Post any oddities you've noticed in GT 2

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On Autumn Ring's last corners there sometimes is and sometimes is not a spectators stands. 2 different races pictured


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On Autumn Ring's last corners there sometimes is and sometimes is not a spectators stands. 2 different races pictured
Event Generator and manufacturer races sometimes pick the 2P version of Autumn Ring, which has several props like stands and signs removed to improve performance.
 
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Reason is unknown, but presumed to be because of an error in the track pick. 2P Autumn Ring is the default track as it is the first in the track folder hierarchy.
 
The game was rushed, that would explain these small missteps :)
 
Also between JP 1.0 & US 1.0, they added a Camaro Z28 as a potential opponent to the Tahiti Maze Dirt Event where you race the 206. Seems they were trying to add a second 206 Rally Car entry for the other colour livery and ended up putting the wrong car id (since that's what it was changed to for subsequent releases). I can't get it to appear though, no matter how many times I exit and restart the race.
I may have cracked that case: the Camaro is what you normally face in the Seattle Circuit endurance. The reason why it appears in Tahiti Maze in US v1.0 is that it's affected by the "shifted by one" mistake that also gets the Vector M12 LM, Citroën Xantia and others in the wrong races. It is the last car on the JP opponent list, and is followed by the Exxon 206 on the US list.

That is also the true reason why the ghost in that dirt event just kisses the wall in v1.0: it's essentially a Camaro trying to be a 206, which evidently goes wrong. Replacing the opponent parameter files allows it to finish the course.

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Nearly four years since the last message, wow. Anyway, here's an oddity I don't think anyone here ever noticed or questioned...

Circle track and Super License tests use a slightly different HUD where the "Lap Time" is placed a bit lower on screen than usual. This is how it looks like normally:
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And this is how it looks like during circle track and Super License tests:
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But why would the Lap Time placement differ at all? Well, the reason for it is that this alternate HUD contained a lap counter in early/pre-retail versions of the game and devs just removed it without reclaiming the now empty space...
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While browsing Facebook, one of the pages I follow published this article from a 1998 Japanese car magazine where the 400R Preceding Model is mentioned. The name itself in Gran Turismo 2 is not incorrect, It could indicate a road-going Nissan Skyline GT-R (R33) model that uses components from the 400R but with slightly updated tuning that emphasizes torque.

“The power output is the same as the original 400R, 400 PS, but the tuning favors torque in the engine's usable zone. Throttle response is also excellent.”

"The NISMO 400R Preceding Model is a base car designed to further develop the components that were fitted to the 400R. In the near future, we too will be able to get our hands on these components.

The engine is a 2.8-liter; tuning focuses primarily on the intake and exhaust systems and the suspension.

In any case, the torque is simply incredible! Up to about 3,000 rpm, the response seems slightly restrained, but even then, the sensation of torque is there.

The real peak comes between 5,000 and 7,000 rpm: it feels like an enormous force is propelling you forward. And before you know it, the speed has already increased dramatically.

The steering also has a remarkable feel: it's full-bodied, consistent, and quite heavy, and it feels good even when going slowly.

Comfort is also good, without the sudden vertical jolts typical of an overly stiff setup. As you increase speed and apply plenty of steering angle, the The tires don't seem to be dragging or squeezing: the car just keeps turning very naturally.

The ATTESA E-TS's calibration tends to transfer torque to the front wheels early and, combined with the rear Active LSD—the car is based on the V-Spec, after all—produces a slight understeer sensation when entering corners.

For this reason, in medium-speed corners, you end up using a little more steering and feel more initial body roll.

From this perspective, the Autech Version, with the standard E-TS and a mechanical LSD, feels more natural and easier to drive when attacking.

The latter's engine, rather than focusing primarily on the sensation of torque, emphasizes its responsiveness and liveliness: its characteristic is a gentle and sharp rev increase starting at around 4000 rpm."

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While browsing Facebook, one of the pages I follow published this article from a 1998 Japanese car magazine where the 400R Preceding Model is mentioned. The name itself in Gran Turismo 2 is not incorrect, It could indicate a road-going Nissan Skyline GT-R (R33) model that uses components from the 400R but with slightly updated tuning that emphasizes torque.

Interesting to see a mention of it with that exact wording - the name in GT2 is still incorrect as it's not spelled right, but I at least always assumed it was just a very Japanese way to say 'prototype'.

The car shown there is the 400R prototype (as far as I'm aware the only one repainted in Porsche Speed Yellow), so it's probably not a separate model and literally just what it implies - a model that preceded the production 400R, and was used to develop the parts used.

It's also a handy article to fact check exactly what sort of diff the two cars were using - a lot of technical information on the Autech Nismo is either vague or contradicts other sources so it's nice to have some detail.
 
Something that @MMRivit discovered recently - Arcade mode has a bit of adaptive difficulty similar to the Kids Prize in license tests, whereby winning on Normal difficulty five times at a single course will count as winning on Hard. It seemed too weird to be true, but there's actually a bit of code explicitly and deliberately doing it when the completion is updated post-race.

Basically, if the player has just won on Normal difficulty, and has never won on Hard at that circuit, a counter for that circuit is updated. When that reaches 5, the Hard difficulty completion flag is set as well as Normal. It's also kept in the save data so should work across sessions.
 
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