I’ve done full grids for 2008 and 2016 GT500 class.Thinking of making a 2008 Super GT grid, anyone got experience with making it good?
Which race settings did you use?I’ve done full grids for 2008 and 2016 GT500 class.
Both work great. 2008 is 16 cars. 2016 is 15. I think one of the 2008 cars is more expensive so 2016 works out cheaper. From memory it was around 9.5 million to get complete the 2016 field.
All sorts really. I tend to stick to chase the rabbit type races being as that’s what the game is designed around. Trying to make a realistic race just exposes the weaknesses in the AI, their pit strategy and the rubber-banding. I’ve kind of just learned to accept what is with this game and not try and get it to do stuff it can’t.Which race settings did you use?
Seems like a healthy way to deal with it. It works well with 1x tire and 1x fuel. I did 2 sophy races 20 laps on high speed ring, one with slipstream full and one with slipstream real. In the real more field spread and less battles between AI. The rubberbanding seems the same for both, could’t get more than a 2 second lead in both races.All sorts really. I tend to stick to chase the rabbit type races being as that’s what the game is designed around. Trying to make a realistic race just exposes the weaknesses in the AI, their pit strategy and the rubber-banding. I’ve kind of just learned to accept what is with this game and not try and get it to do stuff it can’t.
So think the weekly special JGTC event where it’s ten laps to win starting from the back. Sometimes I use Sophy sometimes regular AI if I want to race Fuji or Autopolis. I like to add rain into the equation sometimes too which sophy doesn’t allow.
I’ve also used SEGA World Drivers Championship as inspiration (I have a grid of 20 GT300 cars using the relevant Group 3 cars as well) https://swdc.sega.jp/
These are 3 lap races. Very much arcade so I use the most arcadey settings like slipstream on Max etc. and these work great.
It should say Silk Cat instead.The XJ220 is back in the legends garage!! Perfect for my 90's Group 3/ Remember kids, don't do the engine swap!
I picked up two for good measure.
![]()
The indicating is a Nordschleife/24h/Endurance thing and intentional. Doesn’t happen with Sophy, IIRC, but it’s simulating a track day I think.Did my first test for an N-One Owner's Cup race. Tried out the cars on the Nurburgring Endurance. I'm trying to keep the cars to the specs in the real series. Just waiting for Sophy one day so I can set-up the races as they are in the series at Fuji,Suzuka,Autopolis and Tsukuba. I'll have to add 4 more tracks as it's an 8 race season.
Pretty fun car for sure. I had it on Boost weak but it was still easy. I started at 10th out of 20. It was fun for the first half of the first lap (2 lap race) then I started slowly overtaking them. Then something I've never seen before(I'm sure you all have lol), I was in third and coming up on 2nd, and it started signaling left and slowed down to let me pass. Then same thing happened with first but I stayed behind it for a mile or so to see if it will just speed up. Nope. So I just passed it and basically end of race.Hopefully my next tests will be more challenging.
Nürburgring Endurance_ (2) by 2cam16, on Flickr
Nürburgring Endurance__2 by 2cam16, on Flickr
Nürburgring Endurance__3 by 2cam16, on Flickr
Update on this, I've decided to make it a bit more elaborate by:Definitely going to do another season with the following changes:
- Replace the weakest circuits for the AI with something else.
- Reduce the power on the Corvettes (way too fast down the straights)
- Figure out what to do with the Mustangs (3 lowest finishers, it's slow)
- Do a 2 lap time trial with every car and order the grid by fastest times (instead of a qualifying race)
I'd be down to watch. I like the idea of taking the tire fire that is GR.4, and cherry picking a handful of cars that play nice together, allowing for the ability to sidestep the unbalanced nonsense that is the category.Update on this, I've decided to make it a bit more elaborate by:
Right now I am going to do some refreshing of liveries, do some name changes for the AI cars, and do a little BOP adjustment. I'll probably do one race per week on Sundays and I will post the live stream links here for anyone interested.
- Doing a 1 lap qualifying lap with each car for each race to determine grid order
- Adding a success ballast system similar to Super GT
- Live streaming each race on my gaming YT channel (race only)
I'd definitely give a watch as well!Update on this, I've decided to make it a bit more elaborate by:
Right now I am going to do some refreshing of liveries, do some name changes for the AI cars, and do a little BOP adjustment. I'll probably do one race per week on Sundays and I will post the live stream links here for anyone interested.
- Doing a 1 lap qualifying lap with each car for each race to determine grid order
- Adding a success ballast system similar to Super GT
- Live streaming each race on my gaming YT channel (race only)
+1I'd be down to watch. I like the idea of taking the tire fire that is GR.4, and cherry picking a handful of cars that play nice together, allowing for the ability to sidestep the unbalanced nonsense that is the category.
Update on this, I've decided to make it a bit more elaborate by:
Right now I am going to do some refreshing of liveries, do some name changes for the AI cars, and do a little BOP adjustment. I'll probably do one race per week on Sundays and I will post the live stream links here for anyone interested.
- Doing a 1 lap qualifying lap with each car for each race to determine grid order
- Adding a success ballast system similar to Super GT
- Live streaming each race on my gaming YT channel (race only)
There seems to be a fix for this. I saw wombleleader suggesting to use a faster car as a rabbit to make sure you don't get to P1.I feel the need to post this. I know it's been posted in various forms, but I NEEEEEED to say it.
Hey PD, why not give us a AI option that is as good as boost weak when the racing is close, but that doesn't go boost like a rocket when they're left behind?
I think many will agree that racing Sophy during not fuel stop races is quite enjoyable. I for one love it. However, as soon as you add in the fuel stops, it all goes to bad. Like, honestly, who wants this? Is there anyone in this forum who thinks that the AI should do this? A slight boost is great. It works really well. But why the massive boost?
Sure, we all want races to be competitive to the last moment, but they should be reasonably so. Who approved this? Who tried no boost, and it's lackluster performance in comparison to weak boost, and said "perfect". Then, when this extreme boost occurs, who approved that as being anything less than annoying?
Also, why not randomize or vary up the desire to win among the AI? I find the cars/AI really like to settle in to their starting positions, unless they have far more pace that the rivals. So how about a randomized level of (slight) boost to keep things feeling like real people? I did this for a few races a couple months back, and it works well, but if it's the same predetermined cars, then it's the same result race after race. The unknown element is what makes racing great.
Seems like super easy fixes to me, so I wonder why they aren't being made.
Mixed grids help a lot. For one-makes Sophy is quite one-note and they all follow the same line with little overtaking (in my admittedly single test with the Super Formula SF19 so not representative of road cars), though it wouldn't surprise me if it's similar given the line Sophy will take is fixed, external racing conditions, like other cars being near, not withstanding.Man I gotta say, this stuff is both fun and frustrating. Sophy makes for a good race for the player because it's harder to pass when the cars are fairly equal, but then the AI cars won't pass each other and finish pretty much exactly where they started. Not sure what to do here.
This is a mixed grid. The cars move around, and some of them get about half way next to a car to start a pass, but when they get to the corner they slow and tuck back in.Mixed grids help a lot. For one-makes Sophy is quite one-note and they all follow the same line with little overtaking (in my admittedly single test with the Super Formula SF19 so not representative of road cars), though it wouldn't surprise me if it's similar given the line Sophy will take is fixed, external racing conditions, like other cars being near, not withstanding.
Definitely, though, the more mixed the grid is, the better simply because of Sophy's lines being different with each car.
If you put slipstream on stong they overtake more.This is a mixed grid. The cars move around, and some of them get about half way next to a car to start a pass, but when they get to the corner they slow and tuck back in.
Make sure boost is set to weak, but that shouldn’t really affect actual wheel to wheel stuff much. I guess while it seemed better, I haven’t really looked to see grid movement with mixed grids because I’ve been pre-occupied with losing positionsThis is a mixed grid. The cars move around, and some of them get about half way next to a car to start a pass, but when they get to the corner they slow and tuck back in.
Always had boost on weak. Will try the slipstream setting, but will probably lower the power on my car so it doesn't effect me as much.Make sure boost is set to weak, but that shouldn’t really affect actual wheel to wheel stuff much. I guess while it seemed better, I haven’t really looked to see grid movement with mixed grids because I’ve been pre-occupied with losing positions![]()