GT5 Latest News & Discussion

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PD might have more employers now.

That might have happened but also could have just been car size differences. Either way GT5 is here in a month. If they speed up production of a GT6 too much I won't get to finish this one.

I wish more games had a year or more worth of single player playability like GTseries.
 
Since it's 3-6 months for a car then maybe we could see the Veyron SS.
 
RE: Ferrari: The Race Experience, Eutechnyx seem to genuinely care about making a solid racing game, they always try and pack a lot in, but it's like they lack the funding to reach anywhere close to the big names. I wish someone would give them that chance.
 
Since it's 3-6 months for a car then maybe we could see the Veyron SS.

We still need to take it with a grain of salt, as it wasn't a number mentioned by one of the PD guys in the Qore episode (Hinojosa-Miranda or Imasaki), but by the the interviewer herself when she was in the role of narrator.

I hope it is a PD given number, as it would then send our calculations for the number of vehicles in the future GT6 to much higher numbers.

RE: Ferrari: The Race Experience, Eutechnyx seem to genuinely care about making a solid racing game, they always try and pack a lot in, but it's like they lack the funding to reach anywhere close to the big names. I wish someone would give them that chance.

I know exactly what you mean. I feel bad about it, but I really couldn't help but think of Outrun and Outrun 2 as I was watching the game video.



Edit: Nevermind, I don't feel bad. That game looks so different from the intro trailer that was posted here earlier, that it is more kin (graphically) to the Outrun series than what the intro trailer implied.
 
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You may be right. I think with a better development it would look alot better.

Given that though I don't see this as as good as Automobili Lamborghini for N64. Will have to play it to make a full statement though, maybe the graphics are it's only downfall.
 
So, what wheel do you guys suggest getting for GT5? I'm seriously thinking of going down the shops and purchasing one very soon. Many thanks :)
 
So, what wheel do you guys suggest getting for GT5? I'm seriously thinking of going down the shops and purchasing one very soon. Many thanks :)

Logitech Driving force GT is best value for money but G27 if your willing to spend more. Don't bother getting anything less than a Driving Force GT.
 
Thanks dude! ;) yeah i've been meaning to get one for ages, now that GT is so close. . . But so far away, i must go seek one out. Does that g27 have a more prominent rumble feature? )
 
Thanks dude! ;) yeah i've been meaning to get one for ages, now that GT is so close. . . But so far away, i must go seek one out. Does that g27 have a more prominent rumble feature? )
http://lmgtfy.com/?q=Logitech+G27+vs+driving+force+gt

Yeah, the force feedback is better on the G27. If you don't mind spending a little more $$ then go with the G27, especially if GT5 is going to take up a lot of your time.
 
The shift lights embeded into the G27 steering wheel looked awesome on F1 2010 and they should work on GT5 too. That feature alone is worth the extra cash imo.
 
The shift lights embeded into the G27 steering wheel looked awesome on F1 2010 and they should work on GT5 too. That feature alone is worth the extra cash imo.

On that frenchman's videos it looked like they are working fine for GT.
Yesterday my WheelStandPro was delivered. Funny that they sent me 2 pieces... when I only order one :D GT, I'm ready :)
 
My Tremec is also a "common" manual H pattern, with a single clutch and no syncros. My point was that it is not required to double clutch to drive a non-syncronized car. Under "normal" driving, it is best to atleast let the rpms drop before going to the next gear, but it is not required to double clutch (clutch, pull it out of gear, let the rpms drop a little, ease into the next gear and release the clutch), or you could just jam it into the next gear when clutched (like taking a bandaid off), but it will make a little clunk noise, but not grind. At high rpms, just leave your right foot on the floor, clutch, and grab the next gear, and it is like a hot knife through butter. Down shifting is a little different. I would blip the throttle, and jam into the lower gear (like taking a bandaid off), and that worked best for me.

You're point was taken. And you are right. You're not required or need to do anything.

I however, will keep using double cluth when proven needed, and advise anyone to doing so as well. I'd like to avoid any cluncks and save such a gearbox (we were talking about old classics here), not help murder it with "powashiftin" tricks.

I wish you and your gearbox a happy (though surelly short) life together :)

:cheers:
 
On this double clutching stuff, I've got a crashbox truck licence and you can't do what yellowclone is saying. You HAVE to double clutch so there's obviously different setups like straight cut gears etc.
 
Would be interesting to see pro manual mode depict the need to double clutch (or declutch to be precise) in those cars when using a controller with clutch pedal.

👍 That would indeed be brilliant! I also would add two other issues to debate that, in my opinion in order to depict more truthly the experience of driving a given car in-game, should be considered by PD:

1) It wouldn't be possible for you (gamer) to adjust the force feedback on the wheel settings in the options menu (or elsewhere). Instead of that, the game would adjust it automatically accordingly to the car which you're driving; for example, extremely high force feedback settings and wheel weight for classic racers to depict the unassisted steering, and lower feedback and weight for modern utilitary vehicles.

2) Although it would still be possible to select between automatic and manual transmission options, whenever (and although) you'd choose the latest under Pro settings, the cars would depict their real-life counter parts; example, an old Ferrari would be manual H shifter gate w/ clutch, a Audi w/ S-Tronic gearbox would be a manual transmission or shift lever manually actuated sequential gearbox w/out clutch, a F430 would be paddle shifted manually, and so on. Obviously this whole spectrum would only applied whenever there's the appropriated controllers present (G25/G27, Fanatec, etc), being accordingly adapted automatically for the clutchless wheels, and those who haven't a H gate shifted, and of course for controllers.

The "automatic in life -> automatically only in game" rule would applied across all types od controllers. Myself, for immersion purposes basically and mainly offline try to replicate this.
 
My gt5 prediction is.... I think the Eiger circuit may have a dirt section that we will use on rally events. What does everyone think.
 
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Hi everyone,

as new users can't open new threads, I use this thread for my question. I'm a GT Newbie and never played any of the previous titles. Is there any overview available about the typical GT gameplay? Which modes are available, which kind of competitions and races do you get, etc.?
 
I second the motion. It's been discussed about transmissions, there is always the same shift timing regardless of car and technology used (unless using a wheel and manual), and you can use auto on cars that don't have that possibility and vice versa. It showld be _corrected_ IMO.

The steering would a nice new feature, and it is brilliant. Imagine some beasts with no power steering... or my Datsun feather weight steering :drool:

Obviously we all would like the option to use "normal" mode as well. Maybe a level above pro simulatiom? Like "real" or "hardcore".
 
Hi everyone,

as new users can't open new threads, I use this thread for my question. I'm a GT Newbie and never played any of the previous titles. Is there any overview available about the typical GT gameplay? Which modes are available, which kind of competitions and races do you get, etc.?
Some links to help you get the general idea.
https://www.gtplanet.net/guides/index.php/Game_Guides
http://guides.ign.com/guides/489327/
http://en.wikipedia.org/wiki/Gran_Turismo_4
 
On that frenchman's videos it looked like they are working fine for GT.

Yeah the lights worked in the GT5 time trial (GT Academy) version also.
 
New Gif from Qore
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sgpdsn.gif
 
Eurogamer Expo 2010: GT5 – Two Out of Three Ain’t Bad
Now this is a statement that I still find shocking – and chances are many of you will too: Gran Turismo 5 actually exists, is playable and is on course to actually be out on it’s release date in November 2010! I know – you still probably won’t believe me until you actually have a copy in your sweaty palms.

As we all know, GT5 has been in development pretty much as long as the PS3 has been around – and is a series that is well-known for realism, a varied range of tracks and looking jaw-droppingly gorgeous. Well, the good news is that GT5 appears to be on the money for the first two of these hallmarks.

As a game that’s been hotly anticipated and has threatened to be released no less than eleventy-thousand times over the past 5 years, it’s only right that the game made it to Eurogamer Expo – and I was lucky enough to have a tinker around under the bonnet, kick the tyres and engage in a range of other questionable automotive metaphors as I gave the game a spin round the block.

The cars handle pretty much as I would expect them to, and found myself watching the world go sideways as I rather over-estimated my driving abilities as I gave a Lamborghini Murcielago the beans as I went round a corner – in real life, these cars have a penchant for wanting to kill you, and they’re no different in GT5. For the uninitiated, the learning curve is likely to somewhat on the steep side, but it’s worth persevering and availing yourself of the usual bevy of driver aids to help you muddle through.
As far as tracks are concerned in the demo that I played there were a number of courses to try out – a good mix of street racing, circuit racing and even one of the rally modes that will be available in the final game. There wasn’t much in the way of environmental effects for the majority of the courses – indeed, it almost seemed persistently sunny in the world of GT5 – but the rally stage did feature some transitioning from day to night which looked quite impressive.

So that leaves me with the task of contemplating whether or not I was agog at how the game looked. We’ve all heard the usual clap-trap about polygon counts being the appropriate yardstick by which games such as GT5 flounce their graphical might. Well, that’s all well and good – but I must admit I was quite underwhelmed. Now dear fanboys, please take a moment to read what I have to say before launching into a diatriabe about how I’m an Xbot and therefore my opinion on such matters is irrelevant.

This game has been a long time in development – and Polyphony and Sony have not exactly been shy at coming forth with expositions regarding GT5’s graphical superiority. The sad fact is that GT5 just doesn’t cash the visual cheques that the jibbering mouth of the PR blitz surrounding the game has been writing.

There’s odd shadowing artefacts, there’s a lot of jaggies, some textures at sub-par resolution and even some pop-up
. Now I’m not denying that it looks good – it certainly holds it’s own against the current crop of racers and is pushing a shedload of polygons at 60 fps – but it doesn’t look perfect and nor is it a quantum leap from the graphical fidelity of GT5: Prologue. Frankly, it should be. In addition to the odd graphical glitch, GT5 simply looks sterile in comparison to games such as Forza 3, Motorstorm: Pacific Rift and Need for Speed: Hot Pursuit.
I’m willing to give GT5 the benefit of the doubt — the demo shown off at Eurogamer may have been based on pre-release code [Editor's note: it's the same code seen at E3] – but the game is so close to release that these graphical glitches should have been sorted out long ago. Whilst the inclusion of myriad game types and modes is doubtlessly going to give rise to a long-lived and highly enjoyable racing experience, one does wonder whether Polyphony should have spent a tad longer getting the basics completely bang on before getting carried away with themselves.

That being said, the controls were sharp and responsive and the cars all felt like they had a satisfying weight to them. But, the driving game bar has been raised considerably since GT4, and whether GT5 will provide what today’s gamers expect from a racing title is still far from certain.

Regardless, as I’m a bit of a racing nut, I’ll still be picking up GT5 on launch day. GT5 looks it’s going to be a great racing game – but whether it’s the perfect, definitive racer that we’ve all been promised for the past 5 years is another matter entirely.
http://sarcasticgamer.com/wp/index.php/2010/10/eurogamer-expo-2010-gran-turismo-5.html
 
Sterile is how I would describe GT5p tracks (No rubber, atmosphere) so he might could be right.
 
Interestingly in this month's issue of PSM, it says that PD has modelled 70 tracks, something that stuck out to me as the last I heard it was 20 tracks with 70 variations. Not sure if it should be taken seriously but its interesting that this is being said with the game so close to release.
 
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All this locations/tracks/variations mess is the funniest 🤬 PD has ever come up with :lol:
 
Sterile is how I would describe GT5p tracks (No rubber, atmosphere) so he might could be right.
That article was related to gt5 not gt5p so he is wrong and fanboy too:tdown:
 
Sterile is how I would describe GT5p tracks (No rubber, atmosphere) so he might could be right.

Ref Sarcastic Gamer...

People that offer such comparisons or reviews should actually firstly take into account if what they are experiencing is to represent the final build of the game.

Or with a little research before they begin to write up their comparison/review to understand if instead its an early limited beta. As such one from as far back as June of this year. Its obvious this person wasnt aware of what all has been shown since the E3 build, particulary just a few weeks ago.

Still , well I guess it gets him some hits on the site...
 
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