What WILL you make with a GPS enabled or very detailed track editor?

  • Thread starter smskeeter23
  • 1,100 comments
  • 109,891 views
Here's a thought...

First, from the Autoweek article:
Privacy adherents may be worried that while Polyphony claims the data being recorded is one-directional, going straight to USB and not being stored in the car, once inside the game some of the data will go to the company via the Web.

If this is true and the data is not somehow encrypted...

I see no reason why a real one of these files can't be obtained, dissected, and it's format determined. After this is done, these is no reason a converter cannot be created in which you load in your plan NMEA (gps) data file, and it spits out a properly formatted file which can be used in the game. If that is indeed going to work out for us. A converter like this would not be difficult to write and there are MANY apps out there for phones that already record in this standardized format. Then I can use my 10Hz GPS :D

I'm not concerned about the above... What does concern me is this "Japan only" stuff.
 
Here's a thought...

First, from the Autoweek article:


If this is true and the data is not somehow encrypted...

I see no reason why a real one of these files can't be obtained, dissected, and it's format determined. After this is done, these is no reason a converter cannot be created in which you load in your plan NMEA (gps) data file, and it spits out a properly formatted file which can be used in the game. If that is indeed going to work out for us. A converter like this would not be difficult to write and there are MANY apps out there for phones that already record in this standardized format. Then I can use my 10Hz GPS :D

I'm not concerned about the above... What does concern me is this "Japan only" stuff.

Nice idea, but if your device is cable of a faster capture rate and the actual GT6 ps3 game is only capable of dealing with a file at a much lower capture rate, won't the file have to be down sampled, thus completely defeating the purpose of doing this?

My guess is the, deciphering of the file will be done so that an editor can be produced to edit the GPS data before it goes back into the actual GT6 PS3 game. And/or an editor that will allow a track to be created from scratch and then that will write it to a GT6 track creator compatible file with 'faked' gps data.
 
Nice idea, but if your device is cable of a faster capture rate and the actual GT6 ps3 game is only capable of dealing with a file at a much lower capture rate, won't the file have to be down sampled, thus completely defeating the purpose of doing this?

My guess is the, deciphering of the file will be done so that an editor can be produced to edit the GPS data before it goes back into the actual GT6 PS3 game. And/or an editor that will allow a track to be created from scratch and then that will write it to a GT6 track creator compatible file with 'faked' gps data.

While I would find that very unlikely, if it were the case the file could certainly be "down sampled." However, it seems there may be a misconception of what the capture or data rate is. It is not the same thing as say, the data rate in a video file. The capture rate simply increases the number of points for a given period of time. Generally speaking, the more points the better.

Most programs that read in these types of data files take the points and essentially "connect the dots" between them to create the track. The more points there are, the smoother that track is.

Your last statement is likely the most promising aspect of the possibility I put forth. Not only could an editor be created, but you can make real courses, or something similar to a real course, without ever even driving the course. This can be done by exporting data directly from something like Google Earth. I've done this a few times for rFactor. You create a "track", basically a path, in Google Earth by laying it out along the road or real life circuit you want to capture. You then export that data, including elevation, in the proper format. Some fiddling has to be done with the data to get it right, but it does work.

Anyhow, I just wanted to make mention of the above to get some ideas out there. :)
 
@mrbasher & @bodger, and anyone else that may have said the same.
If it turns out we can use gps data files, expect me to start loading up tons. I have access to map maker programs that can build these. Pretty much any road in America, and I'm pretty sure I can get Japanese and European roads as well, although those might be more hit or miss.
 
OK, so the yellow road is the road I want to record. Its a mountain basically, near my home town and I go there with my friends usually to do some racing there and its really challenging. And dangerous too! Theres a lot of cliffs.
1401666_768634746486746_1820409142_o.jpg
 
The capture rate simply increases the number of points for a given period of time. Generally speaking, the more points the better.

Most programs that read in these types of data files take the points and essentially "connect the dots" between them to create the track. The more points there are, the smoother that track is.
:)

Yeah I understand that, what I think I was saying was that if the application can only deal with a certain amount of coordinates per sq meter etc then it would have to down sample.

For example, if you have a max grid of 10km and you have and end to end track with 5000 points normally, and your app records at twice that, the samr track would have 10000 points, which may exceed internal limits. May or may not be an issue. I wouldn't be surprised if there were some very specific restrictions in the way the custom GT app samples stuff though.
 
Yeah I understand that, what I think I was saying was that if the application can only deal with a certain amount of coordinates per sq meter etc then it would have to down sample.

For example, if you have a max grid of 10km and you have and end to end track with 5000 points normally, and your app records at twice that, the samr track would have 10000 points, which may exceed internal limits. May or may not be an issue. I wouldn't be surprised if there were some very specific restrictions in the way the custom GT app samples stuff though.

I suppose that's possible, but I would think it would be more likely there would be an area or file size limitation. The reason I say that is that the ECU used to make the original files would likely be sampling at a constant rate. Thus, if you drove too slow, under the restriction you stated, the file might not be accepted as there would be too many data points.

That said, we won't know until we have the game and can try it out. I'm looking forward to it, should it end up available outside Japan and work the way it's being portrayed. (or that we are currently understanding it)
 
Probably record my local backroads, they are lots of speed bumps through there so people don't speed. So in the GT there will be no speed bumps. 👍
 
This might sound pretty dumb but a thought just crossed my mind. Creating a track in GT6 from a series of GPS data points is essentially just a path that the game converts into a track. Would it not then be possible (this is the dumb part) to not make a simple architectural or drawing program as part of the GT6(7) package so we could simply draw tracks or put them together like one would with AutoCAD or some similar program? Call it the GT Track Architect Program and from the convenience of your living room put together some race tracks? Maybe in GT7 add the ability to generate custom or stock scenery, buildings etc?
 
This might sound pretty dumb but a thought just crossed my mind. Creating a track in GT6 from a series of GPS data points is essentially just a path that the game converts into a track. Would it not then be possible (this is the dumb part) to not make a simple architectural or drawing program as part of the GT6(7) package so we could simply draw tracks or put them together like one would with AutoCAD or some similar program? Call it the GT Track Architect Program and from the convenience of your living room put together some race tracks? Maybe in GT7 add the ability to generate custom or stock scenery, buildings etc?

Yeah this is what I was saying earlier. If the file format was worked out, and somebody had the time and inclination to developer an editor, job done.

https://www.gtplanet.net/forum/thre...ailed-track-editor.284375/page-9#post-8950748
 
Has anyone thought about the possibility of files from "so called app" might directly upload to PD servers for creation and then downloaded via the console? Honestly, if I were PD this is what I would do. Not only can you crunch it out on big servers to not be limited by the ps3 hardware but you could also control data skew (or "hacking") through app validation on the uplink.

@Johnnypenso - I've been think we'll possibly be able to "draw" tracks out long before the gps option. That just "feels" more likely to me and I've been presuming something like that would be in this version of the track builder from the start. So if they don't give us that AND bail on gps functions then I will be disappointed.
 
Well i really want to make a small track based on local roads.

It's 2.4 Miles and has some nice elevation changes. You can see my current location on the map as I type this.

Horbury GP Map.jpg

Here are some images of the corners etc from google maps.

Horbury GP Map Annotation.jpg
 
Last edited:
That's a beautiful design :drool:

It's got a little bit of everything, as it lies on the edge of a valley slope at the right edge is the bottom and as you head left along the main curved straight it starts to climb again, the flattens out then climbs again steeply then drops off heading back down.
 
Has anyone thought about the possibility of files from "so called app" might directly upload to PD servers for creation and then downloaded via the console? Honestly, if I were PD this is what I would do. Not only can you crunch it out on big servers to not be limited by the ps3 hardware but you could also control data skew (or "hacking") through app validation on the uplink.

@Johnnypenso - I've been think we'll possibly be able to "draw" tracks out long before the gps option. That just "feels" more likely to me and I've been presuming something like that would be in this version of the track builder from the start. So if they don't give us that AND bail on gps functions then I will be disappointed.
Not sure if that is more likely - easier to let an app capture GPS coordinates than develop an editor, with all the features it would need, to let you construct a track from scratch.
 
I have the feeling that these tracks will sharable but not exportable just like the current custom tracks.

It always struck me as odd that we could not export these tracks as files. The more I've thought about it though, the more sense it makes. Part of PD’s business is selling tracks.

I Have had hundreds of different PSN friends since GT5 came out and I always download their shared tracks if they are not too long, to see if they could be used in my online lobby.

Of all of the tracks I have downloaded or created myself, there are only a few that I have found to be really fun.

Imagine though if we had had the ability to export these tracks. We would have had custom track contests and TOP 10 lists and the best of the best tracks would go viral throughout the GT5 community. Everyone would have downloaded these tracks and everyone would know them well.

But… *sigh* as it is now the custom track’s name is not even displayed in your online room when you are using it, much less from outside where someone just sees that some unknown and probably awful custom track is being used.

No, I don’t see PD letting us do anymore with these tracks than we are currently doing now. At least now though we will be able to check each others shared custom tracks out on google maps and decide if it is worth the effort to try to get them.
 
I hope it's easier to share tracks like this between players. I'd be borrowing a lot of tracks from people in Colorado :)

Sprite your neighborhood reminds me of Spa

I know a couple of lakes near me that are fun to drive around.
bluespringsnurb.jpg wyandottenurb.jpg

What happens if you run the app while in an airplane? I wonder if there will be a limit on elevation change.
 
Last edited:
Hmmm... I just realized my neighborhood(specifically 150 ft from my house) would be absolutely perfect for drifting...
 
I was thinking similar about rollercoasters. Probably travelling too fast for any sort of detail.
The coaster should not feature any inversions that can create errors in recording the layout of the course. Also the app may strictly follow recognized roads from third party online maps.
 
assuming you can make point to point tracks and you can record very long roads, the A37, lots of big gradient changes and sweeping corners

5j2QM.jpg


its not as straight as google maps shows
 
@Chrunch Houston There's two more tabs on the recommended feature, maybe there'll be some sort of voting for the best community custom tracks in there. Besides, we could just use GTP if anything.
i1CKPyGINewKgz.jpg
 
First, let me just say ... thank you PD for listening to us. Many of us have been ranting and raving about this feature for the last two years. I'm an avid cyclist who uses the Strava app to chart and track my rides for many years now. The fact that you've listened to the possibilities AND built it into the very next version of your game ... SIMPLY AMAZING. Kudos. I did not expect to see this feature so quickly.

Here is what I expect I'll do with it almost immediately:

1. Make a skid pad for tire and suspension testing.

It has driven me nuts that we could never create a perfect circle track in the track editor before. Now I will simply drive out to the local high school, set out some cones and record a simple circle track. Then I can use that to test suspension settings on various cars to see what combination corners the best.

2. All The Local Race Tracks

As an avid racer, I take the car out to the track many times each year. I'll try to hit all the ones in my area and record them. This is purely for selfish reasons. Even if the game is not able to reproduce the course perfectly, it will record the distance and sequence of left and right handed turns correctly. This will allow me to practice a track before I get out there to have the sequence burned into my brain before I arrive to drive for the day. This is such a huge benefit that I believe all the local drivers will buy a system and pickup the game for that benefit alone. Thank you for giving us this feature. Incredible.

3. To the grocery store and back

Yeah, I've always wanted to know how fast I could get there in a fast car with no lights. Now I can find that out.

Other than that, I look forward to content from other drivers. Someone mentioned the Dragon's Tail. That would be awesome. There are also some really great drives in NW Arkansas. Likewise in Colorado. I can't wait to see what all the rest of you are able to record. This is going to be amazing.
 
I'll try and get back onto my old home track, Goodwood Kartways north of Toronto. I spent 4 years racing there and drivers like Scott Goodyear, Paul Tracy and now James Hinchcliffe all got their starts there. It's more of a European style layout and it's been around for more than 56 years and it even has a connection with Ayrton Senna, even though he never raced there. Can't wait for that!! Here's the Google Maps version, since repaved with new curbing and it looks great now!!!
Goodwood.jpg
 
Best case scenario in my opinion:
-GPS App has a fast enough sampling rate to accurately draw tight curves.
-App records somewhat accurate elevation data
-Editor gives us width options from 1 lane to 6 lanes (or more?) with a centered GPS line and lanes added alongside it.
-Editor gives us ability to set bank for every corner

What I'd be happy with:
-Records data reasonably close to most curves
-Layed out on a plane with no elevation change (disappointing, but better than predetermined terrain maps IMO)
-Gives us width and bank options for large sections like in GT5.
 
Back