Things you would like to see in GT5 other than cars?

  • Thread starter Inkil
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Oh-kay... no offence mate, but this has to be the silliest suggestion ever made in the entire forum. I mean, look at GT now. 745 cars or thereabouts. Imagine having to create a racing version for each and every stock car! I'd prefer if you just have mods (functional bodykits, decals etc.) to do it yourself.

Your right it would be much better to choose your own bodykits however don't slate his idea. Don't forget how many cars were in GT2 and that managed racing mods, which is a truely awsome feature.
 
Oh-kay... no offence mate, but this has to be the silliest suggestion ever made in the entire forum. I mean, look at GT now. 745 cars or thereabouts. Imagine having to create a racing version for each and every stock car! I'd prefer if you just have mods (functional bodykits, decals etc.) to do it yourself.

I would want appearance changes to be separate from the tuners at each manufacturer (where you upgrade the cars now). But you are right, you can't create a couple racing modifications to every car in the game (or get into deciding which deserve it and which don't).

If they put another section on the map to go mess around with the appearance of the car, I'll be happier with it.
 
Its impossible to make a racing modification for EVERY car in the game, but they could at least make racing mods for the more popular cars like the Skylines, Toyota Supras and Chasers, Chevrolets and so on.

But PD could at least bring back the racing mods from GT2 like the Dodge Viper RT/10 yellow/orange kit.:drool:
 
Oh-kay... no offence mate, but this has to be the silliest suggestion ever made in the entire forum. I mean, look at GT now. 745 cars or thereabouts. Imagine having to create a racing version for each and every stock car! I'd prefer if you just have mods (functional bodykits, decals etc.) to do it yourself.
Wouldn't it take longer? One racing modification has one new bumper, one new sideskirt, etc. Now you're talking about making several of each kit, for each car?
You said, "Imagine having to create a racing version for each and every stock car!"

I say, "Imagine having to make several of each type of racing bodykit for each and every stock car!"

Yet, I still agree, just for a completely different reason that pretty much cotradicts what you just said: I think it gives you more control of your cars if you have as many bodykits and types of bodykits for each car. I personally would go for the cleanest look, rather than the one with the most vents and lips and crap. Obviously that appeals to some people though... (not directed at you! Take a look at the questionable modifications thread to see what I mean 👍 Oh wait, I meant 👎 Hehe)
 
They wouldn't have to model even one kit for each car. I mean, Formula GT + racing mod? How about Daihatsu Midget + racing mod? Pointless. I'd be happy with something like the Tuner village in GT4. Only selected vehicles can be tuned there, and only selected vehicles would have any need for a bodykit.
 
Sounds good, but PD only knows/cares about Japanese tuners so no American cars could be modded there. PD appearently has never heard of Hennesey Vipers with twin turbo V10 making over 1000hp, or Lingenfelter Covettes with twin turbo V8s making over 1000hp. Year One makes the best muscle cars, being able corner as well as go really fast in a straight line.
 
They wouldn't have to model even one kit for each car. I mean, Formula GT + racing mod? How about Daihatsu Midget + racing mod? Pointless. I'd be happy with something like the Tuner village in GT4. Only selected vehicles can be tuned there, and only selected vehicles would have any need for a bodykit.

Thats a great point. I would like to see lots of cars with racing mods (and please PD not just Japanese ones) there are some cars which really shouldn't have them like the specialist cars like Model T ford, Variations of the same car should have the same modifications to save time and effort. I am not saying that an R32 Skyline should have the same kit as an R34 however there are some cars which are almost identical which may as well have the same modifications.
 
what they should do for the tune-up section is have like a shelf of catalogs on the wall in your garage, each one has a different section of parts (engine, drivetrain, body, brakes, etc.) and then they can show a video clip of a UPS guy hauling in a box with either PARTS on it, or the company they're from (if they have actual parts brands). it would be simple, and would be generic enough so it could be used for all the vehicles, yet would keep buying parts from being boring.
 
Sounds good, but PD only knows/cares about Japanese tuners so no American cars could be modded there.
Gran Turismo 2 had racing mod for cars from every country. You could even race mod the Taurus into a NASCAR race car!

Look, I know Forza is an awesome game and all, but I think it gave you a slight case of amnesia. ;)
 
Gran Turismo 2 had racing mod for cars from every country. You could even race mod the Taurus into a NASCAR race car!

Look, I know Forza is an awesome game and all, but I think it gave you a slight case of amnesia. ;)

No Amnesia here D. Yes I know you could perform racing modifications to some American cars in GT2, PD even picked the slowest SHO(instead of the Yamaha powered 90s model that 0 to 60ed in under 7 sec) and made it look like Mark Martin Nascar, it was neat. I was referring to the Tuner area being only for Japanese cars. PD is Japanese company and I expect a certain Japanese bias to the game. Its not a big deal I still love it, but I don't like that they ignore some tuners and not others. They did at least include RUF, but missed Dinan, a great tuner of BMW. I see various tuners in the back of MT every month, there a 100s and from all over the world. I was just saying that is GT is going to continue the Tuner area to include more than just Japanese tuners. It kinda like the way if you buy a used car 9 outta 10 are Japanese, with out many from anywhere else. Its expected they are Japanese, but a little annoying sometimes.

Why did you bring up Forza? I never mentioned it. For me the only thing Forza had on GT4 was the non Japanese biased car list and some great customization and paint options. I still think overall GT was the better game, it will be a bit closer this time I think, but would love to be wrong.:sly:
 
^ Well, you had been going on about Forza in other threads, that's why I mentioned it.

Having a Tuner Village stocked with only HKS and NISMO is a bit biased, I'll agree with you. Maybe this time around Kaz and the lads will have a proper international flavor like Forza has. I will admit that I have a strong taste for the Oriental, but I'd much prefer to see Gran Turismo respect all territories equally. I had a dream last night that Saab was finally in GT5, and on occasion, my dreams come true. ;)
 
Thats a great point. I would like to see lots of cars with racing mods (and please PD not just Japanese ones) there are some cars which really shouldn't have them like the specialist cars like Model T ford, Variations of the same car should have the same modifications to save time and effort. I am not saying that an R32 Skyline should have the same kit as an R34 however there are some cars which are almost identical which may as well have the same modifications.

Ford Model "T" deserve custom mods as well as any car does. In Fact, I can bet you that through out car history the early 1920's - 1940's cars have been modified, tuned and hot roded more then most makes of cars.
However I would settle for just a few custom tuned rides of this erra. Would not expect GT5 to have parts available to customize them, well at least not very many parts.
 
There are a lot of performance companies that specialise in certain parts, or for specific types of vehicles. You've got the company tuner mobs like Nismo, Mazdaspeed, STi, Ralliart, Mopar, FPV (Ford), HSV (Holden); affiliated tuner companies such as Shelby, Prodrive, Hennessy, Callaway, Brabus, etc.; aftermarket tuners like HKS, Cusco, MRT (Australia), etc.

Then you've got companies that specialise in parts: e.g. Veilside (body kits); KAAZ (LSD's), Detroit (LSD's and locking diffs), Garrett (turbo), Brembo (brakes), Bilstein or Whiteline (suspension), Edelbrock (engine parts), etc. The list goes on...

I would love to see the ability to take 'packages', like a Cusco Impreza STi, or a HKS S15 Silvia, or even a Mopar or Hennessy Viper. Just as good would be the ability to put together a package from various tuners. Say Veilside bodykits, Garrett turbos, Motec engine management, racing internals, OS Giken clutch, billet flywheel, Hollinger or Prodrive gearbox, KAAZ LSD, Whiteline swaybars, Bilstein coilovers, Brembo brakes, Buddy racing wheels, etc... And then there's the inside of the car, the outside (House of Kolor anybody?), the tyres, the fuel...

A well tuned, good looking race car with a custom setup (and a good driver) would have earned the right to wear the company decals - even if people think it looks ricey. Lap times would put an end to that opinion pretty quickly. I have no problems with a car wearing company decals as long as it is fitted with parts from that company. Even seats - like Bride or Recaro. Hey, you've got the parts, it's up to you if you want to advertise it. Is anybody going to laugh at the 'HKS' decals on the HKS Skyline? I don't think so. Why not? Because that thing goes like a rocket because it is fitted with HKS parts. Makes sense to me.

I'm no programmer, but I daresay that the harder of the two (invisible performance mods and cosmetic mods) would be the visible ones, because even the same model of body kit would look different on different cars.

Still, with Blu-Ray they shouldn't have too many issues with storage space for data. Programming manpower and time would be the biggest issues. All that aside, I say bring it on!
 
This very thing is what some of us have been begging for. I'm really looking forward to GT5 Prologue, because it should have answers to the questions we've been asking, "What's going to be in the game?" Prologue should even have an online component, so we'll get a pretty good look into what Kaz and the lads have been cooking.

Those performance parts, racing body kits, paint jobs and decals... droooel...
 
We might get some actual GT5 detials at the next big game show. I really want the customisation aspect to increase, GT1 was so out there compared to everything else, but since the the competition has stepped up. Forza, while nowhere near as good as GT at this point in time overall, has fantastic customisation options. But even that doesn't go as far as I's have liked. Forza 2 promises more, GT5 will hopefully offer more still. I love making my own race cars in Forza, I don't do much racing, except when I need cash, but I enjoy just painting up cars. I have a Mazda RX7 painted up like the LeMans 787b and a few others.
 
We might get some actual GT5 detials at the next big game show.


I bet we will hear alot of new info on GT5 or atleast GT5 prologue at/by E3 in May. I think it will spill at E3 and we will learn what Prologue will consist of.
 
In GT Mode, I think this would be an entertaining option and something to involve you in getting your crew to hustle for you, if you have the skill to jab the buttons right.

In Career Mode, I think I prefer what was discussed in the Career Mode threads, and that's spending money to train and improve your pit crew, and likewise their performance. However if Polyphony made pitting a minigame like Formula 1 does, I wouldn't mind.
 
about crashes, i think there should be some leniency in the damage. You shouldn't have to pay for it. I mean, what's the point of playing GT4 (or 5) when you might as well go to a track and risk the same thing in real life.
 
about crashes, i think there should be some leniency in the damage. You shouldn't have to pay for it. I mean, what's the point of playing GT4 (or 5) when you might as well go to a track and risk the same thing in real life.

'Cause in GT you can learn from your mistake... as in real life... you might not be so lucky.
 
I don't know why that is, but I'm somehow against damage. I know - realism, fun to wreck, and everything, but at the bottom line, I still feel like it's useless. I mean, there are so many things to do first, before modeling damage for 700+ cars. Even for 10 cars, it'd take years to model good damage. And to me, it's either none, or good. A dent on the bumper and a message saying 'Car Totaled' is not enough.
However, assuming they'd include a damage-engine, I'd actually rather have invisible damage rather than full-on damage. Having some sort of 'damage-meter' to different components of the car, and having the internals give up slowly due to hard driving and crashes seems easier to make and integrate into the game than visible body-damage.
I mean, what's the use of denting the car a bit, or even deforming it a bit, if you can't actually damage it real - tearing in half, whole 'crashed' sections are cool and everything, but I just don't think they'll make them good enough to be worth it.

Also, IMO, it'd take away some of the 'fun' aspect in Gran Turismo. I'm not saying it should become all-fun no-realism *coughNFScough*, but that being able to drive hard without fearing that this is the end of your race (or, as some more extreme opinions say, even the end of the car since you'll have to pay for it). I mean, I like driving hotlap after hotlap, but occasionally, I spin out, loose a corner, or whatever - and then I recover and continue enjoying myself.
IMO, full-on damage, especially when you have to pay for it, just crosses a thin line between a fun videogame and an overly-serious one. I'm all out for more realistic physics, tuning, options, whatever - but damage would be a bit too much. This was one of the things that turned me off in Xpand Rally - you can't actually progress, because even without crashing you'll need repairs that cost as much as your prize-money.
 
I agree, for me crash damage really isn't fundamental and perhaps even counter-productive since I don't want to be pushing hard for a fast lap clip the wall and demolish my vehicle, while this may be realistic and may try and relax my driving style I would still like the gaming element amongst the great simulation that this game has to offer.
I also don't like the idea off having to fore-fit the race and pay expensive because some crazy AI has quite got control over it's braking zones, now if the AI is improved in the next game then this will be less of an issue but to be honest most people wouldn't like shelling out shed loads of cash because of the cretinous AI's erratic driving manner but these are my for not being a fan of damage aswell as the huge leap in programming needed to suport this feature at the expense of other features
 
Personally, I've been playing F1:CE on the PS3 the last couple weeks and am really appreciating having both crash damage and mechanical failure as options. Online, I prefer racing without crash damage... with up to 11 players in the race, its too easy for someone who doesn't know what they are doing to cause others serious problems to have crash damage turned on.

However, during single player mode, or with trusted players, having damage turned on really has made for a much better driving experience as it adds a seriously missing component to GT and that is survival & risk. - and keeps players honest as short cuts can result in a quick DNF. :)

I seriously hope PD adds crash damage, but that like F1:CE, that they make it optional only.
 
Personally, I've been playing F1:CE on the PS3 the last couple weeks and am really appreciating having both crash damage and mechanical failure as options. Online, I prefer racing without crash damage... with up to 11 players in the race, its too easy for someone who doesn't know what they are doing to cause others serious problems to have crash damage turned on.

However, during single player mode, or with trusted players, having damage turned on really has made for a much better driving experience as it adds a seriously missing component to GT and that is survival & risk. - and keeps players honest as short cuts can result in a quick DNF. :)

I seriously hope PD adds crash damage, but that like F1:CE, that they make it optional only.

It seems unlikely that they would go to so much effort on programming crash damage for 700 cars. Its not just a simple formula entry that will cover all the cars, so bearing in mind there are many copy and pasted skylines and cars of that caliber so we will say 550 cars, even still that is a hell of a lot more cars than you will find in the F1 game so its going to be a big job which will increase modeling times for each car even more. I find it extremely unlikely that after all there effort they will want to give it to you as just an option. Even if they don't mind people choosing not to use damage as an option, you will notice that PD have always tried to maintain a level playing field when playing the game. This is the reason why difficulty settings in GT mode have been overlooked, a definite reason why PD chose not to include difficulty, it is not because they forgot, so having a damage option would allow some people to complete the game easier so in effect it has very similar effects to difficulty for these two reasons it won't be optionable in GT Mode.

The bottom line is I would be very surprised if PD made crash damage optional for GT Mode, so it comes back to the case of Damage or no damage? For me, definitely no damage.
 
Even if they don't mind people choosing not to use damage as an option, you will notice that PD have always tried to maintain a level playing field when playing the game. This is the reason why difficulty settings in GT mode have been overlooked, a definite reason why PD chose not to include difficulty, it is not because they forgot, so having a damage option would allow some people to complete the game easier so in effect it has very similar effects to difficulty for these two reasons it won't be optionable in GT Mode.
Actually what makes GT so good is that it does allow each player a great deal of individual control over the "difficulty" level for all the races by allowing in many cases a wide variety of cars, mods, tuning adjustments, and even the ability to change the AI line up of cars for most of the races.

So in effect, while there isn't a simple "difficulty level button" in GT mode, except for Family Races, PD most definitely empowered the players with the ability to have a race in GT mode that will almost gurentee a last place finish, or to absolutely dominate the field, regardless of your skill level.

For example, it's actually very easy to have a near 100% win ratio by selecting cars, mods, set-ups, and/or AI fields that even the most novice of drivers is going to win. While at the same time, it is also possible for a very experienced GT player to have a win ratio under 10% by selecting inferior cars and set-ups against superior AI lineups.

So, no, I would not agree that PD tries to maintain a level playing field, nor should they. If they did, they would make everyone use the same car, same set-up, and same AI field for each race. Fortunately they do not. 👍

A quality game in my opinion should be designed such that the person who plays it can adjust the game settings and environment that best meets their needs at any given time. And even with games like GT4 and F1CE that do offer each gamer a wide variety of game selections to cater to different skill levels and interests, it also still allows for players to compare stats and performance among those using the same settings.

However, I completely agree that modeling complex damage physics for 500+ cars is likely too much to ask. If they can, or do, I'd be willing to bet, like most games today, there will be an option to disable it, and if not, they will likely get slammed by the majority of reviewers and users alike. One thing that today's popular games have made clear, the majority gamers like options, and do not like being forced to play exactly like everyone else.
 
They don't need to model the damage for each car seperately. Model deformation and physics engines are way beyond the days when you had to create a wiremesh of each car in each different state of damage. The Race Driver games use poly deformation, all you do is model the car in parts, iethe front bumper is a seperate wire mesh to the bonnet and the wings ect. That is something Kaz has already said he's done with the GT:HD cars, that means that parts can fall off with little work needing to be done. The poly deformation is a bit more complex, but compared to how damage used to be implemented in gaems back in the 90s, it's much quicker and more effective.
 
They don't need to model the damage for each car seperately. Model deformation and physics engines are way beyond the days when you had to create a wiremesh of each car in each different state of damage. The Race Driver games use poly deformation, all you do is model the car in parts, iethe front bumper is a seperate wire mesh to the bonnet and the wings ect. That is something Kaz has already said he's done with the GT:HD cars, that means that parts can fall off with little work needing to be done. The poly deformation is a bit more complex, but compared to how damage used to be implemented in gaems back in the 90s, it's much quicker and more effective.
That's great to know, and gives me more hope now that they will include this option into the game.



BTW: I have another feature inspired by F1:CE that I'd like to see in GT5, and it's related to damage and mechanical failure options.

In races where both damage and component failure are turned on, when a car loses parts from a crash, like tires, wings, body parts, etc, the parts themselves are now potential obstakles, becuase they are not just visually in the game, but are modeled in the game with real phyisics and if you run over them or they hit you they can damage your car. 👍

Even more impressive however, is that the developers at Sony's Liverpool Studios even went so far as to model the visual and physical effect of oil coming from a car experincing an engine failure.

I learned this the hard way when in the middle a race on Nurburgring, I was coming up behind an AI car that had just blown its engine. I saw the oil spray and spill, but though it was likely just a graphics feature... I thought differently when I drove through the oil and felt my steering go lose and span completely out of control off the track. :ouch:

As much as I was bummed to DNF from the crash, I was really impressed they had oil modeled into the game, and not just visually. 👍

So PD... if/when you offer car damage, please also model car parts and oil from damaged cars such that they are not just simply visual. :)
 
Say, you guys played FlatOut? That had some nice crash-physics. The car could really deform well, and I lost many leads by spinning on my own bumper from last lap... But then again - only 16 cars. Still, the game didn't require different meshes for damage, it had damage like L4S mentioned - every hit deformed that section.

Actually, from a programmer's point of view, it's very possible - if each polygon gets a 'solidity', strength of links with other polygons ('material-hardness'), and such traits, it's possible to integrate the crash-physics into the same engine that handles 'touches'.

Or, even simpler: Seperate engine that's already in the game - the physical 'presence', which includes wall-touching and stuff. If you create different zones, allow them to deform, and tie the polygons to them, it's possible.
 
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