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So I made a thread about this but I was reminded that this might be a better place for this. I'd really like to see a car creator in GT.
Now, I know what you're thinking! "But they couldn't add that...people could make cars that PD don't have the licenses for." and to that I say nay! That's actually one of the main reasons I'm making this thread. I think I've come up with a pretty effective way to circumvent that problem without overly restricting the players control over what they make.
So here's my idea!
You start off by selecting a type of vehicle, whether it be a sedan, a wagon, an SUV, a coupe, ect. After that you would have a couple of basic designs of that type to start from and you could also have some other basic options like having a convertible rather than a coupe or a pickup rather than an SUV.
So once you've decided on what type of car you want to make you get to start playing around with the actual personalization of the car. So you get to do some basic NFS style selecting of different parts like mirrors and grills and bumpers and wheels and so on. More interestingly you get to start playing with proportions and the actual shape and size of the car. So if you decide you want the car to be longer or wider than the basic model you are free to make it that way or if you want a longer hood and shorter doors you have those options as well.
As you pick and choose parts and shape the car the way you want it you'll also pick the material you want certain parts made out of (steel, aluminium, Carbon Fiber) which will effect not only the performance of the car, but of the cost of the car (what? You thought they would be free?). Giving it an interestingly strategic aspect "is that CF hood really worth the extra money over the Aluminium?"
So once you've gotten the body of the car the way you want it you start working on all the parts that make it tick. You start by picking where the engine is (body type permitting) and which wheels will be driven. Working from there you go through and pick the rest of the mechanical parts that you want on the car. First and foremost would be the engine selection. Want a turbocharged inline 6? Or a NA V8? Then you go and choose the other mechanical parts such as the suspension and transmission. As with the body parts, choosing different options will affect both the performance and cost of the car you're creating.
Now it's time to tune the car and add the finishing touches. So you get the chance to hit the track in your new car for the first time and start figuring out how all the little details will come together. Figuring out you want the suspension to be set up and what you want for gear ratios and when you want the boost from your shiny new turbo to kick in. To finish up your car select any sort of visual flares you'd like and what colors the car should be available in. Then just save the car and enjoy!
Now here's the TLDR version!
Now, I know what you're thinking! "But they couldn't add that...people could make cars that PD don't have the licenses for." and to that I say nay! That's actually one of the main reasons I'm making this thread. I think I've come up with a pretty effective way to circumvent that problem without overly restricting the players control over what they make.
So here's my idea!
You start off by selecting a type of vehicle, whether it be a sedan, a wagon, an SUV, a coupe, ect. After that you would have a couple of basic designs of that type to start from and you could also have some other basic options like having a convertible rather than a coupe or a pickup rather than an SUV.
So once you've decided on what type of car you want to make you get to start playing around with the actual personalization of the car. So you get to do some basic NFS style selecting of different parts like mirrors and grills and bumpers and wheels and so on. More interestingly you get to start playing with proportions and the actual shape and size of the car. So if you decide you want the car to be longer or wider than the basic model you are free to make it that way or if you want a longer hood and shorter doors you have those options as well.
As you pick and choose parts and shape the car the way you want it you'll also pick the material you want certain parts made out of (steel, aluminium, Carbon Fiber) which will effect not only the performance of the car, but of the cost of the car (what? You thought they would be free?). Giving it an interestingly strategic aspect "is that CF hood really worth the extra money over the Aluminium?"
So once you've gotten the body of the car the way you want it you start working on all the parts that make it tick. You start by picking where the engine is (body type permitting) and which wheels will be driven. Working from there you go through and pick the rest of the mechanical parts that you want on the car. First and foremost would be the engine selection. Want a turbocharged inline 6? Or a NA V8? Then you go and choose the other mechanical parts such as the suspension and transmission. As with the body parts, choosing different options will affect both the performance and cost of the car you're creating.
Now it's time to tune the car and add the finishing touches. So you get the chance to hit the track in your new car for the first time and start figuring out how all the little details will come together. Figuring out you want the suspension to be set up and what you want for gear ratios and when you want the boost from your shiny new turbo to kick in. To finish up your car select any sort of visual flares you'd like and what colors the car should be available in. Then just save the car and enjoy!
Now here's the TLDR version!
- Pick car body style
- modify body
- different materials affect performance and cost
- pick mechanical components
- tune car
- add finishing visual touches
- enjoy!