[Mod] Gran Turismo 2 plus (bug fixes, restored content and new content) - beta 7 released

  • Thread starter pez2k
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What will be included in the 8.0 version of the mod and when is it coming?

That's an easy question to answer - I don't know, and I don't know. Last year I spent most of my time on GT1+, so I'm hoping to have another GT2+ version out at some point this year. There's still a list of many little things to sort out, but I wouldn't expect much in the way of new content as the game is effectively maxed out now.
 
That's an easy question to answer - I don't know, and I don't know. Last year I spent most of my time on GT1+, so I'm hoping to have another GT2+ version out at some point this year. There's still a list of many little things to sort out, but I wouldn't expect much in the way of new content as the game is effectively maxed out now.
Ok, understood.

GT1 plus? Have you opened any thread in regards to it? It is still a WIP, guess?
 
Please search YouTube video clip but I want to build Gran Turismo 2 models so I plan to prepare Garn Turismo 2 car models, thank you. And I want to make Blender, I have it in Steam, which is in Czech. Thanks again happy. :cheers::D
 
Hello pez2k! Thanks for your modification. I'm sorry if I'm asking what I've been asked before. I have two questions. Will you change the weight of the Dodge Copperhead, because despite the fact that it is a concept, I doubt that it can weigh less than 1000 kg?
And will you somehow change the speed characteristics of the Lotus Elise models? Even in the description of them in the game says that 0-100 is about 5-6 seconds, when in fact they go much slower.
Thanks!
 
Hello pez2k! Thanks for your modification. I'm sorry if I'm asking what I've been asked before. I have two questions. Will you change the weight of the Dodge Copperhead, because despite the fact that it is a concept, I doubt that it can weigh less than 1000 kg?
And will you somehow change the speed characteristics of the Lotus Elise models? Even in the description of them in the game says that 0-100 is about 5-6 seconds, when in fact they go much slower.
Thanks!
I've heard the Copperhead did have a curb weight closer to 2800 pounds. Though I imagine nerfing the weight in game won't actually be a big deal with how wide the engine's powerband is. I think the Chrysler Phaeton also has more power than it should too.
 
Will you change the weight of the Dodge Copperhead, because despite the fact that it is a concept, I doubt that it can weigh less than 1000 kg?
And will you somehow change the speed characteristics of the Lotus Elise models? Even in the description of them in the game says that 0-100 is about 5-6 seconds, when in fact they go much slower.

Virtually everything about the physics of the concept cars is just made up by Polyphony, as the real motor show models usually aren't functioning cars. I probably won't change them, as there's nothing to correct them to. Any guesses or estimates from me would be no more accurate than whatever Polyphony invented, especially as they might have even had requests from the manufacturers to depict the cars that way.

Regarding the acceleration of the Elise, I'll double-check that the gear ratios are correct, but it's quite normal for cars to accelerate more slowly in the early GT games than in real life because the tyre simulation isn't particularly accurate when it comes to wheelspin. They have the right sort of power and weight, the game just isn't close enough to reality to match. Trying to set similar lap times to real life at Laguna Seca doesn't work well either.
 
Yeah, with cars like the Elise it's often impossible to match the real life numbers. There are some cars they've nailed (such as the Ford GT in GT4) but many times they haven't.
 
Hi There! Anyone could be so kind to make a complete an funcional ISO with Simulation Disk of GT2Plus? I only have Android OS and i cant merge the files.
 
Hi There! Anyone could be so kind to make a complete an funcional ISO with Simulation Disk of GT2Plus? I only have Android OS and i cant merge the files.

I don't distribute and don't condone pre-patched copies of the game as that's piracy, and I don't want any legal issues with the mod that could put an end to development.

There are xdelta patching tools for Android that other people have used - I can't suggest any specific apps but I believe it is possible to apply the patch on an Android device.
 
Hello members, Please, I wanted to do the work of Gran Turismo 2 to add a car, but I want to make models through Blender, please help me with advice and also more videos, for example, YouTube instructions on how to gradually build the models of the car after the completion, then I will test the game. And I want to advise how it is possible, for example [R] Toyota GT-One two variants, we will give the seller a car, but it is difficult to get or a win of 25%, for example, all unlocked win the car could, we will give the seller a car, so I will work with models of vehicles, we will give a win unlocked car after modification. Also a black dark secret car after the next update. Also work PS3 format .pkg for every next update after version. Also create PS3 format .pkg so like to make Gran Turismo 2 - Arcade Mode and Gran Turismo 2 - GT Mode after creating PS3 format .pkg And please all YouTube tutorials because of the need to upload car models to Gran Turismo 2, which was sent to me last time by a member link all Gran Truismo 2 programs, so I'm happy to ask for more YouTube videos, what exactly is needed to proceed in general, the modification of Gran Turismo 2. And also another program, but if someone updates another car next time, then add the .pkg format for the creation of the PS3, each version of the update, for example, will be version 1.00 Also including the Blender program as they could gradually advise the car models. Also, adjusting the game credit of the car dealer and buying the car then get value like getting game credit.

Thank you.
 
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Hello members, Please, I wanted to do the work of Gran Turismo 2 to add a car, but I want to make models through Blender, please help me with advice and also more videos, for example, YouTube instructions...

Please stop spamming this thread with stuff not related to this mod - I've already pointed you to a better place to ask general modding questions previously, and explained that I don't make video tutorials as I'm busy working on GT2+.
 
Sorry, please don't be angry, but I don't want spam. I don't know where to find a YouTube video about it. We apologize for the spam, I hope it doesn't happen next time, I won't do it again, ok?
 
Sorry, please don't be angry, but I don't want spam. I don't know where to find a YouTube video about it. We apologize for the spam, I hope it doesn't happen next time, I won't do it again, ok?
You'll find a YouTube video on YouTube. You will really need to start researching what you are looking for yourself. This isn't the place to learn about modding. Try discord and searching for GT2 modding tutorials on YouTube and Google.
 
Please stop spamming this thread with stuff not related to this mod - I've already pointed you to a better place to ask general modding questions previously, and explained that I don't make video tutorials as I'm busy working on GT2+.
Are you busy eating spaghetti, indeed? Cheer up
:gtpflag:
 
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One thing I've always wanted was a before/after indicator on the weight reduction tuning screen, like an equivalent to the horsepower before/after for engine/muffler upgrades. I don't know if that's feasible or within the scope of this mod, but I'll throw the idea out there.
 
One thing I've always wanted was a before/after indicator on the weight reduction tuning screen, like an equivalent to the horsepower before/after for engine/muffler upgrades. I don't know if that's feasible or within the scope of this mod, but I'll throw the idea out there.

That would definitely be a good addition, but unfortunately isn't feasible. The power before / after display is a specific user interface widget used only on that one screen, and there isn't an equivalent for weight, not even in unused code. It would need the original game source code to be provided so that the the feature can be programmed from scratch, and we're never getting that (it may well be that even Polyphony have disposed of it by now).
 
Quick question, does anyone particularly use the power upgrades on the rally cars ported over from Arcade mode? They're only really there because otherwise the rally cars would be objectively worse than an upgraded normal version, but they're inconsistent with all of the other race and rally cars which have none.

I've roughly laid out what content I'd want to get into the mod for the next version, and it's just enough to overflow the available memory. Scrapping the upgrades on those rally cars might be enough to make it work, but if people find them really useful then I'll find somewhere else to optimise. Ideally I'd try to keep the adjustable suspension and transmission upgrades for the rally cars too, so they can actually have their setups tuned.
 
Would having the arcade rally cars come standard with the racing suspension and transmission leave enough room for the power upgrades alongside everything else planned?

Another idea I had in mind was to streamline the car list by removing some redundant vehicles but I'm not sure if you want to go that far.

Another change that came to mind is giving the TVR Griffith Blackpool B340 the racing mod from the Japanese version of the first game but that's not something I think is as necessary.
 
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Would having the arcade rally cars come standard with the racing suspension and transmission leave enough room for the power upgrades alongside everything else planned?

Another idea I had in mind was to streamline the car list by removing some redundant vehicles but I'm not sure if you want to go that far.

Another change that came to mind is giving the TVR Griffith Blackpool B340 the racing mod from the Japanese version of the first game but that's not something I think is as necessary.

The power upgrades are by far the bulk of the data as there are so many of them, versus one suspension and one transmission part each. I suspect it's nowhere near fitting with just those few parts removed.

I won't be removing cars, because the point of the mod is to bring back as much Polyphony content as possible. Removing their content to add less authentic versions of it would be a step backwards for this mod.

Adding a few alternative RMs like the Griffith one is the sort of thing that freeing up this space might allow me to do. I've considered pretty much every possible piece of content at this point.
 
The power upgrades are by far the bulk of the data as there are so many of them, versus one suspension and one transmission part each. I suspect it's nowhere near fitting with just those few parts removed.

I won't be removing cars, because the point of the mod is to bring back as much Polyphony content as possible. Removing their content to add less authentic versions of it would be a step backwards for this mod.

Adding a few alternative RMs like the Griffith one is the sort of thing that freeing up this space might allow me to do. I've considered pretty much every possible piece of content at this point.
GT2 Plus 7.0 is amazing, you've done such a great job man! It is so damn close to the perfectly finished GT2 game that we should have gotten from the start, aside only for the lack of SSR11 and super cars as Ferrari, Porsche etc. With those it would really be 10/10! Btw, I'm happy you managed to max GT2 out reaching its full potential.
 
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The power upgrades are by far the bulk of the data as there are so many of them, versus one suspension and one transmission part each. I suspect it's nowhere near fitting with just those few parts removed.

I won't be removing cars, because the point of the mod is to bring back as much Polyphony content as possible. Removing their content to add less authentic versions of it would be a step backwards for this mod.

Adding a few alternative RMs like the Griffith one is the sort of thing that freeing up this space might allow me to do. I've considered pretty much every possible piece of content at this point.
Personally, I would prefer that those cars lose their upgrades and we get more stuff like the alternate Griffith RM. Of course I'd like the alternate race mod for a TVR :lol:. But that would be mre unique IMO than the rally cars, which are copies of existing race mods already in the game elsewhere, albeit that may be on the surface onl. But just speaking for myself, I don't use those cars very often, other people however might do.
 
I wouldn't miss the power upgrades for the arcade rally cars. Honestly I'm not really sure what benefit is gained from porting them over in the first place, since the same look can be achieved by applying a racing mod to a street car. Are there statistical differences between the street cars and their arcade rally variants?
 
Quick question, does anyone particularly use the power upgrades on the rally cars ported over from Arcade mode? They're only really there because otherwise the rally cars would be objectively worse than an upgraded normal version, but they're inconsistent with all of the other race and rally cars which have none.

I've roughly laid out what content I'd want to get into the mod for the next version, and it's just enough to overflow the available memory. Scrapping the upgrades on those rally cars might be enough to make it work, but if people find them really useful then I'll find somewhere else to optimise. Ideally I'd try to keep the adjustable suspension and transmission upgrades for the rally cars too, so they can actually have their setups tuned.
IMHO I think the rally cars from arcade should only keep the "official" specs to make them more authentic, and if it makes room for more content it's a win-win scenario
 
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