 2 engine options available sharing the same cockpit and which you can 'clothe' in GT-Auto.

Something like it could be applied to several race classes with a strict regulation I guess (LMP's for example) which would mean automatically limiting the options to freely style the car (as the fear of penis-shaped things is a very strong one here), have a default cockpit area which can't be changed but still leaves a lot of room for creativity (of the more subtle kind).

I could elaborate further to include all sorts of ideas I have to implement such a thing but I think it's wiser I don't. ;)
I do vividly remember playing an old PC game at a friends house when I was a kid where you could construct/assembly your own Hot Rod.
I played it for hours when I suddenly realised it was possible to take them out for a spin too...
 
It's beginning to sound like a separate game, in some ways. I really think being able to create your own "formulas" is a great idea, though. Want to know what a zero-downforce formula would be like with today's technology? Rip the wings (etc.) off your "template", adjust suspension etc. to suit, and off you go!
It'd be like expanding the GT "manufacturer" / "brand" to cover practically all kinds of cars with modifiable versions of each type.

It also, partially, comes back to custom "groupings", like the NASCAR / DTM / SuperGT etc. "categories" that you can set when you host an online room. Being able to define your own online series and actually enforce it would be good.
 
Custom engine design and drive train layout would be awesome for GT. With a very flexible tool it would be very creative. With a big effect on driving characteristics in the physics.
I would try a petrol engine behind each wheel design, Race modified 2 seat roadster 4x250cc NA with 130bhp total, a bit like a Suzuki cappuccino RM, similar weight but with 4WD vectoring power and screaming NA tiny engines.
 
I've been toying with the idea of making a GUI for the "engine layout" scripts I've cobbled together over the last few years. Which then led to dreaming of turning it into a "game", but that requires actual talent!

Imagine making your own 5-rotor engine, and having to choose between the 24 different firing orders that are possible based on smoothness, crank torsion (to prevent failures) and so on (or let the game choose it for you, according to competing criteria)! :dopey:
I actually thought it'd be good in the context of inter-war (WW1/2) aircraft, they were trying lots of crazy things at that time, and it's because of that that we have all the techniques and tools required to find the "best" firing order for a four-stroke inline 5 (which isn't necessarily the same as for a two-stroke).

And I've actually just remembered about Automation, although it's not as in-depth as I'm suggesting.
Anyway, tangential...
 
I'll love to create my own cars and tracks in a GT game! That'll make GT even more #1 by adding the ability to create your own stuff from imagination and inspiration in a realistic racer. 👍
 
Imagine making your own 5-rotor engine, and having to choose between the 24 different firing orders that are possible based on smoothness, crank torsion (to prevent failures) and so on (or let the game choose it for you, according to competing criteria)! :dopey:

I'd love that, I've always had the idea of recreating that Bizzarini Firing order from the V12 in the BMW LMR. Of course if I'm creating an Aventador GT Race Car, I'd love to somehow incorporate its unique sound from the firing order on its V12:



Quite literally, I have yet to come across any car with a sound anywhere similar to that.
 
It is possible to barely read "www.granturismo.com" on the right side on the image.
Next DLC?


Car looks great, and would be nice as DLC. I have had GT5 since release and do not have 1 premium Le Mans car as I have never had the 20 million Creds to buy one. I wish it was easier to get the cars already on the game without having to endlessly grind and do boring seasonals. :crazy:
 
I have my doubts on that picture. I don't recall cars ever having their wheels turned in DLC photos. Correct me if I'm wrong, though.
 
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