I'll be honest, I didn't understand the first question.
As for the second, that would actually be a pretty cool thing to add. It makes no sense that adding front aero parts don't provide any front downforce. It's kind of the opposite of GT4, where adding a rear wing gave both front and rear 30 downforce, which also made very little sense. With that being said, I have no idea how I would achieve that, I'll look into it though, for sure.
Attempt at clarification for question 1: Will the suspension upgrades have different spring rates depending on the car such as a '95 Civic having a huge 15.0 kg/mm on both side or will it be toned down to more realistic numbers like GT6 did where it's a lot softer on both sides?
Also, while I agree that front downforce for rear-wing only cars was weird in GT4, I'm guessing that's probably because the cars couldn't have a front downforce part. Do you think it would be possible to have at least one wing option to do like that if do-able? You don't need to if you don't want but I think it would bring a lot of potential in standard cars, etc.
Attempt at clarification for question 1: Will the suspension upgrades have different spring rates depending on the car such as a '95 Civic having a huge 15.0 kg/mm on both side or will it be toned down to more realistic numbers like GT6 did where it's a lot softer on both sides?
Also, while I agree that front downforce for rear-wing only cars was weird in GT4, I'm guessing that's probably because the cars couldn't have a front downforce part. Do you think it would be possible to have at least one wing option to do like that if do-able? You don't need to if you don't want but I think it would bring a lot of potential in standard cars, etc.
Now I understand the first question. I think the sports suspensions already have limited, more realistic ranges, and I don't see any point in limiting the range of the fully customisable suspension, it's up to the player to give the car realistic values if they want.
Yes, that explanation sounds right for GT4 rear wings giving front downforce, but it doesn't make it make any more sense. I will not have rear spoilers giving front downforce in GT5 Evolution. I can look into giving more cars downforce by default, if they already come with aero parts, and see if I can make front aero upgrades give front downforce for Premium cars as well. Standard cars are just out of luck I suppose.
Hey, I’ve been following your project for a few months now and I’m really looking forward to the release! I know this has probably been asked loads of times, but is there roughly an ETA for when the mod will be released? Can we expect it before the end of the year? I’d love to feature the mod on my GT Archive YouTube channel.
Hey, I’ve been following your project for a few months now and I’m really looking forward to the release! I know this has probably been asked loads of times, but is there roughly an ETA for when the mod will be released? Can we expect it before the end of the year? I’d love to feature the mod on my GT Archive YouTube channel.
i think it's delayed to 2027 and beyond, but it's not bad news, because we have so much to look forward to! this is gonna be legendary when it releases
Hello! I have a massive new update on Gran Turismo 5 Evolution. These last few months have been quieter as I worked on a lot of new changes and additions, which took a long time to finish (though I admit distractions such as the World Cup ate some of my free time).
An entire new set of One-Make Events has been added to its own menu in the game. In total, there are 59 unique events, giving a lot of unique cars and brands more purpose in the game, massively expanding the event variety and making better use of the large track list. Many classic events from past Gran Turismo games were brought back here, many new ones were made, and the existing One-Make Events in GT5 were moved to that menu. Each event has also been given its own unique background image, made in conjunction with @r3n4, which gives them more personality. Check out the full list of One-Make Events in the video below. Big thanks to @Nenkai for providing the custom code and files necessary for this to happen.
Since One-Make events were moved from the A/B-Spec event list, new events were made in their place, as follows:
Changes to the way prize cars are presented were made. In vanilla GT5, you find out the prize car of an event through a text box right after you finish the event, which is very underwhelming compared to the fancy reveal cutscenes of past entries. To improve on that, in GT5 Evolution the text only indicates that you won a prize car, and you only find out the specific model in the car delivery cutscene, which is a lot more like the past games. View attachment 1560134
Now to an ever controversial topic in racing games: cameras. From Gran Turismo 4 onwards, Polyphony adopted a static chase camera, and in GT5 and 6 specifically, this chase camera was positioned very high and far from the car, giving the impression that the car is quite small and reducing the sense of speed. This style of camera tends to be quite unpopular, but thanks to @emissary935, this can now be easily changed. He made a tool that allows for bulk modifications to the camera angles of every car https://github.com/emissary935/Gran-Turismo-CAR5-Editor-Tool, making the modders' jobs a lot easier (you'd have to modify each one of the 1000+ cars individually otherwise). With this tool, I made the chase camera lower and closer to the car, and combined with his Loose Chase Camera patch https://github.com/emissary935/GranTurismo5-6PS3Cheats, you can get the camera behaving very similarly to Gran Turismo 3.
Still on the topic of cameras, I also made changes to select interior camera angles. In GT5, the camera angles were very inconsistent, and this could certainly be felt in the cockpit view. Many cars had off centred cameras, or were too high/too close to the windshield, sometimes cropping the dashboard almost entirely. Below is an extreme example, but many smaller adjustments to other cars were made as well.
Both changes to camera positioning mentioned above were made possible by Nenkai's 010 Editor templates to edit car info files.
On to a different part of the GT Mode experience, the Used Car Dealership roster has seen some changes - the regional duplicates have been removed. For context, Gran Turismos 1-4 had a separate car list per region, and the same car could appear under different names depending on what release of the game you had (e.g. Mazda Eunos Roadster/Miata/MX-5, Opel/Vauxhall). With GT PSP, GT5 and GT6, cars from the PS2 era were carried over, and every region had the same car list, with each regional variant now considered its own separate model. This meant you had duplicates (or sometimes even triplicates) of the same car with just a rebadge, which was a laughing stock in GT6 especially, with the endless pages of triplicate Miatas. In GT5, these cars were dilluting the Used Car Dealership rotation, making actually unique car models less likely to appear. 107 models in total were removed from the UCD, only keeping a single regional variant of each car (in most cases, the domestic market version). This does not affect different trim levels within a model range, so there are still lots of R34 Skylines for example, as those aren't regional dupes, but rather different trim levels within their model range.
Two new tyre compounds are being added to the game, the cut Sports: Super-Soft and Racing: Super-Soft tyres. As the name suggests, they have the most grip and lowest durability of their respective categories. Events and AI opponents have been adjusted to account for these tyres. With their addition, I also rebalanced the tyre compounds in general, making each compound more distinct from one another so you have to think even more about strategy. Since this change is done with the intent of making tyres more balanced, I also made every tyre from each category the same price, the softer compounds aren't necessarily better or worse than harder ones, so there's no reason for them to be more expensive. View attachment 1560157
Adjustments to the game's sound mixing have been made by @TheAdmiester, which improve the balance between engine and exhaust sound, adds more muffling to the interior camera, fixes the very quiet engine sound when looking back, as well as other improvements.
Another improvement courtesy of @TheAdmiester comes in the A/B-Spec event selection menu. The game was made to only handle 9 event thumbnails in this menu, and adding any more caused some issues, including not loading correctly with over 12 events and covering the page title when scrolling down. All these issues are now fixed, with a nice fadeout animation added so the thumbnails no longer cover the page title when scrolling down, and the scroll bar has been removed which makes the menu cleaner.
Thanks to @ddm, DLC cars are now unlocked by default and you no longer need to unlock them through the Debug menu. This is very important as DLC cars show up a lot in GT5 Evolution, be it as prize cars from events, as racing modifications and even mandated in certain races.
Now to two other race options in the game, Free Run One-Make races and Course Maker single races. I'll be honest, I don't think I had ever interacted with these two features before this mod, but they exist and I have improved them. The Free Run One-Makes now have 16 cars on track instead of the 8 it originally had, and the AI in the Course Maker single races has been improved. View attachment 1560158
Mechanical damage has been enabled for all Endurance and One-on-One races, to make more use of this feature Polyphony Digital ignored entirely in GT5's GT Mode. Other race events will remain with it off, as damaging your car in a shorter race with multiple opponents is easier since the grid is always closer together and there's not enough time to make your way back through the field after fixing the damage, almost certainly causing a restart.
Clubman Stage Route 5 Forward has had its time of day altered, now sporting a dawn setting. The other layouts remain the same. View attachment 1560160
The Garage and the Dealership now run at 60 FPS instead of 30 FPS.
Select vehicles have had their country changed:
European Ford cars (Focus, Escort, Ka, RS200) have had their country changed to UK.
Toyota Camry NASCARs have had their country changed to US. View attachment 1560161
A lot of engine sound work has already been done and will continue to be done until the mod's out.
The changelog has been updated to include all of the latest changes.
Gran Turismo 5 Evolution is a mod that overhauls and improves several areas of the game, redesigning and expanding core parts of the singleplayer experience to realise GT5's full potential. It is based on Nenkai and ddm’s Master Mod, and would not be possible without the work of those involved in...
docs.google.com
That's all I have for now, thanks for the patience and I hope the longer wait for an update on Gran Turismo 5 Evolution was worth it.
this... is AMAZING!! keep cooking my guy, this is going to make history!! it's like a gt5 remaster/re-release, but instead of improving graphics you're improving everything else!!
Hey, I’ve been following your project for a few months now and I’m really looking forward to the release! I know this has probably been asked loads of times, but is there roughly an ETA for when the mod will be released? Can we expect it before the end of the year? I’d love to feature the mod on my GT Archive YouTube channel.
Hello! I'd love to see the mod get featured in your channel when it comes out. As for an ETA, there isn't one, I can't commit to any dates or even ranges because the scope of the mod keeps increasing, I keep finding new things to add and work on, and it just takes time to make sure everything is in working order. I wouldn't expect Gran Turismo 5 Evolution to release in 2026.
Adding events is trivial, however, I chose not to due to another mod that is currently being worked on that adds a lot of new events to the game, GT5 Rework. I also believe that not every game needs to be as big and open ended as GT4 and have an unpopular opinion that GT5's number of events is fine, they just weren't designed well (like the American "Championship" that was just two single races). I would only be open to adding more events if I could present them differently (like adding one make races inside the dealerships), but that would require some ADHOC scripting work that I can't do, I'm not a programmer.
The Race Editor will be accessible.
I don't think it's possible to change the camera behaviour when the car rolls over, so I wouldn't be able to do that.
There is no link for this mod on GTPlanet, all that has been shown about it so far was on the GT Modding Community Discord, and just to clarify, the message you're replying to is outdated, I've added a lot of new events.
Idea for acceleration and braking: Is it possible to add their response up, please Erik? Braking and Acceleration bars take about 1 second to fill up. Maybe you could add an option if it hasn't been done already. PS I managed to make GT5 function on my mid-high-range gaming laptop!! It works amazing! I'm looking forward to your mod!! I can wait for 2028 if needed!
Idea for acceleration and braking: Is it possible to add their response up, please Erik? Braking and Acceleration bars take about 1 second to fill up. Maybe you could add an option if it hasn't been done already. PS I managed to make GT5 function on my mid-high-range gaming laptop!! It works amazing! I'm looking forward to your mod!! I can wait for 2028 if needed!
I don't understand this request, I'm fairly certain the acceleration and braking inputs are instant as soon as you press the buttons, there is no delay other than what you may visually see on the UI. If they took 1 second to actually happen ingame, the game would be quite unplayable, I feel. If you were only asking for me to change the UI, then I'm not doing it, too much work for no real benefit.
I mean the acceleration in normal/master mod seems to be pressed slowly before being at full force by the game unless I'm wrong. I'm okay if it can't/won't be changed.
I still don't really get it, you mean the acceleration isn't instantly at 100% even if you press the throttle fully? That's not what happens in my game I'm pretty sure, if I press the throttle at 100%, it doesn't take some time until it "fills up", it just goes straight away. There is no delay of any kind.
Yes, that's what I mean. I'm currently playing the Master Mod with a controller. I'm just wondering if GT5 Evolution will have some more reactive acceleration and braking. PS I'm sorry about my uh... weird wording btw.
Yes, that's what I mean. I'm currently playing the Master Mod. I'm just wondering if GT5 Evolution will have some more reactive acceleration and braking. PS I'm sorry about my uh... weird wording btw.
I haven't changed anything about the acceleration in that sense as I don't feel anything wrong. Are you sure it's not some emulation issue you're having? Is it like that on console too? I play on RPCS3 and it's fine here. The only acceleration related change is outside the GT5 Evolution mod, it's a patch for Gran Turismo 5 on RPCS3 that makes the throttle linearity more accurate, but that doesn't sound like your problem, yours sounds like an input delay almost.
If a Premium car has a racing modification that turns it into a Standard car, yes. One example is the Lancia Delta, it is a Premium car that, when racing modified, becomes its Standard rally version instead.
I haven't changed anything about the acceleration in that sense as I don't feel anything wrong. Are you sure it's not some emulation issue you're having? Is it like that on console too? I play on RPCS3 and it's fine here. The only acceleration related change is outside the GT5 Evolution mod, it's a patch for Gran Turismo 5 on RPCS3 that makes the throttle linearity more accurate, but that doesn't sound like your problem, yours sounds like an input delay almost.
I applied the patch and yes, thank you!! The acceleration linearity is what I meant! Will it be higher than in the normal game when GT5 Evolution will be playable?
I applied the patch and yes, thank you!! The acceleration linearity is what I meant! Will it be higher than in the normal game when GT5 Evolution will be playable?
GT5 Evolution will not change the acceleration linearity, that will be done by the patch, you'll have to enable it to apply it on the mod too (I use it and it works).
GT5 Evolution will not change the acceleration linearity, that will be done by the patch, you'll have to enable it to apply it on the mod too (I use it and it works).
Thank you!! Yes, it works awesomely btw! I apologize for my gibberish language! Thank you for your patience!! PS at the same time I found a camera loosening patch while I was watching. Two for one thanks to you!! ☺️
Thank you!! Yes, it works awesomely btw! I apologize for my gibberish language! Thank you for your patience!! PS at the same time I found a camera loosening patch while I was watching. Two for one thanks to you!! ☺️
Oh yes, lots of patches were recently made for Gran Turismo 5, there's also an Enable Motion Blur in Gameplay patch, a Use 2x MSAA in 720p patch which improves GPU performance when running at higher resolutions, an Enable Bloom and Lens Flares patch that improves the game's visuals (in my opinion), and others.