GT5 Latest News & Discussion

  • Thread starter Thread starter gamelle71
  • 76,879 comments
  • 10,793,830 views
Typically is the right word. I've dealt with many sliders that take up half the bar, yet as soon as I move down, the bar hits bottom and nothing is there.
As someone mentioned, there are 4 terrains and in the picture you can see 2(top is one terrain with 2 surfaces(toscana tarmac and toscana dirt). So both ideas could be correct.
In which GT game(s) did you deal with those?

Also, I disagree completely with the "same theme" but "alternate surfaces" part. That bottom right theme looks more like a snap of the Nurburgring to me.
 
Last edited:
Karting at Piazza del Campo:

did no one notice after the guy crashes and then speeds up again @4.37 the wheel starts to wobble! Mechanical damage? :drool:

mechanical damage for karts is confirmed by an italian site (multiplayer.it) 👍

http://multiplayer.it/articoli/79997-gran-turismo-5-gt-5-lopera-magna-di-polyphony.html

La prova non è iniziata benissimo, in quanto con fare spavaldo ci siamo schiantati alla prima curva distruggendo praticamente il kart, che a questo punto andava solo a sinistra.

after a "crash" the kart goes only left
 
I'm hoping that the tuning options and the tyres available for these classic race cars are more fitting for what was available at the time and indeed what's allowed in historic racing these days. They ran treaded racing tires and didn't have ECU's etc.

I'll be disappointed if they've gone to all that trouble to model individual rivets yet allow you to run them with slick tyres and stage 3 turbos.
Again, I doubt you'll be able to buy parts for them at all, as they are already race cars.

As you can see in the pictures they do have correct (old style) race tyres. Firestone on the P4 and Goodyear on the MKIV. 👍
 
YAY! :dopey: I can't wait to drive this baby! Was that in MPH or KP/H? :dunce: I can't wait to fling around corners senselessly! I absolutely love that PD includes such cars, unlike some others which I won't name . . .

That was in Kph.
 
In which GT game(s) did you deal with those?

Also, I disagree completely with the "same theme" but "alternate surfaces" part. That bottom right theme looks more like a snap of the Nurburgring to me.

Top left was Belgian High Fens, top right was Toscana Sunset, bottom right was German Springtime, bottom left was never mentioned.
 
Top left was Belgian High Fens, top right was Toscana Sunset, bottom right was German Springtime, bottom left was never mentioned.
Now that's what I'm talking about! :)

Did Kaz move the cursor up / down at all and did you notice whether the line (slider) to the right moved up or down when doing so, or is it perhaps safe to speculate that there were more themes listed?
 
I honestly didn't see the slider. He did say that the player could choose from "one of four themes".

We're still a month away from a sensible time to finish the game, so there may be more in the end product. Who knows?
 
I'll be disappointed if they've gone to all that trouble to model individual rivets yet allow you to run them with slick tyres

I don't mind the slicks as long as the odd wheel breaks off and just about kills you.
 
I honestly didn't see the slider. He did say that the player could choose from "one of four themes".

We're still a month away from a sensible time to finish the game, so there may be more in the end product. Who knows?

Do you know if its possible to make a straight drag strip with no hills, or is the scenery/bumps/hills predetermined and it just builds over the land?
 
I'm not sure. I don't recall topographical variety as a user-changeable option but that doesn't mean it wasn't there. The initial course Kazunori made had low levels (but not zero) of everything selected and was a relatively flat, straight chunk of asphalt. It did undulate lightly - a gentle syncline at the start and a gentle incline toward the end of the sector - so "perhaps" is the best I can do.

We were the first hour session of the day and exclusively American media outlets. Other sessions may have had other information, but you'll need to look at more foreign language sites to determine this.
 
Can you descrive the process of making the track? I mean, would be interested to hear what those other tabs include, and how specifically we can adjust a certain corner.

-Track width?
-Camber? (+/-)?
-Radius of the corner?
-Total turning angle of the corner?
-Uphill / Downhill angle?
-Total elevation change?


ninja edit, ok....
 
I honestly didn't see the slider. He did say that the player could choose from "one of four themes".

We're still a month away from a sensible time to finish the game, so there may be more in the end product. Who knows?
Okay, so unless Kaz himself made a mistake (i.e. even he didn't see the slider - if that's what it is!) then that puts an end to that subject!

Thanks Famine.
 
What looked a little bit dissapointing is that it seems there are only 4 sections of track that can have options configured in the Course Maker so you can't say to yourself, "now I want 15 corners" and then configure each differently.
 
Can you confirm that the course lenght slider was at its maximum at 10 Km?
 
I doubt you'll be able to buy parts for the P4 though, if that's what you mean. But who knows?

Who's buying parts? Tuning is not buying parts, tuning is tweaking the setup to make it handle well.

I'm hoping that the tuning options and the tyres available for these classic race cars are more fitting for what was available at the time and indeed what's allowed in historic racing these days. They ran treaded racing tires and didn't have ECU's etc.

I'll be disappointed if they've gone to all that trouble to model individual rivets yet allow you to run them with slick tyres and stage 3 turbos.

If you want to race them in period appropriate gear then fine (I would too), but it's a modern age so should we wish we should be allowed to modify them in the game accordingly even though you never would in real life.
 
Can you descrive the process of making the track? I mean, would be interested to hear what those other tabs include, and how specifically we can adjust a certain corner.

-Track width?
-Camber? (+/-)?
-Radius of the corner?
-Total turning angle of the corner?
-Uphill / Downhill angle?
-Total elevation change?


ninja edit, ok....

An individual corner can't be adjusted. You can adjust width, bank (camber), corner radius and corner frequency within a sector or the whole track. Elevation changes I don't recall - it could be simply mapped to an existing topography.

What looked a little bit dissapointing is that it seems there are only 4 sections of track that can have options configured in the Course Maker so you can't say to yourself, "now I want 15 corners" and then configure each differently.

No, but you can pick a section and increase the frequency of corners in that section.

As he said, it's a Maker not an Editor. They still want to do an Editor, though they have concerns over its accessibility, in the future. Perhaps this is part of his missing 10% of the real driving simulator.


Can you confirm that the course lenght slider was at its maximum at 10 Km?

The length of his track said "6.5 miles". I don't recall what his slider was set to, but that value seems to be the upper bound.
 
Who's buying parts? Tuning is not buying parts, tuning is tweaking the setup to make it handle well.
That's why I said "if that's what you mean" but it clearly wasn't. I misunderstood you, so relax.

Please look around a little before posting what you think is new. That's been posted 10 times or so already, and is also on the front news page.
 
Here's my fourth one, out of NINE, not eleven, my mistake.

First video=not me driving, second one= me driving
physics=pro, TCS=off, tyres=slicks-soft
 
I really want to hear the XJ13's in-game engine note, because the real one is awesome.:drool: Just to compare.;)
 
I'm hoping that the tuning options and the tyres available for these classic race cars are more fitting for what was available at the time and indeed what's allowed in historic racing these days. They ran treaded racing tires and didn't have ECU's etc.

I'll be disappointed if they've gone to all that trouble to model individual rivets yet allow you to run them with slick tyres and stage 3 turbos.

I've fitted ECUs to engines that previously ran dizzy's. Sometimes just for ignition but also to remove carbs and run fuel injection too. No reason why that shouldn't be there as an option as it's exactly what you do when preparing a car unless the rules of that series preclude it.
 
I'm hoping that the tuning options and the tyres available for these classic race cars are more fitting for what was available at the time and indeed what's allowed in historic racing these days. They ran treaded racing tires and didn't have ECU's etc.

I'll be disappointed if they've gone to all that trouble to model individual rivets yet allow you to run them with slick tyres and stage 3 turbos.

I agree; although maybe an ignition system / fuel injection upgrade might be possible on some cars :p

Again, I doubt you'll be able to buy parts for them at all, as they are already race cars.

As you can see in the pictures they do have correct (old style) race tyres. Firestone on the P4 and Goodyear on the MKIV. 👍

I noticed this, too. But it is missing from the menu, or at least what they've shown us so far.

This interests me. Separate manifold, catalysts and silencers in the same menu. How on earth are they going to manage the sounds? And where are the intake mods? Still, this is another unexpected "complication" in an otherwise "standard" set of parts options (so far).

Also, are this and this in Roma?
If so, combined with the Nürburg location, does that mean the circuits' scenery itself has photo-mode areas?
 
There are a few things that would make me extremely happy if they changed/fixed.

Top Gear Test Track & Toscana having wider grass/dirty areas, so you don't hit invisible walls as easily.

Also, allowing a longer track in creation mode. 6.5mi is great, BUT I'd love for some nice 10+ mi rally courses.

Also, being able to individually set tires instead of having "front" and "rear" sets. That would make 100% more sense since Nascar is in.
 
I agree; although maybe an ignition system / fuel injection upgrade might be possible on some cars :p



I noticed this, too. But it is missing from the menu, or at least what they've shown us so far.

This interests me. Separate manifold, catalysts and silencers in the same menu. How on earth are they going to manage the sounds? And where are the intake mods? Still, this is another unexpected "complication" in an otherwise "standard" set of parts options (so far).

Also, are this and this in Roma?
If so, combined with the Nürburg location, does that mean the circuits' scenery itself has photo-mode areas?

Ive just woken up, can you tell me where those 2 other auto part screenshots came from :D
 
I've fitted ECUs to engines that previously ran dizzy's. Sometimes just for ignition but also to remove carbs and run fuel injection too. No reason why that shouldn't be there as an option as it's exactly what you do when preparing a car unless the rules of that series preclude it.

Of course those mods could be made. But any series that a MkIV GT40, Ferrari P3/4 or XJ13 would likely compete in wouldn't allow such modifications, so inclusion for such things in GT5 would be largely unrealistic.
 
Last edited:
Of course those mods could be made. But any series that a MkIV GT40, Ferrari P3/4 or XJ13 would likely compete in wouldn't allow such modifications, so inclusion for such things in GT5 would be largely unrealistic.

One should be allowed to explore their wildest racing fantasies in GT5 if they so wish.:sly: If that means racing an XJ13 against a Pagani Zonda R.......
 
Back