Mapping Out Gran Turismo 5's Arcade and GT Modes

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WARNING: Another possible thread of massive posts!

Time to REALLY get technical. See how most of my discussions aren't the same old "will _____ be in GT5?" My stuff remains relevant rather than repetitive or unusual. This one is a unique look at how GT should look as far as Arcade and Simulation/GT modes. I'm taking the approach of "looking back, moving forward." Here is a look at how navigating GT has been like. The term "GT Mode" was applied for GT4 only. I'll use "GT Mode" to mean "Simulation Mode" for GTs 1 through 3.



--- Gran Turismo 1's GT Mode ---
Simulation Mode in GT was this fantasy city with 11 manufacturers (unless you count Honda and Acura seperately, then 12). Facilities such as the License center, car wash, machine test, and GO RACE are all there and waiting for you to visit.

GT1's My Home featured your garage, Load and Save, and Trade. I haven't traded cars, but you can use that feature to buy cars from another Memory Card. GT1's spec sheet for cars is available as well as a list of all equipped parts. You may use the icons along the left of your screen to access the World Map, Go Race, Home, and Load and Save.

You were greeted to a theme of either rock or electronica when you visited each of the auto makers. I personally loved the themes to TVR, Honda/Acura, Nissan, and Subaru. All Japanese makes have used cars as well as Special Models. The Special Models you could save your hard-earned cash on to acquire them for racing. All of them had actual groups like Mazdaspeed and NISMO among others. So you want a car? The company wants your money. Almost all cars are available in white except for cars that don't come in white. You had no idea as to what colors there are for a car unless you cycle through all the different colors for each car. Just pay the money, and the car is yours. Almost every car has a nice info page giving you more information on each car. GT1 features the most specific information on car specifications of any in the series. The information is very broad such as the type of suspension system is used, and things like that. I think even tire specifications were included in the specifications.

Tuning your car is done through a trip to the auto maker's tuning shop. The eight main facilities are all there- muffler and air cleaner, brakes, engine, transmission, turbo, suspension, tires, and others. Basic drawings of performance parts were shown to you so you know what you're getting for your car. Stabilizers were purchased seperately as opposed to being part of the entire package in GT1. But the key favorite to tuning- Racing Modification! You can literally complete your own race car with this package. All but one car (and obviously purpose-built race cars) can get racing modifications. Unfortunately, too bad if you don't see a combination you like because you can choose between only two colors for each car.

License acquistion was done through a method of picking a license and finding an exercise you want to work on. Once you select whatever it is you want to do, you are given a description of what you will have to accomplish. Pick a transmission type and move on. GT1's system was the hardest as you have to basically clear each one as best as you can. The facilities of ghost cars and accessible demo videos weren't there. You had to exit GT mode just to enter the Replay Theater. Also, there were no indication of what times are for qualifying. You had to look at all the records to determine what the top times are. A day passes with each test you take.

Car Wash and Machine Test were both pretty explanatory. You have to look closely to know if you have a clean car or not. Just look at the mapping of the car to see if it's dark. If it is, you need to clean it. Not required, but needed if you want a clean-looking car. Machine Test in GT1 and GT2 had a Top Speed challenge that used the whole track. Something in the GT3 strategy guide noted that the best way to get the highest top speed is to race the course backwards to get the highest available speed of your car, then race the regular direction to make your speed official.

Go Race has a number of facilities. GT League was all four official GT races ranging from Sunday Cup to GT World Cup. Special Events had all the races catered to certain types of vehicles including all three endurances. Spot Race gets you up and racing without needing a license. Time Trial was a two-lap run around the tracks. Counting reverse layouts, there are 21 tracks to race (because Test Course is not available in reverse. Then again, why should it? You're still going one direction all the way around). You had information as to what license is required as well as what cars can be raced. There were no specificiations as to what exact cars can be used (for example, no Miatas, no Vipers, etc.). The final facility is a Memory Card Battle in which you can play GT1 against another save game of GT1 from the other memory card. The Entry Info features race data as well as prize money for pole position and the six finishing positions.


This is the most basic of GT modes. GT2 had its own variation of its key mode.





--- Gran Turismo 2's GT Mode (Simulation Disc) ---
GT2 is still the only GT featured on more than one disc. One for Arcade, and the other for Simulation. I'll only focus on the Sim disc here.

GT2's My Home featured two new facilities- License Credits (useless for your actual racing) and Completion. Completion shows off how much of the game you've completed, your winning percentage, license prize distribution, and things like that. Instead of having to be into a car to sell it, you can simply sell it for more than 10K credits. Cars were all priced by 25% of their initial value (not counting modifications). You can check the stat sheet for less-detailed specs on each car compared to GT1. A list of equipped parts is also available. You can use the icons on the top-left of the screen to access the World Map, Home, Go Race, and Completion. Missing were Load and Save. You had to exit the main mode to load and save games. You also had to exit the main mode to trade cars.

GT2 did away with a single map of things to do and instead breaks up car types to cities. GT2 debuted the Wheel Shop in which you can change the wheels of any car from their boring wheels to something more interesting. Part of the challenge and frustration of the cities were that you have to remember what city belongs to what nationality of car. Is Alfa Romeo in the South City? Can I find a Lister Storm in East City? Rally racing debuted in this game, so more rally cars will be available. This also debuted One-Make Races. These can be fun ways to get adjusted to all the cars you have to get and race. The gray area involved where you would race. You'll get to race a certain track, but not sure if a normal or reverse configuration.

Let's focus on the cities themselves. East City's map resembles Tokyo and has all the Japanese cars. It's the only city where you can purchase used cars. Shop around because you can find some interesting classic cars. For me, there's nothing like looking for either a Datsun 240Z or a Toyota 2000GT. Those are my two all-time favorite Japanese sports cars. * North City's map resembles London and features all the British and German cars. I like the theme song for North City. Better bring some money because most of those cars can be expensive. It is a great smattering of cars across various time periods. Three of my favorite cars are in this city- the Ruf CTR2 Sport, the BMW 328i, and the Opel Tigra Ice Racing Car. * West City resembles Rome and features Italian and French cars. It has my favorite musical theme of all cities. There are only a few makes in this city, but all of them are high-quality. It is the only city in which you can start with 10,000 and be able to buy a car brand new. However, good luck winning Gran Turismo All-Stars with the Fiat 500R! It also features a car of impeckable genius- the Renault Espace F1, complete with a Williams Formula 1 engine. Haul groceries and ass at the same time. * Finally, South City resembles New York City and features all American cars. This game has one of the best representations of muscle cars of any game in the series. You can get a 1970 Dodge Challenger for a pretty good price here. Same goes for various other muscle cars. You can check out the awesome Vector M12 as well as the amazing Vipers. Been to Honda and couldn't find an NSX? That's why you go to Acura.

You can go to a car company and look for any car you want. Lots of cars have info screens. Unlike GT1, GT2 offers two pages of information for each car that has info.

Licenses can be acquired in one day if you simply get a prize for one license test. You can advance to other test objectives all without having to leave to save the game. More importantly, you get an idea as to what the target times are as well as being able to see a demo video for each test. So no more having to exit out to the Replay Theater- it's all there. If that's not helpful enough, then at least you know what the target times are. GT2 debuted the Super License, letting you be able to compete in any race.

Car Wash and Machine Test are both there with no real difference from GT1. My all-time record in GT2's version of the Max Speed challenge was 260 mph in a Toyota GT-One Road Car with Stage 4 turbos in one of my rare Manual Transmission runs.

GT2's Go Race mode had four halls- Gran Turismo League, Special Events, Rally Events, and Endurance. * The GT League has a progressive trail to glory. You must clear all six nationals, all races in the Euro-Pacific League, and finally, claim victory in the Gran Turismo World League. You can also access the random event maker after you unlock it. * Special Events encompass a variety of racing challenges for a variety of cars and difficulty levels. It features only two championship races. Otherwise, enjoy the many races the game has to offer. * Rally events are simply time trials around various courses including the abbreviated Pikes Peak Hill Climb. * GT1 had three endurances. GT2 has seven. Races will probably last no longer than two hours. So be in it for the long haul!





--- Gran Turismo 3's GT Mode ---
Simulation in GT Mode was like GT1- simple with everything there. GT3 had an all-in-one Car Dealer zone and a seperate tune shop. Enhancements include the debut of changing oil as well as being able to test on a variety of tracks from home. Also, GT Auto has the wheel-changing facility. Once you bought a set of wheels, those will stay with you to equip to any car in your possession except F1 cars. No more Special Models here. No more Racing Modificaions (sadly).

Rather than memorizing cities, the Car Dealer has a world of cars available for you to buy. It debuted Belgium and Australia in cars. Pick a nationality of car, pick that make, select a car you want to buy. To learn more about the cars, you had to sit through the scrolling marquee below the line of available cars. So if you're reading and accidentally move the joystick or gamepad left or right, you'll have to highlight that car to see all the info you missed. When you pick a car, not all cars are available in white as the first color. You can find specifications on cars as well as enjoy buying a new car. There are no new cars in the game. In fact, Gran Turismo 3 is the only GT where you don't start out with 10,000 Credits. Instead, you get 18K credits, and that money is only good for three cars.

The Tune Shop was a one-size-fits-all tuner shop instead of having to remember what aftermarket group belongs to what company. The real car part images from GT2 are now replaced with a series of big diagrams. What GT3 added was a strategic edge to tire selection as you can choose between eight different kinds of racing tires ranging from slicks to super-softs. Racing Mediums were the default, but you had some choices to make as to what kinds of tires you wanted to use.

GT Auto was brand-new as it combined car wash and wheel functions. It introduced one more new element- oil changes. An oil change of any newly-bought car could give you a horsepower edge. A problem was that you could not change oil between races in a series like you could in GT4. They were also pretty expensive for first-timers- 250 credits to change oil. Watch your mileage so you'll have an idea as to when to change the oil.

License tests returned whether you liked them or not (why would you hate them? You need licenses to clear the game!). For the first time, you had a diagram as to what part of a track or what whole track you're using. This was helpful in case you wanted to have a refresher of racing a certain section of the track. You had an idea as to what part of the track to use as well as what you'll have to do. Tests don't have to be annoying now because there are now ghosts of your best lap time to help you out. Just beat your ghost to the line when you make a second run around the test facility.

Want to race? Races are divided into three levels of difficulty and include rally and endurance events. Picking a race is more managable than in the past. You can now race seperate events rather than have to be in the championship to access certain tracks in the series. A huge display of each event is now available for all series. Select the series you want to race in. You may either compete in single events or a championship series for all championship series. The Info is better defined listing all kinds of cars you can race with and what are disallowed. Best of all, you can even preview later races in championships.

GT3 offered a simplistic Simulation Mode map similar to GT1, but without the depth that GT2 provided.





--- Gran Turismo 4's GT Mode ---
Calling GT4's mode as a World Map is pretty reasonable since it is a big map. Described as "Gran Turismo Resorts" at one game show, you had a large assortment of locations to visit in GT Mode. Lots of new facilities as well as updates to classic GT mappings have been made much more in-depth in this massive game.

My Home is more expansive. You have a new diary showcasing your GT Mode career with tabs on wins, cars, and more. Most important is being able to tune cars without having to go to a track. This was a critical plus for Gran Turismo as you can tune cars at home before hitting the road. You can freely change any options with your car as you have it with you. You can change options at the house as well as save your game. The garage shows 10 cars per screen. You can sell cars you aren't using. Cars that don't have a price just give you no money in return. The game auto-saves when you change cars.

Five Gran Turismo themes fill your ears with music, most of which are re-makes of past GT themes. Series veterans may easily recognize past themes in their new form. Car companies are sorted out by nationality. So no more remembering cities. If you know the nationality of a car, you can go to that nationality and go car shopping. Equally impressive is that you can now get a Used Car from more than just Japanese companies. The majority of used cars are Japanese, but you can still land some nice American and European cars from the past. A scrolling marquee far at the bottom of the screen gives you more information about the manufacturer when you look for more info on them. Sadly, no information for ANY cars are available anymore. As a plus, you can get more detailed specs on cars as you buy them. Just not at the level of GT1's stat sheet. Purchasing a car means you get to see that car up front as GT3's theme for buying a new car is played. While Used cars have their own lot, GT4 is the first to pay respect to classic cars by offering a Classics lot. Some have a New Car lot only. Some have a Classic Car lot only. Most of them have both. The Tuning options make a return for each manufacturer. Also returning (and being more improved) is the One-Make Races.

Tuning your car is done through a trip to the auto maker's tuning shop. The eight main facilities have all returned. Some even with new options. The basics are modifications to the muffler and air cleaner, brakes, engine, transmission, turbo, suspension, tires, and others. New basic drawings of car parts are offered. New options include Nitrous (first time in series history), superchargers, standard tires, different grades of sports tires, snow tires (for those that can use them), increase rigidity, and an all-new Rigidity Refresher Plan. Some tuner groups have their own ready-made cars available for you to drive the wheels off of. A detailed scrolling marquee tells you what each part does. You get a better idea as to what each modification does as you watch horsepower numbers and weight become modified with each modification. Another letdown for most GT gamers is that there are no Racing Modifications. With the next GT being for the PS3, neither PS2 rendition features Racing Modifications. The eight grades of racing tires in GT3 are now down to five.

GT4 added a new Tuning Village where you can purchase tuner cars from the 10 groups represented. Some cars can even be tuned using parts from each Tuner group. Some even offer Original parts you can use to really get that performance boost you're looking for. Sadly, not every car could be equipped with Original parts. Also, most of the car parts are basically parts you could have gotten from the manufacturers themselves since there's no real difference between a tuning firm's parts and the original aftermarket parts. There's only one American tuner- HPA motorsports. However, HPA Motorsports is really Canadian. They won the very first Best-in-Show award at SEMA to have their awesome Volkswagen Golf R32 featured in GT4.

GT Auto is back with all of its past facilities from GT3 including a new GT wing service. Car washes were fun as you can watch GT Auto people wash your car after the halfway stage of the wash. Oil Change was interesting as you could watch a person go the front or rear of the car and change the oil. Sometimes, the guy changing the oil basically gets "swallowed up" by your car and just struggles to find out where to change the oil at. So he basically just takes a fun ride underneath your car. An interesting new feature to changing wheels is that you can opt to have new wheels to support a certain type of tires. I liked this, personally. I want to be able to tell which of my tires are for the street including for the race track. If you're low on cash, you can opt for used wheels. Funny here is that you could have Volkswagen wheels on a car other than a Volkswagen. Sadly, you can't change wheel types easily as you could in GT3. Any wheels you purchase just replaces your old wheels. GT Wings can be thought of as Racing Modification, but not really. A variety of GT wings can be used for your car rather than just having a car purely tuned for racing... look like every other car. I always look for wings that compliment the style of my car as well as how fast it can go. You can choose between black, silver, and white for wings.

License acquistion was done through a method of picking a license and finding an exercise you want to work on. New to GT games were Coffee Breaks that simply give you a rest from taking the other tests and just offer a fun diversion from the license tests. GT4 features the most license tests for one license of any GT in the series. Over sixteen tests await you. GT4 debuted a new Pace Car used at racing events. One-Lap Trials are brand new as you sit behind the Pace Car and try to lay down the fastest lap in a learn-as-you-go process. If you whack the Pace Car hard enough, you will fail automatically. The variety of tests are amazing and diverse.

Photo Mode debuted in GT4 giving you the chance to enjoy taking pictures of your cars while mixed in with environments of various locales. Adam Sessler of "X-Play" said that online mode was "replaced" with this mode. Wouldn't you love to show off whatever cars you have even if online play is absent? This is your best chance. There are a number of places you can visit as well as different ways to adjust the picture.

For the first time in series history, you can visit tracks almost any time you want when not in a championship. For a small fee, you can take your car to the track and race (except for the free Family Cup races). You can freely test your car across a variety of course. If you feel you have a great car, you can test your car against others in a Track Meet. Cars tuned to your car's level of performance will share the track with you. It will be fun to see how your car matches up against others in your performance class. For a challenge, let all the cars pass you as you come to a complete stop off the racing line. Then about five seconds later, accelerate away and try to pass all the cars you let pass. You can take a Photo Drive where you can just drive like a nut while taking a picture of your ride in action. Family Cup events are a great way to give your car some racing experience without having to compete in an official race. Think of this as a controllable version of GT1's Spot Races. Also, it's a Spot Race series that has more than five races. One more thing I forgot to mention- you can actually choose which direction you want to race as well as the level of competition who you will share the track with. Not all tracks have all four facilities available for you to use.

Go race anywhere. Choose between domestic events, official events, and endurances. Even go do some drag racing or top speed runs. Domestic events are all the events consisting of cars and races from either American, Japanese, and European venues. The official events are all the Gran Turismo official races designed to test your limits on a variety of levels. You can race the Extreme Events after winning the Gran Turismo World Championship. You need to clear about 25% of the game to race the endurances. Unlike GT2, there are stricter restrictions on types of cars in these domestic events rather than just by horsepower. Only "1000 Miles!" doesn't require a European car.

There is also a Replay Theater you can access to see demonstration videos as well as videos you have created. The Music Jukebox plays all the songs from the game as you pick whatever songs you want to hear.


GT4 is massive on many levels. Trying to traverse through GT4 can be like trying to find your way around a massive world like in the Final Fantasy series. Unfortunately, no Chocobos or airships will help you find your way in this place.





How would you map out GT5? What new facilities would you include? How about possibly culminating elements of past GT Modes in past GTs into this game? I'll offer some of my own ideas for GT5's GT Mode which will even include another thread of mine. Offer your ideas, please. I'll even have ideas for any GT5 Arcade mode ideas. I wonder what kind of responses I can draw for this specific topic...
 
Because I have so much to discuss, I'll make seperate posts. I'll start with beginnings.



When considering how GT5 could look or how one wants the GT Mode to look, there are some constants. They are as follows:

* My Home
* the manufacturers
* Go Race and all other race events
* License Center
* visiting race tracks for testing
* online racing
* replay theater
* Driving Missions
* Photo Mode



So how do you map things out for GT Mode? I'm focusing on GT Mode for now. Later, I want to focus on Arcade Mode. However GT plans to map out GT Mode is up to them. I speak as a fan with my own ideas.



To begin, I'd like to introduce something that's never been done in the GT series to the level I specify. Have a look:

Starting a new game in GT4, you had to input a name for play in GT4. This name will be used in your action including for when you look in GT Mode to see "Welcome to Gran Turismo Mode, '(your selected name here)'." So what am I thinking of? It's an idea that will help personalize cars. Imagine inputting your first name, middle initial, last name, and maybe a nickname. My first and last name is John Marine. So I'd input "John" for my first name and "Marine" as my surname. After inputting my name, I select a flag representing my country. It would be interesting if GT5 had flags of every nation on Earth to pick yours. I'd (of course) select the American flag. My name and flag will identify me on cars I own in case I plan on making them into racing machines. I can put my name on parts of the cars to identify myself as well as my nation on cars. After putting myself into the game, I may add a unique name to my racing team. I select primary colors, secondary colors, a tertiary color (optional) and accents. For me, it's dark blue, royal blue, and gold. Any cars I turn into racing machines will follow the paint scheme unless I select something different for a car. I need to create a profile for myself and my team in order to fully enjoy Arcade Mode and GT Mode.

I'll discuss Arcade Mode in a later post. For now, I want to do GT Mode.

My Home is usually in the center. If you've followed my idea of a race transporter from a past thread, I'd like to be able to modify cars from the Race Transporter when on the road if my car does not meet the specifications detailed. My Home should have a variety of facilities to use. Here is how I think My Home should be like:

* Garage
* Diary
* Progress Status
* My Closet <<< if we get the ability to choose different racing outfits to wear
* Tuning <<< doesn't apply to only the current car I'm using
* Replay Theater <<< also includes GT TV material
* GT Network <<< in-game browser that can be used to buy/sell cars in the game, review literature provided to gamers (such as the game manual and resources to help better racing technique), etc.
* Online <<< online races, watching races in progress, downloading from PlayStation Store, etc.
* Options
* Load and Save Game <<< loading was nonexistant in GT4 except for the Auto-Load when the game is started



The World Map for GT Mode is centered around My Home. Close by are GT Auto and the License Center. To resemble a real city, you can have multiple GT Autos and a few extra License Centers to access for different elements of Gran Turismo racing.


--- Car Shopping ---
I imagine two different secondhand car dealers- a general used car lot featuring all kinds of automobiles for you to race as well as used car lots for specific nationalities of car. Unique to used cars that I want to introduce would be pre-tuned cars. They may have mild to moderate modifications. You can save money on buying new upgradable parts by getting a pre-tuned car. However, they cost more since money has been put into these cars. The most extreme modified cars will cost the most. These extreme pre-tuned cars are mostly street-legal race cars as well as production cars converted to racing. If you wish, you may even paint over old cars with your own logos and colors. I'm going to the Japanese car lot in my example. I am faced with three options:

* New Cars - buy cars brand-new as well as classic cars and any Full Model cars.
* Used Cars - buy used cars to find a bargain on a classic car.
* Tuned Cars - buy used cars put up for sale that have been tuned.

I can go find a new car I want from any manufacturer that is in GT5. For any car I choose, I am imagining something similar to GT4 (pretend any of my past threads on virtual showrooms never existed) when I visit the showroom. A bar at the bottom of the screen shows a simple view of the cars available. On the upper-left of my screen, I see the cost of the car (like in GT4). I can see the name of the car in the upper right of my screen (like in GT4). Underneath the main graphic of the car I'm looking at, are a few lines noting the car's horsepower, torque, aspiration (NA, Supercharge, or Turbo), and weight (kilograms or lbs.).

Selecting a car will allow me to view more info on it or purchase the car. Info on each car will be like "Tourist Trophy" in which you can scroll down manually to learn more about each car. Any info view on the car will have the car in question spinning on a turntable (or a counterclockwise/anti-clockwise 360-degree view of the car) at the top with the big info window in the center extending down to the bottom of the screen.

If I purchase a car, I will be able to select a color. (If available) I may choose different wheels for the car and perhaps even change the interior of any new car. Once I have all of my changes complete, I can pay for the car. Two situations arise- pay in full cash or trade cars to help pay for the car. Paying in full cash is self-explanatory. Trading cars means that I don't have the money to purchase a car right away. So having enough money while selling other cars will help me purchase cars. Even if cars sell for 25% of its price, I want that price to include modifications equipped to the car (which will mean more money in return if selling the car with all of its interchangable modifications). Or just make the price account for 50% including modifications.

If the car I purchase has a special racing package for it (not necessarily Racing Modification- think of series like the MX-5 Cup)) that I can use to compete in One-Make Races or just to have as a strict low-level race car, I may request those modifications for my car. This will increase the final cost of the car. If I can enter a One-Make Race series, I may request information on the One-Make Races I can take part in as well as a list of races I can enter with my car. This way, I can know what races I can compete in with the car I have.



In my next post, I'll share my thoughts towards car tuning.
 
I think that it was fine that the race menus were kind of "spread out", rather than accessible in one menu; it served to differentiate them. Same applies with cars; in fact, I think that instead of having them available like I think they are in GT5 (which I don't yet own) buying them according to nationality again gives a more diverse and varied feel, and kills the monotony. From the youtube videos that I have seen the display of cars seems somewhat dissatisfactory and needlessly fussy. Simply rotating them and being able to, at will, change the angle of sight seems like a better option. I feel that in the GT series the choice of doing something you would hope that you should be able to do is robbed from you.

Regarding the purchase of cars - I have played the BMW M3 Challenge, and there you can get 2 sets of wheels - I'd like to reiterate: if you can think of a way of freeing the player, enabling them to do what they want to do, than do it! Esp. with 2 tone cars like the Audi R8/Dodge Viper/Ford GT/maybe Bugatti Veyron since from what I am aware of, Kazunori has not explicitly denied the presence of Porsche in the GT series. And yes, adding information about each car would give it a more "personal" feel, rather than engendering that sense that it is nothing more than a mass of polygons. I loved that feeling in Midtown Madness 1.

Concerning the other items you mentioned, my attitude is "if it ain't broke, don't fix it." Maybe photomode should be freed up a bit more; allowing you to drive the car in it etc.

Offtopic: Is there a thread where people can suggest cars that were in GT4 that should not be in GT5?
 
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I think that the main problem with GT4 was all the to-in and fro-ing you had to do, and I actually think the best way of doing things was in GT2. GT5 should group car dealerships on a regional basis, with European, Asian and American cars each having their own little section of the map, and contained within would be the national sections, and within that the actual dealerships. A hierachical system might seem like it adds an extra unnecessary level to it all, but here's the beauty of the GT2 model: you can access the Racing Events and Garage options from anywhere in the main menus. When I won a new car that I wanted to sell in GT4 from a manufacturer event, I got tired of going from the enter events screen back, to select events, back to dealership options, back to dealership selection back to the main menu, finding Home and then entering the Garage. I often wonder how much in-game time I spent doing that.

Anyway, having a hierachical system like this would also allow PD to group events within each sub-layer. European events would naturally go in under the European region. The German Nationals would go in with German Marques. Grouping them together means it would be easy for players to find the events they were looking for, and fast. I'd also suggest a kind of "percentage completion" marker so that we knew how many events we had left to complete within each hall. I got sick of going back and forth looking for race events that I was yet to complete, especially the manufacturer ones. With a percentage bar, I can see that I've still got two races left in the Italian section, or three in America.

As for the main events, the ones that aren't nationally-specific, I'd stick them on the top layer of the hierachy, but like GT2, I would have an option to access it from anywhere in the game world. I'd place licences and the garage under the same system, simply in the interests of making things easier. I'd also consider a "go back to where I was before" button, so that if you find you need a certain level of licence to complete an event, you can obtain the licence and come straight back to the event so that you don't have to dig through layers of menus.
 
No time to write anything near as long or detailed as your ideals John. However I full think that the makers of any game especially one with open play (meaning not limited to doing things in sequence) should be as easy to navagate as possible. However I would also like the user interface to be able to be modified and customized. They could either have a variety of presets of allow the user to modify the menust to how they would like it to look.

  • change back ground color
  • use back ground car photo's even yours
  • change menu sounds from a wide selection
  • some flexiabilty on menu / icon location
  • change text font and font size
  • Hot links from user garage to go to tune up shop, dealer ship, tuner shop, and to race track
  • Thumbnail view of cars in garage that after say 10 seconds goes to full screen view.
  • Option to view cars in user garage by 10, 20, 50 thumnail views
  • If family cup or similar returns option to organize the tracks how you see fit. For instance you could have 10 of your favroite tracks in one location.
 
Here's My dream idea for the menu.
You are in a small town called Gran Turismo City. Your garage is on the edge, near GT auto, the driving park, and the test track. in the middle, there is a town of sorts, seperated into different groups, Asian quarter, American quarter, and European quarter. (The Other quarter is the garage-ect..) In each section are the car dealers. but the best thing is that you get to drive to the places. In the beginning, you take a taxi (The Skyline) but when you have your own car, you drive it. There are other cars, driving around, normal cars, like honda civics, Toyota Carollas, the like. But if you have a high caliber car, like a Ferrari F430, you are more likely to see one, because of other guys wanting to show off their cars, too. at the other end of Home Quarter, there is a little place where you apply for a race, and you get a ticket, where you go to the airport, and go to the event, or, if the event is at the driving park, you just drive there. If you have a race car, you don't get to drive it on the streets, you drive a truck with the car in tow. If you just go to the airport, you can fly to any of the already existing areas, and take pictures of your car. I will answer questions.
 
Here's a quick fix I thought of today as I'm still working on another element of the GT Map:

Press [Select] at any time to access a quick menu that will take you from one area to another. Say you're looking at a race championship. Pressing Select will enable you the following options:

* Main Menu Map
* My Home
* Load and Save
* Go Race
* Options
* Exit GT Mode



How do you like this option? As I mentioned, I'm still working on another aspect of GT Mode. So how do you like this idea for GT5?
 
That's what I was getting at, John: GT2 had a system where there were four icons in the upper corner of the screen: main menu, go race, garage and the statistics table.
 
Well, yeah... however, I think it would be a bit too much clutter to accidentally go up and go on those icons. So instead, press Select to quickly access other parts of the game to avoid clutter and unnecessarily going into another menu. I'd like to think of the Select button in GT Mode (and even Arcade) as accessing main menu in GT Mode. That's an option I wouldn't mind having now that I think about it.
 
I want to clarify a few things from the previous detailed post. Selecting different color options to personalize cars were inspired from "Test Drive Unlimited." I mentioned looking for a car and setting all kinds of options. Here's the process:

* select a car
* select car colors
* select wheel options (if available)
* select interior colors (if available)
* finalize everything and purchase car
*** if not enough money, be asked to trade cars to help finance the cost of a car you're trying to get. They'll sell for full price or about 50% of the car's price plus modifications

I just think it's a real crime to sell cars, just not for the total price of the car plus modifications. GT4's prices for cars are almost so unrealistic (especially 4.5 million credits just to get an LM race car when it used to be about 2,000,000 or even 1,000,000 for one). Car tuning options are coming up. Get ready!



Car Tuning
Visit the good old aftermarket shop. All eight facilities will be there including one more to explained later. In the upper right of my screen, my car spins on its own turntable, waiting to be tuned. Each asterisk highlights a specific highlight of each service.

Before entering the Tune Shop, I am faced with two options-
* Buy Parts (purchase new parts)
* Sell Parts (sell parts I am not using; sells for about 25% or 50% of the price of each part)

* The Muffler and Air Cleaner facility will feature mufflers I can purchase. The car I'm tuning will have its 360 view stopped and focused at the rear of my car. I can choose between a Sports Muffler, a Semi-Racing Muffler, and a Racing Muffler. The mufflers should actually resemble something like what I want for the car I purchase. An interesting touch would be to have the kind of exhaust tips I want for my own custom car look. Racing Mufflers should have an open catalyst intake and even blue exhaust tips (for that real race car look).

* The Brakes facility should have a few more options. The 360 view will be stopped to show the left side of the car. There should be three options: Sports brakes, Semi-Racing Brakes, and Racing Brakes, and a Brake Balanced Controller. The sports brakes are simply for those who can't afford pure racing brakes. Semi-Racing Brakes offer better stopping power than Sports brakes. However, they cost more. Racing brakes are exactly what they are- pure racing brakes that offer the best stopping power of any brakes. More effective use of the brakes can be had by purchasing and installing a Brake Balance Controller. Any brakes you purchase will be

UNCERTAIN ASPECTS: being able to color the brake calipers (Tokyo Xtreme Racer Drift 2)? Choosing from a variety of brake companies to specify your racing brakes (for example, choosing Brembo brakes for a car)?

* Engine options include all of the tuning options specific to your engine. The 360 view of the car will zoom in wherever the engine is located. Or for a twin-engined car (like the Escudo Pikes Peak), it will be situated at the front of the car. The normal aspiration tuning options are the options available to you to enjoy tuning up a non-turbo engine. The basic three kits for Normal Aspiration are all available to give your more power. I always wonder why there are four levels of turbo, but only three for normal aspiration. The three main tuning options will be available. Port Polish is a great service for cars including Engine Balancing. It's not possible to increase displacement. However, for cars that can have displacement increased, the Displacement Up option is available. The Racing Chip is the most basic beginner tuning option as you can get some good power for less. I'm uncertain about simply going with a brand-new racing computer or not for cars. The Racing Chip will be there. I'd like to be able to tune the Racing Computer some. Think about controllable horsepower via computers. I'm imagining a return of Nitrous. How about this for an option... if engine swaps are possible, I'm thinking of a service that will allow you to have a racing-exclusive normally-aspirated engine. These Racing-Spec Engines (the term I'll use) can be dropped into cars. The main advantage of Racing-Spec Engines is that the engine has been fully reconfigured for racing. A negative to this is that any parts you've purchased for your base engine will be taken off as this engine is primarily designed for this racing engine.

UNCERTAIN ASPECTS: purchase specific new engine parts rather than full NA kits?


* The Drivetrain facility caters to making more efficient use of your horsepower. What good is modding for horsepower if you can't make efficient use of it? All three transmission choices are all available- Close Ratio, Super-Close Ratio, and Full Customization. The three Clutch options will also be available. I question if there's a clutch option specific to purpose-built race cars that can also be bought. The Flywheel options are also available with no real changes or modifications to this formula. The Limited-Slip options also make a return for precise usage of the car's acceleration and deceleration. The AYC Controller is effective, though I have no experience tuning or using it.

* The Turbo facility has only one true change I'd like to see. A negative aspect of NA tuning is that you can't make as much power as you'd like. Take it from a guy who played "Tokyo Xtreme Racer Drift 2"... when you want to make extra horsepower, go turbo. The 360 view of the car zooms in at wherever the engine is. Or for twin-engine cars, just the front of the car. The very first option I'd like to introduce is that for normally-aspirated cars, I'd like to introduce a Bolt-On Turbo. This will make you able to purchase turbo parts for a car to make more horsepower. I'd make the Original Turbo Kit (seen in Tuning Village shops) available for just about every car that can be tuned with a turbo. This even includes Tuning Village parts. Turbo engines and bolt-on turbos can benefit from an Intercooler. You should be able to actually SEE your big intercooler like with some true race cars. Just look at any turboccharged race car (like any turbo Super GT/JGTC race car, most turbo rally cars, etc.) to see that big intercooler or radiator up front. You'll even notice this when you simply highlight an intercooler option. The Supercharger returns to help provide sufficient horsepower. You would be unable to purchase a supercharger if a bolt-on turbo is installed.

A note about the bolt-on turbo is that you can uninstall the bolt-on turbo whenever you feel like it. Though you have a turbo engine, I think you will be disallowed in racing in Turbo events simply because you have a bolt-on turbo and not a real turbo engine. Any turbo parts previously installed on a bolt-on turbo kit will all be removed. You may choose to sell the turbo parts you've purchased, or (granted we'll be able to upgrade parts of other cars with tuning parts from another car) you may keep the turbo parts to upgrade another car.

UNCERTAIN ASPECTS: purchasing piece-by-piece parts for turbo cars, such as the wastegate?


* Handling your car's performance effectively is the job of the Suspension facility. All three services will return incluing the Original suspension unit. The Original suspension is street-legal. Any real changes to the car's suspensions will be rendered so you can see parts at work.


* Power is nothing without control. The Tire/Tyre facility specializes in those four round things that help you go fast and make your car perform better. Gran Turismo 4 was the first Gran Turismo game in which Standard or Sports tires are required for races as opposed to being optional. So you can do races on street-legal tires. GT4 is also the first GT to feature different grades of sports tires. You can get the Standard tires almost free of charge. I probably wouldn't be sure of different kinds of standard tires. Sports tires are made for performance driving. All three grades of Sports Tires are all available for you to purchase and install. You cannot purchase standard or sports tires for high-end race cars (like most GT cars and LMPs). The exception would be stuff like Beetle Cup, or any other racing series that features race cars running on street-legal tires. Even including drift cars. Now on to Racing Tires. Racing Tires will come in eight grades. The basic grades range from Super-Hard to Super-Soft. The other three? Here are three new tire types I'd like to introduce: Intermediate Racing Tires, Light-Moderate Rain Tires, and Heavy Rain Tires. This is granted we get dynamic weather conditions or even wet tracks. Purchase these wet weather tires for if we see wet races. This will allow you to go racing on tarmac surfaces soaked by rain. I think if PD is going to have wet tracks, they need to have rain tires as well as a better understanding of how cars handle in wet conditions as opposed to in dry conditions. Take a lesson from "Enthusia Professional Racing" with its realistic driving model as well as the ability to race against many more cars on Tsukuba's configurations in that game. Specialized Dirt and Snow Tires will also be offered. There is a difference between dirt and snow tires as handling on these respective surfaces can be tricky. I'd be unsure as to actually seeing studded snow tires to handle better in the snow.

Standard and Sports Tires can be used for racing on wet and dry surfaces unless GT introduces All-Weather Tires or even All-Terrain Ties (meaning you can run almost ANY race on wet or non-tarmac surfaces). PD needs to look into wet weather conditions. I'm sorry... you CANNOT have dry weather racing tires to handle beautifully in wet conditions.

UNCERTAIN ASPECTS: changing brand-name tires (for example, switching from Goodyear tires to Michelin tires)? Having specially-grooved dirt/snow tires? Purchasing extra tire sets for races?


* Finally, the Others facility will be discussed. The 360 view of the car will just spin around, but raise the camera view up a bit. This is good. and I'll tell you why in a moment. An element I'd like to introduce is being able to purchase ASM and TCS instead of having them on all cars. I would be okay with the option of getting an ASM and TCS system, just not with the exorbitant price tag of 50,000 Credits like in GT2. I say that if you don't ask for ASM and/or TCS, you can get them for free with each car you purchase or receive. The Weight Reduction should bear more significance in this view. The following is my synopsis of what Racing Modifications should entail. A game description is in regular text followed by what should be rendered in blue italics:

WR LEVEL 1: lightens every little element of the car. Things such as the radio, backseat, sound insulation, and other aspects are all removed. The inside features a completely new racing seat. The car is significantly lightened by having most of everything inside taken out to support a racing seat. A fire extinguiser inside the car will be installed.

WR LEVEL 2: replaces body panels with much lighter and more rigid body panels. It even includes a basic-level rollcage to strengthen the car and increase rigidity. [COLOR]The car still looks the same, but with newer body panels. It even includes a rollcage. Just for fun, you can color the rollcage any color you want. Just know that your car will be sufficiently rigid with lighter weight.


WR LEVEL 3: takes Stage 2 further. the body panels will now be replaced with carbon fiber. A carbon fiber inside will be added to offer much more rigidity as well as install a data logger such as a MoTeC ADL data acquistion unit found in most professional race cars. A racing-type steering wheel will be used. The body and all of its panels will be carbonized. You may choose to leave it as it is, or paint over it using the color the car initially came in. Leaving the carbon fiber unpainted will make your car somewhat lighter. Actually, you can even opt to color your car using your team's colors to paint the car. Painting the car in team colors will allow you to make it into a basic race car complete with the driver number section and any sponsors you may have acquired. A stronger rollcage is added to help make the car even more improved. The weight goes all the way down to something similar to a Racing Modification for the absolute lowest weight.

I'm not sure about seeing "Increase Rigidity" return. The added rollcage from Stage 3 WR is the strongest. Making a new replacement rollcage is what this option would do. The Rigidity Refresher Plan is something I'm not sure of either as far as explaining and executing it. There's one service I'd like to introduce.

I'd like to introduce a Rally Kit which features a roof scoop, antennas atop the car, a rally-type rear spoiler custom-made for rally racing, mudflaps for the front and rear tires, a passenger racing seat for the co-driver, and a lightpod installed at the front of the car. Bigger fog lamps may be installed for cars that probably can't have a lightpod installed over the car's front.


* Full Models offered by the tuning group can be purchased, but I'd like for there to be a Full Model lot to purchase cars as opposed to having to go into the Tune Shop to get full models.



* The final service I'd like to introduce is a Racing Modification facility. This facility is open to all cars that can compete in any racing series unless a Special Model is used. Most of these services are mostly like a "merchandise" store for your car. Here are all the services available to you: (NOTE: I will use a 1998 Mitsubishi 3000GT Twin Turbo MR as my sample car.)

A trip to Racing Modification is basically there to outfit my car in company logos from the company. Think of it as a starter kit to give a car a basic racing livery. The default setup is as follows:

- customizable driver number areas with many different driver nnumber decals types and even choosing from various fonts and styles (unless you want big NASCAR-style numbers on cars). These driver number decals are placed on the front doors of the car. You may also opt to put these on the front bonnet of the car, the roof of the car, or any place else where you commonly see driver numbers displayed.

- a section on the window of the farthest side windows that can be used to input your nation's flag as well as your name either in the following styles (using [] as a flag handle and "FirstName M. LastName" as a name handle): [] F. LastName or [] LastName

- windshield visor that is a decal of the automobile manufacturer that you can place at the top portions of your windshield. Several styles can be made available for you to tune. Or if you wish, just get a custom blank one to be modified later.

- extra decal package to be used for rear spoilers/wings (if available), rear quarter panels, rear bumper, the like.

I could even purchase a complete decal kit that is a basic kit for any manufacturer. Saying that I am using a 3000GT Twin Turbo MR, my car will be colored in the base red and silver of Mitsubishi Motors. You have to pay about 50,000 Credits or so to purchase a base livery from the auto maker. This is reminiscent of how Race Modified cars in GT1 and GT2 have mostly decals of the car being raced or the car's maker.

Another option is to purchase a new functional body kit that takes advantage of my car's power. A new aero package can give my car a new personality. There's no "rice" to this as it is simply a kit to offer more aggressive body work to actually fit my car's current potential. This new 3000GT could look something like the Mitsubishi GTO LM Race Car from GT1 (the Special Model in GT1 at Mitsubishi), only that I have more freedom to give the car any livery of any race team or manufacturer. I could go with the green and white Puma colors for all 3000GT's in GT2, the Advan colors when you race modify the Lancer Evo. VI in GT2, the Endless Brakes colors of one of the R34 Skyline's livery options, Castrol colors similar to the Castrol Supra GT in GT1, the rather bland Mobil 1 colors like that Mobil 1 NSX in GT2, or whatever.





That's GT5's mapping for tuning cars. I'll discuss GT Auto in my next post. Elements of this post will go into my GT Auto discussion.
 
Lots of cars have info screens. Unlike GT1, GT2 offers two pages of information for each car that has info.

I can't tell you how much I miss this feature. As we move closer to realism in the series, this feature is sorely missed. The ability to read the cars background, interesting tidbits about the chassis, comparisons with other cars in the lineup, etc... was (and would be more appropriate now) not only a big help in selecting a car, but also made you care more about what you were driving. This "history" of each model is something I feel is sorely missed in the series. PD, if you're listening... Bring it back!!!





;)
 
Yeah, even Tourist trophy had a fairly large write up on each bike, I really hope they put it back in Gran Turismo.
 
Realistically, I'd like for it to be like GT1's info, but with the ability to scroll through information pages like in Tourist Trophy. The car spins around at the top in GT1 in the Info screen. However, the "wall of text" can be read like in Tourist Trophy. A marriage of GT1 and Tourist Trophy to create a new-age info screen for GT5 is my prototype for an Info screen for GT5.

Gran Turismo opened up GT Auto as an all-purpose car maintenance service. The prospect of damage adds an element to how this facility is played out.



A visit to GT Auto will allow you to service your car as well as have certain services. Unless a proper race shop for your team comes around, you'll need to go to GT Auto to change out the oil and stuff. A fun way of looking at GT Auto is that you pull into this super car parts store. Think of going to a massive Auto Zone that has its own car wash as well as several service bays available to tune up cars. I want to expand GT Auto to offer a few extra tuning elements. Most of these add simple enhancements to cars or even just dress up your car a little.

* The Car Wash is self-explanatory. I want there to be some sort of way to dirty up cars. Taking away the luster of the cars is one method of telling a clean car from a dirty one. However, PD will need to come up with something new to take advantage of the PS3's power. Pretend I flew straight off the road at Autumn Ring (fairly easy to do here) and started collecting dirt on the tires and the body work. Or just imagine doing rally racing as your car's body gets dirty. Or even pretend we get rain physics equal to or better than PGR4 and coming home, your windshield is all messy from racing on a wet track.

UNCERTAIN ASPECTS: automatic car washes and manual car washes?


* An Oil Change will help you keep up horsepower as we've done in GT3 and GT4. New oil in a car you just bought gives you a little more horsrpower before even hopping up the car.

UNCERTAIN ASPECTS: purchasing oil to manually change oil and sell it to GT Auto for cash (although very little)? Manually changing oil without having to go to GT Auto after purchasing some replacement oil?


* The Wheel Shop has seen the came nine makers since GT2. BBS, Dunlop, Yamaha, Rays Engineering, Falken, Speedline, OZ Racing, Yokohama, and Bridgestone will all be represented. I'd love to see PD pursue a few more wheel makers. I'm going to offer the wheel makers from "Tokyo Xtreme Racer Drift 2" for perspective:

TXRD2 Wheel Makers: 5Zigen, Yokohama, Enkei, Takechi (Hart), Rays Engineering (Volk Racing), Rays Engineering (Gram Lights), B.I.M. Creative Studio, Watanabe, and Prodrive

I think I have some Prodrive wheels on a few of my cars in TXRD2. That game even has actual wheel names from the models shown in TXRD2. PD needs to expand their wheel lineup to include more tire makes. DEFINITELY keep the option of picking specific wheels for specific tire types. Something interesting I would add is the ability to custom paint wheels. My team colors are blue and gold (like the Navy's Blue Angels), so I want to imagine taking non-metallic wheels and color them gold for my cars. Perhaps offer that as a service. Of course, stay away from most of the rims common on non-performance tuner cars (for example, those wheels with three huge spokes). Bargain wheels can still be bought. I'd keep this as well.

You are unable to install wheels for cars for only front or rear wheels in the past. Some people want some unique cars like how the HKS Silvia Tuner car in GT4 has identical wheels, but two different colors at the front and rear. Or you can have a not-so-unique look by having some early '90s car by having 21st century clean wheels on the front tires... and dirty hub caps on the rear tires.

UNCERTAIN ASPECTS: Different wheels for front and rear tires?



* Now it's time for me to expand GT Auto a bit with a few ideas. First off, GT Auto is your car part giant in GT. Why not have some low-priced mods? Imagine being able to purchase some things such as a new air filter (can increase horsepower. Think Fram and K&N), brighter lamps for your headlights (can help you see better in dark/rainy conditions with bright beams), some fog lights (can increase visibility at night/wet), some mufflers on the cheap (adds horsepower and gives your car interesting new sounds), and things like that? There are a variety of simple modifications you can add to your car to make it competitive without having to go to the manufacturer. And even then, your car will be even better. Maybe not the same quality, but you remain competitive.

I'm not serious about this paragraph, but I even thought of a novelty shop where you could dress your car up a bit. Think of purchasing some Gran Turismo decals to put on your car. Hey, it's your car in a game. Why not show people what your favorite racing game is? You can dress up a car with simple decals for any street car. For a little more serious perspective, you could even purchase some driver number plates and even put together your own driving number. That number will identify you in races (even amateur races). You could even purchase a few cheaply-priced bodykits and perhaps the ever famous carbon-fiber hood.

The key to take away from this section is that GT Auto is your all-in-one car part store. Why not expand it a bit so that people can stretch their currency and pick up a few good mods on the cheap? Maybe you don't have the money to purchase the best mods right away. Maybe you just want to try to win races with cheaply-priced parts from an auto store (wouldn't be a bad way to challenge yourself). I'm thinking of GT Auto as a grassroots deal where you can still win races even with a little

UNCERTAIN ASPECTS: replacement car parts?



* The element of damage is a curious area for me. So allow me to introduce a Body Shop. When you check into the Body Shop, you can request one of two things: repair damage or even request a custom color for your car. Custom colors can even include certain graphical touches such as adding racing stripes, famous racing liveries (like the Gulf colors on the Ford GT40), and things like that. More intense paint jobs (such as chameleon paints or Maziora paint styles) will cost more. How much money you pay depends on how badly it's messed up. You'll pay less for chipped paint and maybe a few dingers. You'll pay more if you end up having the car get rolled over on its hood with the windshield busted out and having a broken rear axle (God help you in this situation!).

UNCERTAIN ASPECTS: the level of a tuned car after extensive bodywork (do I need to purchase new aero parts and other performance parts)?





If you notice, I didn't discuss GT wings. That's because this is part of a new facility I want to introduce as a conceptual look at GT5. My next post will feature a new "Racing Modification Studio."
 
Regarding car information or parts information. I think that cars could have links to the world wide web. Also parts or tuning companies could also. A specification sheet for your car including all puchased parts and maybe current tuning settings should be viewable. I would want to see the base purchased cost and then have itemized list of all purchased parts. Then based on the parts that are currently installed on the car a new cost total for the car. I would like to see car cost be an option for special races, or at least online races as part of the race restrictions. Also car resale value should be based off actaul car value. Which means if you buy parts and are winning races along with keeping the car tuned etc. it would depreciate much slower. In some cases especialy race tuned cars the resale value would increase 2 to 4 fold based on a variety of factors.
 
With the Racing Info, perhaps you can use the PlayStation 3's browser to visit those sites. Wishful thinking, greenlightning

Time to discuss a "Racing Modification Studio." Think of this as an evolution to a classic formula. If you can't have a Racing Modification service available, then we can at least reintroduce elements of Racing Modifications. This feature is singlehandedly the most entertaining element of modifying cars. You have a car you've tuned to the max and finally have a chance to make it a complete race car. It's like being knighted by a king. The Gran Turismo version of getting two taps on each shoulder with a sword would be the Racing Modification. I've had one primary criticism with the Racing Modification in GT1 and GT2- your car was dressed up in new livery and maybe even picked up some new bodywork. However, you never fully have a style you can be happy with even though your car has been completely modified. I can think of some paint schemes in which I'm happy I modified my race car, but feel like I could have gotten a better paint scheme for my car.

Anyone who has noticed the evolution of race cars in GT games note seeing more variety in sponsors and certain liveries. Look at GT1. * Mostly Castrol was the main sponsor. Cars weren't designed very interesting as far as racing paint schemes go. Some resemble paintschemes of existing race cars, but most of the key sponsor areas were replaced with manufacturer graphics, the car's logo, or maybe even Gran Turismo or Polyphony Digital. GT2 featured some new sponsors and liveries for cars. Some are real while some others... you get the idea as to what kind of paint scheme the car is trying to convey. An example of a real car with real sponsorship is the white/green or green/white (which I prefer) Puma colors on a Mitsubishi 3000GT. Another example is the black/red Advan colors when you Race Modify a Mitsubishi Lancer VI GSR. An example of a ficticious livery would be when you tried to Race Modify the 1994 Nissan 300ZX (though you can win a REAL version of that car by completing a certain race in GT2...). Some racing liveries just have a lot of blank spaces. Spaces that can be filled in with your own input. Look at some of the blank sunscreen visors. You could input your team's name, your name (like on Toyota Pro Celebrity Race cars), or even a sponsor. You can fill in those driver number boxes with your driver number. Areas that just have the name of the car or the auto maker can be filled in with sponsors if you're creative enough. * GT3 and GT4 did away with Racing Mods, so you can imagine not being able to create and complete your own race cars. However, more apparent sponsors have shown up on cars (except for any specific kinds of sponsors) starting with GT3 and further enhanced for GT4.

The key word in modifiying cars is "complete." When you've done everything you can to make a certifiable race car and haven't yet put your final stamp on it, that's when Racing Modifications complete the task. Introducing my concept of...



--- Racing Modification Studio ---
The Racing Modification Studio is a special service designed to dressing up your car for racing. Enhancements outside of horsepower and handling can be done here. I propose the ability to create your own basic racing scheme. My sample car is a 1998 Mitsubishi 3000GT Twin-Turbo MR. Think of this facility as a "Build-a-Bear Workshop" for your car.


* The first option is a basic decal kit that consists of driver number areas scattered all about my car. Areas where you'd commonly see driver numbers placed will go around the car. The kit also includes a sunscreen decal painted across the top of my windshield. Just like in Tourist Trophy, you can select a number for your race car. You can even decide the font and style of the numbers for your car. You can have the bold letters like on Super GT cars, or have more touring car-like numbers. You can have an old style kit feauting white circles that are filled in with vintage-style numbers. You may even have decal styles like in Australian V8 Supercars as well as NASCAR-style numbering. The sunscreen visor can be designed with team names, the manufacturer of your car, the name of your car, your name, or whatever.

* The second option is an advanced decal kit that features the basic decal style of the previous service, but covers just about all of your car's body. A lot of these body paint jobs are customizable versions of various paintschemes. They may be as simple as the two bold racing stripes seen on the Viper GTS (after Race Modification) in GT1 or GT2... all the way to some of the more wild paint schemes. Imagine having the classic Castrol colors of white with red and green accents on any car. Even if you don't have Castrol sponsorship, you can still have the Castrol-style livery and be able to customize the entire paint scheme to change colors. Each individual color can be modified. to your liking. So you can change the white with sky blue, the red accents with old gold, and the green accents with white (using the Castrol color example). You can still change the driver number and things like that.

* This one has to do with wings and front spoilers. I'm thinking of a much-more detailed process. You can have a basic single-element wing all the way to functional double-element wings. There are a few talking points for wings: (1) wing types, (2) mounting of the wings, (3) adjusting how high the wing is, (4) changing end plates, and (5) coloring and customizing. Rear wing styles from various race cars can be made.

(1) The wing types regard the basic style of the wings. Do you want a basic single-element wing, or do you want aggressive double-element rear wings? Do you even want drag racing-style rear wings for if we get drag racing? Select a wing type and decide on the material of the wing (doesn't have to be carbon fiber). Each composition of wing plays a role in the weight of the car. Wings can be thin or wide. This even includes tilting the rear wing at an angle for an aggressive look. I'm even open to stock car-style lip spoilers (some Trans-Am cars had these back in the late 1990s)

(2) Change the mounting position of your wings from the parts that hold up the wing. Do you want the rear wings to be closer to the edges of the car (like the 2000 Castrol Supra) or do you want the supporting parts closer together (like the 2004 Takata Mugen-Dome NSX in GT4)? Cars like the NSX may have the rear spoiler removed to make way for the GT wing. I don't want it to be like the demo of Forza Motorsport in which a wing is attached to the top of the rear spoiler of the NSX.

(3) Adjust the height of the wing here from the mounting points. You may choose to make the wing stand high, or you may choose to lower the height of the wing assembly.

(4) Choose the endplates of your rear wing set. There's a basic design followed by more aggressive endplates. I want your choice to be realistic to affect downforce, but I'm not sure how to execute it.

(5) Paint the wings or leave it as is. Carbon fiber wings can be a little heavier with painted wings. You can simply paint a sponsor, your name, your team's name, your team's small logo, or whatever. For non-carbon fiber wings (like with touring cars), you can still paint up whatever you want on the wings.

The rear wing you created can now be installed on your car and opens up the aerodynamic settings for the rear of your car. (As a side note: any Normal car that can have its rear wing adjusted to certain levels should be able to be tuned for aerodynamics even without a custom rear wing.


Now on to front splitters. You may go with a simple carbon fiber front splitter to be installed at the bottom of your front bumper. This will give you a chance to change front downforce. A more expensive option would be front splitters more like real race cars. These will really enhance and influence aerodynamics at the front. You may choose carbon fiber front splitters for their rigidity as well as light weight (comes at a price). You can look for different splitter types. Once bought, you can now change front-end dynamics for your car from the Settings menu.



* The Rally service speciically caters to cars that can be driven in rally conditions. If you can purchase Dirt Tires or Snow Tires, you can make it a rally car. A lightpod kit can be available for your car for an aggressive rally car look. It can be very functional as you're able to see better. You also need those lights in dark and/or wet/snowy rally stages. You may also use these in endurance races if you're endurance racing a rally car. If your car can't be fitted with a lightpod, then you can have big lamps on your front bumper to help you see better. I'm lobbying for a more realistic rally experience (even including real rally stages).

Trucks and 4x4s in GT5 can be given big lights like on Baja trucks (and maybe even Dakar machines as well). Trucks can even have truck-specific tires and may even be fully modified to look like proper off-road trophy trucks. SUVs can be tuned more like "cars" in Dakar. Trucks may even have their own special Racing Mod that makes them look like CORR or SCORE.

UNCERTAIN ASPECT: lightpods for true rally cars? Grill guard for trucks?





That covers most of the Racing Modification Studio. It's a way to give cars a Racing Modification in a piece-by-piece basis.





--- Sponsor Facility ---
I want to think of Sponsorship in GT5 like Challenge Mode in Tourist Trophy. You have a chance to win sponsorship of various companies. Adding these sponsors to your car will allow you to receive bonus money from sponsors. Or just by simply having sponsors, you will be able to receive bonus money and even compete in special races. The process isn't tough to get working as evidence by "Sega GT." If you want sponsorship from a company, you get some extra money for your performance. But if you want one to be your PRIMARY sponsor, you'll make even more money and have a brand-new paintscheme showing off your new sponsor.

An example of primary vs. secondary can be found with Danica Patrick's #7 Motorols car. Motorola is the car's primary sponsor while companies like godaddy.com is a secondary one. The EA Sports' NASCAR games have five sponsor areas- the hood, the rear and trunk/boot lid, the rear quarter panels, a team sponsor on the side of the rear bumper, and a driver sponsor right next to the rear wheels. However this will be done will be implented.

To win sponsorship, you need to clear a certain challenge. The companies will provide you a car (so none of your personal cars are required or needed) and a challenge. Clear the challenge, win the sponsorship. How many sponsors you can get sponsorship to depends on your progress through the game. Getting through at least 50% of the game will give you all the minor and moderate sponsors. Getting through at least 75% gets you the really major sponsors (including Polyphony Digital!). However much money you get from sponsors depends on how much they are paying you. You can cancel any contract with a sponsor (which you can win again) at any time you like. Some sponsors give you discounts on certain performance items or modifications. For example, a Michelin sponsorship will let you pay half-off or 25% of the original price of tires. So some of those you want to hang on to.





That's the Racing Modification Studio and the Sponsorship facility.

Here's a little bonus for you if you're reading my stuff:

I was looking up the Mitsubushi 3000GT and the Puma Racing Modification. I've learned that the Puma car was a Super Taikyu car that packed only 380hp (unlike the car you can win in GT2 for All-Gold in one of the licenses (International C, I think). Don't believe the Puma car in GT2 is real? Check this out: < http://www.vadriven.com/forums/showthread.php?t=164060 >. I think if you race modify a Lancer Evo V, you can get a Puma-sponsored Lancer.





I'm not sure what I'd like to cover next. You'll see when I do my next detailed post.
 
Regarding car information or parts information. I think that cars could have links to the world wide web. Also parts or tuning companies could also. A specification sheet for your car including all puchased parts and maybe current tuning settings should be viewable. I would want to see the base purchased cost and then have itemized list of all purchased parts. Then based on the parts that are currently installed on the car a new cost total for the car. I would like to see car cost be an option for special races, or at least online races as part of the race restrictions. Also car resale value should be based off actaul car value. Which means if you buy parts and are winning races along with keeping the car tuned etc. it would depreciate much slower. In some cases especialy race tuned cars the resale value would increase 2 to 4 fold based on a variety of factors.

+1

Good call. Although a dedicated Polyphony Digital website infrastructure would have to be in place to carry the info, due to the instability and constant flux of the internet.



;)
 
+1

Good call. Although a dedicated Polyphony Digital website infrastructure would have to be in place to carry the info, due to the instability and constant flux of the internet.



;)


Not really since most likely there will be continuos downloads even after GT5 is released. This means company web sites links etc. could be updated. Lets face it PS3 I am guessing that 50% of the users either have internet acess or have resonable acess to it. If GT5 runs from 2010 to 2015 then they should make the game be interactive with the internet as much as feasable. Of course things like acess to web sites would be extra features and not prohibit normal game play.
 
Not really since most likely there will be continuos downloads even after GT5 is released. This means company web sites links etc. could be updated. Lets face it PS3 I am guessing that 50% of the users either have internet acess or have resonable acess to it. If GT5 runs from 2010 to 2015 then they should make the game be interactive with the internet as much as feasable. Of course things like acess to web sites would be extra features and not prohibit normal game play.

Not exactly.

Websites constantly change, move, change names, go under, etc.... This would make keeping it updated (and more importantly accurate) much more difficult, than if they (PD) just keep updating the info in the game to reflect current stats, history, etc... Having access to extra info via a web like system could work, but I doubt it would be the core of the info screens. PD likes things polished and proprietary. I doubt they would source out the info to the web unless, as I said before, they had their own dedicated server that is updated by PD. They do have their own dedicated server, so it's not far off to imagine as a possibility.




;)
 
A note about the bolt-on turbo is that you can uninstall the bolt-on turbo whenever you feel like it. Though you have a turbo engine, I think you will be disallowed in racing in Turbo events simply because you have a bolt-on turbo and not a real turbo engine. Any turbo parts previously installed on a bolt-on turbo kit will all be removed. You may choose to sell the turbo parts you've purchased, or (granted we'll be able to upgrade parts of other cars with tuning parts from another car) you may keep the turbo parts to upgrade another car.

UNCERTAIN ASPECTS: purchasing piece-by-piece parts for turbo cars, such as the wastegate?

I do want to customize my '99 to present Mustang Cobra that came with a Supercharger that could easily make HUGE HP number (but not as much turbo :nervous: ). The ability to supercharged/turbo'd a non supercharge/turbo car will be nice too, but I want to be able too adjust the pressure of it so I can meet race PP, I want to fine tune my car myself :scared::nervous:💡
 
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I recommend you NOT quoting every last word in one of my large posts. Just find specific parts and make your points rather than copy an entire post of mine (especially a long one), MasterFocus. A tuning option I'd like to see return is turbo boost. "Tokyo Xtreme Racer Drift 2" had an option to tune computer settings to get more horsepower available through computer tuning. I'd welcome that option to make computer tuning more realistic rather than have it as a simple tack-on.
 
I will provide diagrams of what I'm envisioning for GT5 sometime in the future. For now, I'd like to continue on. I'm going to talk about two more features before moving on.





--- Photo Mode ---
Photo Mode was a mode most people think is completely pointless and off the path of racing. Some people even think photo mode could have been removed in favor of promised online play in GT4. Speaking as an artist, nothing can be lovelier than to take pictures of your car from many wonderful settings. Gran Turismo 4's Photo Mode offered incredible detail to venues that only get better when you add your car to the setting. GT5P offers kind of an approach to Photo Mode with those 3D backgrounds. I'm thinking that GT5 should offer many more venues than what GT4 offered. How do you implement it? I offer my own mapping of this.

Getting ready for Photo Mode should be something like going to an airport or visiting a travel agent. The mood and style of Photo Mode should be that of happiness and fun. So no punk rock and loud screaming while stuff's being broken in a ransacked. I think an airport setting is very appropriate. You can arrange to have cars taken with you on a cargo plane to have pictures taken. My idea is that this should be a fun and enjoyable experience. Arriving at the airport, you're given a brochure full of venues you can visit to take part in Photo Mode. Pick a location and be ready to travel.

* UNCERTAIN ASPECTS: pay to be in certain locations (and how much)?


GT4 featured venues in America, Japan, France (was there a French venue?), and Italy as far as Photo Mode locations go (besides tracks). I want the scope of Photo Mode to be expanded. As much as I love Japan, I think there are many more locations that can be wonderful to use for Photo Mode. The inclusion of the London street course as well as Top Gear's test track shows a little promise of GT including the United Kingdom for Photo Mode venues. Earlier this year, we saw a news note about a possible street course in Madrid, Spain for Gran Turismo 5. I've recently fallen in love with Spanish architecture. Spain would be an amazing country to have Photo Mode at. Some of the cities in Spain I wouldn't mind seeing Photo Mode at include Barcelona, Salamanca, [the aforementioned] Madrid, Toledo, Valencia, Seville/Sevilla (especially around the Plaza de España), and even the party island of electonica music- Ibiza.


* Venues to Look Into
Many other places have fantastic scenery or wonderful locations that would be wonderful to see cars at. I'd like for Latin America to be featured. The classic Aztec pyramid in Mexico, perhaps Cabo San Lucas, Machu Picchu in Peru, and even along the Copacabana in Rio de Janerio would all be great locations for photos.

Many more European nations have beautiful locales. Among the countries include France, Germany, Austria, Sweden, Finland, Croatia, Greece, Switzerland, and Russia.

PD could also look into some Middle Eastern locales. The one that stands out most to me is Dubai, United Arab Emirates. I think the winners of the GT Academy thing get to race for real in the 24 Hours of Dubai in January 2009. Dubai is a fast-growing city with lots of cranes and skyscrapers building all kinds of buildings ranging from the Burj Dubai, Burj al Arab, and places like those. Dubai has LOTS of attractions. Can't think of many more Middle Eastern venues.

Africa would be nice as well. Perhaps Cairo, Egypt; Casablanca, Morocco; Dakar, Senegal; and Johannesburg, South Africa are all good candidates for Photo Mode.

Mainland Asia needs some Photo Mode love as well. Hong Kong is my favorite mainland Asia venue. Other countries include China, India, Thailand, Singapore, and even Vietnam. Mumbai (Bombay), Kolkata (Calcutta), and Delhi are great Indian venues. Great Chinese venues include Macau, Suzhou, Shanghai, Chongqing, Wuhan, and of course... Beijing. Hanoi and Saigon are the two best Vietnamese venues. You may even include Haiphong and Da Nang. The Grand Palace in Bangkok, Thailand is can't miss if PD thinks of including a Thai venue for Photo Mode. Malaysia's Kuala Lumpur is the best Malaysian venue. Singapore will be raced at night in Formula One. It's a great city even in daylight. Maybe taking pictures of cars around any of those merlions would be very cool. * The northern Pacific Ocean has plenty of lovely locations. The Phillipines and Taiwan are the two best Pacific Ocean Asian venues. Manila and Cebu City are nice to look into. Taiwan has Taipei as a nice venue. However, Kaohsiung is an even lovelier place with Wuli Pagoda on Lotus Lake.

Finally, Australia and the South Pacific. My lobbying for Australia even carries into Photo Mode. Australia has some can't miss cities to me- Sydney (absolute can't miss), Melbourne, Adelaide, Brisbane, and Perth. I only know two cities in New Zealand, and both are lovely- Auckland and Wellington.


* Mapping Out Photo Mode
So you want to take photos? You can. You could pay to fly to certain locations. You can choose to sort cities and countries alphabetically or by the venue name. What happens next is a confirmation screen. You can scroll up or down to learn more about the venue you will visit. You can choose to accept and pay to fly to that location, or you can decline and look for another venue to take part in.

Two uncertain aspects come into play- the ability to take pictures in real locations by latitude and longitude, and perhaps even going to different places to take part in races as well as attend gatherings. It's just Photo Mode, but imagine expanding this. The most unlikely thing would be other people flashing pictures of your cars.





--- License Center ---
You need licenses to complete or beat the game. Without licenses, you're just stuck doing Sunday Cup. The License Center should be a venue you can visit to improve your skills and acquire higher licenses. I want to expand the License Center to make it easier and more interesting to go racing.

Remember a thread I did in the past about literature being available for people in GT? I have two models. The first is on-disc literature. These are resources that are available to you without having to use the Internet or anything. And speak of the devil- the other includes online material specific for GT5. The material you can read will help you to becoming a better racer as you make your way from Sunday Cup racer to Gran Turismo World Champion. The literature you can read involves aspects such as tuning, proper handling, special GT tips, and more. It's recommended you read this material if you aren't a good racer. Literature at the License Center range from basic material to more advanced tactics. Also available are videos of real racing techniques. GT3's manual (which I lost) had some material from the Skip Barber Racing School. GT4 had Motor Trend material in its manual. Think of actual Skip Barber instructors giving you video material on how to enhance your racing technique that you can access at the License Center. I want this to be a library to help enhance GT5 so that you can pass license tests and be able to put your skills to good use. I know this is a game about racing. However, I also want the material to help you with daily driving because some racing techniques can be used to help be a better driver on real streets. Helpful and educational material help extend the quality of games and game material.

Something I want to introduce for the License Center is a special Training Service. This feature for the License Center gives you a chance to learn techniques that you will eventually be tested on. Though I never cared much about the course, Complex String could be utilized as a course you can practice on. MotorLand and Motor Sport Land (GT2) could also be good testing venues. These are around to test you on basic skills. You basically race a ready-made car behind the Pace Car as it teaches you how to clear circuit-related aspects. Just about everything you learn from this will teach you all the basics. Higher license tests have faster cars. You may even get to race go-karts, formula cars, and high-end GT cars in your education of what's required for any specific license. Complex String and MotorLand could be put to good use for teaching you the basic elements you need to know for when you take your license test. Think of this as homework for each license test.

Now on the license tests themselves. The license tests will all be there and waiting for you to clear them. GT4 had the most number of test objectives with 16 (excluding Coffee Breaks). You need to pass each test with a bronze or higher to advance to the next one. You must then clear the final test to receive your license. You may go race in license events for that level, or you may move ahead and receive more licenses.

A window will come up with more information about the test you are going to take. It includes basic information you can use on what the test will be about. Taking that test will give you the same information, but with some hints on how to take on the course. A feature I'm thinking of is some sort of coaching method to help give you a little advice. You can analyze your most recent run and your best run. If you absolutely MUST score gold, you can even compare your run to the demonstration run. I think this will require deeper use of the analyzer and even analysis of GPS locationing on the track. Certain comments can then be made to help coach you in clearing the license test. Use this advice to help you clear the license test and score bronze or higher.





So that concludes Photo Mode and the License Center. Anything else I think of will be included in future posts.
 
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Do you notice a theme with some of my mapping out of GT mode facilities? My model calls for expansion of every service as well as introducing newer facilities. Time to continue the expansion to include more types of cars. But where? Read on.





--- The Circuits ---
GT4 offered a great service- to be able to visit any track and go racing on it. This gives you a chance to practice racing on certain race tracks. You can practice, have track meets (but not on all tracks), photo mode, or a Family Cup.

* In General
A general synopsis of what I'm envisioning has to do with expanding the circuit views a bit. A new option I'm thinking of has to do with getting more track time while improving your driving skills. I'd like to introduce on-site racing schools for non-temporary circuits. The point of these on-site racing schools is to help you be able to learn courses better. No license is needed, and you can bring your own car (granted it isn't a super-powereful GT or prototype) to get some valuable hints. I'd like to imagine having a little Forza mixed into this. Forza in the sense of having that preferred line. Based on the performance of your car, the gas and brake points will be different for each car. The pace car will be about 0.5 to a full second ahead of you. Follow the pace car and try to emulate the racing line the pace car takes. You can race around for as long as you like.

This facility even includes various other types of cars. These include pre-tuned production cars as well as purpose-built race cars. The way you master a race track is to win in various kinds of cars. What kinds of cars would be used? The kinds of cars that can be used depend on the kind of track being used. Here are some purpose-built cars that can be used (some of which I don't mind seeing):
* Radical series of sporty prototypes (excluding the SR9)
* superkarts
* Formula 3 race cars
* Palmer Jaguar JP1
* race-tuned front/FWD hatchback race cars (like a Volkswagen Lupo Cup Car)
* race-tuned front/RWD low-level sports cars (like a Honda S2000CR or a Mazda Miata/MX-5)
* race-tuned mid/RWD low-level sports cars (like a Renault Renaultsport Clio V6)
* race-tuned front/4WD or mid/4WD sports cars (like an Audi TT, the Mitsubshi Lancer series, etc.)
* rally cars

Really, I want to conceptualize two different kinds of Family Cup events. The first Family Cup involves taking your car out to the track and picking the level of opposition against a bunch of cars tuned under, at, or above your level. Because I want to lobby for more ways to enjoy racing, I'd like to see a Family Cup where you don't need to bring your own car or have a license. Pick from any number of available cars to go racing with. If you do have a license, you can pick some of the low-end and high-end purpose-built race cars for each track. Again, you don't have to bring your own car to race. The plus to this is that you can have grassroots-level racing. Clearing these Family Cups aren't required for 100% completion. They are just there for you to race. All you have to do is pay a fee (maybe somewhere between 50 Credits to 500 Credits depending on the kind of cars used and the level of competition) to race some of the cars that you can rent to race against other identically-tuned cars. You can't upgrade a car you've rented in these loaner Family Cup events.

This all goes back to expanding the various GT Mode facilities to offer the best possible balance of enjoying automobiles and being able to enjoy racing. You may even get to race purpose-built race cars to enjoy Gran Turismo racing in a new way that makes it LIKE the ToCA Race Driver series... while not BEING the ToCA Race Driver series.

I would even like to open the possibility of special events like Time Attack, track days, and things like that. This to further expand upon racing in Gran Turismo as well as offer a link to how real tracks usually operate. Part of this expansion vision is because I have had a habit of purchasing and tuning various cars in GT4. I've grown to love collecting cars and tuning them into my own racing machines. It's a devotion that I have never fully had in any GT prior to GT4 with the level of enjoyment. But for simply purchasing cars to tune up and go racing, I think Family Cups and varied official races aren't enough. I want to feel like I can take whatever car I please and just go racing against other drivers in pack racing competition. The feeling is there in GT4, but not to an extremely enjoyable level. For example, I have a Toyota Tacoma, a Honda Odyssey, Mitsubishi Eclipse (2006 model), Honda Accord (2003 model), Caterham Fireblade, I was going to work on a Honda Element... all in GT4. I have a variety of cars! But I never feel like I can actually utilize these cars in various racing series outside of the official races and One-Make Races. So I'm just pushing for more casual races where I can just go race without having to be stuck with Sunday Cup or whatever. Race whatever I like with whatever configuration it has against various other cars. Not to mention on almost any track or tracks I so choose. I even want to consider making your own championships in offline play (as well as online). Choose the level of opposition and race for Credits while having fun. Think of this like GT2's Random Event maker, only with more control as to where you want to race and maybe even what kinds of cars you want to race against.



Now for some key talking points in utilizing my latest vision for mapping GT Mode.

* Original Circuits
No Dirt or Snow tires needed. Original Circuits are defined as permanent road courses or temporary non-street road courses in GT4. You will mostly race in cars provided by the track adorned with either Gran Turismo logos and/or the track's logo. All of which have been custom-tuned for that track. You get a great idea as to how to set up a car to compete. You may just look at a car's tuning to learn how to tune that kind of car for a track. This is most friendly for Family Cup racing because permanent courses will usually always be there for you to race whenever you please.

* World Circuits
World Circuits are defined as tracks that you can actually visit and race if you wanted to. Most of these are permanent road courses. You can still be able to visit these facilities and have some Track Day fun if you please. The same aspects of Original Circuits applies to World Circuits.

* City Courses
City courses are my personal favorite because doing legal racing on city steets can be very fun. City courses are defined as temporary street courses with city streets becoming a race track. The various majority of these courses are fictional, but based mostly in real-life cities. Only Cote d'Azur is the only World Circuit featured in the City Courses. Track Meets aren't possible since these are temporary circuits. However, you may have a chance to compete in races sponsored by the track and various other sponsors that will give you track time in support races on city streets. You may even compete in special Single Day One-Make Races like the Toyota Pro Celebrity Race in Long Beach. It could be required to win them. If you don't win, you can go to that manufacturer's One-Make Race category and compete in that event anytime you like.

* Dirt and Snow Courses
These courses are defined as courses dominated by non-tarmac road conditions. Dirt and/or snow tires are required. I'm not sure about Track Days for a dirt course. You may compete on proper rallycross courses to enjoy off-road racing. Racing machines may range from cars to trucks to even buggies. Imagine competing in rally cars, off-roading trucks, and perhaps buggies around a variety of off-road courses. If Gran Turismo 5 features traditional point-to-point rallies, you may be able to compete in proper rallies. Think of some of Forza's open circuits as well as Enthusia's Dragon Range and Mirage Crossing as far as open circuits go.





--- Mapping of GT5: Circuits in Review
* expand race tracks to include more kinds of racing as well as more opportunities to race
* be able to have a teaching session at permanent race courses
* more kinds of racing available as well as competing in series that doesn't require your own car; modes not needed to get 100% completion, just there for you to race and make money
* being able to race purpose-built race cars in race events





More of my own visions to come in future posts! New details on GT5 will mean more new ideas to take into consideration. So I'll be wondering about the Tokyo Game Show for more inspiration.
 
Gran Turismo 4 had a variety of facilities. If you're going on GT4 for speculation of GT5, you're probably like me with this thread. My visions of GT either involve expansion or enhancing (sometimes both). So here's what I have for you all to expand things a bit.





--- My Mapping: Power and Speed ---
This was a testing zone in which you test for high speed as well as acceleration. GT4 had Test Course and the Las Vegas Drag Strip. Allow me to offer my own input.

This time, I'm looking at Driving Park as a whole, especially in the mindset of Power and Speed. I want to offer a few more additions to make Driving Park more fun as well as being able to do more with the car you have. So have a look:



* In General
The Driving Park is used for testing cars on a variety of levels. I'd be very happy to see this mode expand a bit in more ways than one. For one, I propose a long drag strip for the acceleration challenges.



* 0-400m, 0-1000m, and Max Speed
Test Course has the two classic acceleration tests as well as the top speed challenge. Personally, I want Driving Park to be a true all-in-one facility. While this track can be used for the top speed tests, I want to see 0-400m and 0-1000m be tested on a proper drag strip. That's right. Maybe that embarassingly boring Beginner course be replaced with a drag strip. Depending on how you feel, I'd like to see a real drag strip being used within the Driving Park facility. I would like to see a regulation drag strip being used for proper drag racing to test cars down the 1/4 mile and the 1/2 mile.

For the 0-400m challenge, it's just a regular quarter mile pass. You can choose to do it in automatic transmission or in manual transmission. In the Need for Speed games (since NFS:Underground), all drag races were done in manual. That's where you get notices like "Perfect Shift!" Tuning your car for a quarter mile pass can be good or bad depending on how you shift down the track as well as keeping the car in a straight line. This is simply to test your car. What I would introduce is being able to race against another car just to compare your acceleration to another car of equal or unequal performance.

For the 0-1000m challenge, this is a high-speed challenge designed to test how fast your car can go when you add a second quarter mile to your pass. You have to hang on for five seconds in the fastest drag cars. Here, you may have to last for about ten seconds. There's no need to use the brakes except for after you've completed your pass. Your car needs to be set up for a top speed pass if you want to make the most of your car's power and performance.

For the Max Speed challenge, this is where your car utilizes the Test Course to have the fastest speed. There is an actual technique to racing high-speed courses. For one, smooth steering and low wind resistance helps you cut through the air faster in making the fastest possible speed. A "not-so-official" tip from the Gran Turismo 3 A-Spec strategy guide stated that you can race the track backwards to build maximum speed. Then, you turn around and do the race forward once you've logged your highest speed. A way to prevent having to do this backwards is to set up cones (like in some of GT3's license tests) followed by a tire barrier. Your run will be disqualified if you try to do things backwards. The finish line would be right before the road curves into Turn 3 for the highest-possible speed.

As for the Las Vegas Drag Strip? Simple. Make it a zone for drag racing competition and add maybe anywhere between two to five or even eight drag strips.



I want this to be expanded a little more to include slaloms as well as a skidpad.

--- Expanding Test Course with More Testing ---
Each menu should have their own literature you can read before making ready to take on the course. The literature available to you will help prepare you for what each challenge entails. The material in this section is basic background on what each section is about.



* Slalom
The point of slaloms is to test your car's ability (as well as your own) to properly navigate a series of left-right turns. How to execute it is your call. There is a low-speed slalom and a high-speed slalom in GT2. All you have to do is try to keep the car balanced through the section to pass. A low-speed slalom tests your ability to keep the car balanced through a series of about ten different tire barriers. Persistent left-right motions will upset most cars. So this is a chance to test your car in these situations.

A high-speed slalom is the same test, only where you can go faster. You have to be able to keep your car planted to the road and not venture far off the racing line. You learn a lot about your car doing both slalom tests.

What would be even more interesting if you can have these tests on wet roads.



* Skidpad and Circle Track
Since Gran Turismo 2, there were circle track tests that tested your ability to keep the car on the track while making sure not to spin the car out. Some people like calling ovals as circle tracks. Well, these tests were on proper circle tracks. A car that doesn't handle very well will be unable to keep balanced. The key is to stay as close to the very inside of the circle without going too far outside or inside. Reading about that Art Morrison 1G Corvette has me wondering how that car would do in a facility like this. I would probably look into adding these Circle Track tests for GT5. Like GT3, I'm even interested in a wet circle track to test your abilities even more. Another thing about these circle tracks was that there were different variations of circle tracks. Race the ones in GT3 to know what I'm talking about. You had to do two dry circle track runs in a license test followed by two wet circle track runs in later license tests.

The ultimate in circle tracks would be the Bonneville Salt Flats trials.



* Autocross
Autocross courses are designed to test your car's handling ability across a pre-made course defined by cones. The simplest kind of courses could be found in "Tokyo Xtreme Racer Drift 2" whereas all pre-defined courses were defined by nine big cones you drive around. The toughest autocross tracks have a series of stop and go areas and various turns of certain speeds. A few autocross courses can be used to test aspects of your car's handling.

You can visit < https://www.gtplanet.net/forum/showthread.php?t=109631 > for more ideas regarding Autocross in GT5.




--- Competition in the Given Zones ---
Think of Power and Speed as its own hall. At least, this is how I'm treating it.

* Drag Racing
There are a few ways to handle drag racing...

(1) Basic Elimination. You will be in a tournament. With sixteen cars to a track, you will be making qualifying passes. The qualifiers will be ranked anywhere between 1 through 16 (1= fastest; 16=slowest). It's basically last car standing. You win the tournament, you win the money. There are also prizes for second and third place as well as the fastest qualifier. Or if you don't choose to qualify, there is an "auto qualify" mode that matches your car up for you without having to qualify. Competitions may range to a great variety of cars. Here are examples of hypothetical drag race series:

* Muscle Car Drags
* Drag Race of Normal Aspiration Sports
* Drag Race of Turbo Sports
* American Car Drags (not necessarily muscle cars)
* Japanese Car Drags: Compact Class
* Japanese Car Drags: Sports Car Class
* Pro-Street Drags (Production Cars only)
* Pure Drag Cars (purpose-built drag cars only)
* Gran Turismo International Drag Championship <<< unlikely, but would be cool
* 0-1000m World Challenge

All of these are campaigned on 1/4 mile drag strips. I am unaware of any European drag racing except the FIA Drag Racing Championship. Same goes for any Australian drag racing.


(2) Top Speed. This is inspired by "Need for Speed: Pro Street." The goal of Top Speed is to have the fastest ET of any competitor. If you lose any round of competition, don't worry. All competitors get three passes to come up with the fastest-possible ET. Prizes will be rewarded from fastest ET to slowest ET. Remember- it's not about getting to the line first. It's about having the best ET among everyone else for three passes. This mode requires (at least I think so) Manual Transmission. I think even if you have things set for Automatic, you still need to run Manual. In addition, getting a good launch off the line also plays a role in how fast you go. DON'T RED LIGHT! Your pass will be automatically disqualified if you do so!
Competition can take place mostly on 1/4 miles. However, 1/2 mile competitions are still possible.



Power and Speed should be more than just a way to test your car. If PD ever (finally) implements proper drag racing, Power and Speed should be for all drag racing competition. The expansion involves proper drag racing and other high speed comptitions. I'm even thinking of having "Like the Wind" as an event exclusively for this mode rather than an offical GT race. Maybe divide "Like the Wind" for various kinds of cars.





That's that. More ideas to come. All of these ideas will come together to make an expanded view of my own map for GT5's GT Mode items.
 
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I'm using to clarify an earlier point. I mentioned GT1's stat sheet on cars to be much more detailed. The following is a demonstration. My example car is the 1996 Toyota Castrol Supra GT.



--- Extra: Spec Comparison ---

Gran Turismo 1 Spec Sheet for Castrol Supra GT

Length - 179 in.
Width - 75 in.
Height - 50 in.
Tread F. - 64 in.
Tread R. - 64 in.
Wheelbase - 100 in.
Curb Weight - 2535 lbs.
Power - 655 hp / 6800 rpm
Torque - 512.0 lb.ft / 6800 rpm
Front Suspension - Double Wishbone
Rear Suspension - Double Wishbone
Front Tire - 285/40 18
Rear Tire - 333/40 18
Displacement - 130 cu.in <<< or 2130 cc rounded to the nearest whole number
Engine Type - DOHC L4
Aspiration - Turbo




It's a proper stat sheet on cars. Now let's look at the same car with GT2's stat sheet...

Gran Turismo 2 Spec Sheet for the Castrol Supra GT

Length (mm) - 4565 mm
Width (mm) - 1920 mm
Height (mm) - 1275 mm
Weight (lbs.) - 2535 lbs.
Displacement - ----
Drivetrain - FR
Engine Type - I6 DOHC
Max Horsepower (rpm) - 685 hp / 6000 rpm
Max Torque (rpm) - 674.1 lb-ft / 4000 rpm



I guess PD had different stats on the same car. So what makes the two different? GT1 went as far as to mention tire treads, wheelbase, suspension type, and tire sizes. GT1 didn't mention drivetrain, however. Something like this would make for crazy stats on cars. Could you imagine if PD had this many stats on every eventual car in GT5 and then some?

That's a point I just wanted to bring across. I'll share more ideas in future posts.
 
Before i get into the subject, let me jut say that you should save this John. Save it and try to get it to PD. Those are real, cncrete ideas to improve our game.

I also have dozens of things i would like to see in the game, and i know that only a small portion of them will be included in the end. Just too much stuff.

Unfortunately, i don't have a lot of time today, but i'll post the essence: GT hasn't changed since it's original instalment in 1998. The modes are almost the same, the structure is the same, and only a couple of elements were added.

Look at tuning: ever since the first GT is the same Weight reduction 1-2-3, Turbo-1-2-3-4, port polish... things don't change. Not that they don't exist, but i would like to see them breaking that model and thinking outside the box. It doesn't have to be a pre-set "GT way" for everything. I believe that's the reason why things like stickers and swapping engines haven't made it to the game yet.

Now, when they say that every part is modeled in GT5, and that they want to include more elements, that leaves me hopeful for some in depth changes.

On the same subject, the championship tree is pretty much bare bones. Adding a couple of real series would do wonders for the game. Toca proved that is possible, with BTCC and DTM licenses. I just don't think those "GT all stars" and such are all they can do.

I will also try to put togheter some more articulated thoughts about the mode.

👍 for the thread.
 
Thanks for the love, fasj6418. You mentioned the championship structure. I made a thread on the Gran Turismo World Championship in this forum. Find that thread and feel free to chat away.
 
OK, finnaly i had time to read through the most important aspects of the thread, and i have to be careful not to mix up my thoughts about GT mode with the championship structure.

Before anything, i think i need a disclaimer, stating that i truly love the series and it's the main reason why i bought a PS3.

However, i'm a little tired with the whole structure of the GT mode. It's basically the same game ever since GT1, only improving physics and graphics.

But what is supposed to change, since racing will always be racing? Well, it's a shame that our requestes often get overlooked, since PD is so distant from our dialogue. There's a lot of gripes and ideas that we've had snce GT1 came out that still need to be stated.

The tuning shop was great for GT1, but never evolved. Actually, if you factor in + changing oil, + wheels and wings - racing modifications, i would say that the tuning/maintenance options are worst right now compared to the original game.

Would be fine if they had included everything in 1998, but since this is not the case, the point is valid. If you can do it on real life, you should be able to do it on GT. That should be the mantra now that hardware limitations are not an obstacle.

We should be able to swap engines, change spoilers and egg. Racing modification needs to come back, and more in depth than it was. People keep reminding of Forza 2, and i believe it's a good example. Also, "turbo stage 1, stage 2, stage 3..." that's not really a realistic approach to tuning. I mean, what does that actually mean? It's a fantasy representation of a Turbo kit, which consists of multiple parts and settings. Would be better to demonstrate the difference by saying "turbo pressure 1,6 bar, 2,5 and so on". Tuning needs to be as realistic as the car modeling and physics engine.

Lets say damage is indee in the final GT5. Just like Need For Speed high stakes did it 9 years ago, you should pay a fee after each race to cover up for the damage caused in different parts of your vehicle. You should have consequences for equipping a stage 4 turbo on a car. That engine will not last forever, and mechanichal damage MUST BE on the game. New tires, shocks that need to be replaced... those things shouls play a part on GT mode.

We do expect dynamic wheather and damage, but more than anything, i hope they re-invent GT mode, giving you more in depth options on how to realistic tune you car.

A couple of notes regarding other aspects...

Yes, i like the idea of putting your name and nationality at the start up. I love the USA, but i think it's kind of dumb to see my name in the GT5 Prologue rankings next to the american flag, just because it's my PSN account. I should be able to choose my country in-game, just like you can on Dirt, Grid and many other games.

The human aspect... i remember watching Kaz talk about how they would like to implement a "human" on the game. GT is all about cars, but it's funny that you are a nobody, your driver has no name, never shows up and has no real participation on the game. Will the human aspect detract anything from the car culture experience? I don't think so, cars and drivers can co-exist in the next game.

I'm all for the comprehensive car specs sheet and stat tracking of the game. When you select a car, you should be able to see its history, maybe a short clip a la Need For Speed 1, things that would remind you of a virtual 3D brochure. Also, stat tracking should not be disregarded. Besides the mileage, it would be cool to see things like wins and losses with each car, max speed, number of crashes, amount spend, stuff like that. Everybody loves a little stat.

It's the PS3, home, game 3.0 and all that revolutionary talk. Why isn't the GT city in 3D? A fast icon system is good to have, but you could use physical representations of car dealers, tuning shops and the likes. I saw something similar in the menus of Nascar 09 and i started to think on what could be achieved with the right ideas.


Ok, now onto find the thread about the championship structure...
 
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