Poll on who wants "Gran Turismo Pro"

  • Thread starter tinram
  • 58 comments
  • 3,419 views

What do you think about Gran Turismo Pro

  • I'll pay extra for Gran Turismo Pro

    Votes: 79 43.6%
  • I'll be interested if it was part of GT6

    Votes: 87 48.1%
  • Not interested in the "Pro" version

    Votes: 15 8.3%

  • Total voters
    181
  • Poll closed .
I loved the demo for Automation. I was surprised that I could pull out 792 HP out of a 2.0L 4 Cylinder banger.

Anyway, if it was all for customising cars and making them personal, it should be part of the vanilla game, as suggested before by another user. If it was DLC, I would pay for it, because personally, slapping on a RICEr spoiler, some BBS rims, and a slap of whatever paint chip I have, ain't gonna cut it.
 
I'm Motarded
n/a?

Edit- Why won't it let me write n/a in capitals?

Yes. N/A. GTP has an anti-caps system to avoid raging spammers that you would find on YT or FB, Twitter, etc. So, if you quoted me, but all you wrote was in caps., then it would make them lower-case
 
It should be part of the game. If it wasn't, it would segregate the game even worse than retailer exclusive & region exclusive DLC. GT Pro should be a section, similar to GT Auto and the tuning shop.
 
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I'm all for it - real performance upgrades from real aftermarket suppliers, performance gains based on suppliers' data etc. That would be awesome.

Although they would need to put a lot of work into some aspects of the game first (sound being number 1). Authentic sounds for different exhaust systems, induction noise for different air intakes and forced induction kits etc.

As it is, I fitted sports exhaust to a Holden Monaro and a Ferrari F40 in GT5 and they sounded exactly the same...
 
Ask and thee shall get.

Here you go, your first steps. http://automationgame.com/phpBB3/viewtopic.php?f=14&t=1059

Putting the engine data in rFactor is pretty simple, everything else outside of this will have a steep learning curve though.

Sorry, I don't consider rFactor to be the right platform for what I have in mind (the chassis and suspension stuff isn't great). But that's a pretty cool thing to try, if convoluted and somewhat abstract. 👍


The sound side of things is interesting, given that they're working on the "completely new" approach. I know of a way of accounting for minute differences in exhaust geometry, say, that sounds more-or-less accurate. Then things like mufflers are easily handled with a bit of filtering (not ideal, but it'll get close enough.)
I don't know that they'll do something like that, but it makes so much sense. The hard part is getting things to change with cam timing and other head work, maybe the subtle changes coming from bore and stroke modifications (which usually effect a minor timing change in terms of the thermodynamics and gas flow).
 
I'd be interested in a Semi-Pro version! ;) :lol:
 
If it doesnt make it intime for release, I would pay 10-15bucks extra if it will be implemented later on with a patch or a dlc.

Would be cooler if it will be for free, for all. Then making custom cars would be much cooler not only on the outside, but enginewise aswell.
 
If it doesnt make it intime for release, I would pay 10-15bucks extra if it will be implemented later on with a patch or a dlc.

Would be cooler if it will be for free, for all. Then making custom cars would be much cooler not only on the outside, but enginewise aswell.

I don't think Kaz meant it would be in GT6. It's something he's considering for the future. No doubt this is because they've started developing the tools for their own use, and maybe think they could be interesting wrapped up in a game environment. I'd agree.
 
I assumed that what Kaz meant with GT Pro is a 'professional' version of GT, aimed at the professional market, e.g like the pro simulators that F1 racing teams use.
 
I'd like to see the extra detailed tuning in the 'vanilla' version of the game. Sure, not everyone will understand it. That's okay. PD already includes information on different tuning parameters and how they work. They can provide additional information to help people along and learn more.

Maybe there could even be a tuning calculator built into the game to help players get a basic setup for their car. It won't be the perfect setup; everyone has their own driving style. The experienced players who know more will be able to take that into account and do a better job, but the calculator would be enough to get someone started. As the calculator users look to see what course they are on, they tweak the car according to the tuning hints and learn/improve.
 
I don't think Kaz meant it would be in GT6. It's something he's considering for the future. No doubt this is because they've started developing the tools for their own use, and maybe think they could be interesting wrapped up in a game environment. I'd agree.

Ah, still think if they make it an apart game for the time being, it wont sell good in my eyes. Since all serious racing simulators are on pc rigs. (iRacing, LFS, rFactor, upcoming Asseto Corsa, C.A.R.S. etc.)

It would be a better step in my opinion to implement it in current development of GT series, even if it won't be on GT6, they should consider it as an extra option for GT7 on PS4. Make a split between simplified options like we have now, and then more specific options for those who would like to use it.Therefor keeping casual players, and attracting more serious players.
 
I think the feature can be added as part of the next upcoming GT6 if it's adaptable in-game, giving the players a green light to customize the detailed components inside a car at their direction helps to customize the one of their own which they think would be the best, and it can help broaden the profound knowledge toward cars by swapping the tuned machines with other friends and exchanging the tips on how you can build up the car which can be manipulated at their best condition - widening the pleasure of going around with conjuring up the way of remodeling the car to the acme of their working performance.

However naturally not to mention that, for those who're not into automobiles or beginners who don't familiarize themselves with the minute details of inner components of a vehicle the "Pro" edition of the game is too much complicated to fully grasp the structure, the moving role of respective parts and further disillusions their fancy for video games, so if Kaz and other staffs contemplate it being installed in the next segment of the series in earnest they should take into account those fans and just tear apart between genuine whizes of an automobile and more casual fans who wish to revel the game itself rather than knowing of the detailed specifications of wheels. :guilty:
 
I find the idea of a "GT Pro" edition to be quite stupid as better customisation should've been implemented into the standard game as an option from the very start of development.

If "the other game" can pull off customisation that appeals to both casual and hardcore fans then there's no excuse that PD can't do the same.
 
I think this would need to be a separate game altogether, I see this similar to Adobe photoshop and photoshop elements. These are 2 different applications that does similar tasks but one is for the professional with more functionality and would be confusing/daunting to a casual user.

This would also depend on how "pro" GT pro would be.

I would also hope that cars built in GT Pro can be transfered to GT "elements". This would be awesome. You can build your own custom car similar to those SEMA GT awardees.
 
I find the idea of a "GT Pro" edition to be quite stupid as better customisation should've been implemented into the standard game as an option from the very start of development.

If "the other game" can pull off customisation that appeals to both casual and hardcore fans then there's no excuse that PD can't do the same.

In a "Pro" version the customization is way beyond spoilers, wheels, body kits and stage 1, 2, 3 customizations.

“Yes, I’d like to get it to a point where you can make your own custom cars. The issue is that would be really complex to do, but it is something I really want to do, to make a professional version of Gran Turismo.”

As fun as it could be, little johnny is going to be breaking lots of stuff when he can't figure out why engine power flat lines at 5k rpm and has a car that handles like a slab of granite. People already have a hard time tuning in GT, building a car from ground up will blow lots of peoples mind. Plus everything that would go in to producing those features would make the GT5 development time seem like a weekend.
 
Depends on the features...no way to answer without knowing what's in it

QFT. But that being said, I'd be very interested in spending more money. Maybe it would have exclusive online lobbies?! Anything that can help weed out the chumps online, I'm game.

Hmm...thats an idea. Have a free lobby for everyone and a paid lobby like $20/yr. or maybe more for just us hardcore guys to race in. *daydream*


Jerome
 
Would love one as long as its the only version.1 game, 1 version ... If you're a noob you don't have to go into the small intricate's of every type of setting .... The suspension example again: in the game you have 3 types; stock, hight adjustable and fully-customized. Just add one more under that, 'Pro-Tune' .... Same goes for the transmission, aero-dynamics, engine, the computer, ect,.. And since we have the KW suspension testing centre technology (is what I think gave Kaz the 'Pro' idea), just add a dyno and a wind tunnel while your there (still working on the game), and we should be on the right steps towards GT7-Pro (the only version).
 
Being able to put a Corvette V8 into a Prius body onto a Subaru rally chassis with big wide tires should not have to be an entirely separate game. Being able to paint a Ferrari F1 car (or even the FGT) chrome gold, should NOT be paid DLC. If I want to out snow tires on an LMP and jack up the suspension, I shouldn't have to pay extra real money to do that.
 
I don't mind, if it doesn't ruin online races.
imo, i hope they keep it realistic, i prefer they put time in creating real sportscars then putting a Ferrari engine into a Mini Cooper.
Switching engines from the same car brand seems ok.
 
Being able to put a Corvette V8 into a Prius body onto a Subaru rally chassis with big wide tires should not have to be an entirely separate game. Being able to paint a Ferrari F1 car (or even the FGT) chrome gold, should NOT be paid DLC. If I want to out snow tires on an LMP and jack up the suspension, I shouldn't have to pay extra real money to do that.

Why ever not? Isn't that how it works in the real world? Surely expecting that by default is a bit much, when these things need to be properly engineered to have the correct effects in game? Wouldn't that "take development time away" from "other things"?

I agree, though, it'd be nice to have all of that under one roof, but I'm not going to expect PD to magically pull it out of their gills and offer it for nothing, at least not any time soon.
 
Kaz
Yes, I’d like to get it to a point where you can make your own custom cars. The issue is that would be really complex to do, but it is something I really want to do, to make a professional version of Gran Turismo.

Some seem to hope that this means there would be a 'Car Creator' of some kind.

What if PD were able to implement this using some preset parts and attributes to choose from? You would go down the line, choosing drivetrain layout, body style(ex: sedan, hatchback, etc), body panels and engines.

With several choices in each category, there would be a decent amount of freedom to create many different custom cars. A running tally of PP as you build the car could help you align the car's specs with rules from a race series.

Add the livery editor to this, and there would be quite a bit of potential for unique, user-generated races online.
 
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