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post #451 of 3784 Old 11-04-2009, 06:53 AM
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holy s...nap, editor is real... This is great, I just personally hope all tracks will go through PD first because we all know a lot of crap tracks will be done by people, so I think PD should be selective and release only the ones that live up to their standards, but it's just me. I'd rather have fewer but really good.

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post #452 of 3784 Old 11-04-2009, 07:19 AM
 
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Quote:
Originally Posted by Bazylik View Post

holy s...nap, editor is real... This is great, I just personally hope all tracks will go through PD first because we all know a lot of crap tracks will be done by people, so I think PD should be selective and release only the ones that live up to their standards, but it's just me. I'd rather have fewer but really good.

A detailed rating system that accounts for the number of people who tried it should help.

DS did something similar with it's "comments"
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post #453 of 3784 Old 11-04-2009, 09:13 AM
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A track editor would indeed be awesome.

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Please do not form any opinion of the content of this post, it is still in BETA.

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post #454 of 3784 Old 11-04-2009, 09:46 AM
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cool... hopefully we can create a point to point track that is like a mountain pass road with massive multiple elevation changes to cruise on. Hope there is no length limit either. I want a 40 mile drive.
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post #455 of 3784 Old 11-04-2009, 10:12 AM
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^ I think that might be a little too much to ask for and still have it look good. We'll be lucky if we get a few miles of track and slight elevation changes to work with. I'm still not going to get my hopes up and think that this will be included on the disc at launch. It is possible the editor might be DLC, but only time will tell.
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post #456 of 3784 Old 11-04-2009, 10:29 AM
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I think the idea of a track editor is an awesome idea, but I wonder if the PS3 has enough memory for any sizable tracks. If they can, it would be a killer feature.
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post #457 of 3784 Old 11-04-2009, 12:23 PM
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SEMA show: More news on the much-anticipated Gran Turismo 5 video game

http://www.autoweek.com/article/20091103/SEMA/911039983

We met with Gran Turismo creator and godfather Kazunori Yamauchi at SEMA and asked him the usual phalanx of questions--most importantly, when the heck is the game coming out? We're dying here, man, dying!!!!!


When will you release GT5?

Yamauchi: We will release it in March in Japan but for other regions, it has not been decided yet.


What's holding it up?

That's more depending on SCEA (Sony Computer Entertainment America) marketing decisions.


Have you spoken with those guys?

My job is to create the product, not sell it.


What's taking so long with the product, then?

From our perspective, it doesn't seem like that long a time. To make Gran Turismo 5, we threw away the legacy code from GT4 and started from scratch. It's been five years from [the release of] GT4, and that's the same amount of time it took to develop the first GT4. To create a game from scratch, that's the amount of time it takes to get it right.


You're at the SEMA show, what do you think?

Every time I come to SEMA, I can feel the passion of the car owners who bring their cars here. The SEMA show is different from what you see at a typical motor show. There is more passion here.


Will any SEMA cars ever be in GT5?

It is possible.


How many cars will be on GT5?

I have never actually counted all the cars. I don't have a policy to count them all. We are aiming for 1,000 cars in GT5.


Will those be on the disc when you buy the game or will we have to download them from other sources?

They will all be on the disc.


How do you chose which cars get in the game?

There will be three types: cars we want, the cars the users would like to see in the game and then cars the manufacturers want in it.


Have any manufacturers paid to put their cars in the game?

There have been cases where they've shown that interest [in paying to play], but I don't think we've ever shown interest in [accepting money to include certain cars].


Wouldn't that be a profitable venture for you?


A lot of times it develops into a relationship where we collaborate to raise the level of the game.


How many racetracks do you have in GT5?

There are 20 different environments and around 70 different track layouts.


Which tracks?

We haven't made any announcements. The demo [playing next to us in the interview room] is of Route 246, which runs through the middle of Tokyo.


That must be ripe for wrecking cars. Does GT5 include damage to the cars?


Yes, and the demo has it.


Is it difficult to include that feature?

It is not very hard, though it was not in previous Gran Turismos.


Is GT5 more for the advanced player or can beginners play too?

We do have a setting for people who are just learning how to drive. The other setting is very strict, where even an F1 driver can learn new tricks from the system. However, a lot of driver's aids will be included, such as driving lines, ABS, automatic braking, you can reverse your game and record your laps and share them with others. All those things. They were not that difficult to implement.


What other features will GT5 have?

There will be 400,000 polygons per car, 100 times more than were present on GT4. GT4 had 4,000 polygons per car. You can customize and tune the cars, too.


You have NASCAR and WRC in the game. Does this include the complete list of all tracks in those series?

The NASCAR series is so large it would be impossible to put everything in the game. We will have select courses and select cars in the game. You will also be able to race the stock cars on a number of tracks not found on the NASCAR calendar. In speaking with NASCAR, they said they'd like to see their cars able to race on other tracks, and you can do that [in GT5].


Will you have F1, ALMS or FIA GT?

We had a Ferrari F1 car in the game. For FIA GT and ALMS, we won't have that in the series yet. But we will have a lot of cars that race at Le Mans, so in that sense, there will be cars from ALMS.


Have you played Forza Motorsport 3?

I was watching the guys at our company trying it out in the office. I tried it a little bit. It's very similar in a lot of aspects to Gran Turismo. Some base components of the game are very different from Gran Turismo. It's a little bit different from what a simulator is. You can feel it when you drive it.


Will there be a Gran Turismo 6?

Yes. You won't have to wait as long as you did for GT5. GT5 represents a whole new operating system. GT6 is just new apps that run on the GT5 system.


Will there be downloadable content for GT5?

Eventually there will probably be but there are no actual plans set yet.


What did GT5 cost to make?

[He and translator do some figuring, converting yen to dollars] $60 million. There are other games that cost more. Considering the size and scale of the game, I think it's probably a fairly small amount.


Where do you see the future of gaming? Is it taking over movies, music and video as a form of entertainment?

I think that's already happened. It does take up a part of somebody's time in life. What's taking the most amount of time in people's lives is communication, like Facebook and things like this. I think that might take away from the time people spend on entertainment, whether it's movies or video games. A lot of basic instincts of human beings is starting to come out now [on sites such as Facebook]. Maybe human beings are just satisfied by continually communicating, not face to face but just communicating. The content they communicate doesn't seem to matter very much; it can be pretty much anything, even meaningless at times. There's a good possibility that even video games might be faded away.


But not right away?

Obviously not right away, but things change over time in every generation.


Domo arrigato

You're welcome.

The 5.0 is here
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post #458 of 3784 Old 11-04-2009, 01:23 PM
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"It's a little bit different from what a simulator is."

hehehe

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post #459 of 3784 Old 11-04-2009, 01:26 PM
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Quote:
Originally Posted by TyrantII View Post

A detailed rating system that accounts for the number of people who tried it should help.

DS did something similar with it's "comments"

Yeah, a very detailed one might work but still I wouldn't trust it like I would PD. I mean those guys spend a lot of time creating those tracks in the game. We shall see, we don't even know how this editor is going to work yet. Wishful thinking, that's all.

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post #460 of 3784 Old 11-04-2009, 01:37 PM
 
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Originally Posted by mboojigga View Post



That must be ripe for wrecking cars. Does GT5 include damage to the cars?


Yes, and the demo has it.


Is it difficult to include that feature?

It is not very hard, though it was not in previous Gran Turismos.

I was about to call out the BS of that second comment and then I remembered the Japanese have this wierd cultural thing about how they don't take credit for the things they're good at or work hard on. Still sounds wierd to hear the guy say it wasn't hard to program damage.
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post #461 of 3784 Old 11-04-2009, 01:41 PM
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Quote:
Originally Posted by Bazylik View Post

"It's a little bit different from what a simulator is."

hehehe

I can see what he is saying. Forza does have a more gamey feel than GT4. The PI index for example, how often are cars distilled into a single number like that? Also, Turn 10 takes some liberties with tracks. Nurb is 2 miles longer in Forza than RL. I love Forza 3 but I think he's right.
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post #462 of 3784 Old 11-04-2009, 01:56 PM
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Quote:
Originally Posted by number1laing View Post

I can see what he is saying. Forza does have a more gamey feel than GT4. The PI index for example, how often are cars distilled into a single number like that? Also, Turn 10 takes some liberties with tracks. Nurb is 2 miles longer in Forza than RL. I love Forza 3 but I think he's right.

Indexing is done by some racing series:
'The NHRA Index System is used to handicap cars running in the various NHRA classes. The index for each class is based on past and potential performance. Comparing the index for the two classes involved in a handicap race will provide the handicap difference for the start of the race.'
http://www.hadfordracing.com/nhra_class_index.htm

Don't know if the fixed the Nurburgring discrepancy in F3.
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post #463 of 3784 Old 11-04-2009, 02:24 PM
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Can't wait to play this game. Might have to import it like I did with Prologue to be able to play it as soon as possible.

Very interesting interview.
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post #464 of 3784 Old 11-04-2009, 02:37 PM
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Originally Posted by William Mapstone View Post

cuco33, are you saying that a PC racing game has Watkins Glen? Which one? I've been looking for a game with this track for years. My understanding is that the NASCAR games have that track, don't know for sure, but they normally suck pretty bad.

There's a few that have it. I'd have to dig which ones (at work but will try to get back to you). What's great is that in PC gaming as a whole there are communities who do customization and for PC racing sims you have tracks and cars. Most are free downloads but some are paid per car type/track.

http://www.virtualr.net/
Good site that has a lot of info on racing in general, there's other sites that are similar.

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post #465 of 3784 Old 11-04-2009, 05:40 PM
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Quote:
Originally Posted by William Mapstone View Post

---snip---...NASCAR games have that track, don't know for sure, but they normally suck pretty bad.


Except for NASCAR Racing Series 2003 by Papyrus (as opposed to anything by EA)

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post #466 of 3784 Old 11-04-2009, 10:18 PM
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Originally Posted by mboojigga View Post


Have you played Forza Motorsport 3?

I was watching the guys at our company trying it out in the office. I tried it a little bit. It's very similar in a lot of aspects to Gran Turismo. Some base components of the game are very different from Gran Turismo. It's a little bit different from what a simulator is. You can feel it when you drive it.


Good to see that he actually acknowledges a competing product instead of saying, "Forza 3, what's that?"
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post #467 of 3784 Old 11-04-2009, 10:21 PM
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anybody who's to impatient to wait for GT5 and wants a racing game to play in the meantime you owe it to yourself to try Supercar Challenge. just got it and it plays great with a wheel.

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post #468 of 3784 Old 11-05-2009, 01:43 AM
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I'll gladly try Supercar Challenge but only when it's around $25 or so... It reminds me of Race Pro for the 360.

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post #469 of 3784 Old 11-05-2009, 02:02 AM
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Quote:
Originally Posted by William Mapstone View Post

cuco33, are you saying that a PC racing game has Watkins Glen? Which one? I've been looking for a game with this track for years. My understanding is that the NASCAR games have that track, don't know for sure, but they normally suck pretty bad.

Watkins Glen International has appeared in many excellent PC racing simulations from the Papyrus Design Group, dating back to the original NASCAR Racing in 1994 to the culmination of their efforts, NASCAR Racing 2003 Season ,which held the racing simulation crown for realism until iRacing's public launch last year.

NASCAR Racing 2003 Watkins Glen Onboard

The version modeled in the NASCAR Racing series is the short course, which NASCAR competes on and 1 of the two Grand-Am Rolex events takes place on each year. The long course that Formula One raced on in it's later years at Watkins Glen (And Grand-Am and IndyCar competes on today), which includes the boot, has been created by 3rd party modders using the short course as a base (For NASCAR Racing 4, 2002, and 2003 Season).

NASCAR Racing 2003 Season Watkins Glen Long Course

The original track configuration, which eventually was destroyed to increase the circuit length and slow down Formula One vehicles in the early 70s, was modeled in Grand Prix Legends by Papyrus (A 1967 Formula One simulation) that was released in 1998 and held the pinnacle for realism in racing simulations until the 21st century.

Grand Prix Legends Watkins Glen

All four configurations of Watkins Glen (Short layout with or without the chicane, the long layout with or without the chicane) have been replicated with precision to the millimeter thanks to laser technology, for the iRacing online based subscription service for racing simulation fans and training. Currently, this is considered the most realistic software on the marketplace and is the direction you should take if you want the most realistic Watkins Glen available. Isn't cheap though, iRacing cost $100 for a year's subscription and Watkins Glen will run you $15 to purchase.

Watkins Glen iRacing vs. Real Life Comparison
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post #470 of 3784 Old 11-07-2009, 11:20 AM
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Amazon has the Logitech GT for $99 today. I had planned to buy a Fanatec that would support both my systems but I have been reading too many bad things about the quality these days. So until they work that out I grabbed a GT.

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post #471 of 3784 Old 11-07-2009, 02:59 PM
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Originally Posted by FrankJ.Cone View Post

Amazon has the Logitech GT for $99 today. I had planned to buy a Fanatec that would support both my systems but I have been reading too many bad things about the quality these days. So until they work that out I grabbed a GT.

The GT is an excellent wheel. You won't be disappointed.
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post #472 of 3784 Old 11-07-2009, 04:32 PM
 
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Originally Posted by rpggamer View Post

I was about to call out the BS of that second comment and then I remembered the Japanese have this wierd cultural thing about how they don't take credit for the things they're good at or work hard on. Still sounds wierd to hear the guy say it wasn't hard to program damage.

Well, there's a difference between hard and time consuming. Damage shouldn't be hard to program and implement. It's when you have to create all the art assets, test, fix, retest that eats up lots of time and money. Also eats up time depending on how detailed you want to go with implementing it.
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post #473 of 3784 Old 11-08-2009, 08:13 PM
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besides the logitech driving force wireless, and fanatec, are there any other wireless wheels for the ps3?

or are there peddles you can get for the logitech one?
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post #474 of 3784 Old 11-08-2009, 11:11 PM
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besides the logitech driving force wireless, and fanatec, are there any other wireless wheels for the ps3?

or are there peddles you can get for the logitech one?

not that i am aware of.

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post #475 of 3784 Old 11-09-2009, 03:37 PM
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Originally Posted by number1laing View Post

I can see what he is saying. Forza does have a more gamey feel than GT4. The PI index for example, how often are cars distilled into a single number like that? Also, Turn 10 takes some liberties with tracks. Nurb is 2 miles longer in Forza than RL. I love Forza 3 but I think he's right.

Gran Turismo 5 prologue has performance points.

Although not entirely realistic, these point systems really go a long way with match-making. Most people in Forza upgrade their performance points as high as they can within a certain class. As such, winning races is very much a matter of skill and how well you've tuned your car, and not a matter of what car you're using. From what I've played of Gran Turismo 5 prologue online, it seems the community is headed in that direction too, and thats a very good thing.

There are always compromises that need to be made to make a 'simulator' playable and enjoyable as a game. Frankly he sounds like a douchebag putting Gran Turismo 5 on a pedastool over Forza like that. Both are games, not simulators...a REAL driving simulator would not be very accessible, nor fun as a game. There are A LOT of unrealistic elements to Gran Turismo that are very much unlike a simulator.
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post #476 of 3784 Old 11-09-2009, 04:35 PM
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Originally Posted by mystik610 View Post

Frankly he sounds like a douchebag putting Gran Turismo 5 on a pedastool over Forza like that.

Just FYI, the head guy at Turn 10 did the exact same thing at E3. In fact he was even more blatant about it.
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post #477 of 3784 Old 11-09-2009, 05:54 PM
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Originally Posted by number1laing View Post

Just FYI, the head guy at Turn 10 did the exact same thing at E3. In fact he was even more blatant about it.

There was that stupid phrase... but Turn 10 seems much more humble. Especially when you consider how far they have come in only THREE titles. Just imagine what Turn 10 could turn out with the time and budget of the GT series.

GT4 effectively had you racing against and AI that had no idea you were even there and on top of that had no dmg allowing you to bounce off things and keep going without any penalty. Thats pretty arcade/game of it.

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post #478 of 3784 Old 11-09-2009, 06:07 PM
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Honestly, does it really matter? Each company is going to talk up their game. Dan says, "Definitive." Kaz says, "Expect perfection." Dan says, "the torch has been passed." Kaz says, "not really like a simulator."

I'll answer my own question. No, it really doesn't matter.

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post #479 of 3784 Old 11-09-2009, 06:17 PM
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Quote:
Originally Posted by FrankJ.Cone View Post

There was that stupid phrase... but Turn 10 seems much more humble. Especially when you consider how far they have come in only THREE titles. Just imagine what Turn 10 could turn out with the time and budget of the GT series.

GT4 effectively had you racing against and AI that had no idea you were even there and on top of that had no dmg allowing you to bounce off things and keep going without any penalty. Thats pretty arcade/game of it.

GT4 is one of my fave games ever. You have to look at the AI as just baseline times. Like every race is a time trial. As for bouncing off... ehh what can you say, just don't do it.

Forza 3 has surprised the hell out of me. It's way, way, way better than I thought it would be. It's just a little bit different style from GT4, no question about it.
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post #480 of 3784 Old 11-09-2009, 09:46 PM
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Quote:
Originally Posted by number1laing View Post

GT4 is one of my fave games ever. You have to look at the AI as just baseline times. Like every race is a time trial. As for bouncing off... ehh what can you say, just don't do it.

Forza 3 has surprised the hell out of me. It's way, way, way better than I thought it would be. It's just a little bit different style from GT4, no question about it.

Hate to say it, but I'm enjoying F3 quite a bit as well. Great way to tie me over until GT
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