Mechanical Damage in practice mode but not GT Life??

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I'm lost...someone needs to explain to me why there is damage ONLINE and PRACTICE mode but not GT Life??? Boggles my mind that most of us play GT Life more than anything and we still dont have mechanical damage. Some of you may think we do but we dont. All I want is if you hit a wall going 100mph you should have damage to the car that either effects your steering or suspension. Hell, need for speed shift had this to a small extent. I just dont know how this feature isnt in the most important mode of the game because if it had it the game would have a much more depth.
 
I think the main reason right now (and this is not confirmed, obviously, just an opinion) is that the developers are trying to maintain the game's original "balance". Adding damage to GT Life would make all the races slightly more difficult and, in some cases, that might require the series to be rebalanced (Formula GT is already pretty difficult for me).

To be honest, I can't really fathom why they don't just make it an option once you reach level 40 to restart the career in "Unforgiving Mode". But there are a bunch more features I would really like first: the option to not change tires on a pit stop and only get fuel, the ability to add tire wear to GT Life Practice, the option to do standing-start, one-lap time trials on the Top Gear Test Track without making an online room and a few others.

BTW: You can do races in Arcade mode against the AI with damage on if you want to get some practice, though there I think there should be a few more options to control what cars you are placed against (Same power, Same Drivetrain, Same Weight, Same power-weight, Same model, same decade, etc.). However, that's a different issue altogether.
 
The Great thing about this is that i can able to drive my gt life car in arcade mode whereas it have mechnical damage.
 
I'm sure mech damage will come to GT Life in a future update. They can't add everything all at once, you know.
 
Why does it matter? Its a racing option that effects the gameplay. Most people won't care about it in any more. Only the die hards want the risk of wrecking out of an endurance race killing 3-4 hours of your life.... I know I don't(not with some sort of second chance feature(Grid)). Its one thing to make a mistake spin off the road and lose position is an Endurance race but to wreck out of one would just suck more than running out of gas.

Just my opinion so.....
 
Damage is only available in modes that don't have AI.

The AI was created before mechanical damage was in the game and thus was never told how to deal with it.

The AI needs to be altered, or better yet re-coded. This will take time.

That's my highly educated guess.
 
I'm lost...someone needs to explain to me why there is damage ONLINE and PRACTICE mode but not GT Life???
Only a guess, but it might be to do with the AI, since these are not present in either practice or online. Changing the AI to deal with the consequences of damage is not trivial - the AI drivers will need to know how to "drive" with mechanical damage and what to do. Also, add in the fact that the AI is often "gung-ho" at the best of times, and often crashes into YOU, then imagine how annoying it would be to be taken out of a race because the AI smashed into the back of you? Maybe PD are working on this, but it's not something that can be rolled out without consequence.
 
I'm sure mech damage will come to GT Life in a future update. They can't add everything all at once, you know.

And why can't they?

Damage is only available in modes that don't have AI.

The AI was created before mechanical damage was in the game and thus was never told how to deal with it.

The AI needs to be altered, or better yet re-coded. This will take time.

That's my highly educated guess.

You mean the AI like in Arcade mode where the game does have mech damage now? Me thinks your highly educated guess is using some dated education :D

BTW I asked basically the same thing a while back... it just doesn't make sense..
https://www.gtplanet.net/forum/showthread.php?t=147176
 
PD seems to be following an iterative cycle with updates, which makes perfect sense if you're in the software business at all.

First, mechanical damage was added to online only. This was good, and let them make sure to do some testing of the mechanical damage system, and possibly some feedback, etc. from their internal (and external, if they have any) testers. Next step for that is to put it in arcade mode with some AI, enabling them to start seeing how AI responds with it and may need tweaks, but not completely wrecking anyone's A-spec career. The next logical step is for it to show up in the rest of A-spec and/or B-spec.

Sure, it would have been nice if it had been included from the get-go, but with as late as the release was, and how much pressure I'm sure Sony was putting on PD to put this out for this holiday season, some things just had to be pushed for later release. It happens all the time in software development for commercial markets.
 
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It may be something as simple as a memory issue. Headtracking didnt make it into GT Life due to memory issues, could be the same with damage.
 
It may be something as simple as a memory issue. Headtracking didnt make it into GT Life due to memory issues, could be the same with damage.
Let's see. Pro Race Driver on the PSP, Xbox, and PS2 had some fields with ~20 AI cars and with full damage. Yeah. It's a memory issue...
 
Why would it be a memory issue if it works in Arcade mode just fine?
Why does Headtracking work in Arcade mode but not in GT Life? Oh yeah, memory.
Let's see. Pro Race Driver on the PSP, Xbox, and PS2 had some fields with ~20 AI cars and with full damage. Yeah. It's a memory issue...
Dont see what that has to do with GT5. Completely different games on different consoles. Totally irrelevant.

I also said 'maybe' and 'could be'. Just like you, I dont design videogames, so who really knows.
 
Why does Headtracking work in Arcade mode but not in GT Life? Oh yeah, memory.

You know this or you just came up with it as a possibility and decided to state it as fact?

Considering nothing is happening in career mode that doesn't happen in an Arcade race just saying "memory" doesn't really cut it.
 
Why does Headtracking work in Arcade mode but not in GT Life? Oh yeah, memory.

Dont see what that has to do with GT5. Completely different games on different consoles. Totally irrelevant.

I also said 'maybe' and 'could be'. Just like you, I dont design videogames, so who really knows.
Well, PSP, PS2, and Xbox all have much less main memory, video memory, and media memory (UMD or DVD). Would it not stand to reason that if it can be done on hardware with much more limited resources it can be done on the PS3? F1 2010 and F1CE both have it. Or does everyone else merely have better programmers than PD?
 
I forget there is even an arcade mode. I've never bothered with it in any iteration of GT. My Arcade disc of GT2 never made it out of the box. I might try it now to see if AI+mechanical damage is as bad as I'm imagining it will be.
 
You know this or you just came up with it as a possibility and decided to state it as fact?

Considering nothing is happening in career mode that doesn't happen in an Arcade race just saying "memory" doesn't really cut it.
It was stated by Kaz, in one of his earlier tweets I believe.
 
You know this or you just came up with it as a possibility and decided to state it as fact?

Considering nothing is happening in career mode that doesn't happen in an Arcade race just saying "memory" doesn't really cut it.
Was posted on the front page as news by Jordan himself.

Edit- Link

"As you may know, many players noticed that GT5’s face-tracking functionality only worked in Arcade mode. According to Yamauchi, it’s not available in GT mode due to memory issues with the PS3."


Well, PSP, PS2, and Xbox all have much less main memory, video memory, and media memory (UMD or DVD). Would it not stand to reason that if it can be done on hardware with much more limited resources it can be done on the PS3? F1 2010 and F1CE both have it. Or does everyone else merely have better programmers than PD?
Just saying GT5 is a completely different beast in its own. You cant give reasoning as this game has it, so this one should also.
It was stated by Kaz, in one of his earlier tweets I believe.

I think it came from his Q&A after GT5 was released. I wish it was in as much as the next. Hopefully it can be implemented in the future.
 
Do we actually want mech damage? If you really think about it, it may as well just hit pause then restart the race, as that is what we are going to do anyway.

Why not collision penalties and short cut penalties too?

I think they left all this stuff out of GT Life as it wouldn't be fun after a few days.
 
Sorry, you are right, that's what Kaz said. I don't believe it myself (makes no sense) but can't fault you for your source.

I edited my post with the link. I'm no tech wonder either, but all this PS3 memory issue makes me wonder way the PS was made with very little RAM. Or why GT5 needs so much.
 
Do we actually want mech damage? If you really think about it, it may as well just hit pause then restart the race, as that is what we are going to do anyway.

Why not collision penalties and short cut penalties too?

I think they left all this stuff out of GT Life as it wouldn't be fun after a few days.
Ever played games with damage? They don't lose their fun. On the contrary to me they make better games. Just yesterday I had a memory lapse and smacked into a wall head on. Absolutely no ramifications. Hardly any slow down thanks to the classic GT wall bounce. I can rattle over a bunch of games where I would have been crippled the rest of the race or out completely. As it was I finished an easy first place. I was thinking how much more fun it would have been with damage instead of the lame racing/damage model in there now.

The game does need shortcut penalties as well. Not the super sticky grass in Forza, but I would certainly go for black flags/drive through penalties.
 
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