Update 1.12/1.13 Undocumented Changes Thread

The following was added to the OP. Anyone see any problems here?

- You can change the color of the new gauge in game on the Quick Menu (or Start Menu) and there's 4 new options just for the color customization (Actual Color, Hue, Saturation and Brightness)
- Replay camera now switches to in car and then back to the outside view when in "cinematic view"
- No Hybrids or electric cars can get gauges, and it seems most classic cars can't get gauges.
- The time rally sounds ("jump bonus", "overtake", "good job", "10, 9, 8..." etc.) are disabled if you go to the menu and select Race Info Display -> Off.
- The starting camera on tracks like Brands Hatch is now fixed. Previously its stuck on the first angle.
- The power/torque curve for the Nissan VGT has been fixed/modified...... previous to the update the torque would not reduce inline with the power when using the limiter.
- Fixed the issue where if you were leading a race online you'd only get a split time at the start finish line. You now get split times at all sectors.
- Before the update, in photomode you could take a pic of your current car and you could choose any second car you wanted. Now you can choose both cars from the photomode menu.
- SRT Viper bug where the bottom of the car would disappear has been fixed.
- It's now possible to add number plates on the Mercedes SLS GT3.
 
Toyota FT-1 VGT Has a detailed interior.

Gemasolar_17.jpg

Gemasolar_15.jpg

Gemasolar_16.jpg
Except in actual game....
 
The following was added to the OP. Anyone see any problems here?

- You can change the color of the new gauge in game on the Quick Menu (or Start Menu) and there's 4 new options just for the color customization (Actual Color, Hue, Saturation and Brightness)
- Replay camera now switches to in car and then back to the outside view when in "cinematic view"
- No Hybrids or electric cars can get gauges, and it seems most classic cars can't get gauges.
- The time rally sounds ("jump bonus", "overtake", "good job", "10, 9, 8..." etc.) are disabled if you go to the menu and select Race Info Display -> Off.
- The starting camera on tracks like Brands Hatch is now fixed. Previously its stuck on the first angle.
- The power/torque curve for the Nissan VGT has been fixed/modified...... previous to the update the torque would not reduce inline with the power when using the limiter.
- Fixed the issue where if you were leading a race online you'd only get a split time at the start finish line. You now get split times at all sectors.
- Before the update, in photomode you could take a pic of your current car and you could choose any second car you wanted. Now you can choose both cars from the photomode menu.
- SRT Viper bug where the bottom of the car would disappear has been fixed.
- It's now possible to add number plates on the Mercedes SLS GT3.
- Don't forget the online autodrive ghosting.
 
- Before the update, in photomode you could take a pic of your current car and you could choose any second car you wanted. Now you can choose both cars from the photomode menu.

That has been available for quiet some time. I'm unsure of when it was added, but I used that function when posting some pics in the "pics of your driftcars"-thread some months ago.
 
Car sound profile has been rebalanced

I read at least one person earlier today said something about one or two car's sounds being better.

That got me hunting. Recently I had the ability to send PD some thoughts on how they could rebalance the car sounds without re-recording and reprogramming the entire game.

I'm pretty sure they did it. Listen for the following things, which were all things I hoped they would do:

  • All car views provide more engine sound compared to aspiration, and engines sound more "throaty" or bass heavier. (Yes, the vacuum cleaner effect is much less than before)
  • Car sounds are more uniform across the various views. There is no longer just one view where you can hear your exhaust, for instance. Though, sounds do still change according to the natural orientation of certain real life sound sources depending on the view, as it should be.
  • Impacts with barriers are generally more quiet, until you bang really hard head-on or very high spead. Impacts produce less bass (allowing you to turn your sound up and hear that new throaty engine and exhaust)
  • Exhaust parts progressively showcase variations on stock exhaust more convincingly.
  • Tire sounds (might) be balanced a little better against the rest of the car's sounds.
Tested using following cars.
Audi R8 LM Race car
McLaren Mp4 12-C (progressively added exhaust parts)
Rx-7 (80s)

This, and the new driving FFB make using all of the view modes realy, viable options for racing and driving in GT6.

I don't know, I could be crazy here, but I think I'm really hearing what I think I'm hearing ;)
 
We can add a Racing Number to the Mercedes SLS AMG GT3? That is one of the best changes in v1.12.

Great stuff as the car looks too bare.
 
Just saw a message I never saw before while installing flat floor in my 135, it basically said it was linking the purchase to the aero parts and if one of them would be uninstalled they both would be.
 
I am experiencing crappy internet and skipped reading the entire thread... I apologize if someone already posted this.

When you're racing online and are in 1st place, the game displays split times at section breaks. It didn't do this before. 2nd place would get a "time behind leader", but 1st place just got their sector time, not how big the gap to 2nd place is. I'm glad this was added finally.
 
Bathurst is totally messed up now, I did the FT1 VGT Seasonal and the shadows were just bouncing everywhere, especially at the top going down, not sure what happened, it wasn't like this prior. Sierra, no issues.

Yea Bathurst wasn't exactly the prettiest track before and with this new shadow glitch, it is a mess. As for Sierra, I noticed some heavy pop up on the first left hander that showcases the waterfront and have seen some frame loss as well. Did notice it do some slight freezing while driving in certain sections. Overall a very fun track, loved golding the 3 time trials.

@FranciRus-- I also have noticed the lag while looking at the timedleaderboards. It is almost like the cursor gets stuck and moved very slowly. So you aren't the only one to experience this.
 
Tin foil hat time:
The custom dials use an RGB colour wheel set-up that has never been used in GT before - could this eventually be transferred to painting cars themselves? Maybe adding the dials was a sneaky, low-key way of implementing it without obviously adding it, sort of how people are suggesting that custom racing numbers may act as a similar test, eventually leading to livery editing of some description.
 
Car sound profile has been rebalanced

I read at least one person earlier today said something about one or two car's sounds being better.

That got me hunting. Recently I had the ability to send PD some thoughts on how they could rebalance the car sounds without re-recording and reprogramming the entire game.

I'm pretty sure they did it. Listen for the following things, which were all things I hoped they would do:

  • All car views provide more engine sound compared to aspiration, and engines sound more "throaty" or bass heavier. (Yes, the vacuum cleaner effect is much less than before)
  • Car sounds are more uniform across the various views. There is no longer just one view where you can hear your exhaust, for instance. Though, sounds do still change according to the natural orientation of certain real life sound sources depending on the view, as it should be.
  • Impacts with barriers are generally more quiet, until you bang really hard head-on or very high spead. Impacts produce less bass (allowing you to turn your sound up and hear that new throaty engine and exhaust)
  • Exhaust parts progressively showcase variations on stock exhaust more convincingly.
  • Tire sounds (might) be balanced a little better against the rest of the car's sounds.
Tested using following cars.
Audi R8 LM Race car
McLaren Mp4 12-C (progressively added exhaust parts)
Rx-7 (80s)

This, and the new driving FFB make using all of the view modes realy, viable options for racing and driving in GT6.

I don't know, I could be crazy here, but I think I'm really hearing what I think I'm hearing ;)

+1

Cars defiantly sound bass heavier and less vacuum cleaner like to me as well.

12C keeps it unique sound and gets louder and 'dirtier' when upgrading exhausts, not sure if it used to or not.
 
My DFGT steering wheel seems fine. It may be because I'm just not that skilled or sensitive a driver to notice the differences though. :)
Perhaps, other people have changed their settings and this update has just set the FFB back to the default settings, so I can't tell but others find a big difference.
 
"It's now possible to add number plates on the Mercedes SLS GT3."



Not sure if it was mentioned before. But I recommend to replace the expression "number plate" by "racing number".


"Number plate" could mislead because IMO it stands for

1.jpg


or on a car like here
NOR183491-45.jpg


And that`s not what happened.
That is called a license plate imo...
 
It's not so simple, because many car colors are metallic or pearl ones that are made from broad shade range of little metallic bits in it and from every angle and in every light the effect is different.

But PD has this "chemistry" in their lightning engine since GT3 so it could be certainly customised by player somehow if they wanted to.
Tin foil hat time:
The custom dials use an RGB colour wheel set-up that has never been used in GT before - could this eventually be transferred to painting cars themselves?
 
FFB change for DFGT wheel has changes in a good way. I was using power steering in wheel options and FFB = 8.
Now I turned off the power steering and set up both FFB settings to 10. It's great to feel almost everything from the tires, altough FFB is somewhat weaker.
I love it! :)
 
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