Unrealistic Tuning Options

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Simply leaving it alone isn't an option when the way it is set up now is highly unrealistic (most of the tuning parts in the game still act as a power multiplier rather than what the tuning parts would do in real life) and arbitrarily limited.

The way it is now, there is no drawbacks to any tuning upgrades. Turbos don't have any lag. High-stress engine tuning causes no driveability problems. Exhaust parts increase power across the rev range. GT1 and GT2 had a much better system, and while it is understandable why they moved away from it (each part on each car was done by hand so that had to be labor intensive as hell), the system as it is now that dates to GT3 is becoming increasingly anachronistic and was never realistic in the first place.
Perhaps the game has become too large for them to handle. They can't keep up with the bug fixes let alone add more features which always adds more bugs. At this point making things more complicated would make matters worse.

I'm all for making things more realistic as long as there are options to accommodate everyone. This is a console "simulator" after all and not a PC simulator.

What happened to imagination? Kids these days are boring.
👍 I've been thinking the same thing.
 
Yes, there should be more realistic tuning and more options, like tire pressure, ECU tuning, more parts etc.
 
Agreed it should be a la GT4 style. Each dealership with their own specific manufacturer for their parts and specific upgrades.

GT5 upgrades always felt generic to me. At least you can´t put turbos in atmospheric engines. But the rest is generic. (that´s why i almost never tune my cars)
 
I played Forza 3 at the shop yesterday. It had drive-train swaps and engine swaps which should definitely be included in GT6. Imagine the possibilities of tuning, and it would allow you to have RWD or AWD FTOs and Preludes. I know all the drifters would agree.
Another thing they should improve/fix is if you add parts, they put extra weight on your car. For example turbos would add extra weight. This can't be that hard to include, surely.
Other than that more rims, body kits and be able to tune the pistons, spark plugs etc. individually and not just an engine upgrade. There should be a wide range of parts to choose from. Also livery editor. These would make the game so much more enjoyable and realistic.
 
Rushton1996
...and be able to tune the pistons, spark plugs etc. individually and not just an engine upgrade. There should be a wide range of parts to choose from.

Vastly time consuming and far beyond the man hours PD has available.
 
Agreed it should be a la GT4 style. Each dealership with their own specific manufacturer for their parts and specific upgrades

The only thing that did was make tuning more of a hassle because you had to menu hunt to find anything. Even before PD patched in the ability to just buy parts from the garage, GT5's system carried over from GT3 was already an improvement over the ones in GT1, GT2 and GT4. And now that we can buy parts from the garage, they should never go back to the old way.
 
And here I thought the ECU tuning part on my 69 Camaro was a "Enhanced Carburetor Unit"

No imagination on kids these days...
 
And here I thought the ECU tuning part on my 69 Camaro was a "Enhanced Carburetor Unit"

No imagination on kids these days...

Imagination gets you nowhere. If you wanted, you could imagine away all the flaws in the game and should not care if what you were given was complete garbage.

People want more realism, and imagination won't get them there. So PD needs to model different parts for different types of cars and then make those things perform differently in the game.
 
The ability to adjust all of the suspension settings for each wheel independently would also be nice instead of just either front or rear.
 
IMO, The real problem with GT's tuning system is how it misses perhaps the real issue of tuning, that being compromise.

The parts in GT's system only change top-range power. In real life, you would sometimes need to optimize your car for mid-range of even low-range power.

Toronado brought up a good point earlier about GT2's system being too complex in the long run. However, PD should still be able to come up with a generic power multiplier between x% RPM and y% RPM that will affect all cars equally. Would it be 100% realistic? No but it would most certainly do the job when we consider they have 1000+ cars to deal with.

Also, Info that would be useful to see when buying upgrades is HP @ RPM and Torque @ RPM. The latter is especially important since it directly affects acceleration.
 
For me it feels like its all PP controlled, no fun involved in tuning. To get a 500PP car you take a 400PP car and put in some extra HP and take off some weight..put in all manual transmissions and change all Diff, wheelfly and so on. Its almost like they could just make it the other way around. I want this 400PP car to be a 500PP car press ok and its done. Now we waste lots of time in the tuning section when there is no finesse or need to actually know anything about tuning, becomes just a rutine you do the same with all cars, as Tornado said there is no negative consequence in tuning wrong.
If i read the car descriptions where tuned cars are described its like each HP has taken some kind of special inovation to achieve and they had to do other tuning to solve the extra HP or wheel or diff....that i dont feel putting in 200 extra HP in a car.
 
The problem is where you stop, the wheels alone could have a dozen options but how many buyers or the game would understand or appreciate things like offset or unsprung weight ratios.

I would love such options that go massively indepth everywhere but the CoD braindead zombies wouldn't care and would hate the game if you suddenly made your car undriveable by fitting 26 inch wheels or make it slower by fitting a turbocharger that cant be spun by the exhaust from a 1.2 3 banger.
 
In the past at least, GT tried to teach you how to drive and tune properly. The GT1 manual was very good, it was long and very detailed. GT6 should have a manual like this, though it would probably only be available in electronic form on disk.

And of course, there can be "tuning assists" added to the game where the player can ask the game for help in selecting parts. For example, during an engine swap, the car's weight balance goes from 50/50 to 60/40, and the game issues a warning and recommends finding a lighter engine, or fitting new suspension.
 
Perhaps if you could take the car to tuningshop they could setup the car properly. Not just change oil or restore regidity. Just pay for a tune for a certain track. Perhaps like the option that gives you to racemodify certain cars.
 
The problem is where you stop, the wheels alone could have a dozen options but how many buyers or the game would understand or appreciate things like offset or unsprung weight ratios.

I would love such options that go massively indepth everywhere but the CoD braindead zombies wouldn't care and would hate the game if you suddenly made your car undriveable by fitting 26 inch wheels or make it slower by fitting a turbocharger that cant be spun by the exhaust from a 1.2 3 banger.

It doesn't have to be intricately modeled. Personally, I just want the tuning system to reflect the idea of compromise when it comes to engine and transmission parts.

For now, it's just about picking the most powerful parts you can handle.
 
NASCAR 09' has the most in depth tuning options in the racing game industry. I think GT6 should have that if you have played the game you no what I mean you can change things like the shape of the body in each corner (to an extent of course). you can also change spring rate in each corner it annoys me that we have to set a car up front to back. I don't know anyone who sets there car up the exact same on each side of the car. I certainly don't in my car (seen in my avatar).
 
And here I thought the ECU tuning part on my 69 Camaro was a "Enhanced Carburetor Unit"

No imagination on kids these days...

This.


Some people on this forum need to take a step back. It's a video game. Note the game! The farthest in depth that I think that they need to go is engine swaps and the right name for the right part on a car. There's no point in going any more complex than that, because I am 12*. There's nothing like making a 2CV go 100 miles a hour, and beating Lotus Elises with a Donahisu Midget. Making cars fly though the air hundreds of feet is awesome! Try LittleBigPlanet. Fun game, right there. I like (for the most part) the GT5 tuning system. You can change the transmission, some engine mods make the hp go down (stage 3 on a Citroen Road Car), and you have control over most aspects of how a car drives. That's my five cents over this, anyway...

*Sorry I said that you need to do something because I am 12, that implies arrogance, I'm sorry, I meant because a lot of the people who play this game are kids, and they want to just get a car, make it have 1200 horsepower, and just mess around with it. it is not only a game for hardcore people, and if they were to include some of the things that some people are suggesting, they would have to do a system where they kept the current system, and included a different system, and seperated the lines of the two factions onto different classes of servers, because according to some people tunes in GT5 are overpowered, and everyone who was on the primitive tuning system would just crush. That's my ten cents.
 
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Well, so maybe show this to all the other people who want gt6 NOW. Because if they get it now, I'll bet not a single one of these will be in gt6. Give PD some time so they can get everything they need into gt6. Don't rush. But, I agree with what you guys think about all these unrealistic tuning options.
 
JJSCHMITTY

post : https://www.gtplanet.net/forum/showthread.php?p=7713506#post7713506

The problem with the current tuning system, it's trying to be a linear upgrade system when in fact, tuning is about compromises. There's never really any struggle between low-speed response and high-speed power.

As for the suspension parts, too many of them are part of a kit. I can understand springs and shocks being part of a single unit but camber, toe and even anti-sway bars are sold by themselves in the aftermarket.

And the gear ratio adjustments can be further simplified now that the game tells you how fast each gear can go. The Max Speed/Auto-Tune setting has always been kind of a vestigial limb to me.
 
First of all I'd like to see a more pronounced difference between the various options to choose from. Nowadays for me adding a ECU has the same impact as e.g. adding a Sports Exhaust. Both would rise the hp/torque/pp-level by the same amount. The only components really bringing some variation are the low/mid/high-turbos.
 
It's a video game.

kid your playing the wrong game especially with GTAcademy when you can go from being a video game player to a real life racer it stops being a game. I am not old enough to enter in GTAcademy and even if I was I would still be ineligibly because I race in real life (my car in my avatar). But, as a racer I can honestly say Gran Turismo is as good as it gets too real life minus the mediocre tuning options. Kids like you don't understand this because your not mature enough you think all games are supposed to be free roam. It is a RACING game not Need for Speed (although it is a fun game) where you can just go around and do what ever and maybe race here and there.
 
Perhaps if you could take the car to tuningshop they could setup the car properly. Not just change oil or restore regidity. Just pay for a tune for a certain track. Perhaps like the option that gives you to racemodify certain cars.

that would be nice but then you would end up with guys who know how to tune and are much faster then people using the setup the game would give you which undoubtedly would be a little off from the start and you would have to tune to get it write anyways. but good idea
 
kid your playing the wrong game especially with GTAcademy when you can go from being a video game player to a real life racer it stops being a game. I am not old enough to enter in GTAcademy and even if I was I would still be ineligibly because I race in real life (my car in my avatar). But, as a racer I can honestly say Gran Turismo is as good as it gets too real life minus the mediocre tuning options. Kids like you don't understand this because your not mature enough you think all games are supposed to be free roam. It is a RACING game not Need for Speed (although it is a fun game) where you can just go around and do what ever and maybe race here and there.

While this is noticed, you still can not change people who are more of casual gamers. Some people don't want to learn a tuning system, and would prefer a linear tuning system. Hence the two options. You can be a proprietator of the system if you want, and send a nicely written letter or excel thing about it, and email it to them, and explain to them while nobody likes the linear system at all, and they need to make it complicated. Having fun with that? My point exactly. This is not iracing. If you want true realism, go there. This is a bridge that favors simulation while still having a small amount of arcade in here. (Racing Soft tires, ect.) I race quite a bit without screwing around on this game, but it is fun just to screw around somtimes. You cannot say that there is no need for a mildly simpler tuning system. A "bridge" between the linear and compromising systems would work well. You would have some compromise, but not a whole lot, because then all of the causal gamers are screwed, because they won't know squat about the tuning system. Give me 10 good reasons while there are absolutly no casual gamers out there in the gran tourismo dream-o-scape, and then be denied because I, yes I myself, am a casual gamer.

Also, on a technicality NFS is a racing game, just a more arcady one.
 
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First of all I'd like to see a more pronounced difference between the various options to choose from. Nowadays for me adding a ECU has the same impact as e.g. adding a Sports Exhaust. Both would rise the hp/torque/pp-level by the same amount. The only components really bringing some variation are the low/mid/high-turbos.

You'd think a generic multiplier for performance exhausts would be easy to program into the game. something like 90% Torque between 0% RPM and 50% RPM and 110% Torque for the rest of the torque curve for that Sports Exhaust. While it's not exactly realistic, it would get the job done considering we have 1000 cars to work with.

Although I personally wonder if a variable boost depending on RPM is simple enough to program, to keep the power curve smooth. Otherwise, the game would act like an instant VTEC.
 
stop treating us like 8 year olds PD most of us playing this game are 15 and older give us the proper thing!!!! Were car enthuisiasts not little kids
 
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