Pre-release GT5:Prologue Thread Firmware 2.17 mandatory for GT5:P? (and Pictures)

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Oh, wow, I didn't even notice the guy in the car in the fourth picture. These pics are either real life or edited in some fashion, like the third one.
 

Great Find Cuda! 👍👍

Also, by watching the first video on that page, i know its not confirmed and it has been discussed before, but if you look in the right corner of the screen where the location changes and shows the weather for each place, each city or area that showed up has been a GT track.....Daytona Beach, Nurburg, Le Mans, Suzuka, Sonoma, BRANDS HATCH also showed up as the cities changed, as well as Shanghai. Probably a good indicator that its going to be in GT5. We'll see tho. Again great find.
 
Looks amazing.

Personally, I would love for PD to bring back horsepower limits for GT2, if they want it to be a complete game that you fanboys want it to be. I saw it being mentioned periodically. I still consider GT2 to be the peak of the series, and in that game, you had to straizge to give you a more fair advantage when you play against the CPU in Simulation/Gran Turismo mode. If they're not going to put it in Simulation/Gran Turismo mode, at least put it online.
 
So there is not going to be full version GT:P in psn :( Though it makes since latest build was 4 GB. I think pricing should still be max 30€ even with bluray only release.

(Warhawk costs 30€ here)
 
In the first video, you can see that the AI doesn't exactly hold their ground anymore when you contact them. The guy driving in the video tapped the back of a GT-R and it sent the car off the track. Everything looks really good. I can wait past the demo of GT:P, but when GT:P actually is released, it'll be time to purchase my PS3.:)
 
Looks amazing.

Personally, I would love for PD to bring back horsepower limits for GT2, if they want it to be a complete game that you fanboys want it to be. I saw it being mentioned periodically. I still consider GT2 to be the peak of the series, and in that game, you had to straizge to give you a more fair advantage when you play against the CPU in Simulation/Gran Turismo mode. If they're not going to put it in Simulation/Gran Turismo mode, at least put it online.
Having more options is always going to be better than fewer (except for those that don't like to have options and want someone else and or a game to dictate exactly what they can and can't do at all times).

If you want HP limits, all you have to do is show some self control and select cars that meet the rules you set for yourself at any given time... you shouldn't have to need the game to do that for you.

As for online, again, this should be very easy to accomplish by the host selecting specific game settings and informing those wanting to join on any additional requirements not specifically determined by the game settings.

This has already been happening in online races for F1:CE and MotorStorm, so I see no reason why people wont be able to do the same with GT5:P.

I think what some folks may forget is that you are not limited to what game settings are made available, the host and those wanting to enter that race can set additional requirements to a specific race, tournament, league, etc.
 
In the first video, you can see that the AI doesn't exactly hold their ground anymore when you contact them. The guy driving in the video tapped the back of a GT-R and it sent the car off the track. Everything looks really good. I can wait past the demo of GT:P, but when GT:P actually is released, it'll be time to purchase my PS3.:)

Yeah i noticed that little tap too. Slightly after that tap, i think the driver was having a nice battle with the red car (don't remember what it was since i watched it last night), but it looks like going into the slow S's, the two cars were next to each other, with the AI car on the outside line, had to slow up and allow the human driver to pass on the inside, and therefore ended up behind the human driver, WITHOUT CONTACT!! :embarrassed:. Everything is definitely shaping up nicely.
 
To get off topic (is there a specific topic in this thread?), HP limits like in GT2 don't make as much sense as power to weight ratio limits. A car such as the US spec Lotus Elise has a power to weight ratio of about 10.5 lbs/hp (2000 lb curb weight/190 hp). Compare that to a similarly powered car, the current gen US spec Civic Si at about 14.7 lbs/hp (2900 lbs/197hp). Obviously the Elise is a more track oriented car, but the point is that if you have two cars that have the same amount of HP but one has a way lower power to weight ratio, it will most likely get destroyed in a race.
 
To get off topic (is there a specific topic in this thread?), HP limits like in GT2 don't make as much sense as power to weight ratio limits. A car such as the US spec Lotus Elise has a power to weight ratio of about 10.5 lbs/hp (2000 lb curb weight/190 hp). Compare that to a similarly powered car, the current gen US spec Civic Si at about 14.7 lbs/hp (2900 lbs/197hp). Obviously the Elise is a more track oriented car, but the point is that if you have two cars that have the same amount of HP but one has a way lower power to weight ratio, it will most likely get destroyed in a race.
Precisely, and adding to the complications of "spec limits" is that even having the same P:W ratio in no way guarantees a fair and balanced race. If a track has a lot of elevation change, then a car with more torque is going to possibly have an advantage. For tracks with long straights, a car with a lot of horse power regardless of weight is going to possibly have an advantage over a light weight low HP car.

The best way to keep things balanced, besides using the exact same car, set ups, and skill level is to know the average lap time of your competition and them select a car and set up that you can achieve similar lap times in. Yes, that takes some time and commitment to do, but if the goal is to have a balanced race, that's certainly something you can do, and will be far more accurate then just some "spec limit" that doesn't take in account all the other variables that impact the over all performance of a car on a specific track.
 
Another observation concerning the Gamepro video...

Once again looking at the map in the top right corner of the map, I saw the name "Speedway." We'd all been speculating that it referred to Speedway, Indiana, where IMS is located. However, the red dot representing Speedway is still in the southeast US. I opened up Google Earth and did a search for Speedway, Alabama, since Talladega is there, and the dot seemed to be in the Mississippi/Alabama region. Sure enough, there is a marker for Speedway, Alabama, and just southeast of the marker is Talladega Superspeedway.

Speculate further as you wish. :)
 
Great Find Cuda! 👍👍

Also, by watching the first video on that page, i know its not confirmed and it has been discussed before, but if you look in the right corner of the screen where the location changes and shows the weather for each place, each city or area that showed up has been a GT track.....Daytona Beach, Nurburg, Le Mans, Suzuka, Sonoma, BRANDS HATCH also showed up as the cities changed, as well as Shanghai. Probably a good indicator that its going to be in GT5. We'll see tho. Again great find.

This just strengthens my belif that "game" reviewers really don't understand much about any other type of games that isn't about smashing buttons.

It used to be Magazines had "sports" reviewers, for some type of games this applies, and for Sims probably like very few.
I mean come on... comparing burnout to GT5? what the **** is the guy smoking.
Where's the good questions? i didn't see ONE good question, i should get in touch somehow with these guys and do an interview of my own. =\
 
I wouldn't mind to buy a PS3 pack with 2 dualshock 3 controllers, motorstorm and GT5:P in march
The end of march would be ideal, i'll have a lot more time to play by then ;)
 
Hello again. Ive got another question. This is aimed at the MOONSPEAKERS of this site (if we even have any). On the newest story at www.gran-turismo.com/jp/ they mention the STI, NSX, and GT-R. I also recallhearing about GT having some sort of exhibit at the Tokyo Auto Show. Has ever been stated that the new JDM sports cars will be appearing in the Prologue?

I already know the Evo X and the GT-R will be in there
 
Having the return of the GT2 HP/weight restrictions is a good idea but i know that it either needs a lot more refining, or the better option of class/HP/weight restrictions needs added.
One of the many biggest flaws of the GT series has ALWAYS been the complete lack of car class balancing.
Classic car race, and the winner is the Shelby Cobra, or the 62 buick when the other cars are just way outclassed performance-wise.
This goes back even to GT1&2 where in GT2 you had the restrictions but it really didn't matter that much.
I used to play the "how low could i go" game with horsepower and still win.
When your able to take 234-340+ HP'ed cars and stomp the 500-600+ HP cars it really wasn't all that reliable.
And yes just because you can put rules for yourself to not overpower a car and or "hunt" for a balanced race, doesn't mean it's a good thing.
All that means is the game wasn't progammed good enough to register your car, the mods, the class,etc and then create your opponents for you, thus giving you said balanced and enjoyable racing.
The only way that will happen is if the car list is more balanced per each class. Classic cars should have the opponents they raced with added as well.
The old GT40 should have the feild it raced against even if it did pretty much whoop em, that isn't the point.
If all we get is 350 cars and five LM Prototypes, they had better be in the same bracket and have enough differing race schemes to seperate them.
Otherwise there won't be much point to said racing.
I just read some of these post and noticed someone posted there are now 20 cars? well that's a start. Lower the resolution and the graphics and add another 15-20 and it might even be called racing.
 
The best way to keep things balanced, besides using the exact same car, set ups, and skill level is to know the average lap time of your competition and them select a car and set up that you can achieve similar lap times in. Yes, that takes some time and commitment to do, but if the goal is to have a balanced race, that's certainly something you can do, and will be far more accurate then just some "spec limit" that doesn't take in account all the other variables that impact the over all performance of a car on a specific track.
You're talking about homologation, the latest buzzword among racing games, as this is how professional racing has worked for years. The racing leagues work with several different factors including horsepower restrictions and ballast to insure that one or two cars don't dominate the field. Forza has done an okay job with that, and I'm hoping that Gran Turismo does even better.

Like Ben said, when I got a grip on GT2, I'd take a car and set it up as much as 40% below the horsepower requirement to see if I could win, and most of the time I could. I do want HP restrictions since real leagues have them, but I'm hopeful that Gran Turismo 5 covers all the bases so that horsepower isn't the only thing to fuss over.

Where's the good questions? i didn't see ONE good question, i should get in touch somehow with these guys and do an interview of my own. =\
I have a feeling that you'd ask demanding technical questions to which every answer would be "Yes, I know that aspect of car dynamics is important for an accurate representation of racing, and that's something we're hoping to reproduce properly in GT5." ;)

I mean seriously, just read the first response again. Kaz and the lads are aware of how peeling paint at a race venue adds to the realism, as well as how raindrops look in sunlight. Every recent racing game is trying to reproduce reality as best it can, from car dynamics to environments. You know that Kazunori-dono is looking at the power of this beastly PS3 and dreaming of how much reality he can cram into his game before it bogs down. And by the way, Gran Turismo will undoubtedly have a sixth edition, as SONY, IBM and Polyphony develop an even more powerful, efficient and lifelike physics engine.

I want to add something here to those who get Prologue and throw their hands in the air when they get hold of it with their Sixaxises or Dualshocks and say "This is no better than GT4."

I know we've gone round and round about how hand controllers "feel," but there's one thing I kept forgetting to mention in our epic arguments - sorry but I have a stupid job with long hours. And that's the fact that hand controllers give you essentially instantaneous steering changes. With a real car, it can take a few seconds to go from wheel lock to wheel lock, or any point in between, because you physically have to turn that wheel. You don't have this "problem" with a hand controller. This is why drifting with a hand controller is the thing to do. You can make a car dance with relative ease. There are settings in many games to take the edge off of these instant steering changes, but the effect is faint at best. I still insist that to have an accurate judgment of car physics or even drive a car properly, you have to do it with a wheel.

So if you guys fire up Prologue and things aren't quite as smooth as you'd like, just remember. If you demand realistic physics, and then you abuse that physics in unrealistic ways, there may be unforeseen issues.
 
Nice post :rolleyes:.


Tenacois D, I agree with some of what your saying, but you can still tell is the physics are off the mark or not with a pad. I played GT4 with both a pad and my DFP and I grew frustrated with the same physics flaws regardless of what I used. No ones opinion should be discounted, or even held to a lesser degree because they race with a pad as opposed to a wheel. If someone comes here and throws their arms in the air with unrealistic claims, then they're stupid, but if someone points out a flaw that is a flaw, then pad or wheel, they're right.

Let's just hope there's less room for proper flaws to be pointed out this time around eh.
 
I have a feeling that some people won'tbe happy no matter what, even if the physics are accurate as can be. "It doesn't feel like my car," or "It doesn't feel like the car in (game X)."

Forza gets plenty of things wrong. When I first got hold of it, I complained about one thing or another for a post or three, but then I realized that the Forza Team had certain views on car physics, and some of that was from backgrounds in EA or another company. These guys are basically trying to grab the universe and stuff it into a console, and I realized that's not the easiest thing in the world to do. Along with that are personal biases and the quirks of the game engine they create, which culminate in what I refer to as an impressionist painting of reality. Some things will be right, some wrong. With Forza, I take the exaggerated oversteer, bad tire sounds and other issues and deal with it. It has it's rules and I can like it or leave it, since no one is going to recode Forza 2 to suit me. And honestly, the games have gotten to the point that people throw fits over the most minor deviations from real life physics. What's most amusing is that people do this while acting like their preferred game is near perfect, and in fact it simply has other glaring deficiencies they adjusted to.

As Digital Nitrate, Scaff, I and others have said, there's constructive criticism, and then there's just childish repetititve whining. New videos from Polyphony show improvements in physics and A.I. pretty clearly, but what are we still getting on the board? Complaints about physics and A.I. It just goes with the internet these days that griping is some people's favorite passtime. Gran Turismo is going to be Gran Turismo. If some of you don't like Prologue, it will be time for you to go to the yard on the other side of your fence. ;)
 
I have a feeling that some people won'tbe happy no matter what, even if the physics are accurate as can be. "It doesn't feel like my car," or "It doesn't feel like the car in (game X)."
I agree, but I'm not talking about people who will moan for the hell of it. I'm talking about being able to find a problem and provide constructive criticism regardless of what peripheral you are using. Pad or wheel, I get the same poor tyre physics when I play GT4.

Forza gets plenty of things wrong. When I first got hold of it, I complained about one thing or another for a post or three, but then I realized that the Forza Team had certain views on car physics, and some of that was from backgrounds in EA or another company. These guys are basically trying to grab the universe and stuff it into a console, and I realized that's not the easiest thing in the world to do. Along with that are personal biases and the quirks of the game engine they create, which culminate in what I refer to as an impressionist painting of reality.
That's an interesting way of looking at it, I suppose it ends up which view areas of accuracy in game physics matter to you most. With me, tyre physics are vitally important, imo if you screw thoes up too much, the rest might as well all be wrong. Some things will be right, some wrong. Imo, GT4 screwed thoes up too much for me. I never expect everyone to agree with me, some people have no problem with GT4's tyre's. Some people think they are as good as real life, some people can't stand them. Most of GT4 is great, but the tyre physics kill the enjoyment for me.

What's most amusing is that people do this while acting like their preferred game is near perfect, and in fact it simply has other glaring deficiencies they adjusted to.
Your on a roll, again very true. This where the bias comes into play and the fans are seperated from the fan boys. You get people like me, you, Scaff and others who have never once claimed that the game we preffer is almost perfect, more accurate in some areas, yes, but across the board, we all agree that they are all flawed.

As Digital Nitrate, Scaff, I and others have said, there's constructive criticism, and then there's just childish repetititve whining. New videos from Polyphony show improvements in physics and A.I. pretty clearly, but what are we still getting on the board?
I agree with the first bit, but the video's don't really show you anything. The only way to really know where the improvments are and how big they are is to play the game. By that same token though, they don't really tell you that improvments haven't been made in certain areas, people will complain, they seem to be addicted to it. The difference if having a valid and constructive complaint, as you said, and doing it for the heck of it.

If some of you don't like Prologue, it will be time for you to go to the yard on the other side of your fence. ;)
The other side of my fence would be the neighbours yard, in the front I have a hedge :). I have plenty of time for constructive criticism, and I know some pepole may think I moan a lot about GT4 on here, and in fairness I do, but I feel the complaints are valid. On the flip side, I dont go to the Forza forums and claim Forza is the best. I'm the same whichever forums I'm on. I'm not defending myself here, but I'm not the only person who acts on it that way.
 
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I just read some of these post and noticed someone posted there are now 20 cars? well that's a start. Lower the resolution and the graphics and add another 15-20 and it might even be called racing.


So what do you call the 8 car driving in Forza? Sometimes pessimism is like a highly contagious disease, one individual comes in and the vast majority with weak systems get it. Seriously this is like the biggest whinefest I have ever witnessed, last time I checked this was an enthusiast site, not a piss and moan contest. Can't we just agree that everyone has differring opinions, we do not need you to constantly bring up your gripes in a menagerie of threads.
 
I have a feeling that some people won'tbe happy no matter what, even if the physics are accurate as can be. "It doesn't feel like my car," or "It doesn't feel like the car in (game X)."

People will never be happy untill we get:
Affordable motion simulator. (which includes the steering wheel of course)
100% realistic graphics and physics (maybe 20-30 years?).


Affordable motion simulator made by a mainstream company is not even close...
Frex makes the cheapest motion simulator (about 1600), very good quality gear they make, but it's still not a full blown motion simulator like the 301 from force dynamics. (about 10,000) that is really expensive, and of course. none of these would work with GT5.

How would i be happy with GT5? give me at leats EPR physics and wheel like support. (EPR is uses the 900 degrees like a real car does, which feels kinda wierd cause the wheel is so small, but whatever!)
That's all it would take for me to be 100% satisfied with GT5, the graphics look amazing, online support, evryhthing is nice enough for me.
Give me EPR like physics on the new physics mode and i don't think i'd have any strong complaints.
 
I'm sure the answers are here somewhere but with over 2000 posts i'll never find it so i hope you know the answers to these
1 When is GT5P coming out, in europe,
2 What is the best guess for GT5 to be released,
please!
 
1- 1st quarter next year, probably March.

2- Christmas 08 in Japan at the very earliest, possibly Christmas 09 in Europe.
 
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