Gran Turismo 8 - if you had the power to completely design the experience…

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While GT7 is fundamentally a very good game, there are things that need to be improved in the future. I already posted elsewhere on the forum that the game needs adjustable camshaft profiles and boost control mapping, but I do have more to add than that. First of all, overweight SUVs and EVs are pointless in a game revolving entirely around closed-track competition. I can understand having small basic hatchbacks and mid-sized sedans/wagons, the SUVs and the EVs though need to either go or be accompanied by an open world. (In the case of open world, I 'd like to see a non-random traffic system, where each car has a starting point and a destination and may carry one or more passengers alongside the driver.)

As for the closed-track competition and more specifically the single-player part, I 'd like the AI drivers to progress through the events along with us, rather than having either the exact same car every time or something completely random. So, depending on what position each AI driver finishes, they win the corresponding amount of Credits and can thus upgrade their car, although each of them might have a different tuning strategy, which could mean that someone relying too much on power may lose a lead to a more handling-focused driver as we go through the different events.

Another idea I have is about the used and legendary markets. Rather than have a pretty much specified and limited amount of slots, why not have the ability to set our criteria and have the corresponding dealer show us what 's available? For example go to the used car dealer and ask them for a 1990s Japanese FR, so they can come up with a list that might contain a black Supra A80, a red Silvia S14, maybe also a silver Silvia S14 etc (different rarity of models can be applied, still it would be good if the game can always ensure there 's something available for at least one unlocked but not yet completed competition). Perhaps also making the not owned cars a bit more common could work well, just to reduce waiting times and help completionists get a 100% collection sheet.

Regarding the "brand central" section, I 'd give each brand its own distinct dealership, with appropriate aesthetics (maybe cooperate with the brands themselves on that front?) and the ability to walk inside the building rather than sliding through an oversimplified menu. Though in this case, rather than asking the dealer what 's available and hoping for luck's help, we 'd be able to see the available models and choose interior and exterior colours (independently this time) and maybe things like rims or other options depending on the model. This way a smaller car count won't really hurt the game, provided that the car list is better-focused on what the game will be.

For the career I did see some good ideas on this thread. I also favour the idea of a revokable Sport mode licence that will depend on how good a sport the player is. If I had to design something from the ground up, it would start with the basic driving licence. I understand there are people who don't like the licences, but for the sake of realism I 'd put this basic licence before anything else. It would be basic after all, not that hard to obtain if you 've got some idea of what you 're doing. I 'd even employ an instructor sitting aside the driver and handing out advice as necessary, just as it happens in real-life driving lessons as far as I remember. In general I 'd try to make the game a somewhat more realistic and organic experience, respecting the "real driving simulator" slogan.

For the end I left something that might be just me, but still I have to add it. I notice that on most cars the aero kits don't seem to fit properly, featuring ugly panel gaps that mess with the lines. Also, the custom wings for several cars are aesthetically unacceptable, in some cases even the low ones. Same goes for certain wide body kits as they look unfinished or just tacked on. I would like more elegant and aesthetically harmonic visual customisation. But again, this might be just me.
My Eyes Pain GIF
 
Since this thread got bumped, let's see what I said back when it was new...
Here's the idea I've always in my head, which I don't remotely have the artistic talent to mock up unfortunately.

GT is better when it focuses on the cars rather than being about the driver IMO - that's far better done by sims that focus on racing cars. So I've tried to fit the career to the car roster, rather than trying to force a racing sim career onto a car roster that isn't built for it.

The main career screen would be a timeline, with rows for each decade between the 1950s to 2020s (with maybe a nebulous "future" one after that for VGT stuff). Then, you'd have cups, based on various road car themes, that go across the timeline like so:
  • An 86 vs BRZ Cup cup that would have a 1980s round for the Levin/Trueno, a 2010s round for the gen 1 86/BRZ, and a 2020s round for the gen 2 GR86/BRZ.
  • A Corvette Festival cup that would have a 50s round for the C1, a 60s round for the C2/C3, an 80s round for the C4, an 00s round for the C6, a 10s round for the C7 and a 20s round for the C8. A 90s round could be added if a C5 was DLC.
  • A SEMA cup that would currently just have a 10s round, but could add a 00s round if previous winners were added.
  • Ferrari Challenge, which would have rounds in every decade (except the 20s currently)
  • You could also do entry level stuff like Sunday Cup, which would combine the current Sunday Cup and Sunday Cup Classic (and actually have a power limit this time), so you'd have an entry level event to enter your Mazda3 in.
Winning all events in a cup would provide a car that would help for a related cup, for example the 86/BRZ cup might reward you with an Impreza or a Supra for Stars of Pleiades or a Supra cup.

But the real goal you would be working towards while completing cups is to fully complete a decade. When you complete all events in a decade, you would unlock a race championship or championships for that decade:
  • Completing all the 50s events would unlock a championship for cars like the W194 or the old Maserati
  • Completing all the 60s events would unlock a championship balanced for the three legendary cars (though you could still enter stuff like the 250 GT)
  • The 70s is kinda hard, only the 917K and 2J are there at the minute. This would need more cars added.
  • Completing the 80s would unlock a Group C Championship (you can use the early 90s cars) and a Group B rally championship
  • Completing the 90s would unlock a GT1 championship and a classic GT500 championship and a Group A rally championship
  • Completing the 00s would unlock an early LMP championship that would again need cars like the R8 and Speed 8 to be added
  • Completing the 10s would unlock a GT3 championship and an LMP1 championship
  • Completing the 20s would unlock a hypercar championship and a modern GT500 championship
Then beating all the decade race championships would unlock the "final boss" race championships like the X2019 or the formula cars, maybe the endurances too.


I like the idea because it puts the "learning about car history" idea (that's kind of the core ideal of the franchise at this point) into the actual races instead of being relegated to text everybody skips. But it also gives players freedom to do different stuff in different orders, while still retaining progression and having a goal people are aiming for.
Reading this back, I still agree with a lot of the core concepts here from 2024. I still think GT is better when the career is about the cars rather than you the player, I still think you have to make a career that fits to the car roster rather than trying to squeeze a round peg car roster into your square hole career, and I still like the "going through history" concept to tie into the whole automobile museum aspect of the franchise.

What I think two years ago me was wrong about here was the timespans. Decades is too thin, forces too many one-makes, and forces awkward decisions as to what races you can put in without making it too threadbare.

I think this core concept plays better if it was fewer, bigger timespans. Maybe: Classic (-1973), Retro (1974-1987), Nostalgic (1988-2006), Modern (2007-2019) and Postmodern (2020+, VGTs).

2007 I think is the key year to split on, to get the R35 GT-R - which is the defining HD era car - away from the nostalgic era. 1988 makes sense for the lower bound - you want the NA MX-5 there, and one more year back stops you splitting S13 Silvias. Classic needs to be 1970 at latest for all the American muscle cars, so at the point you may as well go to '73 to not split both C10 Skylines. 2020 for postmodern is the most arbitrary cutoff, but you can't go later or you start splitting 992 911s. You also want to keep Modern fairly small because, due to how the roster way constructed back at the start of GT Sport, it still skews quite heavily early-to-mid 2010s even now.
 
Not sure about even more tuning abilities with camshaft profiles etc. it’s hard enough matching up cars performances to one another. I think I’d rather see more setup abilities like tire pressures for example.

For myself. I wouldn’t change too much besides add a lot of tracks, more cars that compete directly with each other or a way to make that easier to dial in. I agree no suvs and evs. Get rid of the grind. I absolutely hate it and always have. Which says a lot about the game, I keep coming back despite really hating the grind of the game. And no that’s no secretly making me come back. It’s the original tracks, cool cars, customization especially now with the livery editor.

The career sucks, if you can even call it that. No AI in lobbies sucks. Maybe career mode could be played with a friend or two or four.
I apparently came across wrong regarding the camshaft profile thing. It can be made in a way that doesn't have to change the car's PP - it would actually be better than just copying the torque curve and pasting it 800rpm higher, no?

Tyre pressures are not a bad idea, although I 'm pretty sure each type of rubber has a different range of suitable pressures. In real life AFAIK, you don't have to change tyre pressure too much to make an enormous impact on handling anyway.

"Add a lot of tracks" asks for a lot of content. I actually wouldn't say no to a return of Twin Ring Motegi for example, but am mostly OK with the current variety of tracks. Regarding the grind, it 's actually part of the Gran Turismo way of doing things. It could probably be toned down a little bit, but making the game basically hand out hypercars on day 1 as if it were Forza Horizon is a big no. Forza Horizon is a different game, it has a different identity to Gran Turismo, kinda obvious even by its aesthetical direction.

I don't really care about the online competition part of the game. I do the time trials because they provide some extra cash, but that 's it. For the career structure, as I previously posted I 'd start with the basic driving licence. This would unlock the first level of everything else. Not sure how many levels overall would be ideal in a structure like this, but I think the three top licences should be International B, International A and Super. Of course the Cafe would no longer be the backbone of the career - I prefer it as just a place for the specific discussions with the characters (Sarah, Stella etc) and the designers. Also, for the sake of realism, I 'd want a structure of competitions that doesn't force a few specific brands into the spotlight. In GT7 there are two competitions meant to push for Porsche (the Schwarzwald league is the indirect/bonus one), whereas higher-end brands such as Aston Martin and Jaguar can only run in generic European and worldwide competitions. Yes there is the Ferrari circuit challenge, but what with it? It has a 700pp cap, effectively strangling the brand's best road cars while still not giving a proper chance to its weaker classics. I 'd likely have manufacturer-specific competitions for every brand to act as some sort of base division, leading their top spots to continental competitions (European, American etc), so that the top spots of these continental competitions would lead to worldwide competitions.

Regarding mechanics meant to "make you come back", you reminded me of the roulette tickets. I think the worst cases are when it ends up being a part, or since a certain update a manufacturer invitation. If we could sell those parts instead of just deleting them it would be kind of a different story. As for invitations, I agree with those who ask for some sort of manufacturer affinity system. If I 've spent Credits to buy all the non-exclusive models of a certain manufacturer, why not earn an invitation for their exclusive one(s)?
 
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I apparently came across wrong regarding the camshaft profile thing. It can be made in a way that doesn't have to change the car's PP - it would actually be better than just copying the torque curve and pasting it 800rpm higher, no?

Tyre pressures are not a bad idea, although I 'm pretty sure each type of rubber has a different range of suitable pressures. In real life AFAIK, you don't have to change tyre pressure too much to make an enormous impact on handling anyway.

"Add a lot of tracks" asks for a lot of content. I actually wouldn't say no to a return of Twin Ring Motegi for example, but am mostly OK with the current variety of tracks. Regarding the grind, it 's actually part of the Gran Turismo way of doing things. It could probably be toned down a little bit, but making the game basically hand out hypercars on day 1 as if it were Forza Horizon is a big no. Forza Horizon is a different game, it has a different identity to Gran Turismo, kinda obvious even by its aesthetical direction.

I don't really care about the online competition part of the game. I do the time trials because they provide some extra cash, but that 's it. For the career structure, as I previously posted I 'd start with the basic driving licence. This would unlock the first level of everything else. Not sure how many levels overall would be ideal in a structure like this, but I think the three top licences should be International B, International A and Super. Of course the Cafe would no longer be the backbone of the career - I prefer it as just a place for the specific discussions with the characters (Sarah, Stella etc) and the designers. Also, for the sake of realism, I 'd want a structure of competitions that doesn't force a few specific brands into the spotlight. In GT7 there are two competitions meant to push for Porsche (the Schwarzwald league is the indirect/bonus one), whereas higher-end brands such as Aston Martin and Jaguar can only run in generic European and worldwide competitions. Yes there is the Ferrari circuit challenge, but what with it? It has a 700pp cap, effectively strangling the brand's best road cars while still not giving a proper chance to its weaker classics. I 'd likely have manufacturer-specific competitions for every brand to act as some sort of base division, leading their top spots to continental competitions (European, American etc), so that the top spots of these continental competitions would lead to worldwide competitions.

Regarding mechanics meant to "make you come back", you reminded me of the roulette tickets. I think the worst cases are when it ends up being a part, or since a certain update a manufacturer invitation. If we could sell those parts instead of just deleting them it would be kind of a different story. As for invitations, I agree with those who ask for some sort of manufacturer affinity system. If I 've spent Credits to buy all the non-exclusive models of a certain manufacturer, why not earn an invitation for their exclusive one(s)?
The grind isn’t a good part of Gran Turismo. That doesn’t equal fun. Maybe that’s the problem. It almost feels like there’s no point to single player races besides earning credits. Should be pulled into the gameplay first, credits and earning cars is secondary. It’s just a bonus. But the games have always felt to me, like I’m racing to get cars. I’m not getting cars because I’m racing. Fun races, unlocking classes of cars would be ideal for me.

Say you enter the muscle car championship. Each race you drive a different muscle car. Complete the championship. Now you’ve unlocked those cars. No need to buy them. The money can go towards buying doubles or triples or customizing them. That’s how I’d do it. Then I’m not tuning a Prius trying to get the muscle cars type of thing.
 
The grind isn’t a good part of Gran Turismo. That doesn’t equal fun. Maybe that’s the problem. It almost feels like there’s no point to single player races besides earning credits. Should be pulled into the gameplay first, credits and earning cars is secondary. It’s just a bonus. But the games have always felt to me, like I’m racing to get cars. I’m not getting cars because I’m racing. Fun races, unlocking classes of cars would be ideal for me.

Say you enter the muscle car championship. Each race you drive a different muscle car. Complete the championship. Now you’ve unlocked those cars. No need to buy them. The money can go towards buying doubles or triples or customizing them. That’s how I’d do it. Then I’m not tuning a Prius trying to get the muscle cars type of thing.
Understandable. I did say the grind could be toned down a little bit. However, even as it is in GT7, I choose to see it as an exercise on efficiency. Because maybe this is the intention behind it.
 
Get rid of the regional disc system. I.e. i bought GT7 while i was living in Portugal, and as an European disc, its Portuguese localisation is only available if the system language is set to European Portuguese, if i set the language to Brazilian Portuguese, the game plays as English with metric units
 
I love GT7 the way it is, the only thing I would change is the career. I would make it more like GT4 or GT5.

I'm not that kind of guy who hates GT7 with all his heart, thinks only GT4 was good, and automatically considers any new GT a bad game if it's not a GT4 2.0.

I'd impliment Power Pack for all GT-mode but letting you use any car you want.
I believe that is what will happen in GT8.
 
I always wondered how the trucks were handling corners pretty much like other vehicles. Some vehicles look so too heavy yet they just corner hard.
It ruins the immersion for me. Longitudinal grip differences still exist though. The X-Bow will out brake other road cars. And MR platforms will dive into corners and put the power down better on exit compared to FR and FF platforms. But once the car has settled mid-corner, peak lateral grip seems to be dictated solely by tire compound.

The '91 and '02 RX7s run about the same through the esses of Suzuka East. The '91 is more tail happy and less confident on entry and exit because of its narrower 225mm tires compared to the 235/255mm of the '02. Meaning it has less longitudinal grip. And seeing how entry and exit are a combination of longitudinal and lateral grip, it makes sense.

Comparing different runs using the data logger shows some cars will hold higher speed in and out of corners because of longitudinal differences, but they all dip to about the same speed mid-corner when grip is purely laterally determined.

Streets of Willow has a skid pad, and I just tested the 1969 Camaro Z28, 1969 Boss 429 Mustang and 1992 NSX-R.

~38.7mph and 1.04G for the NSX-R
~38.5mph and 1.03G for the Z28
~38.0mph and 1.01G for the Boss 429

The Boss 429 was a tiny bit worse probably because of its poor weight split. Nothing ballast couldn't mitigate though. In GT5/6 the NSX-R would carry ~42mph and the old muscle cars ~36-38mph.

Update:
I just tested the C8 Corvette and the Willys MB '45 Jeep.

~40.0mph and 1.07G for the C8
~39.0mph and 1.06G for the Military Jeep.

I am so done with this game 😂
 
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I'd impliment Power Pack for all GT-mode but letting you use any car you want.
Starting from that, but replace the individual races with championships.

Then instead of several paths that only branch outwards, also have some paths come back together. E.g. you can get to international GT3 races by coming through one of several regional lower GT series, or you can also get there through completing an open-wheel championship at a higher level. This keeps the path more open-ended for players.

For selecting your car, they would need to make sure that the events have tighter restrictions than GT7 has. A 400pp classic car cup shouldn't allow me to take my modern hypercar.
 
GT8 should be a remake of GT3-4-5-6 & GTS but with AI Sophy 3.0/3.1 & everything should be editable&optional&customizable.
Specifically this means tyres, tire wear, HP, PP, layout, weight, country id etc. While we can have one-make race in custom race it is not championship which means it is an important welcomed feature but not good enough, yet.
Either from start or: E.g. after finishing the GT Cafe in GT7 just so the car culture historian Kaz got to tell us his version of popular cars from different eras & countries. As most of you probably agree with, the GT cafe is funny, entertaining & informative but as the main career mode it is substantially bad & boring. But GT7 has many alternative play modes in parallell to the GT Cafe. Or in single player modus we would stop playing GT7. Which we haven't yet.
The top 50 or top 100 [by popularity factor; most downloaded or most played] custom made championships should be uploadable to the GT7 servers like helmets, suits, pictures and styles!

As has been mentioned by some in this thread & other threads, the physics [which I would otherwise label as 'classical mechanics'] must be improved so that the G-force & grip caused by tires, weight-speed, springs, how low the car is, down-force, must be closer to reality than in GT7.
 
Understandable. I did say the grind could be toned down a little bit. However, even as it is in GT7, I choose to see it as an exercise on efficiency. Because maybe this is the intention behind it.
I’d rather see the intention somewhere else. I don’t mind earning cars but that’s if it just happens not having to focus on every aspect of the game. Sure I don’t need fifteen 432 Fairladys but I have 2500hrs into the game mostly online racing multiplayer lobbies league racing and I’m nowhere near close to have all the cars. Their game is flawed in my opinion.
 
It ruins the immersion for me. Longitudinal grip differences still exist though. The X-Bow will out brake other road cars. And MR platforms will dive into corners and put the power down better on exit compared to FR and FF platforms. But once the car has settled mid-corner, peak lateral grip seems to be dictated solely by tire compound.

The '91 and '02 RX7s run about the same through the esses of Suzuka East. The '91 is more tail happy and less confident on entry and exit because of its narrower 225mm tires compared to the 235/255mm of the '02. Meaning it has less longitudinal grip. And seeing how entry and exit are a combination of longitudinal and lateral grip, it makes sense.

Comparing different runs using the data logger shows some cars will hold higher speed in and out of corners because of longitudinal differences, but they all dip to about the same speed mid-corner when grip is purely laterally determined.

Streets of Willow has a skid pad, and I just tested the 1969 Camaro Z28, 1969 Boss 429 Mustang and 1992 NSX-R.

~38.7mph and 1.04G for the NSX-R
~38.5mph and 1.03G for the Z28
~38.0mph and 1.01G for the Boss 429

The Boss 429 was a tiny bit worse probably because of its poor weight split. Nothing ballast couldn't mitigate though. In GT5/6 the NSX-R would carry ~42mph and the old muscle cars ~36-38mph.

Update:
I just tested the C8 Corvette and the Willys MB '45 Jeep.

~40.0mph and 1.07G for the C8
~39.0mph and 1.06G for the Military Jeep.

I am so done with this game 😂
I'm currently going through the game by spending some time to drive and get to know every car in custom races. One thing I noticed was how well old cars could keep up with more modern machines, to the point of being extremely unrealistic. I'm wondering if what you found could be the main factor.
 
I’d rather see the intention somewhere else. I don’t mind earning cars but that’s if it just happens not having to focus on every aspect of the game. Sure I don’t need fifteen 432 Fairladys but I have 2500hrs into the game mostly online racing multiplayer lobbies league racing and I’m nowhere near close to have all the cars. Their game is flawed in my opinion.
Oh, we play the game in different ways then. I never enter multiplayer lobbies, can't see the point in paying for PS Plus to get rammed by underage boys when I can get rammed by the AI without paying further than the game's base price. Especially Sophy plays dirty to an alarming extent and its rubberbanding is ridiculously obvious. If this is the direction Gran Turismo AI will be going, I 'll say no thanks and walk away. I suggest they differentiate difficulty through AI opponent setups instead. It 's OK if this means more work for them on the AI and therefore fewer cars and fewer tracks. And since they oversimplified the PP system, they should unlock the suspension and differential settings in BoP mode. The online time trials are usually just a question of understeer management because they 've neglected to do so.
 
I'm currently going through the game by spending some time to drive and get to know every car in custom races. One thing I noticed was how well old cars could keep up with more modern machines, to the point of being extremely unrealistic. I'm wondering if what you found could be the main factor.
It’s not totally in realistic. You also have to keep in mind there’s the ability to tune cars. I don’t think any stock muscle car is going to keep up with a modern machine. Once tune with some suspension and more hp etc. it’s not far fetched. That red devil 69 camaro ran better laps times than the top of the line new Camaro when it came out. Also in a straight line, you have to remember old muscle cars at the track were running bias ply tires which aren’t very good at all.
Oh, we play the game in different ways then. I never enter multiplayer lobbies, can't see the point in paying for PS Plus to get rammed by underage boys when I can get rammed by the AI without paying further than the game's base price. Especially Sophy plays dirty to an alarming extent and its rubberbanding is ridiculously obvious. If this is the direction Gran Turismo AI will be going, I 'll say no thanks and walk away. I suggest they differentiate difficulty through AI opponent setups instead. It 's OK if this means more work for them on the AI and therefore fewer cars and fewer tracks. And since they oversimplified the PP system, they should unlock the suspension and differential settings in BoP mode. The online time trials are usually just a question of understeer management because they 've neglected to do so.
I said league. We don’t ram into each other, especially on purpose. So my online racing is with friends. Much much much better than anything AI can provide. So yeah, the grind of the game is atrocious unless you want to race by yourself all day long. Then you can earn some good money but it’s boring as heck. In my opinion anyway. I’d rather race against one other friend in a private lobby than any of the single player content. It only takes two cars to have a good race.

Read my list I made before in here.

Main take aways for me was, we need to be able to
1-quickly share tunes
2-gift cars
3-group decals for batch colour changes
4-more equalized payouts from race to race
5-mph transmission settings not just kmh
6-no doubles of cars with minor differences
7-multiplayer campaign, ability for a friend to join in the championship as well, maybe as a team
8-better radar and a HUD we can toggle on and off
9-more classes of cars, we have ONE can-am car, what’s the point then?
10-track editor and/or all of their original tracks so we have a ton of tracks to choose from
 
Official online leagues with weekly ("daily") races. ie. Porsche Cup, Gr3 cup, Gr4 cup, Gr1 cup, Roadsport 500pp cup... each cup would have seasonal scoreboards. And Nations cup and Manufacturer cup leaderbords would be "cross dicipline" combination of these ie. Best two races count from each cup and points combine to total "World championsip" score. No separate systems anymore for world tour qualification. Why not have other combined cups on world tour / world championship - ie. Gr(1+2+3+4) Circuit Championship, Formula / open wheel Champion or the Roadsport Championship.

We also REALLY need the most common lower motorsport tiers like Porsche Cup, Radical and Caterham 7 with actual bop cup cars. The fact that after 25 years Gran Turismo as "enthusiast game" still doesnt have official Porsche Cup cars is a joke.
 
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I'm currently going through the game by spending some time to drive and get to know every car in custom races. One thing I noticed was how well old cars could keep up with more modern machines, to the point of being extremely unrealistic. I'm wondering if what you found could be the main factor.
It's been this way since GT Sport. Upon release, I immediately conducted skid pad testing and was disappointed. Testing stock cars is a hobby of mine, which is why I enjoy GT5/6. The old PP system would acknowledge the differences between models. Higher grip models would pay a HP penalty at the same PP rating. i.e. '92 NSX-R vs '97 NSX Type S Zero.

PD has geared GT Sport and GT7 toward the FIA aspect. An aspect no one seems to care about and even less are competitive enough to compete in. This is the only logical explanation for why lateral grip is capped, for BoP reasons. They need parity between cars and close racing. They cannot afford a driver dominating at the highest levels because of chassis physics alone.

It's really alienating their core audience imo. Ideally, they'd implement a dynamic physics engine for the main game, similar to GT5/6. And then a more standardized/capped/normalized engine akin to spec racing for the competitive FIA aspect.
 
I said league. We don’t ram into each other, especially on purpose. So my online racing is with friends. Much much much better than anything AI can provide. So yeah, the grind of the game is atrocious unless you want to race by yourself all day long. Then you can earn some good money but it’s boring as heck. In my opinion anyway. I’d rather race against one other friend in a private lobby than any of the single player content. It only takes two cars to have a good race.

Read my list I made before in here.

Main take aways for me was, we need to be able to
1-quickly share tunes
2-gift cars
3-group decals for batch colour changes
4-more equalized payouts from race to race
5-mph transmission settings not just kmh
6-no doubles of cars with minor differences
7-multiplayer campaign, ability for a friend to join in the championship as well, maybe as a team
8-better radar and a HUD we can toggle on and off
9-more classes of cars, we have ONE can-am car, what’s the point then?
10-track editor and/or all of their original tracks so we have a ton of tracks to choose from
Sure it makes sense to not ram each other in a league, but then again someone in the league might show a behaviour that doesn't make sense. Now let's see about your list.

1)This would be convenient. I make my own setups, but lots of people prefer to seek out for help instead.
2)Yes, this doesn't hurt to have as an option.
3)Good idea, would help with palette colour consistency if the slight distortion issue is to persist. For example I want to paint a bunch of stickers in 222 hue, 100 saturation and 8 brightness, but for the second sticker of the bunch I will get something like 223-100-9, which breaks the livery's colour consistency.
4)Yes, I too would like a somewhat higher payout for certain races.
5)This should already be possible. Try going to the GT menu, selecting Options and on the Global tab finding Units.
6)Agreed, especially the Afeela case is an insult to our intelligence.
7)Yes, I agree with having that as an option - especially the "as a team" part.
8a)If by "radar" you mean the MFD's second tab, I 'd make it scalable - see how the weather radar already is (up/down buttons).
8b)If you mean toggling the HUD on the fly, it would most likely require removing something else from the control scheme, e.g. the nitrous/overtake systems.
9)That 's why I 've already said the car list needs to be more focused on what the game is. Currently it 's trying too hard to be a mix of everything and has too many practically unusable vehicles such as the Uselessmog.
10)A good track editor would be nice to have, but keep in mind that asking for tons of ready content pushes against said content's quality. That 's why I 'd only have real tracks ready and then pour resources on a solid editor rather than specific fictional tracks, so we can all have the tracks we want in a game of the highest possible quality.
 
Sure it makes sense to not ram each other in a league, but then again someone in the league might show a behaviour that doesn't make sense. Now let's see about your list.

1)This would be convenient. I make my own setups, but lots of people prefer to seek out for help instead.
2)Yes, this doesn't hurt to have as an option.
3)Good idea, would help with palette colour consistency if the slight distortion issue is to persist. For example I want to paint a bunch of stickers in 222 hue, 100 saturation and 8 brightness, but for the second sticker of the bunch I will get something like 223-100-9, which breaks the livery's colour consistency.
4)Yes, I too would like a somewhat higher payout for certain races.
5)This should already be possible. Try going to the GT menu, selecting Options and on the Global tab finding Units.
6)Agreed, especially the Afeela case is an insult to our intelligence.
7)Yes, I agree with having that as an option - especially the "as a team" part.
8a)If by "radar" you mean the MFD's second tab, I 'd make it scalable - see how the weather radar already is (up/down buttons).
8b)If you mean toggling the HUD on the fly, it would most likely require removing something else from the control scheme, e.g. the nitrous/overtake systems.
9)That 's why I 've already said the car list needs to be more focused on what the game is. Currently it 's trying too hard to be a mix of everything and has too many practically unusable vehicles such as the Uselessmog.
10)A good track editor would be nice to have, but keep in mind that asking for tons of ready content pushes against said content's quality. That 's why I 'd only have real tracks ready and then pour resources on a solid editor rather than specific fictional tracks, so we can all have the tracks we want in a game of the highest possible quality.
Our league is casual so everyone does their best not to do anything on purpose. I don’t think anybody really cares if they win. I haven’t been able to replicate the close action we get at times with GT7 AI. In fact recently I did a single player race to earn some cash. I was ticked off at the AI. Remembered why I quit that part of the game.

For setup sharing. It’s handy because a lot of the time somebody wants to run a specific car and tune, I’d gladly have them share the tune with me and we’re off to the races rather than finding something that might be close. I really miss that tune sharing feature.

The transmission settings reading in MPH is not possible. Everything changes but that.

Radar in the bottom corner just isn’t ideal. I posted somewhere about my radar idea, they half have it implemented if you do bumper cam. Sides of the screen darken when there’s a car there. I suggested in any view, the side on which a car is near glows yellow, to orange to red as they get closer. Not much, would only need like an inch. Peripheral vision would see that.

HUD, I’d be fine removing something like change view if I had to. It locks into whatever view you prefer anyway. The game looks much cleaner with nothing but car and road. But there’s a couple things you need to see once in awhile. Which is why I’d prefer to just flip it on, look at how much fuel I have then shut it off.
 
It’s not totally in realistic. You also have to keep in mind there’s the ability to tune cars. I don’t think any stock muscle car is going to keep up with a modern machine. Once tune with some suspension and more hp etc. it’s not far fetched. That red devil 69 camaro ran better laps times than the top of the line new Camaro when it came out. Also in a straight line, you have to remember old muscle cars at the track were running bias ply tires which aren’t very good at all.
I'm going through the car collection from the Garage menu and making my way through each country's cars. I start with the oldest, drive it in custom races with cars that are around the same PP and see how they feel stock. After a few cars I do the reverse, i.e. start from the newest and work my way down. That gives an interesting contrast between old and new. It's a rewarding way of playing the game - I like reading the info in the various sections about the car and then after driving it over a few races reading more about the real car on wiki/other sites and also what car reviewers thought of it IRL.

Some classic cars are really broken, though.

One of the Corvettes springs to mind (way too much grip). Currently I'm driving the Porsche 550, and because of the PP I'm including a '73 CSL, as well as more modern machines (including a NA MX-5).

The Porsche, driven with no ABS, wipes the floor with them - comically so. There's just so much lateral grip.

That isn't to say this isn't a fun experience. As I said in another post the French hatchbacks seem to correlate with what real world reviews said about them, and it's great getting to know the (limited) handling quirks of each car.
It's been this way since GT Sport. Upon release, I immediately conducted skid pad testing and was disappointed. Testing stock cars is a hobby of mine, which is why I enjoy GT5/6. The old PP system would acknowledge the differences between models. Higher grip models would pay a HP penalty at the same PP rating. i.e. '92 NSX-R vs '97 NSX Type S Zero.

PD has geared GT Sport and GT7 toward the FIA aspect. An aspect no one seems to care about and even less are competitive enough to compete in. This is the only logical explanation for why lateral grip is capped, for BoP reasons. They need parity between cars and close racing. They cannot afford a driver dominating at the highest levels because of chassis physics alone.

It's really alienating their core audience imo. Ideally, they'd implement a dynamic physics engine for the main game, similar to GT5/6. And then a more standardized/capped/normalized engine akin to spec racing for the competitive FIA aspect.
This is disappointing. And your skidpan results match what I've been feeling with the stock cars I've driven so far.

By coincidence I found this:

 
I'm going through the car collection from the Garage menu and making my way through each country's cars. I start with the oldest, drive it in custom races with cars that are around the same PP and see how they feel stock. After a few cars I do the reverse, i.e. start from the newest and work my way down. That gives an interesting contrast between old and new. It's a rewarding way of playing the game - I like reading the info in the various sections about the car and then after driving it over a few races reading more about the real car on wiki/other sites and also what car reviewers thought of it IRL.

Some classic cars are really broken, though.

One of the Corvettes springs to mind (way too much grip). Currently I'm driving the Porsche 550, and because of the PP I'm including a '73 CSL, as well as more modern machines (including a NA MX-5).

The Porsche, driven with no ABS, wipes the floor with them - comically so. There's just so much lateral grip.

That isn't to say this isn't a fun experience. As I said in another post the French hatchbacks seem to correlate with what real world reviews said about them, and it's great getting to know the (limited) handling quirks of each car.

This is disappointing. And your skidpan results match what I've been feeling with the stock cars I've driven so far.

By coincidence I found this:


That’s fair. I don’t think I drive them to that extent. I have noticed, usually if it’s a bunch of old cars and somebody pops in with a newer one, the usually win unless they obviously aren’t that great.
 
That’s fair. I don’t think I drive them to that extent. I have noticed, usually if it’s a bunch of old cars and somebody pops in with a newer one, the usually win unless they obviously aren’t that great.
I haven't got to the CSLs....but I can't understand why their PP are relatively low compared to older cars.

Could be an anomaly, or evidence GT7 messes up classic/older cars.
 
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I haven't got to the CSLs....but I can't understand why their PP are relatively low compared to older cars.

Could be an anomaly, or evidence GT7 messes up classic/older cars.
Well the PP system is broken for sure. You can bring 15 cars to a race all at 600pp Sports Soft and there will be a few that just blow the others away. I don’t know what you call that, but its just like gun builds in call of duty. Theres so many options to it now, i cant imagine they have any way to balance each build. Same goes for GT7 and its tuning plus setup. Strip away the tuning, they could make sure they have classes of cars that are way more evenly matched.

I know thats not in the spirit of GT7. But they have tried to do it with GR3 cars. I wish theyd do it with muscle cars and other historic cars. The boss and challenger kick the camaros butt, but theyre both big blocks and the z28 isnt. It lacks torque compared to the others no doubt. You can even tune it to have the same horsepower but it still lacks torque. Yet its not like chevrolet didnt have a big block camaro. They just chose the iconic z28.

They never seem to put much thought into how cars stack up. Theyve always made a car collector game that you can also play as a racing game. Thats my opinion. We can put in the time to tune and test and match up perfectly. But thats time consuming and from my experience, my cars never end up at the same pp if i go by lap times vs pp to match them up.

You want properly matched cars to race together, closer racing, drop the PP/Tires and the HP/weight (because you can always account for torque) and strictly go by lap times. Theyre still going to be close PP, off by 10-30pp but I believe it works better.

HP/weight works quite well, most of the time, when in the same car.

Ideally if they allowed tune sharing, this would make it alot easier for league lobbies to run more closely matched races. Here’s the cars, here’s the tunes, pick one and run it. Nobody wants to buy five cars, look at screenshots to setup all five cars and then choose which one to run in the race. Id rather look what the host has up available to use, pick a car, it applies their tune to my car for that race and returns back to my tune after the race. That would help greatly. Or just let friends share tunes easily, with a couple clicks of a button. Then everyone can run the same car or from a selection of cars that somebody has painstakingly tuned to match up very well.

Anyway, long rant, i really hate that GT7 has no fast way to share tunes with friends. So i just get going on it because it annoys me so much. Which should be in the annoy thread although it kind if belongs in this thread too because of course we’d want things that annoy us NOT in GT8
 
Something I've decided I really want, and this is secondary to whatever the career actually ends up being from a cars-and-races perspective:

Realistically, PD aren't going to give up the always-online, no restarting your game philosophy. So instead, I want a "Start new run" button that activates once you've beaten the career. Pressing this would give you, effectively, a "second save" in a sandbox, separate from your main forever save that starts from the start of the game. Then you replay the game in there, and once the sandbox save beats the career, all the credits/cars that were acquired in that run funnel back into your main account for long-tail use.

That allows PD to keep the main save as a forever save like they want it to be, while still enabling challenge runs and game replays that just haven't been possible in Sport and 7.
 
Something I've decided I really want, and this is secondary to whatever the career actually ends up being from a cars-and-races perspective:

Realistically, PD aren't going to give up the always-online, no restarting your game philosophy. So instead, I want a "Start new run" button that activates once you've beaten the career. Pressing this would give you, effectively, a "second save" in a sandbox, separate from your main forever save that starts from the start of the game. Then you replay the game in there, and once the sandbox save beats the career, all the credits/cars that were acquired in that run funnel back into your main account for long-tail use.

That allows PD to keep the main save as a forever save like they want it to be, while still enabling challenge runs and game replays that just haven't been possible in Sport and 7.
Along with numerous other features that takes only a few hours to code, this would cancel the need for making another email address & registration on PSN for those of us who want re-run a campaign mode. That was the most fun part with GT3-4-5-6 & that we could progress really fast if we wanted to.
 
Something I've decided I really want, and this is secondary to whatever the career actually ends up being from a cars-and-races perspective:

Realistically, PD aren't going to give up the always-online, no restarting your game philosophy. So instead, I want a "Start new run" button that activates once you've beaten the career. Pressing this would give you, effectively, a "second save" in a sandbox, separate from your main forever save that starts from the start of the game. Then you replay the game in there, and once the sandbox save beats the career, all the credits/cars that were acquired in that run funnel back into your main account for long-tail use.

That allows PD to keep the main save as a forever save like they want it to be, while still enabling challenge runs and game replays that just haven't been possible in Sport and 7.
This might give the game replayability. Although I’d rather them let people share custom races. Imagine finishing all historic races locked to 580pp. Suddenly opened up to all kinds of different PP and tracks, different weather, liveries on cars, etc.
 
This might give the game replayability. Although I’d rather them let people share custom races. Imagine finishing all historic races locked to 580pp. Suddenly opened up to all kinds of different PP and tracks, different weather, liveries on cars, etc.
I finally tried the Powerpack.

It pales in comparison to custom races I've set up with a (very) limited imagination.

Sharing custom races would transform the experience.
 
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