Gran Turismo 6 Career Mod

Gran Turismo 6 Career Mod 2.6

  • Thread starter Lunard
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have you considered making the ia and s class extra events 16 cars instead of 12? the racing is great and the opponents have a decent pace, but it does feel a little empty after doing the main game events where it's 16, especially in championships where it's like 20 laps a race, a few extra cars would really do wonders!
 
have you considered making the ia and s class extra events 16 cars instead of 12? the racing is great and the opponents have a decent pace, but it does feel a little empty after doing the main game events where it's 16, especially in championships where it's like 20 laps a race, a few extra cars would really do wonders!
Hello, I'm working on this improvement, thanks for feedback.
 
hey, just wanna say, after playing the mod for two months, it's been great having more races to do, it's really great :)) but i must ask, why'd you make the races in the s class so much shorter and the ai so much weaker? they're like 10+ seconds a lap slower on most tracks, i could probably beat a gt500 with a gt300. if you don't want them to have the boost function they had before, maybe you could increase the skill and aggression to 100? they have a good pace at that level without being unfair, and maybe take off the 'slow-down' mechanic they have (where they slow down when left alone), that way they're decent, but not unfair or too difficult for lower players. those championships though... going from 25 laps a race to 12... imo those could've been left as they were. however, i do love the 16 car grids now, feels more lively! have a good day <33
 
hey, just wanna say, after playing the mod for two months, it's been great having more races to do, it's really great :)) but i must ask, why'd you make the races in the s class so much shorter and the ai so much weaker? they're like 10+ seconds a lap slower on most tracks, i could probably beat a gt500 with a gt300. if you don't want them to have the boost function they had before, maybe you could increase the skill and aggression to 100? they have a good pace at that level without being unfair, and maybe take off the 'slow-down' mechanic they have (where they slow down when left alone), that way they're decent, but not unfair or too difficult for lower players. those championships though... going from 25 laps a race to 12... imo those could've been left as they were. however, i do love the 16 car grids now, feels more lively! have a good day <33
Hello, thanks for feedback.
I made these class S events quite easier for be fair for lower players, because even me was having trouble to beat them. But I can adjust the opponent boost level for give a better challenge for these events. I also made the championships shorter because my mod already have endurance events.
Anyway, thanks. I will check these events.
 
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Hello, thanks for feedback.
I made these class S events quite easier for be fair for lower players, because even me was having trouble to beat them. But I can adjust the opponent boost level for give a better challenge for these events. I also made the championships shorter because my mod already have endurance events.
Anyway, thanks. I will check these events.
ah, i get the changes, however from experience the pp limits tend to be very forgiving, so if you use a car at the limit, you'll likely have an easy time. maybe what you could do is make it so the novice class events have the slow ai, have national b be slightly better, and so on and so on until you reach s class where the ai is the difficult ai from before, maybe even more difficult. this does make sense because a new player will have fun races for themselves, and then as they become better drivers progressing through the events, the opponents will always provide more and more of a challenge. basically, the further you progress, the better you're expected to become. or maybe when you start winding down for the final updates, you could split it off into two versions so one for less experienced players with the slow ai and one for professional players with difficult ai. as for the races, i get it, this makes it more distinct from the endurances, though perhaps you could make it 10 races per chanpionship? to kinda keep that long championship flag that they hold. in all honesty, this mod really reminds me of gt3 haha, from the long championships all 10-15 laps a race, to the 'upgrade' events like the drivetrain or gt world championships, it's really great. at the end i wanna say these are just suggestions, don't feel pressured to do all these things, i'm purely stating things that i think could elevate this mod, and imagining all the memorable races i could have! enjoy your day <33
 
heyyy, thanks for applying that feedback! i've just tested this and wowie it feels exactly like i remember it! i love the closer double file grids compared to that gradual start it was before! loving the continued support for this, will continue to play it!
 
Я тоже просил изменить определенные функции в моде,но на мои сообщения никто не отвечает и не прислушивается)
 
I have to say that I enjoy the game much more than the unmodified version
But if there is any chance to add following (it´ll be perfect for me )
1. To be able to adjust/turn off the volume of the brakes
2. To receive rewards for completed races not just money (but something like it was in GT3, when for example for initial complete of 3 races in the Sunday cup you getted a car)
And do it for all original event too (Sunday Cup / Amateur Cup / Novice Championship) it just feels unrewarding

Now i need to figure out how to connect ps5 controlers on ps3,.. it works in menu etc but once you start a race ,. you cant control anything(you can see what buttons you using in bottom left corner, but its not working at all)

Thanks again for your job with mod 👍
 
I have to say that I enjoy the game much more than the unmodified version
But if there is any chance to add following (it´ll be perfect for me )
1. To be able to adjust/turn off the volume of the brakes
2. To receive rewards for completed races not just money (but something like it was in GT3, when for example for initial complete of 3 races in the Sunday cup you getted a car)
And do it for all original event too (Sunday Cup / Amateur Cup / Novice Championship) it just feels unrewarding

Now i need to figure out how to connect ps5 controlers on ps3,.. it works in menu etc but once you start a race ,. you cant control anything(you can see what buttons you using in bottom left corner, but its not working at all)

Thanks again for your job with mod 👍
Rewards can only be done by turning each event into a seasonal event, and the you can claim prize cars from the seasonal events screen.

It's possible in the future someone with more knowledge than me may develop a script that calls the prize car screen outside of seasonal events, but as far as I know it isn't possible as it stands.

You can turn events in the career mode into seasonals, I'm not sure if prize cars can be set for winning a championship though or if it's only for individual races. Win 1 race, win a car for example, not win 3 races win 1 car.
 
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Hey, change all the sounds that share the same sound and change them for another one. Like the Daytona and Ford GT MK1 have the same sound, and also others, but there are many. Change them for better ones that aren't that one and leave that sound for the car that suits it best.
 
Hey, I have some questions about the mod and inclusion of stuff from Strato Mod.

Biggest problem I have from Spec II mod is the massive difficulty on gold times for some licenses. Are you using the easier times Strato reverted to from Spec II mod?

From Strato Mod, the seasonal time trial laps restarted every time you crossed the finish. In Spec II mod, the correct behaviour is present, where you keep doing laps until you quit:(with invalidated laps etc). Which does this mod use, the bad Strato Mod method of restarting after every lap, or the correct Spec II method?

In Strato I really enjoyed the increased difficulty of A.I. cars, but didn't enjoy the damage so much (many races were impossible due to A.I. aggressiveness). Does this mod have damage present in all events, does it have increased A.I in all events?

From Spec II mod, the MiTo engine has an annoying clipping sound at high revs. It's very noticeable in the first National B license test. Is this fixed?

You're using the Performance Mod stuff, but I know that nod causes interior cockpit graphics glitches. I race exclusively in cockpit view, are these glitches in this mod?

Lastly, I have some requests if your interested in doing cool stuff that I've always thought was missing. Admiester had a semi-working used car dealer script, would be good if that was included. And I don't know if it's possible, but adding pole position lap time events to determine the position you start in the races would be awesome (it was in an old GT, but they dropped the idea).
 
Hey, I have some questions about the mod and inclusion of stuff from Strato Mod.

Biggest problem I have from Spec II mod is the massive difficulty on gold times for some licenses. Are you using the easier times Strato reverted to from Spec II mod?

From Strato Mod, the seasonal time trial laps restarted every time you crossed the finish. In Spec II mod, the correct behaviour is present, where you keep doing laps until you quit:(with invalidated laps etc). Which does this mod use, the bad Strato Mod method of restarting after every lap, or the correct Spec II method?

In Strato I really enjoyed the increased difficulty of A.I. cars, but didn't enjoy the damage so much (many races were impossible due to A.I. aggressiveness). Does this mod have damage present in all events, does it have increased A.I in all events?

From Spec II mod, the MiTo engine has an annoying clipping sound at high revs. It's very noticeable in the first National B license test. Is this fixed?

You're using the Performance Mod stuff, but I know that nod causes interior cockpit graphics glitches. I race exclusively in cockpit view, are these glitches in this mod?

Lastly, I have some requests if your interested in doing cool stuff that I've always thought was missing. Admiester had a semi-working used car dealer script, would be good if that was included. And I don't know if it's possible, but adding pole position lap time events to determine the position you start in the races would be awesome (it was in an old GT, but they dropped the idea).
Hello, my mod uses the same Spec 2 licenses times, but with a fix on Silver time record on S-1 Apricot Hill trial. But I can easily revert the record times from these tests to vanilla if someone like you wants.
About engine sounds, I changed the Alfa Romeo MiTo engine sound for another better one, made by TheAdmiester, and also made some fixes in other cars, using some Polyphony and Admiester good samples and even making other new ones by my own, using the created modding tools.
About the events, I edited the original ones putting grid starts, increasing a bit the difficulty, but not like the Strato events, and putting more opponents on these races. Mechanical damages has only in some events, and in light level, where the car damages fixes automatically after some time.
About Performance mod stuff, I just port over my mod the Lister Storm and Gillet Vertigo correct specs and some english car description fixes, and also adjustable downforce all cars with stock spoilers. The other stuffs, such as GT Auto extra customizations doesn't have on my mod, just to avoid the standard cars cockpit glitches.
And about some other requests like used car dealers, I will need some programing acknowledgments, for edit the game scripts.
For now, I don't have these skills.
So, if you want to try my mod, I recommend you to install FIRST, the Spec 2 mod, for them install my mod and make a new save, for avoid some issues.
You gonna like it.
Note that you don't need to install Strato mod together, install just the Spec 2 mod and my mod.
 
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Hello, my mod uses the same Spec 2 licenses times, but with a fix on Silver time record on S-1 Apricot Hill trial. But I can easily revert the record times from these tests to vanilla if someone like you wants.
About engine sounds, I changed the Alfa Romeo MiTo engine sound for another better one, made by TheAdmiester, and also made some fixes in other cars, using some Polyphony and Admiester good samples and even making other new ones by my own, using the created modding tools.
About the events, I edited the original ones putting grid starts, increasing a bit the difficulty, but not like the Strato events, and putting more opponents on these races. Mechanical damages has only in some events, and in light level, where the car damages fixes automatically after some time.
About Performance mod stuff, I just port over my mod the Lister Storm and Gillet Vertigo correct specs and some english car description fixes, and also adjustable downforce all cars with stock spoilers. The other stuffs, such as GT Auto extra customizations doesn't have on my mod, just to avoid the standard cars cockpit glitches.
And about some other requests like used car dealers, I will need some programing acknowledgments, for edit the game scripts.
For now, I don't have these skills.
So, if you want to try my mod, I recommend you to install FIRST, the Spec 2 mod, for them install my mod and make a new save, for avoid some issues.
You gonna like it.
Note that you don't need to install Strato mod together, install just the Spec 2 mod and my mod.

Hey man, thanks for the swift response. I'm a programmer, and I've done lots of game programming, but never gotten to grips with setting up an environment for GT6 modding (I use Linux and all the community's tools appear win32). Do you have a guide or something to set it all up?

If I install your mod, and create a new save in a new user, how do I revert to the base Spec II mod? I ask because I've had to create so many new games and lose practice moving from Spec II > Strato > back to Spec II. Is it just overwriting the Spec II folders as per Strato Mods revert?

Oh and do you know the behaviour in the time trial seasonal events?
 
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Hey man, thanks for the swift response. I'm a programmer, and I've done lots of game programming, but never gotten to grips with setting up an environment for GT6 modding (I use Linux and all the community's tools appear win32). Do you have a guide or something to set it all up?

If I install your mod, and create a new save in a new user, how do I revert to the base Spec II mod? I ask because I've had to create so many new games and lose practice moving from Spec II > Strato > back to Spec II. Is it just overwriting the Spec II folders as per Strato Mods revert?

Oh and do you know the behaviour in the time trial seasonal events?
Hello, you can get information about GT modding here: https://nenkai.github.io/gt-modding-hub/
But you will need to use Windows for use the tools.
For revert to base Spec 2 mod, just install this mod again, it will overwrite any installed mod.
And about the seasonal time trials, I don't remember the behaviour, because I don't participate too much on these events, but I think is the same thing on base Spec 2 mod, I don't made any changes on it.
 
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hey, i decided to try out the rome 2 hour, and when the opponents started pitting they just... didn't (their behaviour is shown in the attached video). is there any way to fix it?

 
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Ok, I will check this as soon as possible. Anything wrong with other endurances? Fell free to tell me, thanks.
hey, i decided to try out the rome 2 hour, and when the opponents started pitting they just... didn't (their behaviour is shown in the attached video). is there any way to fix it?

 
hey, i decided to try out the rome 2 hour, and when the opponents started pitting they just... didn't (their behaviour is shown in the attached video). is there any way to fix it?


Hello again, I tested the race and only the player pit crew appears on the pit lane, maybe the issue is relate to the track by itself.
I will try to fix it.
 
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Ok, I will check this as soon as possible. Anything wrong with other endurances? Fell free to tell me, thanks.
alrighty, thanks for checking it. i've only done le mans 4 hours and trial mountain 30 laps apart from rome which work fine, when i do more i'll check back if there's any issues. apart from that everything works great, been using the mod to introduce a friend to gran turismo which has been going great, and i'm loving the new car sounds with 2.4 (+ nice reference to gt2 with that xj220 sound ;))).
 
alrighty, thanks for checking it. i've only done le mans 4 hours and trial mountain 30 laps apart from rome which work fine, when i do more i'll check back if there's any issues. apart from that everything works great, been using the mod to introduce a friend to gran turismo which has been going great, and i'm loving the new car sounds with 2.4 (+ nice reference to gt2 with that xj220 sound ;))).
Hello, and thanks for the feedback.
The only way I found to fix the rome endurance issue was replacing the event track for Monza (no chicane) and the pit crew now appears for all 16 racers, so the event is now called as Monza Millenium. The race time and the opponents are still the same.
I will post an update later.
 

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