Gran Turismo 5 Evolution Mod Discussion

  • Thread starter Thread starter Erik Delgado
  • 13 comments
  • 2,467 views
Messages
7
Brazil
Brazil
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
 
Last edited:
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.
1754102563334.webp

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:
1754103023698.webp
What you're facing now:
1754102954165.webp

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:
1754104391166.webp


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.
1754104605164.webp

1754104626780.webp

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.
1754104944451.webp

1754105025525.webp


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.
 
Last edited:
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!!
 
Last edited:
Hello! I am back once again for a new update on Gran Turismo 5 Evolution. Since my last post here, a lot of progress has been made. I have finished balancing the AI opponents on every event, now they're all much closer to the imposed PP limits for a bigger challenge, and more events have been extended, the total amount of A-Spec races has reached 200, over the original game's 127.

Now for the big stuff. I have completely revamped the progression system in the game. The infamous level system has been replaced by licences, which will be required to progress through the game. This change also extends to cars, the only thing stopping you from buying a car is money, they will no longer require a level to be bought.

Each licence will unlock a new series of events:

Beginner Series - No Licence required
Amateur Series - B Licence
Professional Series - A Licence
Expert Series - IC Licence
Extreme Series - IB Licence
Endurance Series - IA Licence

The Super licence in Gran Turismo 5 is just a series of overtaking challenges, winning them will unlock the Red Bull X Challenge event.

I have also made the decision to disable Skid Recovery Force globally in every A-Spec race, Licence Test and Special Event. It makes the player faster by unrealistically increasing grip, and the game becomes significantly easier as a result. Licence tests' times and some Special Events were made with SRF in mind, so they have been rebalanced to account for this change.

Still on the subject of driving aids, Traction Control now comes disabled by default. For some reason, the TCS setting doesn't apply globally on every car like other assists, you'd have to turn it off manually on each car, since the default setting was 5.

5 new tracks have had variable time of day added: Spa-Francorchamps, High Speed Ring, Monza, Suzuka and Eiger Nordwand Short. Unfortunately, a full 24h cycle is not possible because headlights don't work, so they'll go from sunrise to sunset.

Spa-Francorchamps
BCUS98114_screenshot_2025_08_28_03_43_20.webp


High Speed Ring
1756656205766.webp


Monza
BCUS98114_screenshot_2025_08_28_03_52_41.webp


Suzuka
BCUS98114_screenshot_2025_08_31_13_07_59.webp


Eiger Nordwand Short
BCUS98114_screenshot_2025_08_29_01_30_42.webp

There have been changes to Special Events, with more track variety in the Kart and Rally events (the latter using restored rally Course Maker templates by the Master Mod), as well as rebalancing the Grand Tour to accomodate the lack of Skid Recovery Force.


Kart Space and Motorland races have been added.
1756677411090.webp

1756677508645.webp


The unused Course Maker rally templates, restored by the Master Mod, have been integrated into the Gran Turismo Rally, the gravel rally now has 3 different templates instead of only one, enabling more variety in these events, with unique layouts generated on the fly.

The track used in the vanilla game:
BCUS98114_screenshot_2025_08_31_18_27_49.webp


A restored template with huge up and downhill sections, set in the mountains:
BCUS98114_screenshot_2025_08_31_18_32_59.webp


And a treacherous rally course with puddles of water scattered throughout:
BCUS98114_screenshot_2025_08_31_18_34_35.webp


On the subject of Course Maker tracks, they will also be featured in A-Spec events. There are 6 different tarmac tracks (one being restored by the Master Mod) that serve as a base for completely unique layouts every time you load into a race.

1756679084658.webp



BCUS98114_screenshot_2025_08_31_20_06_22.webp

Two unique events will be featured in this mod, Super GT300 and 6 Hours of Spa-Francorchamps, and many other events have had their opponent list, restrictions and general theme changed, with a few examples below:

Gallardo Trophy will now be a series of 1v1 races on tight circuits against a highly modified opponent.
BCUS98114_screenshot_2025_08_31_19_31_21.webp



Polyphony Digital Cup's theme has been changed to touring cars with a 540PP limit, these cars were not explored in the original game.
1756679677251.webp


Your opponents at the Supercar Festival will be using fully customised Supercars capable of reaching over 400 km/h with ease, and tracks such as the Special Stage Route 7 and X will allow for slipstream battles akin to those held in GT lobbies to this day.
BCUS98114_screenshot_2025_08_31_19_44_04.webp

As always, there have been too many changes to detail here, with only the biggest ones being showcased, and while it is closer to being finished and released every day, there's still no ETA. Some of the remaining work includes, but is not limited to:

  • More testing to make sure the progression changes work well and to find any possible bugs, as well as verifying the AI balancing;
  • Designing new event flyers for the Super GT300 and 6 Hours of Spa-Francorchamps events as close to the game's art style as possible;
  • Adjusting weather settings in races with dynamic weather;
  • Updating the text in pop ups, event descriptions and everywhere else to match my mod's changes in both English and Portuguese (can't do other languages myself as I only speak these two);
  • Porting the mod to all regions of the game;
  • Recording more showcase videos to upload on YouTube;
  • Writing a read-me, a more complete changelog and a tutorial video for how to install and set the mod up.

I appreciate the interest shown in Gran Turismo 5 Evolution and hope the mod can deliver a fresh and improved GT5 experience.
 
Last edited:
This is absolutely amazing!! I wonder how you managed to add time in tracks that didn't have it!

Huge thank you for the work, this is gonna be a true blast to play!!

Rapid edit: If you manage to find a way to add penalties to main career events... err... please make it optional as penalties are very stressful to me. I dunno, maybe adding a bonus for having them on? I'm a meh driver.

Will credits also be at least a bit easier to earn in some events? Formula GT for example since it has 30-40 laps racing events.

Just like that, what will the Sunday Cup PP limit be at, please?
 
Last edited:

Latest Posts

Back