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Dec 13 2012
By: Lewis_Hamilton_ I Only Post Everything 785 posts
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Extra/hidden features found within GT5's code

31 replies 7726 views Edited Dec 13, 2012

A user from another forum has been decrypting some of GT5's code (and testing on hacked a PS3) with some interesting finds. Through his findings, he has discovered that extra tuning parts have been locked away, as well as some cars. It's going to be a long post, but a very good read, I'll quote some of the information and pictures posted up so far. I'll keep this updated as more is discovered and tested. Will PD ever give us these extras in later patches?

 


Sorg wrote:
Some tickets has been made in GT5 but never shown in wild.

These tickets include:

39 Car Manufacturer tickets (not all manufacturers have ticket)
Concept Car
Rally (not the one of those 3 known already)
Introductory Gift Car Ticket (should be the same as level 0)
D1 GRAND PRIX
JGTC & SUPER GT
Le Mans 24h

Interesting, GT5 has FPV (Ford Performance Vehicles) manufacturer ticket, but gives nothing from it. Probably they just renamed it to Ford(AU), but forgot about ticket.
Also there is Level 40 ticket, but it also gives nothing.
Only not published car I've found so far is "Red Bull X2010 JP Flag Color"
Origanally i've thought it's the one X2010 used in Japanese competition, but it's not. This one looks like identical to normal X2010, but with different livery, while the one in competition has some changes in construction.

 

 

According to IDs of cars, there are many IDs skipped. For example C7 prototype has ID 1805, while amount of cars in GT5 is 1108 (if i count correct). Alas, it doesn't mean skipped IDs has cars. Probably, PD has all cars with missed ID in their lab, but i'm sure at 90% there are no files in game. Some cars have codename pointing out there is premium version of those cars or at least planned, but not released yet. For example standard version of XJR9 has suffix "_std" and later we've got premium of this car and new codename has the same codename but without _std suffix. Codenames are unique for each car, so, to distinguish between models PD has added this suffix, but standard version of this car appeared first. Some standard versions of existing premium cars appeared later. They all have _std suffix.
Another car with _std suffix without premium model is Nissan R92CP. So, at least PD has/had plans to release premium version of this car. Hint for future DLC. Alas, no other standard-only cars have such suffix. So, no more predicts.

 

 

Another interesting thing: first DLC has many cars with "TC". Codenames of these cars have suffix "_rm". The same suffix as for "Race Modified" cars we had originally. So, basically PD just made RM version of existing cars (added wing and spoilers, livery), but for selling policy didn't named then as RM, but TC.
Many things look like all DLC had been made together with game release, just may be polished later and released to get more money.

 

 

 

Amount of trading items/cars are limited on server side. You cannot bypass it unless you trick PS3 to change PSNID(should be not possible unless GT5 sends it separately, not take from PSN) and ConsoleID (i think it's possible, but didn't hear about it) with every login. You can note some delay after you press ok on send dialogue and message about trading limit.
Banned cars from trading is also comes from server side.

 

 

Below is the list of Standard cars were presented as Premium originally. This list includes "new" standards were published already through OCD:

300 SL Coupe '54
787B Race car '91
Autozam AZ-1 '92
CELICA GT-FOUR Rally Car (ST205) '95
CIVIC TYPE R (EK) '97
Camaro Z28 '69
Cappuccino (EA11R) '91
Cappuccino (EA21R) '95
Clio Renault Sport V6 24V '00
Cobra 427 '66
Copen Active Top '02
Corvette ZR1 (C6) '09
DELTA HF Integrale Evoluzione '91
Elise 111R '04
Enzo Ferrari '02
Esprit V8 '02
Eunos Roadster (NA) '89
Eunos Roadster J-Limited (NA) '91
F2007
Fairlady Z 300ZX TT 2seater (Z32) '89
GT by Citroen Concept '08
GT-R SpecV '09
Golf IV GTI '01
Golf V GTI '05
Lancer Evolution IV GSR '96
NSX '91
NSX Type R '02
RX-7 GT-X (FC) '90
RX-7 Spirit R Type A (FD) '02
SKYLINE GT-R V-spec (R33) '97
SKYLINE GT-R V-spec II (R32) '94
SKYLINE GT-R V-spec II Nur (R34) '02
SL 55 AMG (R230) '02
SUPRA 3.0GT Turbo A '88
TT Coupe 3.2 quattro '03
Tamora '02
Tuscan Speed 6 '00
XJR-9 LM Race Car '88
efini RX-7 Type R (FD) '91

So, I guess, PD will publish all these cars through OCD little by little.

 

 

I can reset the odometer, changes and wins of any car, so car becomes new. It's like "Car restoration" ticket + changes&wins reset. Actually there are several ways to get new car: 1) Reset wearing parameters 2) make a ticket and open it 3) buy car from modified dealerships (with all cars unlocked).
Also, almost all cars have special parameter for engine break-in. You have to ride some distance to get full engine power - everybody know this. So, i've found this parameter. If i translated it correct then exact distance for full engine power is 300km (it's constant for all cars). I can reset brake-in parameters to make full power at the start already. It's similar to cars bought in OCD.

I think, it's possible to tweak power of car to make Daihatsu Midget as powerful as Bugatti Veyron. I just didn't try it yet because still have something more interesting to explore. Later I will try this.

 

 

i've missed Speed 8 Race Car '03 when looked for potential upgrade for premium version. So, Speed 8 Race Car '03 is another car, codename of which looking like there is plans to release it in Premium version in future DLC.

 

 

 

 

 

X2010 5G has 20 colors! I thought it's white-only. Level 25, 8mil cr.
385BHP/8500rpm, 33kgfm/6000rpm, 802pp (not broken-in yet). Other parameters look like other X2010 models.

It doesn't look like DLC. Probably it will be released as a gift, for example as Christmas gift, or New Year's one.

 

 

PP assembler was created by some freak. I don't know how PP is calculated.

 

 

There are additional hidden tweaks:

1) 2 additional engine tunes (5 in total)
2) 2 additional turbo stages (5 in total)
3) Clutch: Triple-Plate
4) Flywheel: Racing
5) AYC Controller
6) Large Diameter Rotors + 4(6,8) Piston Calipers
7) Ceramic Carbon Brakes, Brake Balance Controller
8) Tires:
Every kind has 2 types. Like Comfort Hard (C), Comfort Hard (V).
Also, there is Sport Super Soft and Racing Super Soft tires.
so totally 22 types of tires! 8-O
9) Nitro upgrades
10) Additional power improvements (5%,10%,20%)

This is only list of features. It's not exactly implemented in game.
With so many hidden tunings, it's easy to make GT6 from GT5 already, haha. Probably, PD is testing some new features already. May be it can be unblocked by some special key file, save, or whatever.

 

 

Description about C/V tires:

C:
Super-soft sports tires that can also be used for circuit driving. They have high grip even at low temperatures, but suffer from poor durability. Type C tires are designed with an emphasis on horizontal grip.

V:
Super-soft compound sports tires also suitable for race circuit driving. They boast high levels of grip even at low temperatures, but suffer from poor durability. Type V tires are designed with an emphasis on grip in the inline direction.

Both C and V types are not available. Tires we are using, have no any type. Typically it's 3rd kind. May be they are equivalent either to C or V, but all three types are listed separately.
Actually, I've counted wrong. Need to add existing 9 tires to the list. So, totally it becomes 31 of types!

 

 

I've added Racing SS, SS(C), SS(V) tires to inventory. In game, SS has picture if i look into inventory, but SS(C) and SS(V) don't. But all of them i can put into car. If i go to car settings, i see correct tires, but there is no SS option in the middle where you can switch tires. So, if you switch to standard tires then there is no way to switch back to SS.
You need to keep car with SS.

Here is the picture showing what I mean:

 

 

 

 

Later I will try to drive with SS tires. Maybe I need to try other tuning parts later. At least power related tuning effect should be easily visible.


 

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Hekseville Citizen
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Re: Extra/hidden features found within GT5's code

[ Edited ]
Dec 13, 2012

I've seen during replays of Special Event Advanced Rally Tarmac; the AI Rally Cars using Sport Super Soft. Very interesting reading. especially about the RM suffix for the TC cars we got as DLC.

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Fender Bender
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Re: Extra/hidden features found within GT5's code

Dec 13, 2012

I know of at least one inaccuracy here.  Not saying anything else is wrong, but...

 

The post states that break-in occurs at 300km (186 miles).   In testing for the Tuning Tome, I documented that right at 200 miles, the Toyota 86 GT (hardly the most powerful car in the game) gains its last point of torque.  Easy to miss if you only look at horsepower...

 

There could possibly be something which delayed my break-in slightly,  I'll see if I can identify anything in my current tests of this very question.

 

I still have plans for the tome to return as well...

 

Smiley Happy

 

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Uncharted Territory
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Re: Extra/hidden features found within GT5's code

Dec 13, 2012

hmmmm!!! this is intresting indeed. i did notice not to long ago the 69 camaro, and shortly after the 04 111r elise come into the ocd garage. i know for a fact it was the first time i had seen either of them, as i have had every car in the game!! makes one wonder what else is to come, if anything.

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I Only Post Everything
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Re: Extra/hidden features found within GT5's code

Dec 13, 2012

That's some neat info! I think the [C] and [V] type tires are interesting, it would explain why tires in GT5 might not act as we would expect in real life (especially if the tires we have now are the [C] type). I'd really like to see how the [V] tires compare, hopefully we will get them at some point.


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Treasure Hunter
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Re: Extra/hidden features found within GT5's code

Dec 13, 2012

dmcallis wrote:

I know of at least one inaccuracy here.  Not saying anything else is wrong, but...

 

The post states that break-in occurs at 300km (186 miles).   In testing for the Tuning Tome, I documented that right at 200 miles, the Toyota 86 GT (hardly the most powerful car in the game) gains its last point of torque.  Easy to miss if you only look at horsepower...

 

There could possibly be something which delayed my break-in slightly,  I'll see if I can identify anything in my current tests of this very question.

 

 


Remember some events give odometer increase but not break-in.  http://community.us.playstation.com/t5/Gran-Turismo-Series-General/Where-and-when-GT5-applies-distan...

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Uncharted Territory
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Re: Extra/hidden features found within GT5's code

Dec 13, 2012

clacksman wrote:

dmcallis wrote:

I know of at least one inaccuracy here.  Not saying anything else is wrong, but...

 

The post states that break-in occurs at 300km (186 miles).   In testing for the Tuning Tome, I documented that right at 200 miles, the Toyota 86 GT (hardly the most powerful car in the game) gains its last point of torque.  Easy to miss if you only look at horsepower...

 

There could possibly be something which delayed my break-in slightly,  I'll see if I can identify anything in my current tests of this very question.

 

 


Remember some events give odometer increase but not break-in.  http://community.us.playstation.com/t5/Gran-Turismo-Series-General/Where-and-when-GT5-applies-distan...


this ^^!!   HI CLACKSMAN, I'VE MISSED YOU SO HERE IS MY GIFT TO YOUSmiley Happy!

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Keyblade Wielder
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Re: Extra/hidden features found within GT5's code

Dec 13, 2012

this is a great find, but this probably will get locked down or deleted soon... hopefully not.

 

but one thing I can say right away from the about half of this I've read, is that this is proof that PD does not put DLC on the discs and release them later.

 

having two differentl iveries for the X2010 which we have not yet seen in-game does not prove to the contrary.

 

ID numbers used for cars in the internal database probably do not correspond 1 to 1 with respect to car model, but may correspond to different varieties of the same model.  For instance, a car that can have a stripe AND no stipe... things like that.

 

lots of analysis can now be done on the workings of this game and I hate to say it, but PD needs to document things so we don't have to go searching like this...

aka Ex_Stream_Tuna -FR's & Racing done here. ExXboxfan = Netflix only
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Fender Bender
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Re: Extra/hidden features found within GT5's code

Dec 13, 2012
And I perhaps should clarify/correct myself a little.

Actually, I went back to the documentation and feel What I said was accurate but kinda soft . At 181.9 miles I felt the car was finished. But just to make sure I ran one more set of laps taking it to 201.4 miles and the last ft-lb of torque came on.

SO - that last ft-lb could have come in before 186 miles like was posted (300km).

I feel I should not have claimed it was inaccurate, looking back at it. I do not really know one way or the other, from the data I have.

Sorrry about that. I will try to do better in the futrure.
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Keyblade Wielder
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Re: Extra/hidden features found within GT5's code

Dec 13, 2012

i'm sure we can forgive you Smiley Wink

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