If you’ve had a go in any version of the SRT Tomahawk – the newest Vision GT concept car in Gran Turismo 6 – you know how crazy it is. The “X” model takes things to the furthest extreme, producing over 2,590hp with the use of “experimental technologies”.
As if that wasn’t enough, Polyphony Digital (or perhaps SRT?) created a special Seasonal Event in GT6 for the car at the Nurburgring Nordschleife, one of the most tight and technical circuits in the world. Put them together, and you have a brain-melting virtual driving challenge that will challenge anyone.
To give you some encouragement, we’re hosting a special competition within this Seasonal Event, with one-of-a-kind prizes up for grabs. The fastest 12 drivers win exclusive SRT Tomahawk posters signed by the car’s design team, and the top two drivers score an extra signature on their poster from Kazunori Yamauchi, the Gran Turismo series’ creator himself!
Here’s how to enter:
- Sign in to your GTPlanet account (if you’re not a member, create a free account here).
- Add your PlayStation Network username to your account information.
- Enter your lap time for the Seasonal Event into the “GTPlanet SRT Tomahawk X Challenge” field on this page.
That’s it! You can update your registered time as often as you like before the challenge closes with the Seasonal Event on July 24, 2015 at 02:00 EDT. Unlike most competitions, this one uses a blind leaderboard – you won’t know exactly who else has entered or what their time is; just go as fast as you can.
Once it’s over, we’ll verify your time with the in-game leaderboards, and the fastest players will win their exclusive posters. Good luck!
Official Contest Rules
Due to the complexities and legal restrictions of international contest laws, prizes can only be awarded to United States residents, age 13 and older. Winners under age 18 will be required to present a document signed by their parent or guardian before prizes will be awarded.
Lap times may be submitted and edited through July 24, 2015 at 02:00 EDT. After the contest is completed, winning users will be contacted via GTPlanet’s private messaging system with further instructions on how to verify their time; failure to respond to this message within 24 hours will result in forfeiture of the prize, which will be awarded to the next eligible competitor. Winners will be required to send a PlayStation Network friend request to a specified account to verify their username. The Seasonal Event leaderboards provided by Gran Turismo 6 will be used to determine player ranking. If a competitor is found to have reported a faster time on GTPlanet than the one associated with their PlayStation Network account in the game, they will be disqualified.
No purchase necessary. Void where prohibited. GTPlanet reserves the right to exclude any competitor for any reason. Prizes offered “as is”.
GT6 Photomode images by TheChallenger.
Everywhere you look at the moment there’s a GT Academy driver driving something somewhere. Whether it’s the Blancpain Endurance Series in France, the Nissan Micra Cup in Canada or GP3 in Austria, there’s a guy in a white and red suit who used to play racing games for fun sticking it up the sharp end in a Nissan of one kind or another.
For last weekend we need to first look at the Pirelli World Challenge at Road America in Wisconsin. Nissan as a brand had a cracking weekend, with wins in all three races but for Academy watchers it’s eyes on Bryan Heitkotter with the headlines.
Bryan’s had a good tilt at the GTA class of PWC this season, grabbing plenty of silverware and adding to the tally at Road America. He took another win in the first race, followed up by a second place in the next – but a driveshaft problem ruled him out of race 3 altogether. He is still sitting 4th in the overall standings though, with 13 of the 20 races completed.
A continent away, Lucas Ordonez was driving another round of the Japanese F3, this time at the Okayama circuit. An excellent showing saw him qualify 4th but finish on the podium in 3rd place for both races – so despite missing the entire 4th round at Fuji due to racing at Le Mans, he’s 4th overall in the championship standings. In the second race he even knocked championship leader Nick Cassidy off the podium on a track at which it’s notoriously tricky to pass.
While the Goodwood Festival of Speed is less of a race and more of an exhibition event, no-one can get this message through to racing drivers. First to tackle the hill was Jann Mardenborough who, while not eligible to set a time in the Supercar category due to the bespoke nature of his car – a Nissan Juke R “2.0”, fashioned from the running gear of the GT-R NISMO crashed at the Molecomb corner by Sir Chris Hoy last year – still cracked the climb in a time that would have been good enough for sixth spot overall, at 57.21s.
Alex Buncombe on the other hand was very much eligible to set a time in the GT-R GT3. He blew through the climb nearly ten seconds faster than Jann at 47.37s to go eighth overall and fastest in class – only beaten by a mix of time attack, Pikes Peak and F1 cars.
As for Sir Chris Hoy… well, he returned to the scene of last year’s crime to be the first man to drive the Ginetta-Nissan LMP3 up the hill, cleanly this time. He was however joined on the Molecomb hall of shame by land speed record holder Andy Green, who stuffed his Bloodhound-liveried Jaguar XJR into the haybales. Whoops.
Polyphony Digital’s work has been put on display at the National Art Center in Tokyo, Japan, as part of a new Manga*Anime*Games exhibit in the museum. The exhibit, which showcases the relationship between artists’ work, society, and technology, uses Gran Turismo to demonstrate the technical techniques of the artists that bring the game to life.
The car scanning and 3D model production is shown in detail in a short documentary film, which includes footage from the team’s data capturing trip to Ascari Race Resort.
A measuring tool called the “Hakaru-kun” or “Measure Boy” is also on display, which was used to measure motorcycles during the production of Tourist Trophy. According to the PitStop article, the tool is no longer used due to advancements in 3D scanning technology.
The exhibit will be on display through August 31st at the National Art Center in Tokyo. Afterwards, it will be shown at other events in Myanmar and Hong Kong.
It’s one of the most famous automotive gatherings on the planet and in recent years the Goodwood Festival of Speed has been taken over, bit by bit, by fictional concept cars from the Vision GT project of Gran Turismo.
Following on from last year’s headline unveilings of the Aston Martin DP100 and Nissan Concept 2020 Vision GT cars, one of the stable of virtual prototypes has this year made it onto Goodwood’s iconic central feature – a flamboyant sculpture tens of metres high adorning the lawn in front of Goodwood House, celebrating the manufacturer of the moment.
With Vision GT at the fore, GTPlanet was invited in for a chat with Kazunori Yamauchi behind the Infiniti stand – the manufacturer itself celebrating its own Vision GT – about the project.
GTPlanet: We’re here at the Goodwood Festival of Speed; we’ve seen lots of the Vision Gran Turismo cars made ‘real’ here – what do you think and feel when you see these virtual cars made into real ones?
Yamauchi: I work imagining a scene where something like that comes to life – that’s what the project is for – but when it actually happens it’s always incredible. Yesterday I saw the [Mazda] LM55 Vision Gran Turismo in the sky for the first time… Nice!
GTPlanet: If GTPlanet was to create a VGT car what specifications and parameters would you need to create it in the game?
Yamauchi: To create the VGT cars in GT it requires all the parameters you’d need for a real car, but at the same time because the VGT cars are really technically advanced cars that have some technologies that are not of the present in order to recreate those kinds of features in the game you need the principles and the mechanisms of the control algorithms that are required to control that kind of technology.
GTPlanet: So what’s the biggest challenge in bringing a new car to the game?
Yamauchi: Unlike a production car, the concept cars have a lot of details that are undecided. There has to be a lot of communication with the designers to decide on those kind of details. That communication is a lot of work – you have to ask things like ‘This carbon surface, what kind of finish do you want on it?’ or ‘What layers of colours went on top of each other to make this dark grey metallic colour?’. That’s probably the hardest part of the modelling. In terms of the mechanical aspect, the physics is also a very difficult issue because of the new features that go into a lot of these cars we have to make it brand new for that particular car.
GTPlanet: How do you determine how the fictional VGT cars would drive in real life?
Yamauchi: We get a scientific explanation from the auto maker’s engineers and they explain to us this is how a certain vehicle or technology should function. We try to implement that into the game.
GTPlanet: None of the VGT cars so far has had a full interior cockpit view. Why is that?
Yamauchi: This time around when we’ve been doing the current VGT cars, the schedule has been very tight between the design and the actual release of the cars, so often there wasn’t enough time to model them. On other occasions the manufacturer hasn’t really provided us with an interior. But we intend to implement interiors for all of the VGT cars.
GTPlanet: What’s the current status of the Bertone VGT car?
Yamauchi: The company has gone now, so it’s really difficult. It’s really unfortunate – we had high expectations from the design.
GTPlanet: Are there any other manufacturers that weren’t previously in the VGT schedule to be included in the future?
Yamauchi: I can’t say which one, but yes. We’re still having more and more cars being added – some manufacturers want to make a second car even though they’ve already released one!
GTPlanet: Have you been a little bit frustrated with the speed of some manufacturers to get their cars to you? The original plan for VGT was to have them all in a year.
Yamauchi: It’s really alright. Good design takes a lot of time and it shows that they’re serious about what they’re doing. I want to be flexible in accommodating that.
GTPlanet: Away from VGT, how do you decide which cars you want to put into a Gran Turismo game?
Yamauchi: Firstly we get the news of new releases and new designs that auto makers are working on. Then there’s cars that have historic importance which takes some research on our side. There’s also cars that go on the forums – top 30 or top 50 lists – and we kind of balance between them all.
GTPlanet: Do you find that manufacturers are more willing to let you model newer cars than older ones though?
Yamauchi: Yes, sometimes!
With thanks to Kazunori Yamauchi, Translator-san, HPS Jardine, Infiniti GB and SCEE.