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Brake heat confirmed in latest build
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http://www.gamersyde.com/stream_gran_turismo_5_gc_nurburgring_part_1-16676_en.html

I have no doubt that brake glow will be in but I wouldn't consider this convincing evidence.
In motion it the glow lasts way too long which leads me to believe this is sun light reflecting off the rims
 
Apologies if this has already been posted.

Racing at the 24 Hours of Nürburgring

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We have released 3 new documentary videos, "Racing at the 24 Hours of Nürburgring", in line with the 2010 Gamescom being held in Cologne, Germany from August 18. Because of the length of the video, it has been divided into into a 3 part program for distribution.

About Racing at the 24 Hours of Nürburgring

The German Nürburgring Circuit, is also known among many as the "Green Hell". On this track which is considered the most difficult in the world, is held an event in which over 200 cars participate every year. This is the world’s largest touring car event held in May of each year, and it is called the "Nürburgring 24 hour race".

In the 2010 race, Kazunori Yamauchi who has only watched the event throughout the years, decided to actually participate himself, as a driver for the World Car Awards team. What did Kazunori get out of seeing the Nürburgring from the driver's seat?

The program covers the pre-races starting in fall of last year, to the qualifying and final race. There are also scenes from the production of "Gran Turismo 5", for which development was going on simultaneously as the preparations for the race. The tension and reality of the scenes have all been captured on film. In the final race, top works teams like Porsche, Audi and BMW, as well as Japanese cars vying for the lead, were filmed throughout the 24 hours in addition to the team’s footage, to get the real grit of the 24 hours experienced by the World Car Awards team. This is a true documentary of the event, in which you can feel the air of the Nürburgring.
 
I just saw GAMERSYDE 60fps videos and discovered that the game is finally V-synched!!!When there is a smoke game just drop down framerate but there is NO tearing!!!
(and that's damn good news!)

Edited: Sorry...too quick.There is tearing, but much, much less. (although it MAY be DV camera problems)
 
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This crossed my mind too, B-spec online, and I'm quite interested to know how this whole training and behaviour difference between those driver-monkeys will work or if it's much fun.
Are they pre-set or can you create them yourself ( visually and character )?
Might be me but I'm getting a strong Tamagotchi-vibe from all this.;)

I wonder if the 'hot-headed' type racers get on with eachother. Maybe we could have arguments between the drivers, like Alonso vs Hamilton :D

And can our race team have only one car, or can we race multiple cars like in F1? If they had announced B-spec a couple of years back they could have got all of these suggestions back then, because there is a good number of people who would like that part of the game.

Would be awesome to run two drivers and have them run into eachother Red Bull style :p

Long races could play out like an RTS :dopey:

:D It will certainly add more to the endurance races. Training your B-spec drivers and building your race team could actually be fun (As long as the feature isn't too basic - in which case it would go un-used). And can B-spec be used in rally/special event races? In GT4 it couldn't be used for rallying.

For premiums at least...

You can't tell much from this image. But whether they are premium or not doesn't matter, all cars in GT4 had brake-glow :) (I just think they shouldn't heat up so quickly, the brakes start to glow at turn 1, but in most cars it takes a few heavy braking zones for them to start glowing).
 
I guess you could get a straight race but my guess is you'd have the normal starting grid so it wouldnt be a drag race really.

Well if you make it a point to point 1\4 mile with the "gt rally-style" grid its head to head! Im sure Vegas will make its return with maybe another true drag strip (totally straight). Maybe, dont quote me.
 
GT4 had glowing brakes...but the glow was really, really dim. Honestly, it's in GT4. COuldn't say if that indicates it's in GT5, though.
 
I have no doubt that brake glow will be in but I wouldn't consider this convincing evidence.
In motion it the glow lasts way too long which leads me to believe this is sun light reflecting off the rims

look on longer in the vid the glow fades, but this could be due to the fact that they made the glow effect last too long maybe?
 
All I see is a wheel spinning, which is yellow by default on the GT-R Yellow Hat YMS Tomica SuperGT.
look on longer in the vid the glow fades, but this could be due to the fact that they made the glow effect last too long maybe?
It's not question of heat....even in the gamescom 09 videos the STI had the same effect. Why? Because the wheels were yellow too.
 
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I imagine that there are going to be some challenging tracks, those should be exciting.
 
All I see is a wheel spinning...which is yellow by default on the GT-R Yellow Hat YMS Tomica SuperGT

oops sorry then, not confirmed yet.
 
@Kobhalt: Thanks for the good laugh. :lol:
 
Kobhalt that's funny but incorrect. The so called "bumper cam" has the same position of the cockpit view, only with no cockpit design...it's just invisible.
 
Must be team names, because the names on the right are all types of wine.

If you look at the GTHome or whatever picture, you can see the Player's name is MERLOT. Not team names.

Look, I'm very pleased and hyped by all the news. However, as I use cockpit view only, the steering and shifting animations are really bugging me. The P4 @ Monza video is ridiculous as the in-game wheel is barely even moving in the corners. Also, I can't stop laughing at how the driver is holding the wheel in paddle shifter cars. 👎

Most of you may think this is irrelevant, but I don't, and the game could be much better and enjoyable if they fixed small things like this, in my opinion.

If you look at it, the wheel is 180* lock to lock, half a turn. Therefore a small turn of the wheel results in a larger amount of steering change than a normal car would have. It looks right to me.

I reckon it's a team name and the dev's just decided to use wine companies in the pre production version for neatness. I'm guessing it will be customisable in the full game. I might go with Team Alberto myself.

I don't think there are team names in offline mode.
 
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Kobhalt that's funny but incorrect. The so called "bumper cam" has the same position of the cockpit view, only with no cockpit design...it's just invisible.

So there will be 4feet of invisable mass to rearend the guy in front of you? Hows that going to work.
 
Kobhalt that's funny but incorrect. The so called "bumper cam" has the same position of the cockpit view, only with no cockpit design...it's just invisible.

So there will be 4feet of invisable mass to rearend the guy in front of you? Hows that going to work.

Something like this maybe ( although here it appears to be the opposite ).
To each his own I guess, I'll take a cockpit view anytime ( regardless whether its design is to my taste or not ).

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So there will be 4feet of invisable mass to rearend the guy in front of you? Hows that going to work.
As it already works in the Prologue I guess...
 
I don't want to sound like the usual debbie downer, but am I the only one who thinks the course creator WON'T provide limitless possibilities? A lot of people are saying how the layouts will be endless but from what I read, you don't actually get to pick the exact layout, how each corner looks. You pick a terrain, then for each section you pick what type of corners you want and then the computer generates a track based on that, correct? In that sense it looks limited to me.
 
I don't want to sound like the usual debbie downer, but am I the only one who thinks the course creator WON'T provide limitless possibilities? A lot of people are saying how the layouts will be endless but from what I read, you don't actually get to pick the exact layout, how each corner looks. You pick a terrain, then for each section you pick what type of corners you want and then the computer generates a track based on that, correct? In that sense it looks limited to me.

That's a good point. For a given set of slider settings, you will always get the same result. Unless some sort of random nature is introduced into the code (a separate slider to determine "how much" ?)

Being able to manually position the nodes (yellow start / finish and blue "checkpoints") will help a great deal.
 
What track is that on the first picture? Anyone knows?
 
And it links to stuff that isn't up on the Sony page yet... :rolleyes: :p

Also it's Tschüss ;)

But, the body mods are interesting - almost as I expected; these are probably premium only. The standards will have the physical effects, but not the visual change, I assume / hope.



EDIT: tree'd; click mine for mega-big version :p
Also, it's a bit limited. Only the "hood" is new.

^ I think it's Suzuka?
 
I don't want to sound like the usual debbie downer, but am I the only one who thinks the course creator WON'T provide limitless possibilities? A lot of people are saying how the layouts will be endless but from what I read, you don't actually get to pick the exact layout, how each corner looks. You pick a terrain, then for each section you pick what type of corners you want and then the computer generates a track based on that, correct? In that sense it looks limited to me.

The parameters available include switching between a loop/circuit and a rally-style point-to-point track, selecting the weather, the time of day, the frequency of corners, the sharpness of corners and the bank angle. The track can be divided into up to four sectors and each sector given a different set of corner characteristics – so you can generate a long straight in one sector and a tight, complex series of corners in the next.

Simply having Loop or "one way" makes it very broad, then add environmental choices, then # of corners + radius + bank + custom sectors.

Now we will only how how "endless" it is when we really see the limits of the parameters and the number of different turns and terrain\surfaces (tarmac, gravel, snow, ice) available.

It's looking good. I could spend all day rallying in randomly generated PTPs.

Keep in mind if you only had 10 types of corner , 4 surfaces and 10 banking angles x 4 sectors, thats 1600 individual layouts x 2 for loop or one way = 3200 individual layouts.
 
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