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Thread: Vehicular Damage Coming to GT5 Prologue

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    AmbitiousButRubbish EJ25RUN's Avatar
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    Default Vehicular Damage Coming to GT5 Prologue

    http://www.gtplanet.net/vehicular-da...-gt5-prologue/

    From Gtplanet.com

    Gran Turismo series creator Kazunori Yamauchi has announced during an interview with CVG that a “major update” is in the works for GT5: Prologue, and is going to include the highly anticipated vehicular damage! Other updates will include enhanced online functionality and “community building features.” We have known for some time now that private races and in-game chat have been in the works, with a realistic release date sometime this summer. However, damage may be a bit further off in the fuall of this, as cited by IGN. Stay tuned for the full interview, released tomorrow, where Yamauchi is expected to comment on the possibility of developing a complete Formula 1 title in the future.

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    Never go full retard
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    I don't understand why it took them this long to implement it.

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    C.r.E.a.M MistaCee's Avatar
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    x2 and I heard you have to actually pay RL money to buy cars, if that is true that is highly lame.

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    AmbitiousButRubbish EJ25RUN's Avatar
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    Quote Originally Posted by Deke
    I don't understand why it took them this long to implement it.
    Cause Kaz doesn't want GT to look like the utter sh!t that Forza physics look like.

    I still stand with the crowd that doesn't see crash physics as an important element of a racing game. I hate playing Forza 2 on XBOX LIVE when your a fair racer and the guys your running just want to crash into you. Atleast if i know i messed up real bad ill let you pass me so were sure that i didn't do a cheat maneuver.

    But back on topic, i think that driving physics and stuff like weather, day/night, proper tire rubber on the track and proper smoke created from the exhaust and tires.

    There was a thread on GTplanet about how important is GT5 and the posters that seem to be the most knowledgeable about cars as a whole and are pro drivers in real life stand on the same side i do.

    On the other hand, the people doubting GT5 if crash physics arn't theres are the ones that treat GT5 on the same level as NFS and Burnout: an arcade game.

    I see GT5 as a simulator that should try to come as close as possible to the real thing and GT's competition are games like RFactor, GTR, and Forza 2.

    Last.......The biggest reason i never wanted damage in the GT series until they are ready.

    In real life, if you have a small incident, the race might be over. In Forza 2, you could hit the wall at like 200+ MPH and yes the car will crawl. But in real life the driver is likely to be injured and the car is far beyond repair.

    On the other hand ~

    If you are taking part of an 8 hour race and you pop a tire on the back straight....spin out and hit the wall hard. You then have a tow truck grab you and take you to the pits.....In endurance racing this is allowed but not sprint racing. So the pit will then start to work on your car. It might take forever and you'll have a less likely chance to win the race but at least it's real.
    That's all i want and will accept.

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    John Paul II, wat!? blaknoize's Avatar
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    BOUT MUTHAFUKIN TIME!!!

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    AmbitiousButRubbish EJ25RUN's Avatar
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    Quote Originally Posted by blaknoize
    BOUT MUTHAFUKIN TIME!!!

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    AmbitiousButRubbish EJ25RUN's Avatar
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    Autoblog.....GT5 Prologue gets damage download in the fall.

    Gran Turismo 5 Prologue will be dropping April 17th in the U.S., both as a downloadable game from the Playstation Store and on actual Blu-ray disc. We reported last week that damage modeling, long missing from the Gran Turismo series despite being featured in many of its competitors, was for the first time being considered, and today we have word from Gran Turismo head Kazunori Yamauchi that it could come as a downloadable feature for the game as early as this fall. Gran Turismo games have always set the standard for racing sims, but the lack of physical damage to the cars when buddy bumping on a back straight or flying grille first into a barrier have held them back. In fact, smart players can use the lack of damage to their advantage by heading into turns without breaking and bouncing off the wall. Hardly the perfect line, but it gets the job done on those particularly difficult courses. Thanks for the tip, Brad!

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    John Paul II, wat!? blaknoize's Avatar
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    Well I would buy it anyway, with or out without damage, but hell, this makes it even better. The Gold Standard of automotive sims is steppin its game up once again. Microsoft cant handle this with its hurried remake of Forza which looks and behaves exactly the same as the first.

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    Quote Originally Posted by EJ25RUN
    Cause Kaz doesn't want GT to look like the utter sh!t that Forza physics look like.

    I still stand with the crowd that doesn't see crash physics as an important element of a racing game. I hate playing Forza 2 on XBOX LIVE when your a fair racer and the guys your running just want to crash into you. Atleast if i know i messed up real bad ill let you pass me so were sure that i didn't do a cheat maneuver.

    But back on topic, i think that driving physics and stuff like weather, day/night, proper tire rubber on the track and proper smoke created from the exhaust and tires.

    There was a thread on GTplanet about how important is GT5 and the posters that seem to be the most knowledgeable about cars as a whole and are pro drivers in real life stand on the same side i do.

    On the other hand, the people doubting GT5 if crash physics arn't theres are the ones that treat GT5 on the same level as NFS and Burnout: an arcade game.

    I see GT5 as a simulator that should try to come as close as possible to the real thing and GT's competition are games like RFactor, GTR, and Forza 2.

    Last.......The biggest reason i never wanted damage in the GT series until they are ready.

    In real life, if you have a small incident, the race might be over. In Forza 2, you could hit the wall at like 200+ MPH and yes the car will crawl. But in real life the driver is likely to be injured and the car is far beyond repair.

    On the other hand ~

    If you are taking part of an 8 hour race and you pop a tire on the back straight....spin out and hit the wall hard. You then have a tow truck grab you and take you to the pits.....In endurance racing this is allowed but not sprint racing. So the pit will then start to work on your car. It might take forever and you'll have a less likely chance to win the race but at least it's real.
    That's all i want and will accept.
    Fair enough. I definitely don't think it's neccesary. I just always thought it was kind of odd they didn't have at least visual damage to the cars when you wreck (correct me on that if I'm wrong, I never really played the last one much).

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    AmbitiousButRubbish EJ25RUN's Avatar
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    Quote Originally Posted by Deke
    Fair enough. I definitely don't think it's neccesary. I just always thought it was kind of odd they didn't have at least visual damage to the cars when you wreck (correct me on that if I'm wrong, I never really played the last one much).
    Back in GT2 days...Arcade mode gave you an option of damage. But it wasn't physical. Just if you ran into something hard enough, the car wouldn't steer right.

    But i guess we will see what happens.

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    Stops the Resistance 81911SC's Avatar
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    Quote Originally Posted by EJ25RUN
    I see GT5 as a simulator that should try to come as close as possible to the real thing and GT's competition are games like RFactor, GTR, and Forza 2.
    Isn't damage realistic?

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    AmbitiousButRubbish EJ25RUN's Avatar
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    Quote Originally Posted by 81911SC
    Isn't damage realistic?
    It is.

    But. When your competing in a 30+ lap race, if you get hit it's over.

    I feel that most people will use damage as a way of just wanting to destroy the car instead of proper driving. To add, online play is loaded with people who just want to bounce off you if you attempt a proper passing maneuver or are better than they are. Here's an explanation i used in another forum.

    Here's the grid for the 1988 Le Mans 24.....Notice how many cars didn't finish. because of mechanical issues, accidents, fires, and whatever else. Proper racing drivers typically don't make poor judgments and crash because of them. On top of that stuff does break.

    http://www.racingsportscars.com/phot...-12-photo.html

    But in racing Sims you are usually dealing with morons that are just out to ruin the experience for everyone else. That's why an online Blacklist exists and these are the people most likely to use damage to ruin game play.

    Again you are right about damage being realistic but im sure GT will let you turn it off and on. I almost never crash and always follow the racing line the fastest i can but i also do long races. Ones where you go lap after lap and it will be real difficult to keep that pace for so long.

    I guess it's something we will have to see work. I also feel that even as good as GT is, the Ps3 and their computers are yet to simulate damage properly. I hate games where the damage looks and is very fake. I.E. Forza 2.
    Last edited by EJ25RUN; 04-06-2008 at 03:25 PM.

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