Gran Turismo 6 Mods

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Assunta Gergely

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Aug 3, 2024, 2:17:31 PM8/3/24
to nyquacuso

as fun an idea as this is,,,, its kinda redundant for GTA since we dont have a genuine physics package to work with. PhysX is NOT the same thing,,, maybe your modding the wrong game... This type of thing would be better suited to Assetto Corsa i think. Others may disagree, but its my opinion... not something id be likely to use, sorry.

@ToneBeeDTD Sorry but your comment is total bulls***, so according to your point of view, we should drive GTA cars with the arcade handlings we have in default ? It's totally possible to make realistic driving simply because me and other people already made it, but it's especially build for tracks like spa or nordschleife not los santos roads in this point you're right, have you at least tried one of those handlings in a track ? If so you would have said that it's very realistic and Physx in game are not assetto corsa but it's good enough to let you feel gran turismo feeling, assetto corsa doesn't need any handling mod because the base game is already made to be as realistic as possible. So yes, maybe it's just not for you, but let the other people who love SimRacing enjoy driving realistically in GTA since it's a lot funnier than assetto corsa and don't throw your 0.5 star thinking you're doing something good, i will keep making realistic handling even if you like it or not. Cheers

lmao you can improve handling in gta v for sure, but calling as realistic simulation,its beyond ridiculous.
PEOPLE WHO LOVE SIMRACING dont play gta v.
if you feel u can improve something try on a real SIMRACING simulator
or just call your things as
handling_improve.
btw tested and nothing special at all.

''assetto corsa doesn't need any handling mod because the base game is already made to be as realistic as possible''
untill you do a new mod for it...
or you dont know about AC modding comunity?

i actually meant, for all your hard work, its a shame, GTA just does not support what your trying to achieve. the scale factor used within the models, does not fit the physics model. This is the ass pain with GTA 5, not with your work. i think things like this, are good, if you actually find a way to code in new physics information, rather than just finding compromise lines. I make cars mostly, so when someone edits my handling lines i provide with my work, it pisses me off a little. im sure im not the only one.... so for that i rated half star... it IS good... but it does intrude on others work when "Project Realism - Nissan, Audi, Toyota" etc appear from someone who had no hand in the creation of the initial mod.

@Sonny Forelli Don't mind the criticism i personally find it fun and quite good, seems great on Nordschleife, id love the ek9 as others said but stick to original ek9 spec not a sleeper lol try match the gran turismo spec style of it :)

@vithepunisher Thanks for your support, and i just let them say whatever they want we all have our own opinion about it so it's pointless to debate here. And i already made a 1000HP for ek9 but i will also make a gran turismo style handling for it, but it's very fun to have all this power in this tiny little machine tbh.

Let's assume that I was working on a mod for the original Gran Turismo on the Sony PlayStation; adding in some tracks and vehicles from Gran Turismo 2, as well as creating new events and rearranging old ones.

System limitations is one of them; it would be impossible to add any circuits and vehicles from post-PS1 titles in, so rule them out now. Also, I doubt it would be possible to add in new manufacturers, so only vehicles from those present in the first game: Nissan, Honda, Mazda, Toyota, Mitsubishi, Subaru, Dodge/Chrysler, Chevrolet, TVR and Aston Martin.

I mean, really the best we could do due to system limitations is import all of Gran Turismo 2's assets, circuits, cars, e.c.t. into GT1. unless someone is handy with making low-poly versions of current circuits and cars.

For example: import Midfield and Apricot Hill (since they've become main series staples as of GT6) and a few 80's era vehicles that aren't in the original into the original. Like the MR2 1600 SC and RX-7 GT-C. Also some more vehicles for Dodge, TVR, Aston Martin and Chevrolet (since they are woefully represent in the game).

I see, I'd want to bring in the circuits mostly, most likely Red Rock Valley, Mid-Field and Apricot Hill, and Some classic cars like older LMPs and Group C's, and maybe some Group B Rally Cars. and the inclusion of at least one Dirt Circuit, what I would like is Smokey Mountain North & South. Those are what I would want most in a GT1 Mod.

And you know something, if the mod were to be done on Test Drive (the beta build before release) of if the data for it were imported into the retail version, we could mod Special Stage Route 11 so that the endurance race set on the track can support up to the maximum 13 car limit. That would actually be cool!

Importing GT2's assets into GT1 wouldn't be impossible, but it would require many script-heavy modifications and base-level rewrites to accomplish. Even though playing them side by side looks similar, GT2 includes and supports several features and functions that would simply not run without significant time and effort, and at that point you may as well rewrite the entire game.

As someone who has decompiled and recompiled the coding for both games, and has worked in the information technology field for 10+ years, even this would be beyond the level that one or two people to accomplish.

Maybe five years ago now, a mate of mine and I had the idea to disassemble the .elf used in GT3, and import GT2 over to the PS2 platform, essentially GT2 with GT3 graphics and gameplay. Five years later, we have three cars and one track working, and only on an emulator with considerable PC resources working for it, so it wasn't as straightforward as we thought!

Ill start with contriversial ones. would love to see gt2 with all the cars that cannot be racing modified to be removed from the game (this is why i like gran turismo 1 more than 2). menu music like dealerships to be in gt2 from gt1 and maybe use tvr as bmw, aston martin as audi maybe (yeah second reason is mostly sounds). it would be easier i guess to use chevrolet as south city and so on... im talking about the pal version soundtracks here. race finish sound to be the same as in gt1 and all of the gran turismo 2 just being changed to whats was in gt1. but in game music soundtrack would go as:

But that is too difficult i guess. so gran turismo 2 plus mod added wich is what left of it after all those cars not being in the game... if there is a dealership that would not have cars after my Racing Modification criteria then it would be just an empty space there. i tried to select things that in theory may not be so difficult but im no expert so who knows. well i dont want to write any more than this. maybe no one going to read this so i stop. have a nice day!

There's an interesting mod for GT2 that gets all beta and unused cars and put then in the line up. And, there's a 1080p hack. And a widescreen hack. And a 60 fps hack. and a hack that enables the double of polygons per second. The cost of all this together is that the game becomes unplayable in a standard Playstation, only permitting to be played on emulators, like DuckStation. So, to avoid the fatigue, why not radicalize it at once and port it to PC, as did the Driver 2 community?

I have been toying with the idea of a GT1 QoL mod that fixes certain issues, such as various typos, certain tuning options that are missing on certain cars (read: Galant VR-G), and re-balancing some of the car engine stats, to match the real life counterparts better, i.e the Viper RT/10 having the SR-2 engine stats, while it used the SR-1 engine. As well as adding more tuning options for cars that appear lackluster in the grand scheme of things. and last but not least, added the two hidden cars from the Arcade mode. The NB MX5 1.8 RS and the Corvette StingRay 427.

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