Do Mods in GT5 really Represent real world mods?

But I'd be damned if I spent $20,000 on a new "high rpm turbo" that only pushed my STI up 60HP.:yuck: (IRL)

There's the rub. :lol:

Maybe they meant $2,000 for a 60 hp chip-tune.

But then again... chip-tunes are cheaper than that...
 
GT5 loses it's simulation aspect from the moment you begin tuning your car... or at least, when it comes down to engine and drivetrain modifications, since it doesn't take into account the power losses through the drivetrain and most of all, the power that's been unlocked when purchasing racing exhaust and intakes is simply too high. Cars are not that limited. One more thing, when changing parts, the overall weight of the car doesn't change either (excepted for weight reduction)... as if all parts we're of equal weight.
In the same way, Forza fans claiming it to be more realistic than the GT franchise because you're allowed to do engine swaps, stretching tires, etc. Did they really do the test before incorporating it in the game, trying to simulate the effects? It's all-show no-go to me. What the customer asks is what will make the game sell better. No realism there...
GT5 being limited in aftermarket parts makes it more of a simulation (to me) than would be Forza.

My two cents.
 
well, now that we are back on track here :sly:
When modding a car for a certain PP level, do you dump the access weight, or do you go for power?
 
What I like about GT5 is the ability to add and reduce power. My brothers and I try our best to match up these upgrades with real life parts. Makes the cars more unique.

GT5 loses it's simulation aspect from the moment you begin tuning your car... or at least, when it comes down to engine and drivetrain modifications, since it doesn't take into account the power losses through the drivetrain and most of all, the power that's been unlocked when purchasing racing exhaust and intakes is simply too high. Cars are not that limited. One more thing, when changing parts, the overall weight of the car doesn't change either (excepted for weight reduction)... as if all parts we're of equal weight.
In the same way, Forza fans claiming it to be more realistic than the GT franchise because you're allowed to do engine swaps, stretching tires, etc. Did they really do the test before incorporating it in the game, trying to simulate the effects? It's all-show no-go to me. What the customer asks is what will make the game sell better. No realism there...
GT5 being limited in aftermarket parts makes it more of a simulation (to me) than would be Forza.

My two cents.

This is why I love the weight ballast you can add weight or deduct weight. Biggest example would be when buying a light weight exhaust. all you have to do is buy the 1st weight reduction and match it up to the real life part weight specification. Its A little more work but it's fun and worth it.
 
What I like about GT5 is the ability to add and reduce power. My brothers and I try our best to match up these upgrades with real life parts. Makes the cars more unique.

This is why I love the weight ballast you can add weight or deduct weight. Biggest example would be when buying a light weight exhaust. all you have to do is buy the 1st weight reduction and match it up to the real life part weight specification. Its A little more work but it's fun and worth it.

Agreed, though i'm not hugely into tuning I do recognise that it is more restricted than before in GT5, however there does perhaps seem more scope to copy the spec of "real life" specials such as the 500 Abarth, the Vantage 600 Le Mans, and perhaps the Veyron SS and F1 GT-R, just to give a few examples i've had in mind.

It's also nice to be able to correct some of the specs where PD got it wrong, for example the weight of the Miura and '74 Countach, and the gearing of the Seven Fireblade. Too bad the Tesla is pretty much unfixable 👎
 
I think another step in realism should be making the player buy upgrades in stages that make sense.

Currently GT has always been make money buy everything in sight and tweak to your leisure. There should be more thought behind the way the mods are purchased and the sequence of their installation on the vehicle.

For example if you want to buy a High Boost Turbo you should have engine work stage 2 or 3 installed or the internals won't allow you to make that much power without destroying the engine and adjust the performance accordingly. You should also be made to purchase a higher stage clutch that allows for that much power. Also reintroduce the displacement upsizing through stroking if you really want to run big turbos with less lag.

This way the tuning aspect would be more realistic and require a little more planning from both the performance and money aspect.
 
I think another step in realism should be making the player buy upgrades in stages that make sense.

Currently GT has always been make money buy everything in sight and tweak to your leisure. There should be more thought behind the way the mods are purchased and the sequence of their installation on the vehicle.

For example if you want to buy a High Boost Turbo you should have engine work stage 2 or 3 installed or the internals won't allow you to make that much power without destroying the engine and adjust the performance accordingly. You should also be made to purchase a higher stage clutch that allows for that much power. Also reintroduce the displacement upsizing through stroking if you really want to run big turbos with less lag.

This way the tuning aspect would be more realistic and require a little more planning from both the performance and money aspect.

Yeah. The fact that you can grenade a clutch with just a bit more extra power in real life should indicate how silly adding a huge turbo to a stock car is. Certain parts need to be locked out until other things have been done to a car.
 
A point... at Daytona, Indianapolis, and Talladega NASCAR run 500hp roughly. Other tracks they run unrestricted.

Also LMP's are not as powerful in real life as in GT.

I posted this a while back on a thread:


Car (REAL LIFE HP / GT5 HP)

Audi R8 '01 (610 / 822)
Audi R8 '05 (520 / 818)
Bentley Speed 8 (615 / 814)
BMW V12 LMR (580 / 764)
Pescarolo Courage-Judd GV5 (600 / 770)
Pescarolo C60 Hybride (660 / 905 with over 1000 possible)
Pescarolo Courage C60 Peugeot ((510 / 828)
Peugeot 908 (700 / 725)
Toyota GT-One (600 / 803)
Firstly, it's long been said these guys fib about their true power.
Secondly, didn't the LMP's this year run over 1,000HP yet again in qualifying?

Also, NASCAR runs 600 mile races on tracks that aren't Daytona or Talledega. ;) NASCAR actual figures are also widely unknown. Why these league's don't give actual figures I have no idea. :confused:


EAGLE 5
For example if you want to buy a High Boost Turbo you should have engine work stage 2 or 3 installed or the internals won't allow you to make that much power without destroying the engine and adjust the performance accordingly. You should also be made to purchase a higher stage clutch that allows for that much power. Also reintroduce the displacement upsizing through stroking if you really want to run big turbos with less lag.
Depends on the car, don't you think?
Hennessy made an 833HP Viper back in '02 without touching the engine itself. You can google and find GT's, Vette's, Viper's, and plenty more that aren't drag racers, but custom tuner cars. What all mods they all have I generally don't bother to check, the point is proper order or not, tuning/customization in GT5 is nothing more then a polished system from 1997.

Interesting note on reliability, there is this street driven 2,000HP Viper in FL. Old video.
 
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A point... at Daytona, Indianapolis, and Talladega NASCAR run 500hp roughly. Other tracks they run unrestricted.

Indy, although it is a 2.5 mile superspeedway, is a relatively flat track with low banking. A NASCAR stock car cannot go full throttle around the track and does not achieve a high enough speed to warrant a restrictor plate there. They only regularly use a restrictor plate around Daytona and Talladega.
 
The Mustang GT500 is a fat brick cow of a car. All Mustangs are in fact. But I did try to replicate what I thought would be a fair rendition of the GT500 and I ended up with a much more accomplished car than what the GT500 is IRL. Even GT5 is like "Even I can make a better Mustang than that..."

I made a replica of a DRM Z51R... I've been doing this since GT3 and they've always been pretty acurate. I believe they run 11.5's with street legal tires, high 10's with nitrous. Difficult to say if the "Z51R" I have in my garage compares to a real life one since there is no hard acceleration tests. If you don't know what a DRM Z51R is, check this vid out maybe you'll make one yourself. Wish they had exhaust in the game that sounded that mean... they used to have an exhaust in GT3 and GT4 that sounded something like that, but its not in GT5. :(

I guess with most of the tuner cars that I've grown to love are kinda like "dragsters" in a way. A lot of the specs touted by the tuner are 0-60, 1/4 mile, or top speed related. Not really a car you'd wanna take around Nurb, but it wouldn't be too bad around Daytona or Indy, or High Speed Ring and SSR7. But its difficult to get good, acurate 0-60 and 1/4 mile times.

As for stock cars... I've had to put maybe 3 or 4 hours into getting my McLaren F1 to hit 231mph with stock HP. I've upgraded everything else and even gutted the damn car... still can't get it to go over 220mph. Same with the Veyron. Disappointed here. Two cars both famed for having top speed records, and neither of them perform like they should. I also doubt the McLaren F1 is putting down 11 second 1/4 miles. Even with how I've got mine setup with everything BUT the HP upgraded... They're supposed to run low 11s stock but my McLaren acts noticeably slower than that. These are the only two cars that I was outright disappointed with. The McLaren at least handles like a dream and can put to shame a lot of modern supercars.
 
Indy, although it is a 2.5 mile superspeedway, is a relatively flat track with low banking. A NASCAR stock car cannot go full throttle around the track and does not achieve a high enough speed to warrant a restrictor plate there. They only regularly use a restrictor plate around Daytona and Talladega.
If I'm not mistaken, they estimate around 700HP at Daytona, but I could be wrong, it's been a while.

Either way, they run 600 miles at Charlotte, or used to, it's been a while.:lol:

As for stock cars... I've had to put maybe 3 or 4 hours into getting my McLaren F1 to hit 231mph with stock HP. I've upgraded everything else and even gutted the damn car... still can't get it to go over 220mph. Same with the Veyron. Disappointed here. Two cars both famed for having top speed records, and neither of them perform like they should. I also doubt the McLaren F1 is putting down 11 second 1/4 miles. Even with how I've got mine setup with everything BUT the HP upgraded... They're supposed to run low 11s stock but my McLaren acts noticeably slower than that. These are the only two cars that I was outright disappointed with. The McLaren at least handles like a dream and can put to shame a lot of modern supercars.
I believe the McLaren had times of 11.2 and 10.8 for the 1/4.
Quite a few "premiums" have serious performance crippling errors. Not glitches, or bugs, flat out mistakes, i.e, incorrect data.
 
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If the mods in any GT game were realistic, you'd drop off the car for a period of 3-30 days, get the wrong part at least once, the car would run worse than before for the first day back, and finally the music would play intermittently, forcing you to lose another two days while they find the loose ground wire.

So realistically, you'd buy a beater with your initial winnings, then sign invoices and wait for the delivery truck until you can race again.
 
The modding in GT5 is far from real world capabilities. The '85 RX-7 in this game barely hits 500HP fully modded but my GF's RX-7 (same year but a slightly crappier model then the one in-game) is in the mid 500's & does 200MPH down the highway with ease.

Suddenly my Ex's original Mini seems lacking.... =( lol
 
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