Things You Want To See In GT6 Besides Vehicles and Tracks

  • Thread starter Earth
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GAMEPLAY-Livary Editor

Ability to paint certain interior parts inside the car (If allowed on certain cars) e.g Dashboard & Roll-Cage
 
I feel like the menu system and navigation could be greatly improved for speed and ease of use.

Idea #1: For licenses, I would like a "gold or bust" mode. Essentially, it's fine to record when I get bronze or silver or beat my old time, but until I get gold, as soon as the race finishes, it should restart the race to try again. Then when I get gold, instead of the crazy cheering thing at the end and then loading the XP and Levels progress, just take me to the next race and it's starting line. Cut out all of the fluff. The one request is that the game saves my bronze, silver, and gold progress as soon as I earn those trophies in case of a power/system/data issue that causes me to abruptly shut down.

Idea #2: For those races that require specific PP or cars, instead of making me click on first Entry Requirements and then Garage, just let me go to the garage from the main area that shows the different races and filter for that race's requirements.

Idea #3: Allow me to fully tune the current car from within a race. If I realize that my under-PP is too slow to make first place, why do I have to completely exit everything to tune it? Really, do we need to just over complicate the world?

Idea #4: It would be cool to load a car in the garage and then see all of the possible races that I would be eligible for and pick one. Even cooler would be to also list if I would be grossly over/under qualified for the race.

Idea #5: Allow me to customize a different button other than the 'start' button to re-start races. On steering wheels, it can be difficult to hit the start button in a timely manner... it would be much better to hit circle or square etc. And I would like it to be a shortcut to 're-start' races if possible, with just a confirmation prompt.. 90% of the time when I hit START I just want to re-start the race. How about a shortcut fellas?

Idea #6: Take a page out of Amazon on demand (using the Playstation 3 App) and give me a visual menu to continue a race series where I have already started. For example, suppose I'm halfway done getting my IA license, have finished 2 of 3 PP500 races, and 1 of 3 of the Turbo Challenge. It should give me a visual option to choose the next IA license, the next PP500 race or the next Turbo Challenge race without making me remember where I left off and what I have to do next. I'm old, my memory aint' what it used to be LOL.

Idea #7: If I go to start a race where I am not in and don't own an eligible car (and it's not a tire or turning thing, but the car itself), give me an option to go straight to the used/new car dealer and filter for only the cars that would work for that race option.

Ok, that's it for now. I'll probably think of another 7 when I race next LOL :-)
 
Not sure if anyone said this; I read the master list, but I don't know how often it is updated...

Anyway,
GAMEPLAY - Livery Editor
The ability to download a template for your specific car (w/body kits and the like) to the xmb (in native .psd format; maybe multiple formats could be supported) and then edit it in a painting program. This would only be available for race-modded cars, or cars purpose built for racing, like the Honda HSV-010.
 
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I would like to see a universal replay camera. What we currently have in GT5 is a replay system that only focuses on one car, and will only change to another car if the player manually changes it. When racing against the AI, it's not too big of a problem. However, when racing online, especially against friends, I would like a replay similar to that of Best Motoring, where the camera doesn't just focus on one car.



Obviously, I can see some problems with this. The main problem being that the game might be too dumb to know when is a good time to change to another car. The in-car view might be a little bit dry without commentary (which I'd imagine is a problem that only exists if you're used to watching Best Motoring). Still, I think it could help make the replays more entertaining to watch.
 
Earth, Great Job! It would be cool if each GTP member could vote on each feature listed in your OP, but on a Scale of 1 to 5, heres my votes:


1-5 Importance Rating Scale, "5" being most important to me

CARS - Customization
4 Ability to carbon fiber more panels (trunk, roof, doors) or the entire car
1 Ability to change center-cabs (Audi cabs on some VW-Wheels ex)
4 Ability to mount extra full beam lights on the car, and place them where you want, or at least have a few reasonable options. Like grill, roof or down below the licence plate.
1 Ability to position mufflers (straight, right or left, upwards)
4 Ability to rename your car model to reflect your modification. (For example: Nissian Skyline GTR34, after your specific tunning on the stock car, you can rename the car to JG R34...etc)
3 License Plate Editor
1 Mount Spacers on every car/wheels
3 Racing Mod Option for every car
4 Rim / Tire size options, including mismatched rims in color and size
4 Tinted glass (various shades)

CARS - Customization Parts
3 Larger selection of Rims (available to all cars)
3 Larger selection of Spoilers/Wings. All wings in the game should be available for any car (except race cars)
1 Licensed Seat Belts and Harnesses (TRS, Cobra, Driftworks etc)
3 OEM/Aftermarket Body Kits (not just splitters and spoilers)
4 OEM/Aftermarket Bumpers
1 OEM/Aftermarket Exhaust Tips
4 OEM/Aftermarket Grills
1 OEM/Aftermarket Headlights / Taillights (yellow, blue, LED etc)
1 OEM/Aftermarket Instruments / Gauges (Bar, Oil, Temp. ex)
1 OEM/Aftermarket Pedals / Foot-rest
4 OEM/Aftermarket Rims in diffrent sizes - not just one size like GT5.
2 OEM/Aftermarket Seats (Sparco, Momo, RaceTech)
3 OEM/Aftermarket Steering Wheels
2 Steering Wheel covers
2 Strobe Lights

CARS - Damage
3 Engine Failures
1 Gear Box Failures (or individual gears)
4 Glass breaks
1 High Speed crashes can lead to instant DNF
4 Occasional Fires after crashes
1 Oil leaks
4 Random Failures (possibility increased with rough driving/wrecking/poor maintenance)
4 Realistic Damage can be turned on or off
2 Rust
2 Time-Scaled damage. Occurs when the car does not have chassis reinforcement and in endurance events. This can mostly happen when entering a corner, weather/climate, or constantly bumping into walls or other cars. For example: Bob enters the Karussell corner at the Nurburgring and when leaving the corner he noticed that his front-right brake is not working. Time-Scaled damages can also effect brakes, transmission box, gearbox, chassis, wheels, engine/turbo, lights (front and rear), aerodynamics, weight, oil, fuel, exhaust, etc...

PD can't incorporate GT6 with all the features listed in your OP, but ranking the features might give additional value to your list so that PD can actually grasp what are the most important features users want in GT6, GT7 and beyond.

Cheers!
 
I would like to see the engine performance improvement system to be streamlined and made less needlessly complex. There's no point in having many different parts which all they do is shifting the entire torque curve to the right by 100 rpm and/or increasing values along the entire engine powerband by 4% or so. There's no strategy involved, no drawback, all parts essentially affect the engine in the same unrealistic way.

So my idea is: since PD aren't going to simulate the fluid-dynamics behavior of each component to the engine (it would be way too much work) they could simply add a slider or two to shift the powerband in believable manner, which would be alone a great improvement over the current system, where engines don't change in character at all, even after tuning them to the maximum. It's something so simple to achieve that I just made an example in Excel. This example simply interpolates in different steps between a "stock", low rpm engine configuration, and a high tuned, high rpm tuned version. If I can, PD can too:

Yuvne.gif


Here the powerband only gets shifted toward high rpm (in real life this would be achieved by a combination of differently tuned cams, exhaust, intake), but an additional "slider" could be used to control the amount of engine efficiency coming from improved, lighter, more refined components which would improve specific torque (Nm/liter), which would translate in the chart by shifting torque globally to higher values.

One, instead of buying engine "parts", would buy the "right" to set the sliders to higher values, which would have progressively increasing costs.

So, in short, what I want to see is less clutter and more realism in engine tuning.
Sorry if this sounded hard to understand :)
 
which would be alone a great improvement over the current system, where engines don't change in character at all, even after tuning them to the maximum.
Do we play the same game?
Or do you simply exclude turbos since they aren't directly a part of the engine?

I guess it's the latter, but I thought I should ask.
 
I'm speaking of NA tuning. Try checking if there's any engine in GT5 which substantially changes shapes in power/torque curves after applying performance modifications (except turbochargers). There are none, while in GT1, GT2 and GT4 (not every engine in this one) this was more correctly represented.

EDIT:

For a comparison, here's more or less how NA tuning works in GT5. Torque/power curves only get shifted entirely to slightly higher rpm (the same for every engine) and toward higher torque values (often beyond realistic specific torque values, as if in the process engine displacement increased as well):

5Rpgs.gif
 
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I'm speaking of NA tuning. Try checking if there's any engine in GT5 which substantially changes shapes in power/torque curves after applying performance modifications (except turbochargers).
Most engines don't dramatically change their character (ahh I hope you see what I mean) unless you do some stuff like bore and stroke. Your example (big loss at low rpm, big gain at high rpm) looks like tuning with forced aspiration.

GT5s solution looks better in my eyes for NA engines than yours, I'm sorry.
 
And I'm sorry for you, because you're definitely wrong. Except cases where components deliberately restrict the engine's "breathing" capabilities (and thus removing those restrictions, torque would increase at almost all rpm), NA engine tuning is always a matter of compromises.

In short, given a certain engine displacement, there's a limit to the amount of torque one could pull out of a naturally aspirated engine (the limit is about 125-130 Nm/liter with the best possible tuned intake/exhaust flow - ie Formula 1 technology), and this optimal value can only be generated at a narrow, tuned engine powerband, beyond which, depending on several factors, this can quickly drop. This rpm range where intake/exhaust efficiency is the best is usually tuned to the typically used rpm range. On street cars this happens to be at mid-low rpm. On race cars, depending on regulations and usage this is tuned to the highest possible rpm to generate the most power.

Concluding, in real life, naturally aspirated engines already free of intake/exhaust restrictions can only be optimized for specific rpm ranges, cannot be globally improved throughout the entire powerband as it happens in GT5, unrealistically. This is quite clear when using real "factory tuned" NA cars (example: Gran Turismo 350Z RS, Citroen Xsara Rally Car '99, etc) which do show these drawbacks compared to those tuned with game components. To some extent this is true for game turbo kits as well, compared to "factory tuned" turbo cars.

EDIT: not mention that in GT5 it is possible to increase engine rpm only by 800-900 rpm or so with every upgrade. Race engine tuning, for example like with group A Rally cars, can raise rpm limit/range significantly. A standard 6000 rpm 1.6 NA engine should be able to become a 10000 rpm 230+ hp NA beast.
 
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And I'm sorry for you, because you're definitely wrong. Except cases where components deliberately restrict the engine's "breathing" capabilities (and thus removing those restrictions, torque would increase at almost all rpm), NA engine tuning is always a matter of compromises.

In short, given a certain engine displacement, there's a limit to the amount of torque one could pull out of a naturally aspirated engine (the limit is about 125-130 Nm/liter with the best possible tuned intake/exhaust flow - ie Formula 1 technology), and this optimal value can only be generated at a narrow, tuned engine powerband, beyond which, depending on several factors, this can quickly drop. This rpm range where intake/exhaust efficiency is the best is usually tuned to the typically used rpm range. On street cars this happens to be at mid-low rpm. On race cars, depending on regulations and usage this is tuned to the highest possible rpm to generate the most power.

Concluding, in real life, naturally aspirated engines already free of intake/exhaust restrictions can only be optimized for specific rpm ranges, cannot be globally improved throughout the entire powerband as it happens in GT5, unrealistically. This is quite clear when using real "factory tuned" NA cars (example: Gran Turismo 350Z RS, Citroen Xsara Rally Car '99, etc) which do show these drawbacks compared to those tuned with game components. To some extent this is true for game turbo kits as well, compared to "factory tuned" turbo cars.
Ehh..... are we actually talking about finetuning of an already tuned engine or about what for effects different parts on a NA engine can have?

I'm confused, because you show the GT5 way and compare it with your thoughts. But GT5 does only change torque/power curve if you add or remove parts.
I'm pretty sure that the "factory tuned" cars you listed have engines which are stronger at pretty much every rpm range, more or less of course. With more or less I mean that the gain at high rpm is probably bigger, which has indeed to do with finetuning, but this is not really what I was talking about.
I thought you meant only the effects of tuning parts.

Of course do some parts comparatively hurt certain rpm ranges for more power (exhaust is a good example), but it usually shouldn't (or just barely) drop under the value of an unmodified engine. (Don't want to start with Two-stroke engines though)
EDIT: not mention that in GT5 it is possible to increase engine rpm only by 800-900 rpm or so with every upgrade. Race engine tuning, for example like with group A Rally cars, can raise rpm limit/range significantly. A standard 6000 rpm 1.6 NA engine should be able to become a 10000 rpm 230+ hp NA beast.
Woah, slow down, this really depends on the engine. You can't just simply increase the piston speed on a already sporty engine by that much.
 
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I'm simply saying that NA engines that are already tuned by factory have more realistic torque/power curves compared do those tuned with "GT5 parts" to about the same level.

Also, that I expect engines tuned to F1-level efficiencies (it appears that most NA engines in GT5 can easily reach ~130 Nm/l; some can however strangely exceed this value, a notable example is the Nissan March 12c) to show accordingly affected power/torque curves, not the same stock ones just entirely shifted by value and rpm. You can quickly see what I mean by giving a look at the power/torque curve shapes of unmodified NA race cars in GT5 (and while you're at it, also checking what is their typical specific torque).

Woah, slow down, this really depends on the engine. You can't just simply increase the piston speed on a already sporty engine by that much.
Yes, of course it depends on the engine (the 1.6l engine of the standard Opel/Vauxhall Tigra included in GT5 is one of those having this potential, for example). My point is that deeply race-modified engines can have a significantly shifted effective powerband, not just by 800 rpm.

When defining the "fully tuned" engine torque curve toward which the simplified engine tuning system I proposed would interpolate (where each step would represent a set of various modifications), it would certainly be wise to check for plausible piston speeds as well.
 
I want the carbon hood (bonnet) to be in the right place on mid/ rear engined cars. The Audi R8 is a perfect example: by putting a lighter "hood" where the 'trunk' (boot) really is just takes away front end traction.
 
CARS - Customization
1 Ability to carbon fiber more panels (trunk, roof, doors) or the entire car
1 Ability to change center-cabs (Audi cabs on some VW-Wheels ex)
1 Ability to mount extra full beam lights on the car, and place them where you want, or at least have a few reasonable options. Like grill, roof or down below the licence plate.
1 Ability to position mufflers (straight, right or left, upwards)
3 Ability to rename your car model to reflect your modification. (For example: Nissian Skyline GTR34, after your specific tunning on the stock car, you can rename the car to JG R34...etc)
1 License Plate Editor
1 Mount Spacers on every car/wheels
5 Racing Mod Option for every car
4 Rim / Tire size options, including mismatched rims in color and size
2 Tinted glass (various shades)

CARS - Customization Parts
3 Larger selection of Rims (available to all cars)
1 Larger selection of Spoilers/Wings. All wings in the game should be available for any car (except race cars)
2 Licensed Seat Belts and Harnesses (TRS, Cobra, Driftworks etc)
3 OEM/Aftermarket Body Kits (not just splitters and spoilers)
2 OEM/Aftermarket Bumpers
2 OEM/Aftermarket Exhaust Tips
1 OEM/Aftermarket Grills
1 OEM/Aftermarket Headlights / Taillights (yellow, blue, LED etc)
1 OEM/Aftermarket Instruments / Gauges (Bar, Oil, Temp. ex)
1 OEM/Aftermarket Pedals / Foot-rest
4 OEM/Aftermarket Rims in diffrent sizes - not just one size like GT5.
2 OEM/Aftermarket Seats (Sparco, Momo, RaceTech)
2 OEM/Aftermarket Steering Wheels
1 Steering Wheel covers
1 Strobe Lights

CARS - Damage
3 Engine Failures
1 Gear Box Failures (or individual gears)
3 Glass breaks
3 High Speed crashes can lead to instant DNF
2 Occasional Fires after crashes
1 Oil leaks
5 Random Failures (possibility increased with rough driving/wrecking/poor maintenance)
2 Realistic Damage can be turned on or off
1 Rust
4 Time-Scaled damage. Occurs when the car does not have chassis reinforcement and in endurance events. This can mostly happen when entering a corner, weather/climate, or constantly bumping into walls or other cars. For example: Bob enters the Karussell corner at the Nurburgring and when leaving the corner he noticed that his front-right brake is not working. Time-Scaled damages can also effect brakes, transmission box, gearbox, chassis, wheels, engine/turbo, lights (front and rear), aerodynamics, weight, oil, fuel, exhaust, etc...
 
I wish there was a way to get a vote for the features listed so far (Im still updating) but I dont know. Its great reading how people feel about each feature's importance though

The cynnical side of me says Kaz is busy adding "human drama" instead of reading this list.

Wait, maybe I should add "Human Drama" to the list :D
 
Earth
I wish there was a way to get a vote for the features listed so far (Im still updating) but I dont know. Its great reading how people feel about each feature's importance though

The cynnical side of me says Kaz is busy adding "human drama" instead of reading this list.

Wait, maybe I should add "Human Drama" to the list :D

👍 haha
 
A better game soundtrack that is actually listenable-to! I've heard people say they like the current Gt5 soundtrack but I think its awful ( the in-game music composed if real songs, not the menu music, which Is ok)
 
I've only scanned through the OP and this is all I found:

  • Simulated automatic gearbox (if you gently push the throttle it will shift earlier and if you pin the throttle down it will kickdown to lower gear)
What I would rather have, is a semi-auto 'box, or at least a gearbox you can kick down. Not so worried about shifting up, but lazy, old auto drivers like me wouldn't mind the ability to knock it down a ratio. This would help with drifiting, rally and any time you're in too high a gear...

{Cy}
 
I would like to see if they could somehow implement a fully automatic system instead of just tapping a button for a gear change. I don't know how they would get a clutch to work on a PS3 pad but it would be interesting to see.
 
I'm simply saying that NA engines that are already tuned by factory have more realistic torque/power curves compared do those tuned with "GT5 parts" to about the same level.

Also, that I expect engines tuned to F1-level efficiencies (it appears that most NA engines in GT5 can easily reach ~130 Nm/l; some can however strangely exceed this value, a notable example is the Nissan March 12c) to show accordingly affected power/torque curves, not the same stock ones just entirely shifted by value and rpm. You can quickly see what I mean by giving a look at the power/torque curve shapes of unmodified NA race cars in GT5 (and while you're at it, also checking what is their typical specific torque).
Ok, I get your point.
-
F1 engines are truly awesome in many ways, but they aren't built to aim for max torque values.
They're a bit too short-stroke for this, cause they're built for max power output.
 
GAMEPLAY - Sound

All Gran Turismo 3 Menu sounds e.g Pointer Sounds, Select & Back sounds

GAMEPLAY - Music

Original Gran Turismo Made Music in Menu

All of the GT4, GT3, GT2 Original Soundtrack
 
I would like to see if they could somehow implement a fully automatic system instead of just tapping a button for a gear change. I don't know how they would get a clutch to work on a PS3 pad but it would be interesting to see.

isnt that just an automatic gearbox or do you mean using a clutch for gear changes
 

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