You are not the worst, I am right there with you, did great on 1st race and went downhill from there..It's clear to me that I'm the worst sim racer on this site
I started with the Hondas at Tokyo. I didn't know how to pick a starting branch
2 peppers impossible
1 pepper impossible
0 peppers still VERY hard for me. I think I qualified 8th and finished the race 8th
You are all very impressive for finding the PP to be easy
Sometimes not your fault, I had in my 1st three races (so far) one of the AI pass me but not clean enough and start crossing in front of me causing me to PIT maneuver them..., I accidentely ( seriously by accident though ) did a "Pursuit Immobilization Technique" and tailswept him into the shadow realm at the start
Given the Power Pack is meant to deliver "real racing", then yes the AI should change. This is how it works in Sport mode, you don't suddenly have less power as an A driver than you would at C—it's the skill of the opponents that change, not the car's output. I don't see why that would be a controversial perspective to have.Your suggestion is that the player maintain the same car and the AI changes. What the implemented was a consistent AI (which is better, because then you know what your goal is), while you get less capable cars.
Remember, some tester (not one of the world's best) beat each of these events on 2 pepper.
Despite attempts, I've discovered neither track limits nor penalties anywhere in the peepee.Does the free practice portion of a race provide the exact same track limits as the qualy and race in the PP?
Depends on how far up the chain you go. In the A+ rooms, it's common to see the best players handicap themselves with a slower car. Race against any of the guys from "Dstinct" and you'll see.Given the Power Pack is meant to deliver "real racing", then yes the AI should change. This is how it works in Sport mode, you don't suddenly have less power as an A driver than you would at C—it's the skill of the opponents that change, not the car's output. I don't see why that would be a controversial perspective to have.
This is very confusing, to say the least. What are you asking, exactly?I’m far from a mental giant, and know exactly zero about coding, but I’ve got a question that maybe a nerd can chime in on.
The rain physics In the power pack are extremely dumbed down at best, and just a graphical formality at worst. Assuming that Sophy CAN drive in the rain on inters or wets, would it be possible to program Sophy where she would ALWAYS be on the best tires no matter what? As in, Sophy would be able to “be on” the best tires for the given conditions in real time without theoretically having to pit for tires. If the moisture bar got past the 1st tick, coding would then just put Sophy on inters in real time. Then if the moisture got to the 2nd tick, she’d swap to wets in real time - thus always being on the correct tire (with the reverse order being true as well wets —> inters —> RH as the track dries out)
Obviously this would lead to trouble being
that she’d never have to pit, and we would.
….but then in the coding, you could assign each tire a “color” that corresponds to each moisture level hash - which would cause her to “pit for tires”, but in reality Sophy is just passing through the pits, only taking fuel if needed - not actually putting for tires per say.
Does this make sense from a coding perspective?
Just a reminder to everyone, the custom Sophy races set to weak boost does all this. JUST IN CASE people didn't know. I spend most of my GT time in the Sophy custom races now.Yeah, exactly. I’m not looking to win all the time - I just want good racing without the stress that online racing puts me through.![]()
I can't tell you why, but the Civics do have working clutch.For some reason when using the manual shifter, there is no need to use the clutch to change gears in the Power Pack races. At least with the logitech shifter i'm using. It's like all the cars are semi-automatic (well i just tried the Abarth and the Porsche '73)
I'm a programmer just not video games.I’m far from a mental giant, and know exactly zero about coding, but I’ve got a question that maybe a nerd can chime in on.
The rain physics In the power pack are extremely dumbed down at best, and just a graphical formality at worst. Assuming that Sophy CAN drive in the rain on inters or wets, would it be possible to program Sophy where she would ALWAYS be on the best tires no matter what? As in, Sophy would be able to “be on” the best tires for the given conditions in real time without theoretically having to pit for tires. If the moisture bar got past the 1st tick, coding would then just put Sophy on inters in real time. Then if the moisture got to the 2nd tick, she’d swap to wets in real time - thus always being on the correct tire (with the reverse order being true as well wets —> inters —> RH as the track dries out)
Obviously this would lead to trouble being
that she’d never have to pit, and we would.
….but then in the coding, you could assign each tire a “color” that corresponds to each moisture level hash - which would cause her to “pit for tires”, but in reality Sophy is just passing through the pits, only taking fuel if needed - not actually putting for tires per say.
Does this make sense from a coding perspective?
Most are.For some reason when using the manual shifter, there is no need to use the clutch to change gears in the Power Pack races. At least with the logitech shifter i'm using. It's like all the cars are semi-automatic (well i just tried the Abarth and the Porsche '73)
Think you should see your doctor about that....Despite attempts, I've discovered neither track limits nor penalties anywhere in the peepee.
I'm a programmer just not video games.
Each thing my application does is called a Method or Object. So in GT7 "Tires" would be an Object that would be created through multiple Methods/Threads/Calls to various parts of the program.
When it does this its fairly seamless as long as there aren't any bugs/errors. I can't imagine that the Tire object in GT7 would behave any differently. So yes the AI method/object for that car could call the weather method/object, read the values, read the track modifier values that the weather method is applying to the physics engine, and "be on" the perfect compound to maximize traction for the conditions.
Pitting absolutely is nothing more than refreshing/resetting the tire wear object and fuel consumption object so there's no reason that the tire difference can't be visual either. The image of the tire is an object called by the tire method, yeah?
In a nutshell yes, it is fairly straightforward to implement something like what you've suggested. Whether or not it is straightforward to implement that in the existing GT7 I have no idea. Could be built on miles of spaghetti code that nobody really understands all that well or it could be incredibly clean modular implementations that are virtually plug and play.
From scratch this is easy as pie. For GT7 it could be pie or it could be 3.1415926535...........
Right. Let's talk about Polyphony's incessant need to fabricate difficulty instead of just making their AI drivers actually give you a close contest.
After about the third time of having to do this tedious qualifier because the AI spins themselves and me out and absolutely panic when you try and bump draft them, I decided to see what is actually going on because Inostroza is getting the exact same lap times in that Mazda VGT which is slow in a straight line to begin with.
So I decided to get my quickest lap in by forcing Bonelli to the front of the pack and basically using him as my personal shopping cart to the front of the line. After that I skipped the session til we had just over 1 min left and sure enough Inostroza comes out.
So I hang back and we have the following video, just click the image and it should start playing it.
19b01b22b277-master_playlist by Automotive Buff, on Flickr
Alternate YouTube link because it's more intuitive:
Oh would you look at that, the qualifier session countdown ends and we are now on our final lap and it just so happens that that Mazda gained 300 hp and shed 600 lbs.
I am still drafting him and getting dusted. Not that it makes a lick of a difference because this race is literally brain dead; the AI don't understand the concept of the title of the race series... bump drafting. If they actually did, it would make for some honest to God fun.
And this is the theme of this DLC. Choosing what pepper your car is doesnt make a difference. The AI cheats, drives unorthodox lines, and will divebomb you any chance it gets.
Thank you, Polyphony. At least I got 5mil credits and some new cars for the price of just 5mil credits from the PS Store, but let's not open that can of worms now 🙃.
Yes, the Alfa Romeo in first race in Suzuka also has clutch.I can't tell you why, but the Civics do have working clutch.
If the game can boost any car whenever it wants, the fixed car list doesn’t matter. The “curated car list” becomes pointless. No?The curated car list is just to make the racing more difficult but not necessarily change the way your opponents race. Braking every single apex is frustrating but realistically the only way it's competitive..
Yeah for sure.This does seem to be the situation unfortunately. The curated car list is just to make the racing more difficult but not necessarily change the way your opponents race. Braking every single apex is frustrating but realistically the only way it's competitive...
That's got to be like a year's worth of pens...Yup. I did the Watkins Glen "Bump Drafting" event and ran wide as hell off turns 1, 5, 10 because NASCAR does![]()
Track limits? What track limits?