Car of the Week | Alfa Romeo 8C Competizione '08

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The 964 can do a sub 8 minute lap, but every time (based on my initial drives and spins) whenever you clear a corner you'd go, "I could have taken that corner in much faster...". But when you do try to take the corner faster, one bump over the kerb, or a slight correction on the wheel or pedals and it gives the automotive equivalent to a neck snap to the whole run.


Makes me wish we could at least insert Rear Wing A from GT Auto as insurance.
This is why on my initial assessment of this Porsche I had said its only fault is the stock sports HARD tyres, they just do not have grip when you need grip...
 
Every time I get the chance to pick CotW, the 964 RS is on my short list to choose from. There is always a stronger pull to something else, either for nostalgia or under-the-radar reasons, that keeps me from choosing it. So, thank you @Pickle_Rick74 for finally doing it. I will have a full drive writeup this week before the holiday weekend, hopefully. The 964 RS is by far and away my favorite 911 of all. As the "Month of the Nordschleife" winds down, I can't think of a better car to end it with. It genuinely is one of my few dream cars still, and every time it shows up in the UCD, I buy a couple of them.
 
View attachment 1474601
Preliminary run..
I only drove two laps with the 964 and could not post an acceptable time [8:14] (I will though later)
This car is responsive and has the power to do a sub 8 minute lap but (and it's a big but), the sports hard tyres just do not give it any justice to what had got to be done. The stock tyres just do not have any appreciable grip when you need / want it most, I was slipping off in areas I normally do not and had to adjust my driving methods to keep this 964 on the track.
The tyres grip is the only complaint I have to say about this COTW.
Future better lap time coming
Ok I tried hard and my best lap was my second and all laps after I just was pushing too much and just slipping off track.
198e72d224a74-3fa315B375F96579043.7F0DCD06C091CCF5_message_449593146774764_1756223229588.webp




I also changed my tyres to SS just to see if there was any significant difference and there was...
198e72cc90870-3fa315B375F96579043.7F0DCD06C091CCF5_message_449592867659971_1756222139296.webp


 
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I can see why people like the 964, they might be masochists it's that kind of car that rewards you with the right driving skills.


And yet:
Gran Turismo® 7_20250826165445.webp

A 7:54.116 is the best I could get, if I'm deciding to be lazy tomorrow.

Bonus points for the car enabling me to recreate the FR Challenge poster from one of those crashes.
Nürburgring Nordschleife__4.webp
 
Hi there!

I've been a silent reader of this thread for a while, very often the single player challenges caught my interest but somehow I never took part in any of them, either because real life priorities or just because I ended up doing something else in the game.

But! The Nordschleife lap challenge was something I couldn't let go by unattended.

The 964 is a lovey car, I just love the visual and the personality of its drive if that makes sense, even though it is a handful one. Ssme goes for the 930 turbo....

For me this lap was all about picking up the right moment to let the brakes off and go turning, also some curbs that usually could be driven on were a big no or at least a gamble due to the very soft default suspension settings. I did 2 laps and I also do question some gear choices of mine. Maybe there is more time for me to find with proper gear choices and attacking the curbs harder. I don't know.

198f80d137f19-84c27F49CB7AC8E67FE.5AF533D2220C5786_message_449666042731279_1756507979419.webp
198f80d466c50-84c27F49CB7AC8E67FE.5AF533D2220C5786_message_449665994786371_1756507792134.webp
198f80d6ff885-84c27F49CB7AC8E67FE.5AF533D2220C5786_message_449666107922657_1756508234072.webp


The lap was shared in my GT7 page. #cotw, #gtplanet

Edit: the lap
 
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I've long held the opinion that, to evaluate a soulless tool purpose–built to do one job and one job only, a racecar's worth can be very simply and quickly summarised by where it ended up on the finishing order. By that metric, the Nissan GT-R LM Nismo is perhaps one of the worst racecars in modern history, being an LMP1 riddled with countless technical issues that made it qualify slower than some LMP2s, and of the three cars entered into the 2015 24h of Le Mans, only one survived to see the chequered flag, but was so far behind the leaders that it didn't qualify as a finish.


However, at the risk of sounding like an utter hypocrite, I've always had a soft spot for the "LongBoi", and I hardly think I'm alone in that sentiment. While history books may remember the LM Nismo as a failure, I've always held it in high regard not only for Nissan daring to be different and putting money and effort where their mouths were, but also for allowing such a seeming blight on their storied history be immortalised and preserved in Gran Turismo, and I think they can and should be proud of daring to be different. Blessed with a functional hybrid system in the games, the LongBoi sent ALL of its ungodzilly power to its poor front wheels via a 5–speed gearbox, and to say that it's the proverbial one–legged man in an ass kicking contest would be an understatement; it's more a one–legged T–Rex in an ass kicking contest trying to channel a nuclear–powered dropkick through a makeshift shoe out of a well–used echidna condom. Mechanical faults may not be simulated in Gran Turismo, but the digital LM Nismo was nonetheless quite true–to–life in how uncompetitive it was in the games, and it's a fact that has had a radioactive light shone on it when the LongBoi was carried over into Gran Turismo Sport, a game laser–focused on e–sports and categorised racing.


But it's precisely because the LM Nismo is so very ostensibly an underdog that makes anyone who rocks up to a Gr.1 grid in it an instant rock star, guaranteed to catch the attention of everyone else in the same way that an AE86 would command attention lined up beside an FD3S on a mountain pass, or someone pulling out a Pachirisu in the finals of a Pokémon Tournament. A unit so evidently underpowered and goofy looking rubbing shoulders with the established big guns in any competitive environment just promises a dazzling display of confidence, skill, and chicanery from its wielder. In the same way that overlooked and off–meta choices exist in other games, I opine that the FF LM Nismo more than deserves to be in Gran Turismo, not in spite of its flaws, but because of.


But the cars' lack of competitiveness on either side of the digital divide is not at all to say that the concept of a front–engined LMP that maximises its aerodynamics within the LMP1 rulebook is a flawed one; it only proves that an LMP that routes all its power to the front wheels is a bad idea. Ten years after the LM Nismo's abysmal real–life outing at Le Mans, its digital counterpart would get one hell of a glow–up; Update 1.60 of GT7, released in late June of 2025, reworked the LM Nismo such that its electric motors now drove the rear wheels instead of the fronts. One might question the realism and legitimacy of the LM Nismo sending its electric drive to its rear wheels, as Nissan themselves quote the LongBoi to be FF in what little remains of their official press releases. However, according to the chief engineer of the project in an episode of Jay Leno's Garage, Zack Eakin reveals that the hybrid system was to be capable of driving the rear wheels, and that they were debating at the time whether or not the extra drive lines, effects on mass distribution, and other complications were worth the benefits. Of course, history will now tell us that the hybrid system wound up driving none of the wheels, and so I think the depiction of the LongBoi with AWD is just as fair as an FF LM Nismo. One thing is for certain though: Godzilla is a hell of a lot more competitive in GT7 now that its thousand–plus HP is split between all four wheels instead of just two.


Of course, even when making better use of its rear wheels, the LongBoi still understeers on corner exits; it's still a front–heavy car trying to put over 600HP through the front wheels. It's just that now, we also have to deal with the oversteer in the rear as the front end understeers. The LM Nismo has staggered tyres, but not in the way that one might perhaps expect: the front tyres are 14" wide, and only 9" wide at the rear. In sensible speak, that's 355mm front and 230mm rear, and for some context, the rear tyres are barely wider than those on a production R32 GT-R, which is hardly a stable car with 307HP. That's just an insanely tiny contact patch to be attempting to put down yet another 600+HP with, racing slicks or not. With a 65:35 mass distribution, the front tyres will still wear at a much faster rate than the rears, even with a fully rearward Brake Bias of +5. As a result of all that, the LM Nismo will still severely lag behind the more conventional LMP1s of Toyota and Porsche going into and coming out of corners, having to instead rely on its slightly higher top speed to reel back in its contemporary peers.


However, the thing that drivers of the LM Nismo need watch out the most for isn't understeer nor oversteer. It's... well, I don't know, actually. The LM Nismo has a nasty, NASTY tendency to suddenly lose its rear end over certain corners on certain tracks for reasons nigh inexplicable both on acceleration and deceleration, and this is a common experience had by other COTW participants both on controller and wheel, from the imperfect public roads of Le Mans to the smooth paved tarmac of Spa. I don't know what, if anything else, was changed on the LM Nismo when it went from FF to AWD, but referencing my old GT Sport screenshots, the current LM Nismo has had its spring rates increased by a whole Hertz to 5Hz on both ends, and its alignment figures now look downright unintuitive with 0.45 Toe–Out front and a ridiculous 0.90 Toe–In rear. For some context, both the 919 and TS050's default spring rates are at 4Hz front and rear. This absurd stiffness in the springs results in a Godzilla that assaults its driver relentlessly through just force feedback on a wheel, so much so that the public roads of la Sarthe feel as unruly a gravel track, with the car fighting its driver to be let off the leash that is the steering wheel even on the straights, and that is even with the FFB on my T300RS turned all the way down to the minimum. This incredibly stiff suspension setup, coupled with the front biased downforce and narrow rear tyres I suspect is what makes the LM Nismo's rear end so violently allergic to microscopic bumps and elevation changes at high speed. In other words, the rear end of the LM Nismo simply doesn't have enough grip to cash the cheques the front writes, and for as god–awful as the FF LM Nismo was, I don't ever recall it being this dangerous and unpredictable to drive in either GT Sport or GT7. The right kink before Indianapolis and the uphill section of Eau Rouge are just two examples of where the LongBoi consistently spins out. Because the LongBoi is so inherently unstable at the rear, it's also exceptionally prone to being pit maneuvered if the drivers behind (pretend to) make a mistake.


That all being written, the AWD LongBoi is still a massive improvement over the FF car we had, and the gap in performance is now small enough that BoP can easily close the distance should the powers that be deem it fit to decree so. The de–facto meta cars of Gr.1, the Porsche 919 and Toyota TS050, both share a common weakness in having low top speeds, since their hybrid systems are programmed in stone in these games to recharge the battery using the ICE past a certain speed, giving them super sharp acceleration in low to mid speeds, and then suddenly becoming utterly flaccid past 240km/h (149mph) or when they run out of charge. This makes them incredibly quick and fuel efficient at most tracks in the game where there are corners that necessitate braking for every once in a while, but ironically some of the worst choices to bring to a high–speed track like la Sarthe. The LM Nismo's hybrid system, unlike the battery systems in those cars, is a flywheel system that I don't even want to pretend I know the basics of, but in practice, it charges and discharges much quicker than the Lithium–Ion batteries of the 919 and TS050, and most importantly, doesn't sap engine power at all. This gives the LM Nismo an incredible advantage on long straights, 5–speed gearbox be damned, capable of speeds in excess of 320km/h (199mph) in clean air before having to brake for the Mulsanne chicanes, whereas the 919 and TS050 struggle to crack 310km/h (193mph). To really seal the deal, the LM Nismo I've noticed drinks ever so slightly less fuel than said contemporaries, meaning that it's a high–speed monster with the immediate handling and fuel efficiency of a modern LMP1 to back it up, making it a compelling package in high–speed tracks, especially when high fuel use multipliers are in play. It... will just take a bit of trial and error to know which corners will unsettle its rear end, and then actively drive around that weakness by going extra slowly.


With the LM Nismo now being AWD, it really has become the best of both worlds. It's still the underdog we all loved to root for, and yet at the same time, it's competitive enough now that it just might prove competitive once in a blue moon should the track and BoP favour it. More than that however, the LongBoi is an endlessly fascinating piece of motorsport history and an engineering showpiece even ten years after its outing at Le Mans, and to have it scrubbed off history books and forgotten is just such a crying shame. In lieu of direct recognition from Nissan, Gran Turismo has become a foster museum for the unloved child, and the LM Nismo's story might just continue under PD's care. The GT games have always taken failed racecars and given them a whole new purpose and audience, in so doing giving them a second chance at life, such as Jaguar XJ13, Chaparral 2J, and Toyota TS020. Will the LM Nismo be next in line in becoming a Gran Turismo legend? Time will tell, but I sure as hell hope that it will be the next fondly–remembered failed racecar; with Nissan seemingly hell–bent on scraping it off their history books, we GT players might be on a strict timer to enjoy the LongBoi before another generational leap in consoles and graphics fidelity leaves the car behind for good.


Yes, I actually re–installed GT Sport just for that second photo in this post. It took 6 hours of installation, not counting the shenanigans of my PS5 somehow refusing to download the last 4 items of the update in Sleep Mode, so it actually took half a damn day in real time. Just a cautionary tale here for anyone who still hasn't uninstalled GTS from their console.

I'm actually pretty surprised that the "Season's Greetings" curation of Scapes didn't make the transition from GTS to GT7. I thought I must've been tripping some exotic balls when I remember we had that exact location on a body of water with artificial lights strewn in with a mountain looming in the background. These Season's Greeting Scapes even have fully animated elements in them, like flowing water and a CUTE CAT!

Also, the Photo Mode menu in GTS seem a bit more responsive than GT7's. What the heck is with all that, Kaz?! Are you really happy with being the god of a world so flawed? Can you really look your parents in their eyes and say they can be proud of you? HUH?!
 
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I've long held the opinion that, to evaluate a soulless tool purpose–built to do one job and one job only, a racecar's worth can be very simply and quickly summarised by where it ended up on the finishing order. By that metric, the Nissan GT-R LM Nismo is perhaps one of the worst racecars in modern history, being an LMP1 riddled with countless technical issues that made it qualify slower than some LMP2s, and of the three cars entered into the 2015 24h of Le Mans, only one survived to see the chequered flag, but was so far behind the leaders that it didn't qualify as a finish.


However, at the risk of sounding like an utter hypocrite, I've always had a soft spot for the "LongBoi", and I hardly think I'm alone in that sentiment. While history books may remember the LM Nismo as a failure, I've always held it in high regard not only for Nissan daring to be different and putting money and effort where their mouths were, but also for allowing such a seeming blight on their storied history be immortalised and preserved in Gran Turismo, and I think they can and should be proud of daring to be different. Blessed with a functional hybrid system in the games, the LongBoi sent ALL of its ungodzilly power to its poor front wheels via a 5–speed gearbox, and to say that it's the proverbial one–legged man in an ass kicking contest would be an understatement; it's more a one–legged T–Rex in an ass kicking contest trying to channel a nuclear–powered dropkick through a makeshift shoe out of a well–used echidna condom. Mechanical faults may not be simulated in Gran Turismo, but the digital LM Nismo was nonetheless quite true–to–life in how uncompetitive it was in the games, and it's a fact that has had a radioactive light shone on it when the LongBoi was carried over into Gran Turismo Sport, a game laser–focused on e–sports and categorised racing.


But it's precisely because the LM Nismo is so very ostensibly an underdog that makes anyone who rocks up to a Gr.1 grid in it an instant rock star, guaranteed to catch the attention of everyone else in the same way that an AE86 would command attention lined up beside an FD3S on a mountain pass, or someone pulling out a Pachirisu in the finals of a Pokémon Tournament. A unit so evidently underpowered and goofy looking rubbing shoulders with the established big guns in any competitive environment just promises a dazzling display of confidence, skill, and chicanery from its wielder. In the same way that overlooked and off–meta choices exist in other games, I opine that the FF LM Nismo more than deserves to be in Gran Turismo, not in spite of its flaws, but because of.


But the cars' lack of competitiveness on either side of the digital divide is not at all to say that the concept of a front–engined LMP that maximises its aerodynamics within the LMP1 rulebook is a flawed one; it only proves that an LMP that routes all its power to the front wheels is a bad idea. Ten years after the LM Nismo's abysmal real–life outing at Le Mans, its digital counterpart would get one hell of a glow–up; Update 1.60 of GT7, released in late June of 2025, reworked the LM Nismo such that its electric motors now drove the rear wheels instead of the fronts. One might question the realism and legitimacy of the LM Nismo sending its electric drive to its rear wheels, as Nissan themselves quote the LongBoi to be FF in what little remains of their official press releases. However, according to the chief engineer of the project in an episode of Jay Leno's Garage, Zack Eakin reveals that the hybrid system was to be capable of driving the rear wheels, and that they were debating at the time whether or not the extra drive lines, effects on mass distribution, and other complications were worth the benefits. Of course, history will now tell us that the hybrid system wound up driving none of the wheels, and so I think the depiction of the LongBoi with AWD is just as fair as an FF LM Nismo. One thing is for certain though: Godzilla is a hell of a lot more competitive in GT7 now that its thousand–plus HP is split between all four wheels instead of just two.


Of course, even when making better use of its rear wheels, the LongBoi still understeers on corner exits; it's still a front–heavy car trying to put over 600HP through the front wheels. It's just that now, we also have to deal with the oversteer in the rear as the front end understeers. The LM Nismo has staggered tyres, but not in the way that one might perhaps expect: the front tyres are 14" wide, and only 9" wide at the rear. In sensible speak, that's 355mm front and 230mm rear, and for some context, the rear tyres are barely wider than those on a production R32 GT-R, which is hardly a stable car with 307HP. That's just an insanely tiny contact patch to be attempting to put down yet another 600+HP with, racing slicks or not. With a 65:35 mass distribution, the front tyres will still wear at a much faster rate than the rears, even with a fully rearward Brake Bias of +5. As a result of all that, the LM Nismo will still severely lag behind the more conventional LMP1s of Toyota and Porsche going into and coming out of corners, having to instead rely on its slightly higher top speed to reel back in its contemporary peers.


However, the thing that drivers of the LM Nismo need watch out the most for isn't understeer nor oversteer. It's... well, I don't know, actually. The LM Nismo has a nasty, NASTY tendency to suddenly lose its rear end over certain corners on certain tracks for reasons nigh inexplicable both on acceleration and deceleration, and this is a common experience had by other COTW participants both on controller and wheel, from the imperfect public roads of Le Mans to the smooth paved tarmac of Spa. I don't know what, if anything else, was changed on the LM Nismo when it went from FF to AWD, but referencing my old GT Sport screenshots, the current LM Nismo has had its spring rates increased by a whole Hertz to 5Hz on both ends, and its alignment figures now look downright unintuitive with 0.45 Toe–Out front and a ridiculous 0.90 Toe–In rear. For some context, both the 919 and TS050's default spring rates are at 4Hz front and rear. This absurd stiffness in the springs results in a Godzilla that assaults its driver relentlessly through just force feedback on a wheel, so much so that the public roads of la Sarthe feel as unruly a gravel track, with the car fighting its driver to be let off the leash that is the steering wheel even on the straights, and that is even with the FFB on my T300RS turned all the way down to the minimum. This incredibly stiff suspension setup, coupled with the front biased downforce and narrow rear tyres I suspect is what makes the LM Nismo's rear end so violently allergic to microscopic bumps and elevation changes at high speed. In other words, the rear end of the LM Nismo simply doesn't have enough grip to cash the cheques the front writes, and for as god–awful as the FF LM Nismo was, I don't ever recall it being this dangerous and unpredictable to drive in either GT Sport or GT7. The right kink before Indianapolis and the uphill section of Eau Rouge are just two examples of where the LongBoi consistently spins out. Because the LongBoi is so inherently unstable at the rear, it's also exceptionally prone to being pit maneuvered if the drivers behind (pretend to) make a mistake.


That all being written, the AWD LongBoi is still a massive improvement over the FF car we had, and the gap in performance is now small enough that BoP can easily close the distance should the powers that be deem it fit to decree so. The de–facto meta cars of Gr.1, the Porsche 919 and Toyota TS050, both share a common weakness in having low top speeds, since their hybrid systems are programmed in stone in these games to recharge the battery using the ICE past a certain speed, giving them super sharp acceleration in low to mid speeds, and then suddenly becoming utterly flaccid past 240km/h (149mph) or when they run out of charge. This makes them incredibly quick and fuel efficient at most tracks in the game where there are corners that necessitate braking for every once in a while, but ironically some of the worst choices to bring to a high–speed track like la Sarthe. The LM Nismo's hybrid system, unlike the battery systems in those cars, is a flywheel system that I don't even want to pretend I know the basics of, but in practice, it charges and discharges much quicker than the Lithium–Ion batteries of the 919 and TS050, and most importantly, doesn't sap engine power at all. This gives the LM Nismo an incredible advantage on long straights, 5–speed gearbox be damned, capable of speeds in excess of 320km/h (199mph) in clean air before having to brake for the Mulsanne chicanes, whereas the 919 and TS050 struggle to crack 310km/h (193mph). To really seal the deal, the LM Nismo I've noticed drinks ever so slightly less fuel than said contemporaries, meaning that it's a high–speed monster with the immediate handling and fuel efficiency of a modern LMP1 to back it up, making it a compelling package in high–speed tracks, especially when high fuel use multipliers are in play. It... will just take a bit of trial and error to know which corners will unsettle its rear end, and then actively drive around that weakness by going extra slowly.


With the LM Nismo now being AWD, it really has become the best of both worlds. It's still the underdog we all loved to root for, and yet at the same time, it's competitive enough now that it just might prove competitive once in a blue moon should the track and BoP favour it. More than that however, the LongBoi is an endlessly fascinating piece of motorsport history and an engineering showpiece even ten years after its outing at Le Mans, and to have it scrubbed off history books and forgotten is just such a crying shame. In lieu of direct recognition from Nissan, Gran Turismo has become a foster museum for the unloved child, and the LM Nismo's story might just continue under PD's care. The GT games have always taken failed racecars and given them a whole new purpose and audience, in so doing giving them a second chance at life, such as Jaguar XJ13, Chaparral 2J, and Toyota TS020. Will the LM Nismo be next in line in becoming a Gran Turismo legend? Time will tell, but I sure as hell hope that it will be the next fondly–remembered failed racecar; with Nissan seemingly hell–bent on scraping it off their history books, we GT players might be on a strict timer to enjoy the LongBoi before another generational leap in consoles and graphics fidelity leaves the car behind for good.


Yes, I actually re–installed GT Sport just for that second photo in this post. It took 6 hours of installation, not counting the shenanigans of my PS5 somehow refusing to download the last 4 items of the update in Sleep Mode, so it actually took half a damn day in real time. Just a cautionary tale here for anyone who still hasn't uninstalled GTS from their console.

I'm actually pretty surprised that the "Season's Greetings" curation of Scapes didn't make the transition from GTS to GT7. I thought I must've been tripping some exotic balls when I remember we had that exact location on a body of water with artificial lights strewn in with a mountain looming in the background. These Season's Greeting Scapes even have fully animated elements in them, like flowing water and a CUTE CAT!

Also, the Photo Mode menu in GTS seem a bit more responsive than GT7's. What the heck is with all that, Kaz?! Are you really happy with being the god of a world so flawed? Can you really look your parents in their eyes and say they can be proud of you? HUH?!
Very well written thank you for this, I too have a soft spot for the Nissan GT-R LM Nismo.
I believe that it is not a failure when you learn from it, and Nissan had learned a lot from this endeavour. I am proud of Nissan that they tried something radically different in their attempt to race and won at Le Mans.
Nissan has a reputation for doing the different for example the Deltawing, they brought that out in 2012 as a Garage 56 entry just to evaluate and learn by experience and was doing well until an on-track incident ended their race with irreparable damage.
It's the dreamers that will always bring the new tech to the race.
 
Hello there!

I did my usual GT7 Sunday drive at the Nordschleife with the 964.

My lap today wasn't the most accurate, I overshot some breaking zones (Aremberg, Fox Hole, the tight left at he lowest point of the track and right hander before the 1st Caroussel) but still managed to improve my time (7:55:901).

I changed some gears choices and used 3rd gear in some turns, it turns out (no pun intended) stability wins over the speedy feeling you get pushing out on 2nd.

For me, Hatzbach and the Wipperman/YouTube complex are the most challenging parts just because you gotta ride the curbs if you want to make up time.

Lovey car after all. One of my favorites in the game and in real life.
199007f440b31-84c27F49CB7AC8E67FE.5AF533D2220C5786_message_449701948036577_1756648234517.webp
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The lap:
 
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For reasons I don’t specifically recall, I found myself in the driver seat of this car a couple of years ago - and was instantly in love. I know I might be in the minority, but I personally couldn’t imagine driving this car in anything other than its dealership- fitted Sports Hard tires. When you’re finally able to find and flirt with the 964’s limit, it’s sex.


A clean lap while heel-toeing my way around the Nurburgring was hard to come by, but here’s one of the few I was able to complete - albeit with more than a few mistakes and excursions. Think it was a 7:58.whatever by the time I cross the checkers.






Sleeper. One of my favorite cars in the game, and my personal odds-on early COTY pick 😎
 
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The results for last week's SPC, the "You Guys Must Really Like Pa— OH MY GOD does the 964 have hypnotic ability or something?! So many entries!" TT, are in!

Player
Time
jrbabbitt​
8:11.545
Late_Sale​
7:58.whatever (133)
Baron Blitz Red​
7:56.084
skydragon49​
7:55.901
Hdbd04​
7:54.825
hyperspeed980​
7:54.070
Aiko_Mac​
7:49.983
ikon_313​
7:47.856
Vic Reign93
7:46.090

jrbabbit is closing the gap to everyone else now! The sorely missed Baron Blitz Red did a time well under 8 mins on a controller with AT! Let's welcome skydragon, hyperspeed, and ikon for their first SPC participation! And despite the extra fierce competition this week, Vic still emerged fastest! Well done to everyone who could get the 964 around the Green Hell without spinning out! (I gave up three runs in...)



Out of the Green Hell and face–first into a LOT of brown: chosen by @Racer283 , we're featuring the Lancia Delta HF Integrale Rally Car '92!

Gran Turismo® 7_20250830190915.webp


Racer283​

Even though I grew up in the 90's, I never got into watching rally races or knew about these famous cars. It wasn't until I was older that I learned about these monster rally beasts from YouTube. Learning from about all these rally cars, I always enjoyed the beauty from the cars Lancia built. In the future it would be nice to get the legendary 037 but I always adored the Deltas more.

A certifiable rally legend both in real life and in the GT series, the 1992 Delta was Lancia's last chance at grasping glory in WRC as parent company Fiat looked to pivot away from rallying. Despite the presence of an ominous–in–hindsight Celica as its rival, the Delta cinched the Constructor's Championship in 1992 for the sixth year in a row!

How will we ruffians cope with this legend?



Join Our Weekly Lobbies!

Our weekly lobbies are ongoing as usual, and anyone (not a dick) is welcome to join us in racing Deltas under BoP conditions!

Click on the hyperlinks to convert the times to your time zone, and feel free to add the hosts as friends on PSN to make searching for the lobbies easier!

The Americas Lobby

The Asia/Oceania also kinda European Lobby​

BoP/Settings Disabled: On (Cars will temporarily be reverted to stock settings, WIDE BODIED AND/OR ENGINE SWAPPED CARS WILL NOT BE ELIGIBLE!)
Tracks: Randomly selected by lobby participants (~5 mins practice, ~7 mins sprint)
PP Limit: 615PP/TBD (Dirt and Snow)
Car: No Limit
Tyres: Racing Hard/Dirt/Snow




~Single–Player Challenge!~

Hey,

Guess what?

We're OUT OF THE GREEN HELL THIS WEEK!

Instead, interested parties can take a Delta Rally Car (stock settings. Create a new settings sheet if you're unsure!) and set the fastest lap around Sardegna Windmills Forward.

  • Tyre Wear/Fuel Con: Off (did you know that you can turn them on on dirt TTs, but can't change tyres or refuel in the pits of a dirt track???)
  • Barrier Collision Penalty: Weak
Fastest time wins!



Of course, we always welcome opinions, tunes, liveries, photos, videos, or stories about the car here on the the thread!
 
I did better than I thought I could... The Lancia Delta Intergrale handles well in dirty conditions, and it took me three laps to get it straight (and changing to "chase cam to help in the turns where I am sideways and cannot see well)
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Replay is uploaded under COTW keyword. Also posting video here...
 
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Did a 1:18.588 just now, I didn’t realise that changing the wheels made the pp better, so I put the stock wheels back on and I went faster.
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Well now you made me an unhappy camper there. Also, so much for leaving the Nurburgerking when we're still in Europe...

On the other hand, at least the car is a hoot to drive with the wheel. And since the car is categorized under Gr.B (despite it being in Group A), I'd thought of giving it an appropriate livery:

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(Notes: It's based off the various Proton PERT liveries, since yesterday was 68th National Day. And the rims and mudflaps were changed later on)

But what's not such a hoot, is the track itself. Which is a shame because it's already better than the Nurburgerking, it's just the jumps at the start/finish line that is really such a pain. Like, who thought it was a good idea to have two jumps that can alter the direction of your car if it's not aligned to the very correct line?!?! It's like when PD made it back in Sport, they missed the Group B cars, so they made the Gr.B class. But why did they have the urge to make the dirt tracks, to the kind where the Group B cars would jump and crash towards a crowd?! Really such a shame because everything else from the track is prefect the way it is!


But enough ramblings for now, you could at least see the steering and pedal inputs from this replay.
 
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Well, I did the green hell with my dad and brother, we had an Audi s6 wagon for the trip, my dad didn't want to spring for the Porsche, he also said he didn't want to do the Nuremburgring "with my crazy ass behind the wheel of a 911". Still fun, but i was pretty underpowered compared to almost every car out there.
It's nuts how they do it, 200+ cars, no marshals, no check for even a driver's licence or car ownership, or come to think of it, no breathalyzer...
Saw 2 crashes and several almost crashes.
The elevation changes are heart in mouth stuff, so much more intimidating in real life. My brakes were all smoking when we finished the lap, for sure not for the faint of heart, but would recommend to anybody who needs to feel alive. Ill post a few vids on my YouTube page when I get back to Canada.
 
It's Obelisk's (non–bribery) turn to choose the car to feature this week, and this is something he's been clutching onto for dear life ever since it was added to the game in Update 1.59, the very same update that brought us the C5 Corvette and 812 Superfast.

Those who know him should already know which "car" he chose: the Suzuki Carry KC '12!

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After two consecutive weeks of the fast and the crazy, let's get back down to earth with the cheapest car in the game, a Keitora!

Fun bit of trivia: the ZR1 from last week has sixteen times the power of the Carry!
Many of you already know how this review is going to pan out, so let me just skip right to the bread and butter instead of rambling for no reason.

The 2012 Suzuki Carry KC is the same car underneath as the 1999 Suzuki Carry - easily identified by the chassis code for the 10th generation: DA/DB. The Gran Turismo depiction of the Carry is a DA65 (final facelift) with the naturally aspirated K6A and 2WD. Appropriately enough for how GT7 typically handles trim levels, the KC trim for the Carry is the top of the line for the model, packed with features such as power steering and air conditioning. Though, I find it hilarious that a 2010s model still has crank windows.

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Like with the Unimog, the Carry highlights a small, but pretty concerning flaw with Gran Turismo: Its primary use case (farm vehicle/pickup truck/etc) is completely non-applicable in the context of the game. The biggest appeal of a kei truck is its versatility without breaking the bank in many, many different aspects: cheap to buy, cheap to run, cheap to maintain, cheap to repair, cheap on gas…

Coming in at 47 HP and 1565 lbs, the Carry is one of the least powerful cars in the game, as well as one of the lightest.

Its modest curb weight is roughly the same as its monstrous relative, the Cappuccino, and sports a very similarly balanced 50:50 axle weight… I suspect this is manufacturer licensing shenanigans, though: the last keitora featured in GT, the Daihatsu Midget II, was shown as 50:50 axle weight when it really is a 47:53. I’m citing the official documents from the Japanese government for my actual Midget II when I say that... No, I’m not doxxing myself just to prove this comment, but know that I sincerely speak the truth here.

The Carry is a body-on-frame truck like the much bigger ones we have access to in GT7, so you can infer some of its handling characteristics from those heavier boys. However, the Carry has zero concessions towards spirited driving, a sharp contrast with the F-150 and Tundra. It’s got more in common with the Unimog than it does with the sport trucks.

On paper, you have a sub-ton FR vehicle with 50:50 axle distribution with a solidly spaced 5 speed transmission. In reality, you have a truck taller than it is wide, with an old-school live rear axle, leaf springs in the rear, drum brakes on all four corners and gears so short that I use my Midget’s IRL shifting points for it.

Which, by the way, are: 25, 45, 65 and 85 km/h [only Carry - this would correspond to a 5-speed swap on the Midget II] respectively when going all out.

So you have a very tall, very boxy truck with no power, sloppy drive and a whole heap of other problems.

It’s absolutely ideal for a one-make race.

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I had an absolute blast racing against Vic and Square in the Carrys in the impromptu lobby that popped up on Thursday or Friday of that week.

And adding to that, it’s actually not a bad tuning platform. A fully massaged out Carry will run you very close to 150 HP and only 1376 pounds, making it a very zippy little car for low PP racing.

Unfortunately, as a huge fan of kei cars and keitora, I have to admit that I have a lot of little nitpicks with the car.

Firstly, the car seems to not be set up correctly in the livery editor; decals are often very, very blurry and pixelated when you’re setting up a design. It looks better when you actually save them and run on track, but it makes it hard to have an accurate expectation of the end result. That ‘Stickshift’ decal on my rear window is very, very crunchy in the editor, and it makes it impossible to discern if the letters are actually lined up.

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Secondly: The car has no tachometer. This isn’t really an issue in “pancake” (non-VR) mode, since the game’s HUD provides you with a tachometer and shift bar by default, but in VR it becomes incredibly frustrating.

See, one of the flaws when it comes to racing games is that they don’t offer you much of the kinetic feedback you’d expect of a car in motion: The subtle shifts in the road surface, the way cars get nudged around by the wind, and most importantly: the feel of the engine working underneath/near you. With both the Carry and the Midget, the engine is very close to the driver; the thrum of the engine as it works can easily be felt through the seats, steering wheel, and even through the driver’s feet as they rest against the floor of the cab. When you isolate a car like that in a virtual environment, you lose a lot of that imperfection and noise in the feedback from the game. If you’re hard of hearing or deaf (I am the latter), it can make it a nightmare to drive a car like the Carry in VR even with it running a straight pipe/racing exhaust.

Unlike the Unimog, which also suffers from this issue, you actually have a speedometer that you can use to shift by speed…

As long as it’s 120 kmh or lower.

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[Screenshot taken from this MotoGamesTV video.]

This is such a big issue in the Carry that in my league’s ETRC knock-off, I have to run a very specific set of gears so that I can actually use gears 1 through 4 properly, leaving 5th gear as a sort of overdrive for longer straights.

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Polyphony, you seriously need to bring back the custom gauges from GT6. That would have been absolutely perfect to roll out with the VR2 update. What in the [truck horn] [Midget II horn] was Kaz thinking with this omission?

Third, as mentioned earlier: These racing games straight up don’t allow you to use these cars for their intended purpose - despite offering the cosmetic options that you would expect for that type of thing.

In fact, only one game I know of right now has both: A] A kei truck, and B] a way to use it for its intended purpose. That game is Motor Town: Behind The Wheel. And yes, it does also support racing and spirited driving.
The “Dabo” featured in that game is actually a Daewoo Labo - which, by sheer coincidence, is a rebadged Suzuki Carry. Absolutely hilarious that the chips fell like this.
Even more amusingly, Daewoo actually got a badge engineered Suzuki Alto - the Tico, which was based on the 1988 Alto. The car that succeeded the Daewoo Tico is best known as the Daewoo Matiz, or Chevrolet Spark in the US.
What a rabbit hole, huh?


Nitpicks aside - the Carry is actually a really delightful little car to throw around. The very low price (which is accurate to real life used kei truck prices), good power output once upgraded, and general flexibility makes it a surprising sleeper in GT7.



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Now… On the topic of actual ownership experience of a keitora: They’re very fun, buzzy little machines. Having had my Midget for over a year now, there’s a lot of things I can call out that kinda break the immersion for me - not in a bad way, but in a “huh, they really haven’t thrown one of these around?” way.

The main thing that I want to call out is that these all come with bench seats. That means that you’re going to get thrown around with high G loads. If you’re especially unlucky and get thrown into one of the doors, that thump against the body of the truck could shift the center of gravity enough to coax two of the tires off the ground.

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[Bench seat, as featured on the Midget II - identical to a Hijet seat, and almost identical to the standard seats on the Carry featured in game.]

Polyphony in particular also doesn’t capture a quirky side effect of these kei trucks being so compact: You get feedback from the engine through the steering wheel because of how little there is to buffer against the vibrations. This is an actual feedback feature in Forza Horizon 5, though only when approaching a shift point or redline. In a car like this, you’d feel the engine idling, revving, nearing redline, etc… It’s how I noticed my idle was very, very mistuned at multiple points in time during my ownership of the Midget - I would feel the stumble at idle through the steering.

Now, the game’s Carry has a K6A engine, same as the Jimny, so you can expect that it’s an electronic fuel injected powerplant; meaning the vibrations would definitely be lesser than in something like the Midget II - but you would still feel it due to how little mass is there to insulate against vibrations.

Despite the small appearance of kei trucks, your actual view out of one is almost identical to a typical pickup truck - you’ll be able to look oncoming American pickup trucks in the eye on a public road. You’ll also have shockingly good visibility when looking around, due to how little steel is around you to obstruct your lines of sight. I can actually look out the back of my Midget and see over the edge of the bed, which lets me back it up into spaces better.

VR/non-VR also fails to really capture how small these cars are. The game seems to run on the assumption of the driver being average height in order to enable the digital drivers to fit in everything. Otherwise, you’d have drivers being forced to run with the roof open on the Cappuccino, Beat, Copen and a number of other smaller roadster/convertible types that are modelled with the roof up.

I’m thankful that the Midget is shockingly roomy, but being in a truck like the Carry would suck. Your right arm is right against the door frame, and there’s no adequate armrest on that door to compensate for the lack of arm room.

The pedals are also especially small - like half the size of the pedals on my T300RS pedal base, meaning anyone who’s driving one of these on a wheel in GT7 is getting a god-tier level of forgiveness when it comes to things like heel-toeing. I’ve tried IRL to turn my foot to blip the gas while braking (contextually, this was dealing with a stumble by trying to rev the engine up to about 2,000 rpm), and the amount of pressure you need on the brake pedal prevents you from doing that well with average shoes.

These light trucks are also extremely sensitive to crosswinds at any vehicle speed over 60 km/h, so the fact that crosswinds in GT7 don’t cause wind buffeting is both an annoyance and a relief. I tell you - the Midget getting wind buffeting is actually more than enough for it to nearly blow out of its current lane if you're not ahead of the 8 ball. It happened to me a few days ago with a cross wind so bad that the sedan behind me almost drove off the road as well.

…And I think I’m gonna shut myself up for now, since talking any more specifically is going to lead to this not being about the Suzuki Carry or keitora in general.

P.S... Due to how gear reductions work, the Daihatsu Midget has a whopping 870 ft-lbs at the wheels in 1st gear. (4:1 1st gear, 5.857 final drive = 37 * 4 * 5.857 = about 867 ft lbs; the actual gear ratio is a little shorter than 4:1, but that's simplifying the numbers.)
 
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The results for last week's SPC, the "Deltas Doing Dirty" TT, are in!

Player
Time
jrbabbitt​
1:29.149
Akers​
1:28.1--
Hdbd04​
1:19.865
Baron Blitz Red​
1:19.681
Aiko_Mac​
1:18.588
Vic Reign93
1:17.857

Methinks controller users have an advantage in dirt and snow (finding excuses as to why I sucked so badly).



@Hdbd04 has had strong showings in the last few weeks of the SPC, and so for their consistent showing on the thread, they've been given the chance to choose this week's car!

Their choice? Something that is perhaps just as strong: the Nissan GT-R Premium edition T-spec '24!

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Hdbd04​

Well, it has been officially dead for the past week. Why not have a belated "wake" about the car anyway? I wasn't in kindergarten when it was first launched back in 2007. Yet, the car always evolved over the years and anyone with the right tools to tune found ways to make it absurdly faster. I weep for the rising prices in the coming years for used units.

The nightmarish tales of the Skyline GT-Rs' domination in the past decades looked impossible to top, but the R35 GT-R might have just one–upped its saloon–based predecessors, both on the racetrack and the streets. It seemed a monster that even time had trouble slaying, until the news dropped recently that the last ever R35 has rolled out of Tochigi.

Is a car whose initial design stems from 2007 still mind–blowing, or nostalgic? Join us in our Weekly Lobbies or Single–Player Challenge and let's find out together!



Join Our Weekly Lobbies!

Our weekly lobbies are ongoing as usual, and anyone (not a dick) is welcome to join us in racing R35s under BoP conditions!

Click on the hyperlinks to convert the times to your time zone, and feel free to add the hosts as friends on PSN to make searching for the lobbies easier!

The Americas Lobby

The Asia/Oceania also kinda European Lobby​

BoP/Settings Disabled: On (Cars will temporarily be reverted to stock settings, WIDE BODIED AND/OR ENGINE SWAPPED CARS WILL NOT BE ELIGIBLE!)
Tracks: Randomly selected by lobby participants (~5 mins practice, ~7 mins sprint)
PP Limit: 599PP
Car: No Limit
Tyres: Sports Hard




~Single–Player Challenge!~

Hdbd04​

The Single Player Challenge set around Fuji International Speedway. Stock with weak shortcut penalty. Sounds like a good choice?

XSquareStickIt​

...will it rain on Fuji? 😏

Hdbd04​

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Keep it at "Dawn 05:00" pls

  • Game Mode: Time Trial
  • Course: Fuji Speedway Full Course (Dawn, 05:00)
  • Car: GT-R T-spec (stock, SH Tyres)
  • Shortcut Penalty: Weak
  • Grip Reduction: Real

You know the drill by now: fastest time wins, and remember to save a replay of your run!



Of course, we always welcome opinions, tunes, liveries, photos, videos, or stories about the car here on the the thread!
 
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Methinks controller users have an advantage in dirt and snow (finding excuses as to why I sucked so badly).
You? I am the slowest each and every week. I use a controller as I really do not want to spend so much on something I do for occasionally fun.
I will give this week's challenges are go but I don't expect i will be the fast one this week...lol
 
You? I am the slowest each and every week. I use a controller as I really do not want to spend so much on something I do for occasionally fun.
I will give this week's challenges are go but I don't expect i will be the fast one this week...lol
I gave the Delta a whirl at Colorado Springs in our lobby last week, and I was almost 20s behind Vic at the end of a 4 lap sprint. I genuinely have no idea what the game wants from me lol.

You're still faster than me because you actually did the TT, whereas I didn't.
 
I gave the Delta a whirl at Colorado Springs in our lobby last week, and I was almost 20s behind Vic at the end of a 4 lap sprint. I genuinely have no idea what the game wants from me lol.

You're still faster than me because you actually did the TT, whereas I didn't.
You are ok in my books...
Truth told I am 62 and with dexterity issues and I do the best i can.
 
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