Gran Turismo 5 Evolution Mod Discussion

  • Thread starter Thread starter Erik Delgado
  • 299 comments
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Hello @SilverApex, progress is great, I'm working on the mod in all my free time and when I'm done with my current updates for the mod, I'll post them here. Cathedral Rocks will not get added, nor will any PS2 track that the Master Mod didn't already add, as they were left out because they were broken to some extent.
 
Request I would like:
Add the improved car sounds mod,
Add reverse options for all tracks
Forcing colors to work on cars that can't be painted even with the bypass
Option to turn on/off wrong way sign
Integrate hidden upgrades into the campaign
Sandbox mode aka master mod freedom for casual play
More wheel options
Ability to change number of opponents on track in arcade mode
Select ai difficult in campaign
 
Request I would like:
Add the improved car sounds mod,
Add reverse options for all tracks
Forcing colors to work on cars that can't be painted even with the bypass
Option to turn on/off wrong way sign
Integrate hidden upgrades into the campaign
Sandbox mode aka master mod freedom for casual play
More wheel options
Ability to change number of opponents on track in arcade mode
Select ai difficult in campaign
Sounds will be improved

Not currently possible to add new reverse layouts

Not possible to force colours on cars that can't be painted

Not possible to add that option

To integrate the cut tuning parts, it will require reverse engineering the setup menu, which hasn't been done yet

You will be able to have a sandbox like the Master Mod, the developer menu will still be available

I don't know how to add more wheels

Would be very complex, above my knowledge

Also too complex for my knowledge
 
Just a li'l question about B-Spec, will the normal B-Spec racing events be shortened a bit to keep it entertaining?
Edit: Also is there a way to change the command delay in B-Spec races to something shorter, if do-able?

Also, yes! I will be patient and wait! :D
 
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Just a li'l question about B-Spec, will the normal B-Spec racing events be shortened a bit to keep it entertaining?
Edit: Also is there a way to change the command delay in B-Spec races to something shorter, if do-able?

Also, yes! I will be patient and wait! :D
I also look forward to see how B Spec events on GT5 Evolution Mod will be look like.
 
Just a li'l question about B-Spec, will the normal B-Spec racing events be shortened a bit to keep it entertaining?
Edit: Also is there a way to change the command delay in B-Spec races to something shorter, if do-able?

Also, yes! I will be patient and wait! :D
First question - No idea, haven't touched B-Spec yet. I always assumed they made the races longer to give the terrible AI a chance to overtake the opponents and win, but we'll cross that bridge when we get there.

Second question - I'll be honest, I don't even know what is that command delay you talk about. I have played very little GT5 B-Spec in all the time the game's been out, I never liked how it became its own campaign, I preferred GT4's B-Spec which was more of a tool than a standalone attraction. Still, I'm going to get more familiar with the game mode once I start working on it.
 
First question - No idea, haven't touched B-Spec yet. I always assumed they made the races longer to give the terrible AI a chance to overtake the opponents and win, but we'll cross that bridge when we get there.

Second question - I'll be honest, I don't even know what is that command delay you talk about. I have played very little GT5 B-Spec in all the time the game's been out, I never liked how it became its own campaign, I preferred GT4's B-Spec which was more of a tool than a standalone attraction. Still, I'm going to get more familiar with the game mode once I start working on it.
The delay as in the 10 seconds the players need to wait to input another AI pace command without being able to do anything else to direct the AI.

No pressure though.

It's okay if it can't be changed.
 
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In longer races, will the AI pit? Because I do long races in the version with Master Mod, and the AI doesn't pit at all. Will you need to enable that in your conversion?
 
Is there a way to re-add the standard cars to the premium dealerships?

I absolutely loved that feature in the GT5 Master Mod.
 
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Is there a way to re-add the standard cars to the premium dealerships?

I absolutely loved that feature in the GT5 Master Mod.
Yes, it's quite simple. You need to extract both the Master Mod's and GT5 Evolution's PDIPFS (Instructions here), then take the Master Mod's dealerlist.xml and carlist.xml files from the textdata folder and paste it in GT5 Evolution's extracted files. After that, you'll have to repack your modified GT5 Evolution files back to PDIPFS (instructions in the same page above), drag and drop the resulting PDIPFS in your game's PDIPFS, and it will have all cars back in the dealership like the Master Mod.
 
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.


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.
View attachment 1476088
View attachment 1476089


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:View attachment 1476090

A restored template with huge up and downhill sections, set in the mountains:View attachment 1476091

And a treacherous rally course with puddles of water scattered throughout:View attachment 1476092


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.


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.
View attachment 1476097


Polyphony Digital Cup's theme has been changed to touring cars with a 540PP limit, these cars were not explored in the original game.
View attachment 1476098

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.
View attachment 1476099

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.
I liked the GT6 method of having to win and collect stars to unlock the next license. Besides that, will the Mastermod trick still work? If not, I don't want to do the testing.
 
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