Cobine seanson changes with a full day/night cycle...Seasonal changes is something I've been thinking about too. Some gravel tracks could become snow tracks in winter, and you could have occasional snow weather them in autumn or spring. In spring, tracks that usually were covered in snow could be partially muddy from the now melted snow that used to cover them (and yes we need more goddamn rally events). Track temperatures would naturally also be affected, even if it wasn't snowing or directly affecting the track surface.
Apart from weather though, this would mostly be a graphics-related addition. It would probably take some time to create seasonal versions of the tracks, but in return, the perceived variety in tracks would certainly increase. It would also be cool, although a minor feature, if the game's career mode followed an internal calendar, where the events you participated in would gradually change from taking place in spring, then summer, autumn and winter.
Tire air pressure adjustment and
More realistic physics like this:
pro drivers uses signal in emergencies
They don't . LMPs don't nor do F1 , Touring , VLN , Indycar , NASCAR , GT3 , F3 , Formula E .
Well half those cars don't have indicators but LMP's and GT spec do and do indeed use them. At last weeks spa 6h WEC event a borked Audi LMP1 returning to the pits indicated to show it was swapping to the other side of the track. A Porsche GT3 also did as well when returning onto the track after a spin.
This comes up periodically, but I don't get it. I can usually see the cars ahead of me, and who cares about the cars behind? They're old news.If lets say I'm running in fourth place.
Either a 'voice' or something displayed on screen showing my gap to 3nd and my lead over 5th.
Knowing the gap to first is the least of my worries.
Since Gran Turismo career is set up so that the player almost always wins barring a major catastrophe or choosing a significantly underpowered/undergripped car, of course the distance to first is most important. If it ever turns into a serious racer, the gap to the car ahead and the car behind becomes relevant, especially in longer races, with tire wear and with a tire model that simulates heat build up properly. The challenge of beating even one driver ahead of you, be it for first or tenth, is what the thrill of racing is all about, and if the AI and physics ever get up to speed where that kind of challenge becomes a plausible reality, the gaps in front and behind will become significant.This comes up periodically, but I don't get it. I can usually see the cars ahead of me, and who cares about the cars behind? They're old news.
The gap to first is why I'm racing.
The PS4 is going to have loads of processing power, so this indicator is certainly doable, and what racers have in real life. But there are a bunch of things I'd much rather see like a working position tower and displays over the track.
Man, I need to work on that epical post...
Hope I'm not digging up too old of a reply, but I have to say the physics have been (for the most part) pretty spot on for a while now if we are using the same exact example of your suggested video with a CTR Yellowbird in game vs real world supports/proves this ~
Types of possible penalties and race flags you want to see in GT7:
False start:
Set the race with "Grid Start with False Start Check" as its starting method and if you do a false start, you will have to stop for five seconds. Best way to avoid this is to improve your reaction time when launching off the track.
Cutting tracks or making shortcuts:
Lap time will be invalidated, or when the corner is close to the last sector, both the current lap and next one will have their lap time invalid. It is also possible for a slow down depending on how much of a corner was cut. You will be given ten warnings. Violate it after ten times, you are eliminated.
Contact with opponents:
Not only will this damage your car, but will also allow for a five-second slowdown to be placed in effect, as well as adding a few seconds to your lap time.
Eliminating an opponent:
If you total an opponent's car and they are unable to finish the race, the current and next lap time will be invalidated. Create a massive pile-up of racers getting eliminated with you surviving (two or more racers eliminated), then you will have to be forced out of the race.
Contact with the wall or off the track (not cutting the track or making shortcuts):
This will add extra penalized time to your lap time, so don't grind with the wall or go off the track surface.
Failure to follow with the yellow flag:
A yellow flag means that a racer has been caught up in an accident or some other form of trouble. The other racers can't overtake and have to maintain their speed for one lap. Failure to follow this would result you being eliminated.
Types of flags you will encounter:
Green: Race has started, everything is safe and the pit-lanes are open
Yellow: Caution throughout the race
Yellow with red stripes: Danger on track, debris, oil, fluid or roadkill
Red with yellow cross: Pit-lane is closed
Black: Return to pits (elimination)
Black with orange dot: Pit stop required
Black flag with white cross: Contender eliminated (inflicted on player)
White flag with black cross: Contender eliminated (inflicted on opponents)
Red: Race has been suspended
Checkered Flag: Finish/Victory lap
You could implement some statistical penalties that could be beneficial like tracking race completion stats and perhaps having it affect payouts. You could track stats for "completion %" and then allow lobby creators the option to disallow entry to those with less than X% completion rate. You could also encourage completion by penalizing players for early retirement monetarily (game money) and by offering reward bonuses for race completion streaks. The payout of rewards to players completing the race could be based on number of entries rather than number of finishers as well.One more thing that sure annoys the hell out of me: please, no option to leave online races. I hate when I'm racing let's say ten people on Nordschleife and some of them crash in the first corners leaving three far ahead and the rest scattered far back, and one by one they leave, leaving only the three in the front. Every racer, especially GT, should force players to finish the lap, enter the pit, and retire there. And the car stays, the player is not. So technically speaking there are still 10 cars finishing the race, not the racing three. If that made sense?
Sounds good to me.You could implement some statistical penalties that could be beneficial like tracking race completion stats and perhaps having it affect payouts. You could track stats for "completion %" and then allow lobby creators the option to disallow entry to those with less than X% completion rate. You could also encourage completion by penalizing players for early retirement monetarily (game money) and by offering reward bonuses for race completion streaks. The payout of rewards to players completing the race could be based on number of entries rather than number of finishers as well.
https://www.gtplanet.net/forum/threads/online-driver-rating-system.316969/One more thing that sure annoys the hell out of me: please, no option to leave online races. I hate when I'm racing let's say ten people on Nordschleife and some of them crash in the first corners leaving three far ahead and the rest scattered far back, and one by one they leave, leaving only the three in the front. Every racer, especially GT, should force players to finish the lap, enter the pit, and retire there. And the car stays, the player is not. So technically speaking there are still 10 cars finishing the race, not the racing three. If that made sense?