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

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The used car lists are not changed in any major way, but bear in mind that in GT2 they're different for each game region, so check that the guide you're looking at is for the same version that you're playing.

The minor changes made to the used car lists are things like replacing certain removed colours for cars (e.g. all red R31 Skyline GTS-Rs become blue), adding in the R33 Skyline GTS25, and handling the region-specific cars that are now available everywhere, for example having both the S14 Silvia and 200SX available, or the Z32 Fairlady Z and 300ZX. The region-specific stuff in particular gets a bit complicated, the Toyota 2000GT had two identical versions with both listed in the used car lists but only one showing up per region, so it may show up in slightly different places in the US version now as it's unified to use the JP / PAL version of the car. Generally though the goal is that no cars are removed, they just may be in a different colour.
Hi!

I see, I forgot to mention the region I'm playing is the NTSC-U 1.2.

I reckon that the wiki, as far as I can see, doesn't specify that much the region it's been presented. However, when I checked the other one, the one in airsoft, it's still presenting some differences (models, not talking about the colors).

Anyways, I'll see how the differences pan out with the passing cycles. Hopefully more people check and chime in with their findings.

Thanks!
 
However, when I checked the other one, the one in airsoft, it's still presenting some differences (models, not talking about the colors).

Anyways, I'll see how the differences pan out with the passing cycles. Hopefully more people check and chime in with their findings.

If you spot any specific differences, just let me know and I can check if they're intentional or not. The used car list is particularly complicated to maintain since there's so much data in it.
 
If you spot any specific differences, just let me know and I can check if they're intentional or not. The used car list is particularly complicated to maintain since there's so much data in it.
Of course, will do!

I wanted to ask you one more thing if you don't mind, did you post somewhere the complete car list with the adjustments made by your mod? Because I was planning on creating one myself, using the original one as a base, but I wanted to check if it had been done already so I didn't do the job in vain.

Thanks!
 
I wanted to ask you one more thing if you don't mind, did you post somewhere the complete car list with the adjustments made by your mod? Because I was planning on creating one myself, using the original one as a base, but I wanted to check if it had been done already so I didn't do the job in vain.

I haven't, no - it's generally just the original car list with the additions in the change log, however a lot of the Japanese car names are corrected too. If you want a head start, the .carinfo files in GT2.VOL contain a list of all of the car names, and can be converted to readable text with GT2CarInfoEditorCSV.
 
I haven't, no - it's generally just the original car list with the additions in the change log, however a lot of the Japanese car names are corrected too. If you want a head start, the .carinfo files in GT2.VOL contain a list of all of the car names, and can be converted to readable text with GT2CarInfoEditorCSV.
That's awesome! I'll see if I can do that and I'll post the list here.

Thanks!
 
Good evening! I believe I may have found some kind of bug in the Super Touring Trophy event rewards. I noticed that the chances of winning a prize car are listed as 33%, but across multiple attempts in the five races, I only ever receive the TRD3000GT, no other cars appear as rewards. Could you check if this is indeed a flaw in the mod? I appreciate it!
 

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There is no flaw that's just how chance works sometimes.

To elaborate a little further, each event in Gran Turismo 2 can have up to 4 prize cars assigned to it and it'll just pick one of those at random if the event has more then one prize car, there wouldn't be a flaw to this system unless every prize car was deleted from the string save the 3000GT which obviously hasn't occurred because I don't think Plus touches prize cars outside of adding some to events that didn't have them originally.

I got all 3 from the event no problem in my playthrough, as I said that's just chance unfortunately.
 
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I noticed that the chances of winning a prize car are listed as 33%, but across multiple attempts in the five races, I only ever receive the TRD3000GT, no other cars appear as rewards. Could you check if this is indeed a flaw in the mod?

As per the post above, yeah, this is just random prizes in action. The mod doesn't touch the prize cars for those events or the randomisation, and the original game can also give out the same car five times in a row (something like a 1 in 250 chance).

It's a big reason why random prize cars aren't good game design, players can completely miss out on prizes and never know about it. However, that's the way Polyphony designed it, so I don't currently plan on changing it, frustrating as it can be.
 
It's a big reason why random prize cars aren't good game design, players can completely miss out on prizes and never know about it.
You ain't kidding. I can remember as a kid I spent so much time playing through the entire game in hopes of winning the Ford GT-90, only to be floored when I didn't get it despite doing everything I could outside of golding all license tests. At the time, I was completely unaware that it had randomized prize cars, and for a long time, I had no clue how to get that car. It wasn't until some later that I learned it could be earned from an endurance race, which I had already done, and I finally got it. Cool as it may have been to finally have it in my garage, I was not a fan of having to do an endurance race over again just to get it.
 
I agree. Randomized prize cars for small races are not too bad as long as they don't keep spamming the same prize cars over and over again, but endurance races? Heck no!
 
Good evening! I believe I may have found some kind of bug in the Super Touring Trophy event rewards. I noticed that the chances of winning a prize car are listed as 33%, but across multiple attempts in the five races, I only ever receive the TRD3000GT, no other cars appear as rewards. Could you check if this is indeed a flaw in the mod? I appreciate it!
I was playing GT2 in May of 2000. Downloaded a prize car list off GTF and printed it at the library. You better believe that the 33% chance of winning the HKS R33 at Tuned Turbo Cup 2 that seemed like it would be faster to use to grind credits than playing GT All Stars 3 and selling the Speed 12 ended up actually being "Nismo 400R" "Nismo 400R" "Nismo 400R" "Nismo 400R" "Mine's Skyline R33 GT-R" "Nismo 400R" "Mine's Skyline R33 GT-R" "Nismo 400R" "Mine's Skyline R33 GT-R" "Nissan R33 Drag GT-R" on more than one occasion.
 
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Good evening! Is it possible to adjust tire wear according to their compound? Because I don't see any difference in wear between Hard and Super Soft tires… they seem purely cosmetic, while there is some difference in handling.
 
Good evening! Is it possible to adjust tire wear according to their compound? Because I don't see any difference in wear between Hard and Super Soft tires… they seem purely cosmetic, while there is some difference in handling.

As far as I'm aware the tyre wear rate is not configurable, and it's intentionally set up with either the same or a very similar wear rate for all tyre types.
 
As far as I'm aware the tyre wear rate is not configurable, and it's intentionally set up with either the same or a very similar wear rate for all tyre types.
Is there a possibility that you could perform this check, or at least add it to a low-priority list?
 
Hello everyone. I don't know if this has been mentioned before, but is it possible that the '95 Acura Integra Type-R is significantly faster than the '98 version with full turbo tuning, as well as faster than similar Honda cars?

And aah... If you can answer, will we get a new version by the end of this year? Thanks!
 
Hello everyone. I don't know if this has been mentioned before, but is it possible that the '95 Acura Integra Type-R is significantly faster than the '98 version with full turbo tuning, as well as faster than similar Honda cars?

And aah... If you can answer, will we get a new version by the end of this year? Thanks!

I'll answer the second part first: I'm not sure, I've been uncovering dozens upon dozens of new things that need to be fixed, so the to-do list is getting longer.

As for the '95 Acura Type R, that's one of those things - no such car exists, it's partly a '95 GS-R, partly a '95 Honda, and a mess in general. It'll be getting adjusted to a first year '97 Type R, with a new engine, new wheels, new weight, and probably new bumpers too, so I'll have a look at the turbo kits as well while I'm doing it.
 
Hello!
Thank you very much for this amazing mod. I just wanted to ask—has this mod been tested on real hardware? Has anyone tried burning it to a disc or playing it through XStation or something similar?
Thanks!


I find my answer to : Frequently asked questions (FAQ). Thanks again
 
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So, one of the reasons I've not posted much about work in progress for a while is that a lot of it has been hard to illustrate. The prime example is, well, this post below from quite a while ago:

I think the issue with the MR2 and Vantage is that their redline and max RPM are set to the same value, so the game stretches the curve another 500rpm and thus the peak power is too high. I'll probably just dump a list of all cars with the same dodgy setting and go through them all at some point.

The best way to show this issue is with some power / torque curve graphs, because it gets fun. Warning: lots of graphs ahead!

A normal torque curve looks like this, from the Megane:

frmgn.png


The purple line is the power, the blue line is the torque (multiplied by 10), the horizontal green line shows the peak power (147ps), the vertical red line is the engine redline (6500rpm), and the end of the graph is the rev limiter (7000rpm).

However, some cars in GT2 have the redline and max RPM set to the same value, for example the New Beetle, which should have a curve that looks like this:

gvnbn-expected.png


Unfortunately, what the game actually does is increase the max RPM by 500 and duplicate the last torque curve point to fill in the gap. As a result, the Beetle's curve really looks like this:

gvnbn.png


Instead of the correct 115ps @ 5000rpm, the peak is now 117ps @ 6500rpm, so the power ends up increasing again after the redline.

As planned, I wrote a bit of code to list every car affected by this, and... there are over a hundred of them. There also wasn't a one-size-fits-all fix, each car had its own specific solution depending on how it was affected.

For the Beetle, it was fortunately simple - just add a real point to the torque curve at 6500rpm, and set it to something sensible to continue a smooth curve down:

gvnbn-fixed.png


The MGF on the other hand was even simpler - indicated redline should actually be 7000, so I could just reduce the redline and leave the torque curve intact. Before and after:

bmmgn.png

bmmgn-fixed.png


The Audi TT was one of several cars that weren't noticeably affected as the power spike was lower than the real peak power. However, the power dropped off so unrealistically and dramatically before redline that it harmed performance with auto gears, so instead of changing the spike I smoothed out the drop instead:

gattn.png

gattn-fixed.png


This issue actually hadn't gone unnoticed by Polyphony either. The Ford Focus Ghia makes less torque than advertised, which it turns out seems to have been done to scale the max power down to the advertised 130ps. Whoever set the car up must have noticed the incorrect power but not been aware of the game engine messing with the curve, so reduced torque until they got the right power number to show up in the game. The fix here was to add a real point at 7000rpm, then scale the entire curve up until the peak torque was correct, at which point the car made the correct 130ps again:

effgn.png

effgn-fixed.png


Some cars were especially badly affected, the Viper GTS shows up in the garage as a 470ps car, but in fact is only really making 440ps before redline and so isn't as fast as would be expected from the displayed figures. For this one I reworked the top end of the curve entirely to hit the real car's quoted 450bhp (454ps). The expected curve, the actual curve, and the revised curve:

dvpgn-expected.png

dvpgn.png

dvpgn-fixed.png


Just to show how it appears in the game, here's the Viper's original curve:

dvpgn-game.png


Notice that peak power is listed as being at 6000rpm, when the chart itself ends at 5500rpm. The game only graphs the points listed in the data, while the power calculation includes the imaginary extra point added to handle the max RPM increase. It's also quite noticeable that the graph is below 450ps despite the peak power showing as 470ps.

After adding a real point at 6000rpm, it shows up on the graph and the peak power RPM shows the intended 5000rpm:

dvpgn-fixed-game.png


Unfortunately, things hadn't finished snowballing at this point. I went to fix the '69 Camaro Z/28 and found that it actually has a torquey and low-revving '69 SS 350 engine in it instead of the peaky and revvy Z/28 race homologation engine. I then noticed it had a Mustang transmission in it instead of a Chevy, and realised that I really needed to dump all of the fact-checkable data into a spreadsheet and audit it, like I did for GT1+.

That spreadsheet has been an ongoing project for quite some time now, poring through scans of old brochures and other sources trying to verify values and finding pages and pages of new things to fix. Here's just a tiny snippet of a few rows for fun:

audit.png


As things stand, I've fixed the torque curve and/or redline for all of the 100+ cars affected by the max RPM issue, but I probably won't make a real start on all of the other stuff I'm finding until I've researched at least most of it.

Just as a sample of the bizarre stuff coming up from one manufacturer alone... the Ford RS200 has an Evo V RS transmission in it, the Escort WRC has the listed dimensions of the entirely unrelated US-market Escort LX, the Taurus has a Toyota Chaser auto, the '99 Mustang GT has the basic 16" tyre sizes but is modelled with 17" wheels... and so on. I'm actually planning to reformat the changelogs to make them more readable due to the amount of changes to come.
 
GT2 (and GT1) use hard coded values for all is the tuning parts (rather than a performance multiplier like GT3 - > GT6), so have you had to tackle adjustments for all of those too?

:scared:
 
It's a tremendous amount of work. I'm afraid to ask how many hours/months it takes, considering that you have another project and a real life.

Yeah, it's just something that I fit in here and there when I have time - a spare ten minutes is enough to fact check the basics for a car usually. What's more time-consuming is when the numbers don't match, and I need to figure out why they're wrong or where Polyphony's data came from. Sometimes it's as simple as someone accidentally skipping from one column to the next in a table of data in a specific brochure, or sometimes their numbers actually match a particular obscure source. I want to avoid changing anything that genuinely appeared in the reference materials they were using, and just tackle mistakes.

GT2 (and GT1) use hard coded values for all is the tuning parts (rather than a performance multiplier like GT3 - > GT6), so have you had to tackle adjustments for all of those too?

They're all torque multipliers in GT2 too, so it's not a problem. For the most part, any cars noticeably affected by the redline issue are really just showing the wrong peak power figure, so the actual performance doesn't change. For cars like the Viper, it's going to look like it has a bit less power fully upgraded but will actually be slightly faster, which is enough of a balance for me.
 
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