Update 2.10 - Unannounced Features

  • Thread starter GalvoGT13
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A new update has been released for Gran Turismo 5.
The main contents of the update are as follows:

- Adjusted Performance Point (PP) calculations to correct an issue where the speed of cars in races with PP restrictions would be unfairly set.

- Adjusted the engine sound of the Honda weider HSV-010 (Super GT) '11.

- Improved the force feedback control of the Thrustmaster TS500RS Steering wheel controller. This improvement will allow more accurate countersteering on dirt and while drifting.
 
It'll be interesting to see if the abilities of the AI change accordingly in the seasonals, now that to match the PP limits we'll be having to add boost to our cars if we want to drive at the event limit. Might be a way of making the expert level events easier to achieve if this is the case and the AI don't change.
 
Elise 111R RM is 584pp (Same)
The GTR LM Race Car was 678PP is now 632PP
FTO Super Touring Car is the same
Takata Dome '03 is the same
Team Oreca Viper is the same
HKS CT230R is the same
NASCARS were 632 now 570/571 (Min Downforce)

These are the only cars I can confirm without doubt.

Edit: I'm willing to bet a lot of this had to do with the Vertigo Race Cars PP issue,
 
500pp M3 CSL went to 493
500pp Elise 114R remained unchanged
609pp Lexus IS-F RM went to 560pp
500pp Opera S2000 went to 492pp
500pp Rx-7 Bathrust went to 491pp

It seems that the dominance of Elises in 500pp races will be threaten.
 
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How could the performance points have been so inaccurate before that they've had to change some of them so much? Weird.

Edit: my comment was based on the comment above me, which was just edited.
 
Ran in to an issue when I have my DFGT and a Controller plugged into the PS3, the X button on neither of them will work. Unplug the Wheel and the controller works fine.
Trouble shooting now, just curious if anyone else is experiencing this? Checked the Hardware settings, button assignments for both the controller and the wheel. Testing a few more things.
 
Ran in to an issue when I have my DFGT and a Controller plugged into the PS3, the X button on neither of them will work. Unplug the Wheel and the controller works fine.
Trouble shooting now, just curious if anyone else is experiencing this? Checked the Hardware settings, button assignments for both the controller and the wheel. Testing a few more things.

I had this happen to me before - my pedals were just unplugged.
 
How could the performance points have been so inaccurate before that they've had to change some of them so much? Weird.

Edit: my comment was based on the comment above me, which was just edited.

It's possible (though I hope not) that instead of revising the system they are just dropping the hammer on individual cars. Like, the GT-R LM was really overrated for how fast it actually was, so they slashed a bunch of PP off of it.



The only other idea I can think of is that maybe they made a big change to how aerodynamics are taken into account by the system.
 
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I had this happen to me before - my pedals were just unplugged.

Came to delete my post, because I found the issue, and just as you've stated pedals unplugged will deactivate the X button on both the controller and the wheel. Odd, but oh well.
 
The new PP settings completely alter the balance of power among PP groupings. Two cars I drove last night, the GT12 and Roadster both gained 30HP at 400PP. They are both cresting 230 HP now!!!! Lap times are out the window now....

This is why I never started a tuning garage!!!
 
These PP swings are truly massive with some of these cars. Interesting to see how this will change some of the racing.
 
These PP swings are truly massive with some of these cars. Interesting to see how this will change some of the racing.

I wonder how it will affect the older seasonals.
 
Came to delete my post, because I found the issue, and just as you've stated pedals unplugged will deactivate the X button on both the controller and the wheel. Odd, but oh well.

I felt such like such a tool after it happened to me once and I created a new thread in the Q & A section, and loads of people couldn't help. Then I looked at the back of my wheel for no reason at all, and I just saw the pedal wire was out and just resting there. I plugged it back in again and all was fine, lol.

So now I know if it happens again what to do.

I agree it's very odd.
 
wait? so the fast cars drop in pp.....how will this even out the racing?
 
I get the feeling we're going to see quite a few NASCARS show up in the online Lounges in the coming days. If I can keep 892HP and add a bunch of Downforce and sneak it into 600PP lounges, I might be able to wave as I cruise by some GT500 cars, lol.
 
I get the feeling we're going to see quite a few NASCARS show up in the online Lounges in the coming days. If I can keep 892HP and add a bunch of Downforce and sneak it into 600PP lounges, I might be able to wave as I cruise by some GT500 cars, lol.

Wonder what this means for the current seasonals.
 
The new PP settings completely alter the balance of power among PP groupings. Two cars I drove last night, the GT12 and Roadster both gained 30HP at 400PP. They are both cresting 230 HP now!!!! Lap times are out the window now....

This is why I never started a tuning garage!!!

I'm going to get rid of all my 1,800+ cars, and start this game over.
 
They didn't entirely correct the Vertigo Race Car.
They correct the issue where Adding Ballast, Lowered PP.
They partially corrected the massive HP advantage it had, where the PP got lower, as the HP went UP. But it still plateaus:
Minimum Weight (780kg)
782HP (88.1% Power Limiter)
668PP

BUT...
from 782HP to 862 (97.1%)
Is all 668PP. PP doesn't change 1 tick up or down in this entire range.
THEN, when you go above 862HP, the PP starts to drop, lol.
888hp(100%) is 665PP
 
Volvo 240GLT got jacked up even more after this update :mad:!!!

Was at PP400 and no where near it now, even if you add a stage 3 turbo to it!

Seems like the only car really effected in my limited garage.
 
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