[Mod] Gran Turismo 2 plus (bug fixes, restored content and new content) - beta 7 released

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You have to also sell the license prize cars and waste the ~Cr. 1,300,000 you get from them to truly softlock yourself but yeah, the game does not stop you from selling your last car.
Does the Gran Turismo 2 Plus Beta 6.1 Arcade mode worked if i load the game from GT2+ Beta7 Simulation Mode? And Will the Cars glitched out on Arcade mode 6.1 or not?
 
Does the Gran Turismo 2 Plus Beta 6.1 Arcade mode worked if i load the game from GT2+ Beta7 Simulation Mode? And Will the Cars glitched out on Arcade mode 6.1 or not?

Saves from different versions of the mod are not compatible and will not be recognised by the game.

The FAQ in the first post already addresses this, so it's worth reading it before posting questions.
 
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Thanks for the reminder, I've been meaning to post a general status update, although it's mostly been research so there's not a ton to show. I'm still going through all of the stats and paint colours for every car where I can find a reliable source, and figuring out specifically which year or month of production they're supposed to represent and what's right or wrong about them. I've got a large portion of the stats done now and a decent number of paint colours - I'm not too bothered about the colours that aren't quite the right shade but there are some cars with entirely the wrong set of options.

For example, the colours on the XJ220 were copied from the XJ and stayed that way right through GT6, but the real thing only had five options, all named after racetracks:
xj220colours.png


The 1998 Elise 135 in GT2 has a copy of the base model Elise colours, and the physics are a combination of things like the base model transmission and the 1999 111S weight. The real thing was a limited edition only available in one special colour, with a close-ratio gearbox and less weight than the later car:
elise135.png


Other cars have had accuracy overhauls of their stats too - the Fiat 500R had the 23ps Fiat 126 engine instead of the 18ps 500R version of that engine with a smaller carb, and a mangled version of the already broken Honda Z Turbo transmission which was geared much longer than it should be. With 18ps it's a few seconds slower in a 1000m drag than the original game, but with more low-end torque and gearing short enough that it's in 4th rather than 3rd at the end of the straight it's actually pretty decent to drive. I still need to work on its colours, it should only have five but two of them will need to be made from scratch:
500rengine.png

500rgears.png


One more example of a car with a significant physics fix - the Shelby Series 1 had gearing that was triply broken. First of all, it was set up to use a Corvette ZR-1 ZF transmission, except Polyphony mistakenly put the Camaro's Borg-Warner T56 ratios in the ZR-1 so the Shelby inherited those. Secondly, the ZF box in the ZR-1 is not the same as that in the real Series 1 - the C4 Corvette has a conventional transmission mounted to the back of the engine whereas the Series 1 uses a transaxle in the back of the car like the C5 Corvette onwards. It turns out that the correct box is an RBT RBT-6, a 90s derivative of the 70s ZF 5DS-25 modified to add a 6th gear. Finally, the final drive ratio was broken too. The brochure says 'ZF transmission' and '3.12 overall gear ratio', but what it actually means is a ZF-style transmission and a combined ratio of 3.12 with 6th gear and the final drive ratio multiplied together.

Long story short, with the right transmission 6th gear is as short as 5th used to be, and the final drive has dropped from 3.12 to 4.22, meaning that instead of being geared like a Viper and one of the longest in the game, it's now got short and snappy ratios that keep it in the powerband and make it feel like the agile sportscar it should be. Instead of 4th gear being longer than any straight in the game, all six are now useful:
series1gears.png


I have pages and pages more of this stuff researched, including some that I haven't decided how to resolve yet. For example, Polyphony seem to have missed that the 1800cc Eunos Roadster was revised into the Series 2 in 1995, with different specs. The Eunos Roadster '93 and its variants in GT2 are largely '95 Series 2 models, but with some '93 and '94 colours mixed in with the full set of '95 options. In beta 7 the specs are 'fixed' to '93 values, but after finding all of this out the correct change is probably to set the model year to '95 instead... and then figure out how to handle the '93 and '94 special edition colours.

Sometimes what looks like a mistake turns out to be correct too. A 1995 Cappuccino is listed as 690kg, not the 700kg in GT2. However, GT2 has it equipped with a limited-slip diff, which only came in an options package that added ABS and an airbag, and thus 10kg extra weight. They clearly paid attention to the small print in the brochure on that one, which is a big contrast between how easily their researchers read Japanese-language brochures and their apparent oversights with foreign English-language brochures, where written details have sometimes been missed. For instance, the Jaguar XJ Sport and XJR in GT2 have every paint colour shown in the brochure and not just those listed as 'for XJ Sport and XJR'.

Anyway, lots more of that to come, alongside stuff already long since shown like the '97 Vipers. There will be some other niceties too, but I don't want to put out an 8.0 release with the Vipers and some stat fixes then a 9, 10, 11 etc with just other tiny fixes and break savegames every time, so while it may take a while I want to get a serious number of corrections into the next version.
 
I'm just gonna throw that out there, but Pike's Peak is 100% asphalt nowadays, but 2011 still had a Suzuki SX4 go up it~ So it's basically a "standard" hillclimb now, therefore, by proxy, the Escudo is suited for asphalt races as well, in a way~

@Gamerjman19 The name should be corrected in Pez's mod, and I agree for the color... in a way. I find that orange to be pretty ugly, so I wouldn't mind to keep the car bronze :p
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Racing in the good old S14 Silvia LM at SSR5 on the alltime classic, Gran Turismo 2 Plus.
 
Remember the original version of Gran Turismo 2 especially the infamous Machine Test Garage Corruption bug and Vector M12 LM appearing on Trial Mountain 30 Lap race before? 🤔

All of those are already fixed in GT2+ as it's based on the later builds of the game, and some of them were specific to the first couple of weeks of sales in one region only.
 
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Is it possible to increase engine power in Skyline GT-R Autech Ver. Tuned by NISMO up to 380 hp as indicated in the description? I know that this can be done manually with a couple of improvements.
 
Is it possible to increase engine power in Skyline GT-R Autech Ver. Tuned by NISMO up to 380 hp as indicated in the description? I know that this can be done manually with a couple of improvements.

It's possible, but it's very deliberately got a stock R33 GT-R torque curve with a raised rev limit, and I'd need to figure out why Polyphony made it that way. It could be that Nismo claimed a potential 380ps for the car at the motor show where it debuted but it never actually had those modifications fitted and was purely a cosmetic job. There are photos of the engine bay, but all they show is a Nismo air filter and oil cap, which doesn't prove anything one way or another.

I'm being deliberately very conservative when it comes to changes like that as I have an update to post at some point about how some things that were obvious mistakes on Polyphony's part have turned out to actually be correct somehow.
 
Congrats for the mod pez2k!
Could you also fix culling for the RX-7 GT-C and the racing modification version of Vectra GSi 2.5 V6 and Astra SRi 2.0i 16V? That's the Ntsc version of the game BTW
Gran Turismo 2 (Simulation Mode) 2026-06-14-15-24-51.webp
Gran Turismo 2 (Simulation Mode) 2026-06-15-17-41-57.webp
Gran Turismo 2 (Simulation Mode) 2026-06-15-17-32-28.webp
 
So, I promised an update about an obvious mistake from Polyphony that turned out to be correct despite all other sources...

The Ruf BTR in GT2 is a bit weird, rather than looking like a 930 Turbo with Ruf's added spoilers, it's almost a copy of the CTR Yellowbird:
ruf-btr-gt2.png


It's also got an odd badge on it, 'CRT'?
ruf-btr-gt2-badge.png


However, some very late BTR IIIs were given CTR style bodywork, so in GT2+ I swapped the bodies for the BTR and BTR II, so that this CTR-look model was the later and more powerful car. Presumably the badge was an older version of the CTR model where they'd made a simple typo. All fixed, right?

Well, more recently I started investigating the exact specs of the Rufs in GT2, and realised that a lot of them are exact matches for cars built or sold by Ishida Engineering, the Japanese Ruf importer in the 1990s.
ishida.jpg


After ticking off most of the cars in the game as specific pre-2000 Japanese builds, I started looking at the BTR again - surely there must be at least one BTR they built in this strange spec?

Eventually, I found an archived copy of a Ruf Japan used car listing for a 'CRT (BTR)', which was quite the surprise to see. No such car seems to exist according to the internet, so I kept searching, and eventually found a Japanese shop selling full page adverts clipped from 90s magazines. Among all of their listings were a handful of Ishida Ruf ads... including two for the CRT. Carrera body, CTR bodywork, BTR 3.4 turbo engine, seemingly a Japan-only car.

So, some time and money later, here are scans of Ishida's magazine photos of the 'Ruf CRT 3.4', the exact car depicted as the BTR in GT2:
ruf-crt34-front.jpg

ruf-crt34-rear.jpg


Looks like I'll be reverting my change in the mod and renaming the car to the CRT 3.4 to match the real thing, which will hopefully shine a bit of light on this completely forgotten model. Polyphony were right, they'd just either seen this advert or encountered the car in person at Ruf Japan.

As a nice footnote, it turns out the CRT 3.4 pictured still exists in real life, and is being cared for and driven like it ought to be.


Could you also fix culling for the RX-7 GT-C and the racing modification version of Vectra GSi 2.5 V6 and Astra SRi 2.0i 16V?

There are a lot of little model issues like this and they're not necessarily easy to fix, so no promises.
 
I've been playing the current build lately. With the newly-added prize car,
the Subaru Impreza one-make race
has become a pretty good money-maker in the early-ish game. And since the track is random, it won't get old too fast.

It's nice to have a new diversion, especially since the one-make races tend to have pretty lousy payouts.

Incidentally, when new races are added to the game, such as that Peugeot 206 race, is the change in completion percentage automatically accounted for? Or did more work have to be done to make everything add up right? I'm not saying you should do it, but I'm looking at that empty third slot in the Italian Nationals, and it feels like a perfect place to give the Rome Night track a permanent home.
 
Incidentally, when new races are added to the game, such as that Peugeot 206 race, is the change in completion percentage automatically accounted for? Or did more work have to be done to make everything add up right? I'm not saying you should do it, but I'm looking at that empty third slot in the Italian Nationals, and it feels like a perfect place to give the Rome Night track a permanent home.
I would love that too!! I won't force you but it'd be nice!
 
Incidentally, when new races are added to the game, such as that Peugeot 206 race, is the change in completion percentage automatically accounted for? Or did more work have to be done to make everything add up right? I'm not saying you should do it, but I'm looking at that empty third slot in the Italian Nationals, and it feels like a perfect place to give the Rome Night track a permanent home.

There's a hardcoded value which is the maximum number of events that the player can complete, which is used to calculate the percentage of how many they've actually completed. The 206 manufacturer races change has to add 2 to that value so that completing them both results in 100% and not higher. The classic bug with the early US version where only 98.2% completion was possible was because that value was wrong, it included the inaccessible Vauxhall and 206 races in its count. Similarly, being able to reach over 100% in PAL by changing language and doing both Vauxhall and Opel races was the same thing - with a cheat to access the 206 races too you can even get to something like 103 or 104% completion.

It's not going to be possible to add a third Italian Nationals race as there is a specific maximum number of events, as the area of memory that records the race results is set up to hold that exact number of results. That is copied directly in and out of the save file when saving and loading, so to change it would involve major, major work in a lot of different places, as well as affecting the location of everything after it in memory and in the save. That maximum number of events is the exact number of events in the game, including the inaccessible 206 races, with no leeway. Any custom events therefore have to replace existing events, which I have no plans to do.

Also, from a game design angle, there isn't another performance tier of Italian cars in GT2 above the Alfas and Integrales in race 2, unlike for example the German Nationals where it can step up from 6-cylinder coupes and turbo hatchbacks to Ruf and AMG. It's also why the French Nationals doesn't have a third race either, race 2 already has the Clio V6 concept and the Venturi 300 (in vanilla where it's the 210hp N/A car) so race 3 would only have the 400GT as a potential higher tier.
 
On the RUF thing, this Japanese webpage mentioned the "THR" (Turbo H RUF) alluded in the RUF RCT description text, as well as the CRT/BTR3.4.
My car is called an RCTevo...
It's a semi-complete car from RUF 😊
The RCT, a 964 conversion, was a hit, and then RUF released a 993 conversion called the THR, which they called the TurboR in their home country, but it's just TR.
I heard that this is an abbreviation for "Turbo H Ruf," where H is the 8th in ABC = RUF's 8th turbo car, but is it as follows!?
"930: CTR and BTR, 964: BR, BTR and RCT, 993: BTR, CTR and THR"

Among these, the CTR and THR are twin-turbo cars (and subsequent water-cooled cars as well) 🐌🐌
Single-turbo cars other than my RCT are BTR/BR 🐌
Especially complete cars...
I'd like to look at the BTR/BR and RCT... However, unlike Porsche, there's no documentation... or maybe they just don't have it? (Hook also supposedly disposed of old documents 😢)

And above all, since the original car was a one-off, the figures vary from car to car.
For example, the official performance figures for my EVO are as follows: "0-100km: approx. 3.9 sec, 0-200km: approx. 12.9 sec, top speed: 320km/h" (RTC website)
This will vary greatly depending on the car's weight, tires, and most importantly, the transmission (gears)!

<930>
(1977-)
  • BTR "NATO" PROTO = Experimental car (~final specification 374ps)
(1978)
  • BTR (3.3 turbo body only) 330ps, 5-speed; not imported to Japan
  • (1983-) Arrived in Japan with the founding of Ishida Engineering!
  • BTR I (3.4) 374ps, 49kg, compression ratio 7.0, 0.85 bar, 280k/h (magazine test 297k/h)
    • II and III below were released much later (90s) as 930 conversions, so were there complete cars as well?
    • At the time, there was also a description of 425ps with a boost controller included at 1-1.1 bar?
  • BTRⅡ (3.4) 400ps, K-Jetronic, larger diameter turbine
  • BTRⅢ (3.4) 408ps, Motronic, 1 bar
  • CRT (BTR3.4 Carrera body) 408ps, over 300k/h
<964>
(1991)
  • BR2/4 (3.3) 360ps, 48.5kg, compression ratio 7.0, 0.85 bar, KE-Jetronic, BR2 = 26.8 million yen
  • Same conversion kit (3.3) 360ps, 49kg, compression ratio 7.0, bar - 964 Turbo
(1992)
  • BTR2/4 (3.8) 415ps, 56.0kg, compression ratio 8.5, 0.79bar, DME Motronic, also known as 965BTR
<993>
(1994)
  • BTR2/4 (3.6) 425ps, 59.2kg, compression ratio 8.5, 0.9bar, BTR2 = 27 million yen
  • Same conversion kit (3.6) 420ps, 59kg, compression ratio 8.4, base 993NA
<964 Conversion> [Blog author's] RUF! 🥰 (Base 964NA)
  • (1996) RCT (3.6) 380ps, 56.1kg, compression ratio 8.4, 0.8bar
  • (2000) RCTevo (3.6) 425ps, 58.2kg, compression ratio 9.0, 1bar
 
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On the RUF thing, this Japanese webpage mentioned the "THR" (Turbo H RUF) alluded in the RUF RCT description text, as well as the CRT/BTR3.4.

The 408ps CRT they mention is I suspect a specific dark blue W09 Ruf VIN car with a BTR III engine sold through RTC (what Ishida became) in 2006, listed as a 'BTR (CRT)'. It was described as a 1988 build and personally owned by Alois Ruf, which to me suggests that it was actually a BTR III entirely, as 1988 was the year it was introduced and they're cosmetically identical to the Japanese CRT 3.4.

I've not seen anything to suggest that the specific CRT 3.4 in the ad has anything more than the basic 374hp engine spec that Polyphony used (there are engine bay photos of it), whereas the 400hp 'Type II' may be Ishida's restoration and BTR II conversion of the Ruf NATO prototype.

THR is just the Japanese name for the Turbo R conversion kit for the 993 Turbo, it's still available through Ruf Japan.

And it would appear there does exist a RUF BRT too, as well as a RUF BRT 4.

All I've ever seen on that front are typos for BR2 and BTR4 in used car listings.
 
The 408ps CRT they mention is I suspect a specific dark blue W09 Ruf VIN car with a BTR III engine sold through RTC (what Ishida became) in 2006, listed as a 'BTR (CRT)'. It was described as a 1988 build and personally owned by Alois Ruf, which to me suggests that it was actually a BTR III entirely, as 1988 was the year it was introduced and they're cosmetically identical to the Japanese CRT 3.4.

I've not seen anything to suggest that the specific CRT 3.4 in the ad has anything more than the basic 374hp engine spec that Polyphony used (there are engine bay photos of it), whereas the 400hp 'Type II' may be Ishida's restoration and BTR II conversion of the Ruf NATO prototype.

THR is just the Japanese name for the Turbo R conversion kit for the 993 Turbo, it's still available through Ruf Japan.



All I've ever seen on that front are typos for BR2 and BTR4 in used car listings.
I think the RUF BRT does exist. Here's the evidence here.
 
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There's a hardcoded value which is the maximum number of events that the player can complete, which is used to calculate the percentage of how many they've actually completed. The 206 manufacturer races change has to add 2 to that value so that completing them both results in 100% and not higher. The classic bug with the early US version where only 98.2% completion was possible was because that value was wrong, it included the inaccessible Vauxhall and 206 races in its count. Similarly, being able to reach over 100% in PAL by changing language and doing both Vauxhall and Opel races was the same thing - with a cheat to access the 206 races too you can even get to something like 103 or 104% completion.

It's not going to be possible to add a third Italian Nationals race as there is a specific maximum number of events, as the area of memory that records the race results is set up to hold that exact number of results. That is copied directly in and out of the save file when saving and loading, so to change it would involve major, major work in a lot of different places, as well as affecting the location of everything after it in memory and in the save. That maximum number of events is the exact number of events in the game, including the inaccessible 206 races, with no leeway. Any custom events therefore have to replace existing events, which I have no plans to do.
Interesting info, thanks. I wasn't aware of the circumstances surrounding that Peugeot 206 event.
 
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An important bit of context that seems to be missing from this conversation: the 206 races were not added to the game, they're proper unused content one could access in regular unmodded copies with a GameShark code. What the mod actually does is add menu pages to the Peugeot dealership in order to restore access to them (as well as adjust the number of beaten events required for 100% completion, as previously explained by pez2k).
 
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