Gran Turismo 5 Evolution Mod Discussion

  • Thread starter Thread starter Erik Delgado
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Brazil
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Hello! This is the first video showcase for Gran Turismo 5 Evolution, a mod that improves the single player GT Mode experience in GT5. This mod is based on Gran Turismo 5 Master Mod by Nenkai, most of its changes apply here too. Below is a summary of the improvements found in this mod.
  • Redesigned GT Mode events, changing many late game single race events into championships, re-arranging their order, adding more races, making them longer, changing the list of opponents, and much more;
  • More races with dynamic time/weather;
  • Integrated DLC and PS2™ tracks (restored to the game by GT5 Master Mod) to the main campaign;
  • Increased track variety and improved cohesion (e.g. utilising tracks from the event's region);
  • Enabled tyre wear and fuel depletion in every race;
  • Improved Engine Sounds for hundreds of cars (ported from the Gran Turismo 6 Spec II Mod by Lunard);
  • Changed race starts to have mostly standing grid and double file rolling starts;
  • Improved the AI to make them more competitive;
  • Increased the maximum number of cars from 12 to 16;
  • Added the snow weather condition to certain races throughout the campaign;
  • Changed prize cars awarded throughout the game;
  • Added PP and tyre restrictions to most events;
  • Tuned opponents cars to be around the PP limit of the event.
A more complete changelog will be available closer to the release of the mod and more video showcases are planned in the future.

Gran Turismo 5 Evolution Mod Showcase 1: Improved AI and Tyre Wear
 
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This sounds really great, please keep us updated!

If most of the changes are included, can you list which are not?
While this is still a work in progress, meaning nothing is set in stone, the main Master Mod change I'm planning to omit from Gran Turismo 5 Evolution is having every car available in the regular Dealership, as I feel it makes the Used Car Dealership less relevant. I am aware of the issues with the UCD, such as cars like the Formula GT being extremely rare, and I'm thinking of ways to rectify this issue without including it in the regular Dealership.

I'm currently working on AI balancing, race by race, so once I'm done with that, I'll tackle the dealership situation. As you might expect, testing every race and balancing the AI for each one of them is very time consuming, but I'm already at the Extreme League, so I'm almost done with that phase.
 
Updates on what I've been working on in Gran Turismo 5 Evolution: I have gone through all events and balanced the AI to make them more competitive. One thing that struck me was how GT5's AI wasn't bad because PDI couldn't do any better, it was by design. By altering their skill and behaviour in the event files, you can have fast AI that races with the player side by side without slowing down like in the vanilla game.


With the AI balancing mostly out of the way, my new task is improving the list of opponents that can show up on each event. Gran Turismo 5 tends to add a big list of possible opponents to each event, and that becomes a balancing nightmare. My first course of action therefore was to trim down the opponents list as I saw fit, removing uncompetitive cars that would just take up slots from the best possible opponents.
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The Blitz Skyline R34 Drift Car does NOT belong in the GT All Stars field full of Le Mans Prototypes...

Gran Turismo 5 Evolution will have PP limits for almost every event in the game, and right now I'm working on tuning the AI opponents to be as close to the PP limit as possible.

What you were facing before:
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What you're facing now:
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Several events have been extended, with many more races added, some examples below:
The vanilla American "Championship" had 2 races and wasn't even a championship:
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In Gran Turismo 5 Evolution, it has been extended to a 9 race Championship, featuring all American race track locations from both GT4 and 5. It is now worthy of being in the Extreme League.
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The Formula GT World Championship has been extended to 10 races and features every real life F1 track present in the game, as well as DLC tracks like Spa-Francorchamps and Twin Ring Motegi. The races will all have half F1 length and with tyre wear and fuel depletion enabled as well as variable weather in tracks that support it.
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I have also implemented Real Grip Reduction on Wet Track/Track Edge (only available in Arcade and Online lobbies) and Weak Slipstream (only available in Online Lobbies) to every race in the campaign, though the Slipstream doesn't seem to make a big difference. The Real Grip setting will punish the player more by touching grass and will make wet races (which will be more prominent in the game) more treacherous.

That's all I've got for now, I'm working on this every day and I'm excited to share more of the changes I brought to the game in order to improve GT5's GT Mode.
 
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Just wondering, will the premium dealership still have the standard cars in them like Master Mod? I love to start with cars that have 0 KM on them.
 
No, Standard cars will not be in the regular Dealership, I feel like it made the Used Car Dealership less relevant, so I decided to revert that change. I have made the Formula Gran Turismo accessible without needing to use the UCD, though, that was one big complaint about the game. If there's a better way to make the UCD relevant, I could think about keeping all cars available in the Premium Dealership, but I can't think of anything that doesn't make balancing worse.
 
Any plans to balance the in game economy and car prices? i.e. give the races sensible Cr rewards based on the length of the race and the level of the race and then re balance the car prices so you aren't grinding for hour after hour even at the highest level.
 
Yes, the economy will be rebalanced in several ways. You'll have more races on each event, so more opportunities to earn Credits, several events have been turned into Championships, meaning you'll be getting Championship prizes from them, and I've also changed the prize car list so you get more useful cars for later events, thus having to buy less cars.

To counterbalance all this, events are no longer a cakewalk, they will have PP limits which the AI will be tuned around, so a lot of this extra cash you'll be getting is likely going towards upgrades to your cars.
 
No, Standard cars will not be in the regular Dealership, I feel like it made the Used Car Dealership less relevant, so I decided to revert that change. I have made the Formula Gran Turismo accessible without needing to use the UCD, though, that was one big complaint about the game. If there's a better way to make the UCD relevant, I could think about keeping all cars available in the Premium Dealership, but I can't think of anything that doesn't make balancing worse.
Actually it does revive some of the used car hunting aspect of GT5. Err, what will be the difficulty out of 10 from early game to late game, please?

Oh and I hope Eiger Nordwand in the rain isn't used 'cause that track absolutely makes me panic for some reason. Dunno why, been like that since I raced it for the first time.
 
Actually it does revive some of the used car hunting aspect of GT5. Err, what will be the difficulty out of 10 from early game to late game, please?

Oh and I hope Eiger Nordwand in the rain isn't used 'cause that track absolutely makes me panic for some reason. Dunno why, been like that since I raced it for the first time.

Difficulty is a bit tricky to measure since the AI is faster in some tracks than others, but the early game will be tight on cash and even winning the Sunday Cup might prove challenging.

Starting off, I'd say difficulty is around 9/10, once you start accumulating more Credits, probably an 8/10, but it depends on the event, since the AI just isn't very good around some tracks, while in others, I struggled to win.

PP limits on almost every event means you'll no longer be able to throw money at the problem and overtune your car to win, and late game races will be longer and strategy (tyre and fuel) will play a factor.

Eiger Nordwand in the Snow will be used instead.. good luck!
 
Difficulty is a bit tricky to measure since the AI is faster in some tracks than others, but the early game will be tight on cash and even winning the Sunday Cup might prove challenging.

Starting off, I'd say difficulty is around 9/10, once you start accumulating more Credits, probably an 8/10, but it depends on the event, since the AI just isn't very good around some tracks, while in others, I struggled to win.

PP limits on almost every event means you'll no longer be able to throw money at the problem and overtune your car to win, and late game races will be longer and strategy (tyre and fuel) will play a factor.

Eiger Nordwand in the Snow will be used instead.. good luck!
Good!! A good challenge! I'm gonna enjoy this! About the Alps track thingy... I'm gonna man up. If I can do Dragon Trail in Torrential Rain, then why not the Alps. It's more because I have bad souvenirs. Edit: Snow is actually a good idea knowing the height! I'd love that!!

Update: I manned up, tried it in bad weather, conquered it. It was indeed just a bad souvenir! Thank you for the motivation!! I'll be sure to remember your help!! I know it's kinda weird considering I'm 41 years old but since I have special needs it was something I needed to climb over, and thanks to you, I did!!
:cheers:

See, this is why Gran Turismo Modders have always been my gaming heroes!!
 
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