Attainable Challenges: (barely) beating endurance races using prize cars

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The races in GT5 are rarely challenging so many of us resort to running seemingly uncompetitive cars to have fun. The problem is finding a setup that can still win -- especially when you're talking races like these with huge time commitments. I hope this post format will take off and people can share what cars/setups can (barely) win on the various races. So with that in mind, here is what I've learned so far:



Roadster 4 Hour Endurance (Tsukuba):

The best AI will do 199-200 laps in 4 hours, for a ~1:12 average lap on Tsukuba. They generally pit only once, around lap 100-110. Each fuel-less pit stop adds ~23s to your lap time.


In practice, the AI runs times something like this:

Lap 1-25 ~1:12.0
Lap 26-50 1:10.0-1:11.5
Lap 51-90 1:11.5-1:12.5
Lap 91-100 1:12.5-1:14.0
(pit)
Lap 101-125 ~1:12.0
Lap 126-150 1:10.0-1:11.5
Lap 151-190 1:11.5-1:12.5
Lap 191-200 1:12.5-1:14.0



Miata setup: Eunos Roadster J-Limited (NA) '91 (free with IB license)
Mods: oil change (120hp), Sport Soft tires, Racing Suspension


Settings:
Camber: 3.0f/0r
toe: 0f/0r
height: -10f/-10r
Spring rate: 4.5f/5.5r
Rebound: 5f/6r
Compress: 4f/5r
Sway: 1f/7r

Brakes: 5f/5r

All aids off...



"Bronze" Difficulty (approx same difficulty as getting bronze trophy in a license test):
Pit every 40 minutes/33 laps (take no fuel except maybe on last stop for insurance)

"Silver" Difficulty:
Pit every 48 minutes/40 laps (take no fuel except maybe on last stop for insurance)

"Gold Difficulty:
Pit every 60 minutes/50 laps (take no fuel except maybe on last stop for insurance)
 
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Oh, and contrary to what I have read here, fuel load makes no difference in lap times. There is no better proof than running the same lap times despite a 100 liter difference (70kg) in a 980kg miata...
 
Mazda Raceway Laguna Seca 200 miles


The best AI ('02 Viper or '10 Camaro) will do 90 laps in 2 hours, 35 minutes for a ~1:43.3 average lap. They leaders pit twice, each fuel-less pit stop adds ~25s to your lap time.


In practice, the AI runs times something like this:

Lap 1-20 ~1:42
Lap 21-30 ~1:40.5
Lap 31-37 ~1:45
(pit)
Lap 38-58 ~1:42
Lap 59-68 ~1:40.5
Lap 69-75 ~1:45
(pit)
Lap 76-90 ~1:42


The car: Chevrolet Camaro IROC-Z Concept '88 (won @ B-spec Laguna Enduro)
Mods: oil change and racing hard or medium tires (depending on difficulty)
Driving aids off...

Bronze difficulty: use racing medium tires, pit every 15 laps

Silver difficulty: use racing hard tires, pit every 15 laps

Gold difficulty: use racing hard tires, pit every 18 laps



Note: Strategically, the AI should pit at laps 30 and 60. They don't and continue to run another 7 laps well off their normal pace. Keep this in mind if you find yourself 1/2 lap behind and struggling on lap 24.
 
Oh, and contrary to what I have read here, fuel load makes no difference in lap times. There is no better proof than running the same lap times despite a 100 liter difference (70kg) in a 980kg miata...

Wow... but I remember in GT4 they did make a difference.
 
Wow... but I remember in GT4 they did make a difference.

-Can confirm that.. I ran 4hour Tsubaka yesterday and today, was waiting for the laps to get faster but nothing.

Major flaw from Polyphony Digital.

They've should added the Fuel amount too with what to start with (approx. laps, liters or % of tank) definitely in endurance races, and other races too where there's also tire wear.

A change between stops would make long online races more interesting. The boost for those behind is a bit.. well, not simulation. The more tactics, the better it would be.

I did my 2nd best lap on the 4hour Tsubaka on lap 30 something, and topped that the next day (took it in 2x2hour runs) - clearly the next day something clicked (maybe I was more awake too), but on around near lap 130 I got my best time for that car/setup.

Otherwise every good lap was within one second, weather 100% tank full or a tiny 1mm line - both with new RS tires. Took my best on the 130lap, by few tenths of a second (or was it hundreds..?) Anyways.

They should fix that ASAP. :grumpy:

EDIT: Imagine the FUN it would be to WIN if someone would have counted their fuel strategy wrong by tanking less for only specific pit stops and accurate liter amount per stop, and you'd win the race just because 1). they didn't pay attention to losing fuel by starting with lower tank and either run out or have to make extra pit stop on the last 1-3 lap or so, 2). or would forget to fill up because of miscalculation etc. just before 1 or 2 laps left, leaving their car sitting on the road with you taking the 1 st place from under their nose!

-On the other hand you'd have the opinion to use strategy on shorter races like 50 - 150 km etc., you could make 25% or 50% tank strategy, count your fuel well (cars would be then weighted dry, different cars having different consumption and tank size, naturally. And tuning would effect on it ofc... Maybe it was too much extra code to write for Polyphony..

But I'd still say it would have been worth the while. Would've added so much to the game, especially epic moments to online racing where the leaders car dies on him on the final straight :D
 
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Yea the less weight (fuel amount), the more acceleration cars should have....Just another PD failure. But I bet they implemented the tire ware/fuel consumption option online, etc. so they can have an excuse. SAD.
 
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