Gran Turismo 7 Custom Race thread

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Welp, settings that work great at one track, suck at another. Just did two 10 lap races at Suzuka and I was the only car passing anyone. The rest finished basically where they started.:irked: Not sure what to do here.
 
Welp, settings that work great at one track, suck at another. Just did two 10 lap races at Suzuka and I was the only car passing anyone. The rest finished basically where they started.:irked: Not sure what to do here.
Do as I suggested, bump a few cars about 5-10pp through the field. 4-5 seems to work best. The extra performance is enough to cause them to fight for position, and open up the race.
 
Welp, settings that work great at one track, suck at another. Just did two 10 lap races at Suzuka and I was the only car passing anyone. The rest finished basically where they started.:irked: Not sure what to do here.
When I wanted to get variation in custom races I used to add ballast to account for different driver weights*. For example, I'd assume boots, suit and helmet would be, say, 5kg or so, so that added to a 65kg driver would mean 70kg added to a few random cars. Other cars would have anything up to 120kg added (5kg kit plus 115kg fat boy driver). All with no bias to front or back, just added mass. Random weights between 70-120kg usually gave enough pp variation on pace to mix things up, even if cars were otherwise equal. Might be worth trying.

*Not sure if the game already factors in a standard weight for drivers anyway, when it does try to be so accurate for fuel burning I suspect it should also make driver weight part of the equation.

Would be interested to know if anybody knows the answer. Maybe the GTWS drivers should be publicly weighed before the event, like boxers and jockeys, then have their weight added as ballast to their cars?
 
When I wanted to get variation in custom races I used to add ballast to account for different driver weights*. For example, I'd assume boots, suit and helmet would be, say, 5kg or so, so that added to a 65kg driver would mean 70kg added to a few random cars. Other cars would have anything up to 120kg added (5kg kit plus 115kg fat boy driver). All with no bias to front or back, just added mass. Random weights between 70-120kg usually gave enough pp variation on pace to mix things up, even if cars were otherwise equal. Might be worth trying.

*Not sure if the game already factors in a standard weight for drivers anyway, when it does try to be so accurate for fuel burning I suspect it should also make driver weight part of the equation.

Would be interested to know if anybody knows the answer. Maybe the GTWS drivers should be publicly weighed before the event, like boxers and jockeys, then have their weight added as ballast to their cars?
The driver is essentially non-existent. You're only dealing with the car
 
The driver is essentially non-existent. You're only dealing with the car
Yes, which is why adding some random weights to get variation as if it's accounting for different-sized drivers affects pp and therefore car performance very slightly (and is a good way of rationalising why those cars have slightly different pps, for those for whom just altering things like power settings randomly on otherwise identical cars might be difficult to accept...)
 
Yes, which is why adding some random weights to get variation as if it's accounting for different-sized drivers affects pp and therefore car performance very slightly (and is a good way of rationalising why those cars have slightly different pps, for those for whom just altering things like power settings randomly on otherwise identical cars might be difficult to accept...)
Never make identical cars. That's why I advocate for performance points over power/weight. You want power and weight close, but PP is the way to go because it allows for a wide variety of approaches. For example, I have a few "cup" races and I try to shoot for 3 variations of the PP target.

Also, as I mentioned a few times in this thread, I advocate for adding a few cars that are 5-10pp more than their counterparts (if you need rationalization, think of it like a factory team vs a customer team). Allowing for esoteric items like driver weight won't make a noticeable difference as it will only result in a difference of less than 1 PP.


For everyone else, I am convinced that tire wear is the way to go versus fuel. I still leave the fuel burn at 1x, but having the tires wear fast adds to the variation in the race as some cars lose traction and make mistakes. I've seen more accidents, off tracks, and general loss of control as the tires wear. I'm torn as to whether I make it so that they wear slow enough to avoid the need for a stop, or if I make them wear so fast that everyone (including myself) must stop.

I've done it a few times where I can make it to the end while everyone else stops, and the dreaded post pit boost kicks in and sort of spoils it, not to mention that there's a few lonely laps. So, I think trying to win on strategy results in a sub par overall experience. I THINK (again, not sure) that I am going to lean towards mandatory stops, so there's enough wear to cause chaos.
 
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I haven't seen this pit stop rubberbanding you guys mention. In my WEC races, cars pit at least twice and their pace remains consistent throughout the entire race.
 
I haven't seen this pit stop rubberbanding you guys mention. In my WEC races, cars pit at least twice and their pace remains consistent throughout the entire race.
It only happens if weak boost is on, and you take the lead while the opposition is in the pits. If you have a lead of 5 second or more, they will close the gap within 1 lap.

There's times when you catch the lead group as they leave the pits, but there will be other cars in the lead, so you won't see the big boost effect. That's why so many go for a dedicated rabbit car. It stays in the lead for the entire race, and the boost never happens because you never gain 1st position.
 
It only happens if weak boost is on, and you take the lead while the opposition is in the pits. If you have a lead of 5 second or more, they will close the gap within 1 lap.

There's times when you catch the lead group as they leave the pits, but there will be other cars in the lead, so you won't see the big boost effect. That's why so many go for a dedicated rabbit car. It stays in the lead for the entire race, and the boost never happens because you never gain 1st position.
Ah ok. In my WEC races the Gr1 cars lead is never in question. That's why I've never seen it.
 
Depending one the car for a One Make, I’ll have then identical so I can pick different liveries to change them up. When I have different vehicles on a grid, I’ll have the DP same settings for identical cars. Again, depending on the car. This way I can switch a car without adjusting settings. It also means it’s a fair fight without me having to nerf my car or make the AI perform slightly better.

Cars that are the same, but I’m trying to achieve some realism are cars like AE86s. I’ll set those up like the cars seen in Hot Version videos. They’re all unique with power weight and depending on track, they’ll vary a bit with final gear ratios.
 
Do as I suggested, bump a few cars about 5-10pp through the field. 4-5 seems to work best. The extra performance is enough to cause them to fight for position, and open up the race.
Did you see my BOP list? There's already a spread.

Edit: Also, even if I had them all at exactly the same PP, they wouldn't have identical performance.
 
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Did you see my BOP list? There's already a spread.

Edit: Also, even if I had them all at exactly the same PP, they wouldn't have identical performance.
Ya, but sometimes you need to add a little more. It was just a suggestion. I found that just a little bit of imbalance helps.
 
(For now) I have come to the conclusion that pit stops aren't worth the hassle without a viable benefit from pit strategy. So, I am going to keep fuel and tire usage on, increase tire usage, but keep it low enough that pit stops won't trigger.
 
I updated my LM BoP so it is ready for Christmas holidays. I did very little tweaks to LMP1, but major ones to LMGTE :


- LMP1 now overtake a very little bit more and the little disadvantage for Audi has been reduced. The 12/13 laps random pit strategy due to slipstream was preserved.

- LMGTE field was made quicker to increase fuel consumption, they now all pit every 7 laps regardless of slipstream or wind conditions.

- The Ford GT Race Car '18 was added.

Près du dernier virage_9.webp
 
Doing some more experimenting and did a 12 lap race at Road Atlanta with the AM class cars -2 on the ECU. It was good, but wanted to try something else. So I did +1 on the ECU and then added 45kg (100 lbs) to the AM class cars that didn't already have that much ballast. For example, the NSX already had 65kg ballast so I left it alone. I also did -1 ECU for myself and upped the ballast to the base weight of a Z GT4 (3,108 lbs) + my body weight (180 lbs) for a total of 3,287 lbs. You would think the car would handle like crap with that weight but if you are cruising around at 7 or 8/10 effort and concentrate on hitting your marks, it's actually pretty good.

These were the results from that experiment:

1766373758664.webp


A little bit of shuffling, AM cars went backwards like I anticipated. Was great to see the McLaren that started P14 make it's way into the top 10 in just 12 laps. Curious where it will end up during a full race. By the time I got to 7th there was a big enough gap to 6th that it took me a few laps to reel them in and made the pass on the last lap. Probably going to keep these settings and start the full races, which I have decided not to live stream given they won't get many views and just do highlight reels.

Here's the current BOP:

1766374326493.webp


Edit: Ok, first full 38 lap race with these settings: OMG. 😲 Best. Race. EVER. Not uploading a highlights reel - uploading the FULL race. Will try to get it uploaded by Monday night.

1766380042002.webp

1766384744257.webp
 
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would someone be so kind as to share the default tire for each of the Powerpack prize cars? Think I can dig up the rest of the specs/prices online…looking to update my spreadsheet. Thank you!
 
Here's the full race onboard replay for those that might be interested. I put time stamps in for the key moments. I literally spent most of the middle part of the race trying to catch and pass the P6 Mercedes. Loved it.



Edit: Oh, and another thing that was amazing to me was that the pole sitting Mustang lead most of the race until a few laps to go when the Aston Martin sent it into T1 and grabbed the lead and the win.

 
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Here's the full race onboard replay for those that might be interested. I put time stamps in for the key moments. I literally spent most of the middle part of the race trying to catch and pass the P6 Mercedes. Loved it.



Edit: Oh, and another thing that was amazing to me was that the pole sitting Mustang lead most of the race until a few laps to go when the Aston Martin sent it into T1 and grabbed the lead and the win.


This is awesome! Road Atlanta is definitely one of Sophy's best tracks but it looks like the custom BoP you've made has taken it to another level.

Have you got a list of the changes you've made to the cars at all? And the liveries too, they look amazing, are they shared?
 
This is awesome! Road Atlanta is definitely one of Sophy's best tracks but it looks like the custom BoP you've made has taken it to another level.

Have you got a list of the changes you've made to the cars at all? And the liveries too, they look amazing, are they shared?
One of my recent posts has the BOP list. I recently shared the Z livery. Pretty much all of the AI cars are using modified liveries that were already available.
 
The Gran Turismo 300 races in the power pack got me inspired to make something similar in some custom races, but the more I leaned into it the more I wished that we could put the entire field on Sport tires. 🥲
I had this idea a little while ago, but my first foray into replicating PP races was trying to copy the Peugeot 205 GTI from the Alsace race. When i discovered it had received a power reduction, I just got turned off the whole idea.
 
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