Gran Turismo 7 “Power Pack” Paid DLC Now Available: New Races Including Endurance Events, Qualifying, and “Sophy 3.0”

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What do you expect the Power Pack DLC will cost?


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I am frustrated. This power pack is so close to being great and yet so far from it. The "A celebration of Sarthe" event at Le Mans is straight up broken, as if PD never tested it.

At end of lap 1, everyone and I pit to change from slicks to IM tires. So far so good. But at lap 2, I pit for slicks again as rain was clearing up but almost everyone stayed out and were able to run perfect laps instead of losing massive amount of times on their dying inters. They were as fast me (on slicks) through the Porsche curves despite being on dead inters!

At end of lap 3, they pit and 5 cars came out ahead of me. Wait. Is that IM again?? Yes! Everyone was on IMs again despite the track being dry. Three continued to be ahead of me instead of massively slowing down on their dying inters, before pitting at end of lap 4 to finally put on slicks again.

I had a very lonely race and an awful victory. This was a worse race than the Daytona tri-oval race.
 
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I can confirm that I have claimed all 37 reward without doing the endurance races. You have to claim them in your garage before they are "claimed" on this screen.

BTW, the 20 lap "bump Draft" event around Watkins Glen is a real nail biter on 2 peppers. I won, but there may have been some liberal use of track limits and there was one controversial bit of aggressive driving (by me) near the end ;)

It's going to be a while before I get those endurance races done.
 
Does anything happen when you get all stars? Want to make sure I don't miss anything special.
 
As is all-too-familiar with PD, they have something on the cusp of being pretty darned great, but refuse to make the final, obvious tweaks to achieve that greatness.
The chilli races NEED penalties for track limits and heavy car/wall contact, otherwise it's just too easy to cheat, even unintentionally. If someone beats the two-chilli races I want to know they drove brilliantly, not wonder whether they might've cut across corners or slain Miyazono?

The base game needs it too*; the Tokyo 12-lapper used to give 5 sec pens for even slight wall contact (actually 8 secs lost by end of straight) and that was heaven.
But the PP definitely needs it ASAP.

*Hard Difficulty shouldn't mean a slightly faster rabbit; it should mean driving a clean race within track limits and with no car-to-car contact.
While the actions of AI can probably be built to offer tough and fair racing, the current state of Sophy is all pre-baked and cars barely react to developing situations on track.
 
I really wish PD knew how to tune their own '73 Porsche. The tune on my personal car is better. The car becomes a murder boat on high speed sweeping turns because they didn't put enough ballast into the rear to stabilize it. And the suspension is so low that kerbs completely unsettle the thing, which is annoying because you have to take corners as tightly as possible to get 1st place with the thing.
 
I finally gave this thing a crack last night starting with the Civic races. For the first one on Tokyo Central I chose the EG and I was able to start first and win, but only by a small margin. For the second race on Tokyo South I chose the EF and qualified 2nd, but I lost a few positions off the line before creating a bit of a pile-up. I then settled into 3rd position which is where I stayed, despite my best efforts to catch the leaders. At Suzuka I chose the EG again and qualified first, but I quickly found myself in fourth after an average start. I probably would've won the race if I didn't make soo many mistakes. Overall, it was a much more enjoyable experience than the half-arsed "career" mode races where you have to chase the rabbit. It's the sort of thing that this franchise has DESPERATELY needed for a very long time. If this serves as a blueprint for the career mode of future GT games, then I'm right into it. Having a proper format that's the same as real life makes you feel like you're part of a legitimate event instead of a parade.
 
Maybe it's obvious to me, and not to others, but this DLC is for entertainment purposes. "Real" racing happens in Sport Mode where you race real people. That's in the "Daily Race" thread. Oh, I know, I can hear it now, "Sport Mode is awful", but those are REAL people racing for REAL. Is that what you were hoping for from the DLC?
So you're saying the power pack doesn't provide "real racing"? Then can we agree that is not what was advertised ?
What I thought I would be getting when I bought it without doing much research was close racing with an upgraded Sophy from the custom races (where I spend most of my time now) - not "races" with different scripts.

I will try it in the near future, but with dampened expectations.
 
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I really wish PD knew how to tune their own '73 Porsche. The tune on my personal car is better. The car becomes a murder boat on high speed sweeping turns because they didn't put enough ballast into the rear to stabilize it. And the suspension is so low that kerbs completely unsettle the thing, which is annoying because you have to take corners as tightly as possible to get 1st place with the thing.
I was saying the opposite lol. Do you might sharing your suspension/tuning settings? Whenever I drive mine it's a nightmare because it's so unstable...
 
So I am running the Group C Le Mans endurance. I spotted the AI a full lap just for fun.

Took me one hour and 29 minutes to make my first pass for a position.

I'll win this by laps. I'm running the Nissan.
 
The Power Pack is fun. For better or worse, it has the DNA of Gran Turismo - some brilliance mixed with some peculiarities.

The nuisances:
  • The limited car selection - aside from the obvious complaint of no garage use, why not at least offer the entire field of cars/liveries for that event?
  • The scriptedness of the races - for a particular event, the fast drivers are always the fast ones.
  • The spread of the field
    (though i guess it gives a wide variety of skill levels a chance to race against somebody in the field)
    - The randomness of difficulty from event to event - I found the FF Tuner challenge a little tricky even with the fast car.
    Then the 300hp tuner challenge is a blowout with the fast car?
    - Sophy doesn't adapt to your speed or the in game difficulty - they seem to run the same lap times regardless of anything. Maybe this is the scriptedness again but why can't PD figure out an adaptive AI strength that scales to your lap times or at least a difficulty slider?

The fun:
  • Sophy is fun to race against - a simple mistake can have a large impact on the race, and I've had a bunch of back and forth battles - they take one corner, I pass them at the next, and on it goes. That is a rare feeling for GT7. After a few races I felt my overall driving improving. I am a lowly offline racer who gets low silvers on the weekly online time trials - so I get why the skilled crowd is a bit bored with it - but I enjoy the racing.
  • Finally the proper racing structure - qualifying and grid starts!!
  • The unique bonus cars - I only have the Supra GT so far (which is lovely) but the others look like gems
  • The "game" progression structure - I like that it's something different.
  • There's a nice group of events and the fact that PD brought so many of the popular weekly challenge events back into the game, permanently. Who doesn't love the JGTC theme races?
  • The long intro sequence is a little tedious, but I like the pomp and circumstance of it. It makes each race feel like a racing event, not another driving parade.
  • The 5 million credits went toward all the Spec III goodies and it looks like there are some decent credit and ticket rewards for churning through the events and collecting stars.

Irreverent thoughts:
  • Congrats to Sarah on her promotion to race engineer!
  • All the marketing references to "real racing" - what, you're telling me that the main game's events - e.g., starting 47 seconds behind a lead car that's over the target PP limit - aren't "real racing?"

Overall, I hope this becomes a building block for GT - either leading to another expansions and/or influencing the design of GT8's career mode.
 
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As is all-too-familiar with PD, they have something on the cusp of being pretty darned great, but refuse to make the final, obvious tweaks to achieve that greatness.
The chilli races NEED penalties for track limits and heavy car/wall contact, otherwise it's just too easy to cheat, even unintentionally. If someone beats the two-chilli races I want to know they drove brilliantly, not wonder whether they might've cut across corners or slain Miyazono?

The base game needs it too*; the Tokyo 12-lapper used to give 5 sec pens for even slight wall contact (actually 8 secs lost by end of straight) and that was heaven.
But the PP definitely needs it ASAP.

*Hard Difficulty shouldn't mean a slightly faster rabbit; it should mean driving a clean race within track limits and with no car-to-car contact.
I disagree. If I'm not facing off against human opponents, I should be free to race as sloppily as I want to. It's just a game, and booting computer drivers off the track is fun! (Especially if they decided to spin me out on the previous lap.)
 
The limited car selection - aside from the obvious complaint of no garage use
It would be nice if garage use was unlocked after completing the event or the power pack, which would increase the replayability.
Sophy doesn't adapt to your speed or the in game difficulty
It was never built for that though, it's trained to a certain level and then deployed, that deployed version is frozen, it doesn't learn or adapt. It does make decisions in real-time based on it's training(every 100ms), gets info about the current state, (speed,position,tires,other cars etc) and makes a decision (steering,throttle,brake).
 
Yeah, the difficulty selection in the Options menu doesn't seem to make a difference here. Just tried putting it on Hard, did the GTI race on Alsace with the non-chili car, and Sophy didn't seem faster than it was before I switched it to Hard.
 
This is going to be crazy if they made the whole grid faster and the grid closer.

PD dropping better racing and then undoing the “PD-ness” of not quite executing it ideally with the scripted pace (although I see why they did it - maybe too extreme though).

This is a record for PD if it’s the case lol and great to see.

Now watch them be slower 😭
 
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This is going to be crazy if they made the whole grid faster and the grid closer.

PD dropping better racing and then undoing the “PD-ness” of not quite executing it ideally with the scripted pace (although I see why they did it - maybe too extreme though).

This is a record for PD if it’s the case lol and great to see.

Now watch them be slower 😭
I’m just hoping they fixed the rocket starts. It’s not all cars and tracks, but when it happens it’s my main annoyance with the pack.
 
The 2-chilli Carrera is bad around corners and therefore has a lot of power to make up for it. This makes it more competitive on a power track. It's not a mystery. Just check the cars' specs.
My point was not about it being a mistery, but the fact that the supposedly harder 2 chilli was easier than the 1 chilli…
 
I’m just hoping they fixed the rocket starts. It’s not all cars and tracks, but when it happens it’s my main annoyance with the pack.
Yeah I’ve heard about this but haven’t seen it in action yet. Do you know off the top of your head if there are any videos showing it? Just curious to see what their launch is like.
 
Adjusted the behaviour of the shift down operation when 'Gear Shift: Manual' is enabled in 'Assist Settings' wherein the input will be ignored when trying to shift gear down at extremely high rpm/speed;

After all the years of playing GT7 I didnt realise you could do this anyway.:lol:Ive cant remember ever trying a downshift to a lower gear when at really high revs.
 
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Nope. I was 30 seconds ahead of P2 in the GT500 Fuji race. Qualified four seconds faster than P2 using the Supra.
 
Nope. I was 30 seconds ahead of P2 in the GT500 Fuji race. Qualified four seconds faster than P2 using the Supra.
I thought the AI may be slower. That said this is my second time doing the races so I might be faster on that note.

On the FF Tuning Battle at Dragon Trail Gardens they were braking a good bit in the later part of sector 2 and early in sector 3, culminating in a good amount of braking early/too much in the corner leading into the esses.

That said, using the red Civic, the top 3 were faster in the race than qualifying and while I think there was a chance to win, I finished P2 and it was a battle to the flag with the top 3.
 
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Oh no... I hope this won't reset my Le Mans enduro progress.

I'm doing it the BS way thanks to the poor balance, so maybe this change fixed it.

Essentially, going with the 2 chillis option, the Sauber, you will be upwards of 10 seconds slower per lap than the next slowest opponent. This is due to the Sauber being massively underpowered, like some bad joke really.

However I have so far managed by cutting every possible corner I could find, and am able to reach times of around 3:08-3:12 per lap fairly consistently, this is around the same time as the fastest AI is able to get by driving fairly. This isn't racing though, it's a...human comedy.

In the middle of writing this, I just checked, everything's fine, progress is saved, and the Sauber now has 987 ponies instead of the previous 600-something! I guess I'll be able to race normally now!
 
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