Things you would like to see in GT5 other than cars?

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I would like to see excess rubber (marbles) left on the track during races, less grip when you head wide, and seeing it build up in replays would add that extra little bit of realism....
 
Just thought I'd bring back my Gran Turismo 5 wishlist, which is based on a concept I had three years ago.

FOUR MODES OF PLAY
  • Arcade Mode
  • Gran Turismo Mode
  • Season Mode
  • Career Mode

OPTIONS and PRESENTATION
  • Opening Cinemas from all regions, selectable, or cycle through them.
  • Kazunori Yamauchi's concept of Gran Turismo opening like a museum, where you begin in a central chamber and explore and race through history, with cars from each era. In each racing decade, the style of user interface and music would change to suit the time period.
  • Create a profile where you define yourself/your racer, and racer home location. Have a library of portrait thumbnails, portrait editor, or import a thumb of your portrait to put in your dossier. Allow as many profiles as you like, each with it's own preferences and progress through the game.
  • Define preferences, including options for all game modes together or separately, including dynamic racing guide line, qualifying, racing rules, damage and degree, weather, day/night cycles, link conditions to real world data, etc.
  • Include all music from all previous versions of Gran Turismo, from all regions.
  • Optional music loading, where you can transfer your own music files in a variety of formats, along with naming tool so that they list properly. Add your music to the in-game tracks or replace them all.
  • Home Theater, where you can watch replays, download and watch shows, races, interviews, watch the various cinemas of previous versions of Gran Turismo, etc.
  • Photo Album, where you can view your Photo Mode pictures and send them to friends, or upload them to sites such as Photobucket or GT Planet.
  • HOME integration, where you can buy GT items to decorate your home, GT clothes, view trophies, enter Home Theater and watch with friends, launch GT5, etc.
  • (more to come) ;)

CARS, DEALERSHIPS, TUNER VILLAGE and RACING VALLEY
  • Cars from every region, with a wide selection from Europe, America and the Orient. The focus is on sports and performance cars (hopefully). ;)
  • Downloaded cars incorporate directly into the game.
  • New and used dealerships. Dealerships will offer basic performance upgrades. Used cars may include special items such as upgraded parts, tuners, and used race cars. The used lists change weekly, but used cars may remain for longer periods. There is a set schedule, but optionally it could be completely random. Cars from previous versions of Gran Turismo will be included.
  • Tuner Village offers seriously improved upgrades, licensed from real automotive companies, from performance upgrades to body kits. Complete tuner versions of cars are offered for sale, or you can have your own converted for less.
  • Tuning is available for virtually every element of your car. Tutorials guide you though every step, and teach you how to tune your car to suit different tracks and racing conditions. Templates for different performance and track styles will be offered for those unsure what to do. Any number of tunes can be named and saved.
  • Paint Shop offers custom colors as well as racing liveries, with a full range of decals, vinyls, text fonts, national flags, racing badges, as well as custom decal creation. Variable numbers enable your car to show race placement numbering specific to each race - great idea, Ferrari Challenge! Different liveries can be saved separately for each type of car. New livery elements will be offered via downloads. Templates enable anyone to create a unique livery, or you can start from scratch and choose every element individually. Complete liveries of race cars as well as custom creations can be downloaded.
  • Car upgrades are licensed from real automotive companies, modeled to realistic parameters, from tires and suspensions, brakes and drivetrains, turbos and exhausts. Engine packages can be purchased, from lightly tuned to full racing spec. Race spec engines require body work and racing drivetrains.
  • Racing Valley (okay, wasn't quite sure what to call this :lol: ) offers racing conversion of existing cars to fit the specifications of the various racing leagues, from semi-pro leagues like the SCCA, and World Rally to DTM. Purpose built cars such as LeMans, ALMS and Formula 1 are also offered.
  • The Garage can be one huge warehouse, or can be subdivided into categories you can name yourself, and cars freely assigned.
  • (more)

TRACKS and RACING, ARCADE and GT MODE
  • All tracks from previous versions of Gran Turismo return, along with additional new courses, both real and fantasy, from various racing leagues. Road courses, city courses, point to point, down/uphill mountain courses. NO INVISIBLE WALLS. Downloaded track packs integrate properly with the game for offline play.
  • Racing options include length, A.I. difficulty, league rules for each class of racing, tire wear, damage and degree, time of day and weather - and optionally linked to real location conditions. Save progress through races at pit stops. Celebrate with winning cinemas. Racing with friends can be either dual split screen or any number over LAN.
  • Arcade Mode includes progress, as with GT3, as well as the option to choose cars from your garage. GT Mode will be familiar to all, and include License Tests, Missions, One Make Races, as well as racing in various types and the grueling Endurance Races. Damage repairs can optionally not be paid for, so you can store totaled cars in your garage. :lol:
  • A trainable B-Spec bot can be created to race for you, and can be taught how to drive by having you race for it in various road course types. It then races and you "instruct" it through good/bad inputs on how to improve.
  • Driver views are adjustable. Select from BUMPER, CHASE, COCKPIT AND ROOF, and place it as you see fit with parameters for sway/locked and others.
  • Replay cameras can be adjusted and saved for each track and lap. Replays can be saved, and converted to various video types for uploading to sites such as GT Planet and YouTube.
  • Race Event Generator returns from GT2, with a wide variety of settings.
  • Track Editor comes in two flavors. First, a creator which builds a course using building blocks in settings ranging from gently rolling plains to mountains. Second consists of a number of cities covering a few square kilometers. Courses are built by connecting points between intersections, exit and entrance ramps, so you can have a point to point race or a circuit.
  • Photo Mode is much improved, with a greatly increased selection of locations and environments such as time of day and weather, and special effects like blurring and placeable colored lasers. Stand your driver beside your car or sit inside, open the doors, hatch and hood. Placement and aim is completely variable in all modes.
  • (moar) ;)

SEASON MODE
  • Season Mode is for the sim fans. You select a racing type, from a class in America's Sports Car Club of America, World Rally, BTCC, DTM, Formula 1 etc, and race for the championship. Create your own livery in the Paint Shop.
  • A full season calendar following the league rules takes you from race to race, course to course. Full racing rules and laps are in effect (optional), full damage (optional), swap with B-Spec bot during pits (optional), variable weather and time of day (optional), and can be taken from actual track conditions.
  • Bot drivers are modeled after real world racers with discreet identities, and a range of skill, tactics and temperament. Bots progress through the season with you as you compete for championship points and cash prizes. Complete stat tracking enable you to compare your progress with your rivals.
  • Season Mode can be extended to online play.
  • (moar!)

CAREER MODE
  • Career Mode is even more hardcore. It begins much like GT Mode, but in an enthusiast league modeled on America's Sports Car Club of America, with it's own rules and restrictions, although it takes place anywhere in the world you choose. With a limited but reasonable budget, choose a class and buy a used car to turn into a high performance racer. Pass a license test to enter the league.
  • Follow rules carefully. Cars can be upgraded but must meet class restrictions. Give your car a basic livery. A shorter season calendar takes you from race to race, course to course as you compete against fellow bot racers for championship points and cash prizes as you attempt to enter the Semi-Pro League. Now you also race to attract sponsors to assist you with your career. Manage your funds carefully, as you must deal with repairs as well as upgrades.
  • Upon completing in the top five finishers, you may opt to join the Semi-Pro League, with an actual season much like a professional league. You acquire or upgrade your existing car and give it a professional looking livery. More skillful bots make racing more challenging, and repairs become more expensive. Hire a good crew to make your car more reliable. Finish well to keep your sponsors happy and funding you, as well as attracting others. Finish in the top five, and you can opt to join the Professional League next season.
  • Complete a license test and select your pro career from any of the established racing leagues. See if you can compete against the very best bot drivers for the championship.
  • Continue as long as you want from season to season. Switch leagues. Conquer them all and become the Grand Champion.

ONLINE and NETWORK MODES
  • Watch or download GTTV content, hotlaps, drift or race replays. Get game updates and content such as car and track packs, livery packs, etc. Spectate in ongoing races.
  • Swap, gift or sell cars, liveries, tunes, etc.
  • Join established servers or create a race using the Event Generator. Features include password privacy, maximum players, added bots and skill level to fill empty slots, list of tracks, laps per track, rules and car/PP restrictions, damage level, weather, time of day, rewards, bans, etc.
  • Season Mode servers offer racing on a range of calendar days.
  • Club Builder enables you to create racing clubs and clans.
  • An Auction House designed much like ebay enables you to auction off cars with duration, minimum and Buy It Now options. Bidders can specify maximum bids to auto bid up to certain limits.
  • A Shop Creator enables you to establish an online shop tailored to various offerings, such as tuning, livery painting, etc. Password protection allows you to invite friends as fellow shopkeepers.
  • A My Space page integrated with HOME allows you to present something of yourself to your fellow racers, display trophies and stats, host a gallery, keep a diary, etc.
  • (I'm sure there's MOAR! but I want to have some free time for me!) :lol:
 
I would like to see more realistic Horsepower Numbers for each region, instead of just the Japanese standard.

Like for example, the Nissan Skyline GT-R V-Spec Nur in GT4 had 276 HP (the Japanese Self-Imposed Limit for production cars), but in Forza 1, it had 580 HP and 433 lb/ft of torque, while Forza 2 had 345 Hp and 294 lb/ft of torque.

The Toyota Supra is another example. in GT4, it had 276 HP, but in Forza 1, it had 320 HP and 315 lb/ft of torque, while in Forza 2 it had 326 HP and 315 lb/ft of torque.

of course, there are many other examples (Lexus SC430, Dodge SRT-4, being two) of descparines like this between GT and Forza that I don't want to get into, because that's another thread. But all i ask is for more regionized Horsepower numbers.

Please?:(
 
I would like to have an in depth pit road menu, that way you could change everything real cars can in real life from pit road.
 
I can't really blame PD too much for the pitstops in GT4 that were ridiculous in so many ways, (every race series used the same pitstop style) but I can say the effort they put towards tires was less than stellar.

As many may know, GT4 had N, S and R tires.

N = Natural
S = Sports
R = Racing

There were 3 types of N tires, 1,2,3, three types of S tires, 1,2,3, and six types of racing tires, 1,2,3,4,5, and 6.

The higher the number, the softer the tire, the lower the number and the harder the tire.

The biggest problem with the tires in GT4 was extremely poor balance between the different compounds of tires.

The difference between lets say R2 and R3 tires can be as much as 3 seconds at a track like Le Mans. 3 seconds over 10 laps is 30 seconds, almost the time it takes to pit at Le Mans. (In GT4 at least. Real Le Mans pit stops average over 1 minute)

It only gets worst. The harder the tire the longer it takes to heat up. So while you're still sliding around on a harder compound waiting for them to heat up the guy on R3s already reached operating tempature (Green/Yellow)

But the guy with R3 tires has to pit before you, right?

With my experience at Le Mans in GT4 R3 tires last 5 laps IIRC, while R2 tires last 7 laps.

2 laps. Wow. And all the while you're losing 2-3 seconds a lap. There's no way it ever made sense to use harder tires in Gran Turismo endurance racing.

That is a great example of the poor balance in tires in the Gran Turismo series.

I have no idea how PD overlooked such terrible imbalance. Simply reducing the difference in grip between the tire compounds would have fixed this problem.

For example lets say at Le Mans an average lap time of R2 tires is 210 seconds. Lets say R3 tires run the same lap in 208 seconds. That's .4% faster. All PD had to do was perhaps make the difference in grip between the 2 compounds maybe .25% and the problem would be nowhere as bad as it is in GT4.
 
I would like to see more realistic Horsepower Numbers for each region, instead of just the Japanese standard.

Like for example, the Nissan Skyline GT-R V-Spec Nur in GT4 had 276 HP (the Japanese Self-Imposed Limit for production cars), but in Forza 1, it had 580 HP and 433 lb/ft of torque, while Forza 2 had 345 Hp and 294 lb/ft of torque.

The Toyota Supra is another example. in GT4, it had 276 HP, but in Forza 1, it had 320 HP and 315 lb/ft of torque, while in Forza 2 it had 326 HP and 315 lb/ft of torque.

of course, there are many other examples (Lexus SC430, Dodge SRT-4, being two) of descparines like this between GT and Forza that I don't want to get into, because that's another thread. But all i ask is for more regionized Horsepower numbers.

Please?:(
GT4 has fairly accurate bhp numbers, the bhp you see in the dealership screen when you buy the car is what the manufacturer claims. For example Nissan claim the R34 GT-R has 276bhp, once you buy the car and drive it you will notice the cars bhp has gone up to over 320bhp because thats what the car actualy has. The same goes for the Supra and any other car/s that actually had more power than the agreement allowed.
 
GT4 has fairly accurate bhp numbers, the bhp you see in the dealership screen when you buy the car is what the manufacturer claims. For example Nissan claim the R34 GT-R has 276bhp, once you buy the car and drive it you will notice the cars bhp has gone up to over 320bhp because thats what the car actualy has.
Yeah, but it's still pretty stupid. :irked: Kinda hard to buy a car when you don't know exactly how much bhp you are actually getting.
 
Not really, it's accurate to real life. The delearship gives you the manufacturers figures and then you get the real figures once you buy the car. GT4 also simulates the cars power decreasing with use and although irl you need more than an oil change to boost the power back up again it to a slight degree simulates the need to keep the car serviced. Personally I like the added involvment and the attention to detail PD have used in the dealer figures and the real figures.
 
I do see your point, but gameplay-wise it isn't all that great. ;) But like you said, I also like the fact that GT4 simulated decreased engine performance over time, and I'd like to see that play even bigger part in GT5. 👍
 
As GT only has a few months left of development, I doubt anything will really be added that hasn't already. But I'd like to see the following;

GT Auto:
A high octane petrol option. It works just like an oil change, except the power increase is only for 1 race. The next time you race you'd have to "fill-up" again in order to take advantage of the extra power.

Car servicing. Basically for a discount price, your car is washed, oil replaced and filled with high octane fuel in one go, rather than traditionally doing all 3 separately. Also the cost of serving works out cheaper than doing the 3 separately.

Used cars;

I think manufactures should have a used section, like GT1(Cant remember if GT2 had individual used car dealerships). But also, say the likes of a Nissan used car dealership, just a typical general used car dealership.

The benefit of buying from a main dealership (Such as Nissan etc) is that the car has already had fresh oil in it, has already been cleaned and has high octane gas in it. (Maybe some other things too). The price of a car sold by a main dealer would be more expensive than buying from a independent used car dealership. The independent dealership vehicles are a lot cheaper, but generally higher millage, not as in god condition, but have a wider selection. Also the vehicles are cheaper.
 
GT Auto:
A high octane petrol option. It works just like an oil change, except the power increase is only for 1 race. The next time you race you'd have to "fill-up" again in order to take advantage of the extra power.

Car servicing. Basically for a discount price, your car is washed, oil replaced and filled with high octane fuel in one go, rather than traditionally doing all 3 separately. Also the cost of serving works out cheaper than doing the 3 separately.


👍
 
GT Auto:
A high octane petrol option. It works just like an oil change, except the power increase is only for 1 race. The next time you race you'd have to "fill-up" again in order to take advantage of the extra power.
Ehhh... while there's a real life aspect to this, on the streets anyway, this kind of thing is frowned on in racing. To say the least. ;) And the combo servicing deal is a nice idea, but mostly it's a time saver. The cost of servicing in the GT economy is almost nothing.

I do want to see the dealership idea implemented though. Besides some generic Auto Trader listing of cars from different year or performance ranges, I'd rather go to the Lotus, Toyota or BMW dealership to see what they have to offer in quality used cars. Or perhaps that's the only way to buy used cars, that would be kind of neat. And I'm hoping that some of the used cars are a bit higher than the others because they've had some performance upgrading done to them by the owner. That would be a nice leg up when starting off, assuming we could afford them.
 
I can't really blame PD too much for the pitstops in GT4 that were ridiculous in so many ways, (every race series used the same pitstop style) but I can say the effort they put towards tires was less than stellar.

As many may know, GT4 had N, S and R tires.

N = Natural
S = Sports
R = Racing

There were 3 types of N tires, 1,2,3, three types of S tires, 1,2,3, and six types of racing tires, 1,2,3,4,5, and 6.

The higher the number, the softer the tire, the lower the number and the harder the tire.

The biggest problem with the tires in GT4 was extremely poor balance between the different compounds of tires.

The difference between lets say R2 and R3 tires can be as much as 3 seconds at a track like Le Mans. 3 seconds over 10 laps is 30 seconds, almost the time it takes to pit at Le Mans. (In GT4 at least. Real Le Mans pit stops average over 1 minute)

It only gets worst. The harder the tire the longer it takes to heat up. So while you're still sliding around on a harder compound waiting for them to heat up the guy on R3s already reached operating tempature (Green/Yellow)

But the guy with R3 tires has to pit before you, right?

With my experience at Le Mans in GT4 R3 tires last 5 laps IIRC, while R2 tires last 7 laps.

2 laps. Wow. And all the while you're losing 2-3 seconds a lap. There's no way it ever made sense to use harder tires in Gran Turismo endurance racing.

That is a great example of the poor balance in tires in the Gran Turismo series.

I have no idea how PD overlooked such terrible imbalance. Simply reducing the difference in grip between the tire compounds would have fixed this problem.

For example lets say at Le Mans an average lap time of R2 tires is 210 seconds. Lets say R3 tires run the same lap in 208 seconds. That's .4% faster. All PD had to do was perhaps make the difference in grip between the 2 compounds maybe .25% and the problem would be nowhere as bad as it is in GT4.

It feels like PD did the racing tire performance design based on a series of 10 lap races at Autumn Ring.
 
Well, until we get another GT, 6 years will pass.
By that time I'm sure that in some autoparts store KERS will be available.
 
Well, until we get another GT, 6 years will pass.
Well, this time it may not be true. I think Kazunori is having the team model the cars so meticulously that they can be useful for yet another generation, PS4. If they can get most sports, supercars and race cars modeled, then they only have to focus on new cars, more vintage cars and tracks, as well as any physics tweaks.

On the other hand, if properly coded to incorporate all DLC into the game, GT5 might be all we need for six years until the PS4 comes out. I have a feeling though that this wasn't what you were thinking. ;)

And by golly, I found my post from four years ago. I had many of these ideas after spending just a month with GT4.
 
Being able to choose a nationality and therefore have a little flag (and your username) somewher on your car. I'm sure everyone here knows what I mean but here are a few pics if you don't.

[hugeass image 1]

[hugeass image 2]

EDIT: My apologies, I forgot GTP doesn't resize images.
 
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Please give GT5 leagues the tools and power to run smoothly

This includes

Official Servers - Needed because having users host races is not very reliable

Export Results - Needed because we need to record the results from the races. This needs to be much more then just a saved replay, we need laps completed, penalties, pit stops and on which lap, lead changes, laps leds among other things in a online "export results" feature

Give host Control over sessions - Let the host of a race on an official server control the practice, qualifying, and race sessions. Let him choose to either skip to the next session, reset the session, etc etc.

Now I'm not asking for you (PD) to store online league information on your severs or anything, I just would like GT5 to be league friendly.
 
Man I want to be able to get out of the car.
To let Bspec Bob get in during an endurance race.
Maybe watch him do a few laps from the pits.
I want to be able to customize my driver and also Bob so he looks like that chubby guy someone posted a photo of once. That is totally what Bob looks like.

If I crash and wreck the car I want to be able to get out, especially if it catches on fire.
Maybe pushing up, left, R3 will make him throw his helmet into the dirt.
 
Does he necessary have to only be called Bob? Can he at least have his name be (off the top of my head) Felipe?
 
Does he necessary have to only be called Bob? Can he at least have his name be (off the top of my head) Felipe?


Bob is most fitting, and poplar racer

Bobby Rahal, Bobby Allison, Bobby Unser, Ricky Bobby and on and on. How many professional racers can we name that have a first name of Bob or Robert?
 
Does he necessary have to only be called Bob? Can he at least have his name be (off the top of my head) Felipe?
Actually, I like the idea of naming your B-Spec driver. I named my killer drivatar in Forza "Cujo." ;)
 
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