GT6 News Discussion

  • Thread starter Matty
  • 8,352 comments
  • 827,471 views
Status
Not open for further replies.
6iB0lwBqz0k.jpg


A bit of diversity. Melikey. 👍

I'm going to try not pre-ordering this one, see how that turns out...
These 15th anniversary cars are clearly just the second coming of the Chromelines; I'll stick with the vanilla versions.
 
Ford Focus ST, Ford Mustang Shelby GT500, SRT Viper GTS 2013, and Lotus Europa? Now that is a great line up.
 
truth is that PD would be lucky to even sell half of what GT5 did. In the end of the day, people will still treat this game like GT5. Rightly so ever since they decided to stick with the current gen.

I'll bet you you're wrong.
 
I know this sounds silly, but I expect GT6 to claim way more sales than GT5. I mean, if PD manages to be more consistant with dlc this time round, if there's a lot more events than in GT5, a lot more great cars like the ones comfirmed already as well as race courses in the future; just those factors I think alone could have GT6 outsell GT5.

Anyway, it's another one of my silly theories, if you think I'll be wrong; I'll understand and respect each of your opinions.
 
Reckon they tried to soften the blow regarding paint chips by subtly announcing along with new cars.
 
Reckon they tried to soften the blow regarding paint chips by subtly announcing along with new cars.

Means we will still have to annoyingly click OK on the tab that pops up after purchasing a car, OK the acquired paint chip. :crazy:
 
I will probably preoorder this week but I was looking for more of a proper special edition along the linse of GT5 or the elusive one that wee did not get in america
 
Means we will still have to annoyingly click OK on the tab that pops up after purchasing a car, OK the acquired paint chip. :crazy:

Not necessarily. They can still have paint chips and do away with that unnecessary confirmation. They can still have paint chips and a colour picker. They can still have paint chips and unlimited uses. They can still have paint chips and them not actually do a single thing in the game.

We don't know yet.
 
I will probably preoorder this week but I was looking for more of a proper special edition along the linse of GT5 or the elusive one that wee did not get in america

Elusive being the correct word! I commend SONY & PD for not alienating the entire Gran Turismo fan base by releasing exclusive DLC to regions around the world and exclusive retailer DLC. I don't want to buy the same game 4 times to get digital "stuff" Having region and retailer exclusives are NOT good for gaming. Anyone who thinks it is, you are part of the problem, not the solutions. You've been brainwashed.

These preorder bonuses for GT6 are good. They are just time savers.
 
Even though the paint chips are back, I still very much believe that livery editor is definitely coming since Kaz already showed it at TGS in 2006 and, well, it didn't make it into the GT5, so it's definitely coming to GT6, trust me guys! Kaz knows we want it badly.
 
Elusive being the correct word! I commend SONY & PD for not alienating the entire Gran Turismo fan base by releasing exclusive DLC to regions around the world and exclusive retailer DLC. I don't want to buy the same game 4 times to get digital "stuff" Having region and retailer exclusives are NOT good for gaming. Anyone who thinks it is, you are part of the problem, not the solutions. You've been brainwashed.

These preorder bonuses for GT6 are good. They are just time savers.

Agreed! Pre-order bonuses, I don't mind, nor do I mind Collector's Editions (or whatever similar names are used) that offer more content than the vanilla version, so long as they're available to everybody. Having a few retailers all have unique content tied to them, though, making it impossible to have all of it without jumping through a bunch of hoops? No thanks.

I appreciate the simpler approach PD seems to be taking with this new game in regards to that 👍
 
I don't mind paint chips at all -- except for the fact that they are only one time usable and, most importantly, are the only way you can paint your car.

In a perfect world there would be:
1. a quick way to change your car colour to any custom colour you want (eg. colour wheel)
2. a livery editor to add whatever design you want with however many layers
3. the paint chip system we currently have, to choose a colour from an actual car, with unlimited use chips

I don't see how that's so hard for an experienced game developer to understand. Common sense, really. It's a shame because the whole paint chip system was a very good idea, but it was executed very poorly because you can only paint your cars with them -- they would be a much stronger addition if they were an alternative option. Sometimes you know you want to take the exact colour off another car, and others you just want to do your own custom colour rather than doing trial and error.

And please, let us see a full preview of our car with the new paint job before we paint it -- so many times the colour on the tiny little preview car outline looks very different from when it's actually on your car.

And lastly, make the navigation much better when looking through paint chips. I'm sure this may already have been partially fixed since Kaz keeps mentioning the quicker UI, but beyond the slow speed of searching through chips, there must be a better way to search through them. I can't believe there's no way to view paint chips by their colour -- eg: "Yellows," "Greens," "Blacks," etc.

It almost blows my mind that things like this aren't common sense. I really question game developers when one person can easily out-think an entire team working on a game. Not just PD, but they're certainly a huge victim of this.
 
Last edited:
I here what your saying but I think its very easy to Monday morning quarterback over and over about the developers. Mind you no disrespect is meant at all I do feel and understand where you are coming from. some things are supposed to be changing with the interface lets see what happens and then start griping again if its not changed significantly because as we all know its not a perfect world well at least not till the Lord comes back.

I don't mind paint chips at all -- except for the fact that they are only one time usable and, most importantly, are the only way you can paint your car.

In a perfect world there would be:
1. a quick way to change your car colour to any custom colour you want (eg. colour wheel)
2. a livery editor to add whatever design you want with however many layers
3. the paint chip system we currently have, to choose a colour from an actual car, with unlimited use chips

I don't see how that's so hard for an experienced game developer to understand. Common sense, really. It's a shame because the whole paint chip system was a very good idea, but it was executed very poorly because you can only paint your cars with them -- they would be a much stronger addition if they were an alternative option. Sometimes you know you want to take the exact colour off another car, and others you just want to do your own custom colour rather than doing trial and error.

And please, let us see a full preview of our car with the new paint job before we paint it -- so many times the colour on the tiny little preview car outline looks very different from when it's actually on your car.

And lastly, make the navigation much better when looking through paint chips. I'm sure this may already have been partially fixed since Kaz keeps mentioning the quicker UI, but beyond the slow speed of searching through chips, there must be a better way to search through them. I can't believe there's no way to view paint chips by their colour -- eg: "Yellows," "Greens," "Blacks," etc.

It almost blows my mind that things like this aren't common sense. I really question game developers when one person can easily out-think an entire team working on a game. Not just PD, but they're certainly a huge victim of this.
 
I've already posted this, but probably not in a good thread...

http://simhqmotorsports.com/wp/featu...ran-turismo-6/

This is a part the section with Sony producer
....

Taku Imasaki Interview

The two motorsports equipment companies, KW Suspension and Yokohama racing tires, are providing Polyphony Digital some critical real-world data for GT6.
That data is being used to refine the suspension and tire models of the GT6 game engine’s chassis physics algorithm, improving the way the game models suspension geometry changes during gameplay.
Likewise, new and more detailed aerodynamics data has also been gathered to help remodel the aero portion of the game engine. In fact, Taku told us that after E3 the team was headed north to Willow Springs Raceway with some vehicles and data logging gear to capture even more car telemetry data.

While waiting for one of his turns at the GT6 cockpit sleds, Chunx noticed the tire temperature and wear graphic overlay for GT6 would heat up when cars were sliding through hard corners, but cool off to normal in only a few seconds. It was reminiscent of how critical injuries in games like Call of Duty recover in only a few seconds − certainly not realistic from a simulation perspective. Taku addressed that, saying that tire wear in GT6′s “Hard Core” mode will allow the player to adjust wear rates and how they respond to abuse.

On the subject of multiplayer, Chunx mentioned that one inhibitor to sim racing groups hosting online events on consoles was the lack of options in setting up races. Taku told us that this is being addressed in GT6, where it will be easier to set up hosting races with more host options, allowing hosts to customize races to suit their needs. We asked about Multi-Class racing, and were told that while there will be multi-class racing in GT6, there won’t be a way for the game itself to conduct multi-class race scoring (i.e. class winners).

When asked about supported wheels, Taku listed off the usual suspects from Logitech and Thrustmaster.
When asked about Fanatec wheels, Taku reminded us that sadly Fanatec doesn’t have an SDK, so that company’s wheels are interpreted by the game in a generic manner similar to a game pad. Fanatec wheels will work, but not as well as they could if specifically tailored to the game.

Regarding AI, the new suspension model (mentioned above) is applied to the AI cars, so Taku tells us you’ll see more AI car suspension movement and they’ll react accordingly. AI will race with each other, and will get aggressive with you if you get aggressive with them. To quote Taku, you won’t see any “ducks in a row” AI racing in GT6.

To our surprise, Taku then started to reverse-interview Chunx and SeanManly, asking the SimHQ Motorsports team what tracks they might want to see developed for GT6. The two offered up some US tracks that appeal to amateur racers and pros alike, such as Buttonwillow, Mid Ohio, Road Atlanta,
and Mosport. We’ll see where that goes, but Taku was clearly interested in the discussion.
 
Thank you for posting that. I hope the mentioned AI improvements and multiplayer improvements will give us actual exciting racing then. 👍
 
Is suspension geometry more complex than a bunch of levers, springs and dampers? I would have thought this stuff would have been computationally simple to solve for years now.
 
They couldn't think of anything better than buttonwillow?
 
Last edited:
http://simhqmotorsports.com/wp/featu...ran-turismo-6/

Regarding AI, the new suspension model (mentioned above) is applied to the AI cars, so Taku tells us you’ll see more AI car suspension movement and they’ll react accordingly. AI will race with each other, and will get aggressive with you if you get aggressive with them. To quote Taku, you won’t see any “ducks in a row” AI racing in GT6.

I wonder how the AI will interpret NASCAR style bump drafting or even extremely close drafting.

In the mobile game Real Racing 3, when I try to bump draft the AI the abruptly get out of the way!
 
So it seems that this "multi-class racing" will be just like in GT5. I don't know if it could be considered multi class, as there's only one winner. It's just a "race" with very fast cars against slower ones with no chance of winning.
 
So it seems that this "multi-class racing" will be just like in GT5. I don't know if it could be considered multi class, as there's only one winner. It's just a "race" with very fast cars against slower ones with no chance of winning.

This.

I've said it before, the man basically gave a stupid answer. And honestly, why is it so hard? Even GRID, as far as I know, was able to do this. They just need to handle the results differently, period, it shouldn't be a hard tweak. You can't have proper GT racing without a multi-class system. Heck, you can't even have proper racing in Gran Turismo without it because you get grids were only half the cars are competitive and the others are moving chicanes (Oh, and with one that magically starts ahead and flies into oblivion...).
 
Is suspension geometry more complex than a bunch of levers, springs and dampers? I would have thought this stuff would have been computationally simple to solve for years now.

I don't think it's that simple. For starters, you're dealing with very extreme and unpredictable forces. When a car is under stress in a corner, its entire structure bends and twists, starting to act like a spring itself that holds a spring that holds a tire that deforms (also acts like a spring?!). Even if you get the suspension itself perfect, it'll still act nowhere near the real thing since it's missing several important parameters that I highly doubt even the top simulators model well (if at all).


Of course this is just my understanding and speculation and I could be completely wrong.
 
I don't think it's that simple. For starters, you're dealing with very extreme and unpredictable forces. When a car is under stress in a corner, its entire structure bends and twists, starting to act like a spring itself that holds a spring that holds a tire that deforms (also acts like a spring?!). Even if you get the suspension itself perfect, it'll still act nowhere near the real thing since it's missing several important parameters that I highly doubt even the top simulators model well (if at all).


Of course this is just my understanding and speculation and I could be completely wrong.

Yep, and I know that iRacing doesn't model chassis flex, and I haven't heard of anyone else that does either. There was quite an interesting discussion on the iRacing forums about how a simple model with the chassis in two pieces joined by a stiff torsion spring would be a major improvement.

I agree that to be perfect there's a lot of stuff that's very complex going on in terms of suspension. As far as I know though, the chassis is treated as a solid frame and the suspension mounted to that. Which to be fair, is a reasonable sort of approximation.

It doesn't seem that complicated though, and the critical part of my brain is wondering what this major change could be that PD seem so excited to be telling us about.
 
Yep, and I know that iRacing doesn't model chassis flex, and I haven't heard of anyone else that does either. There was quite an interesting discussion on the iRacing forums about how a simple model with the chassis in two pieces joined by a stiff torsion spring would be a major improvement.

I'm not sure but I think it can now to a point (one of the updates mentioned chassis stiffness, I think).

It doesn't seem that complicated though, and the critical part of my brain is wondering what this major change could be that PD seem so excited to be telling us about.
I'm not saying it's hard but I tried to sit down and program a similar system (calculating bones in an animal to react right when moved, factoring in weight, and muscle springiness), it was very difficult.
 
It doesn't seem that complicated though, and the critical part of my brain is wondering what this major change could be that PD seem so excited to be telling us about.

It's not that they're bringing something new to the table that has never been done before, it's that GT5's suspension model was completely wrong on so many levels and they're excited to have finally gotten it right (at least it looks like it).
 
Last edited:


Thanks for sharing man! 👍

But pretty stupid review imho, everyone says that physics feel different and improved then they come and say its the same. Now let's focus on the pod that is not made for tall people, yes, that's important for customers.
 
Thanks for sharing man! 👍

But pretty stupid review imho, everyone says that physics feel different and improved then they come and say its the same. Now let's focus on the pod that is not made for tall people, yes, that's important for customers.

Yeah just from poor videos we can tell the game graphics/physics are much better and for an "expert" thy are the same...
 
Thanks for sharing man! 👍

But pretty stupid review imho, everyone says that physics feel different and improved then they come and say its the same. Now let's focus on the pod that is not made for tall people, yes, that's important for customers.

They are acting like its the first time they've played GT. I guess they are so entrenched in PC sims and Forza that they have grown cold to GT?
 
Status
Not open for further replies.
Back