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- Jesse100190
had a 16 lap race at a tricky streets of willow springs had to lower the hp of the truck to not go so fast at corners or you can fly off easily.
I had that happen with an Abarth 500 grid. No action whatsoever.Had some fun testing out a 86 GRMN spec series. Test track was Road Atlanta and the racing was good. This one was a 30 minute race with 1x fuel and 3x tire. AI started going in with around 5 laps left. No idea why because I had enough tires and they went for tires. Then the rubber-banding happened. I was up by 23 seconds and it was only 1.xx gap at the finish. lol
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Then I tested a 30-minute Fit RS series at Tsukuba. Kinda boring as it was like a parade. AI wasn't even challenging the other AI. I'll try another track next time.
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If anyone are looking for inspiration in regards to solo or league/lobby racing.
No change unfortunately to regular AI throttle, and the tyre compound glitch remains also.Anything new for us with the new update?
Sophy didn't get pushed to the side, it was updated to 3.0 and sold within the Power Pack. We in Custom Race are dealing with a legacy version now.It's sad how Sophy got pushed to the side for now. Left us hanging.
I've been hoping all along that PD's seeing the relevant stats of the player base thanks to the always-online nature of the app Arron.I wonder if Kaz himself realizes the potential of Custom Race.

And with a few weeks of work it could be so much better.My theory as to why the regular, incremental addition of Sophy tracks in the updates has dried up:
PD is looking after those who paid good money for the Power Pack.
Imagine the flood of complaints that'd ensue if PD added Sophy (regardless of 2.0 / 3.0 iteration) to the tracks featured in the Power Pack, meaning that every man and his dog could drive the same tracks against Sophy only a few months after peeps jumped onboard the DLC, plunking down their hard-earned for the privilege.
If I'm correct in thinking this, it stands to reason that the trickle of new Sophy tracks in the regular updates will resume once PD's estimated, "reasonable" grace period is over.
I've been hoping all along that PD's seeing the relevant stats of the player base thanks to the always-online nature of the app Arron.
If this is the case, and I think it's reasonable to assume so, it must surely be aware of how much time is spent by peeps like us, of whom I'm hoping there's a huge number, creating and enjoying custom races.
For me and my driving buddy the feature is the most-needed one added to any GT game, ever. When he drops in once a week for our drive, we get the housekeeping out of the way (buying the new cars, completing new events and whatnot) with only one thing in-mind: getting to race Sophy in custom races.
I can't easily express how much this one feature has meant to both him and me. Best thing since sliced bread? Absolutely!![]()
Imagine the flood of complaints that'd ensue if PD added Sophy (regardless of 2.0 / 3.0 iteration) to the tracks featured in the Power Pack, meaning that every man and his dog could drive the same tracks against Sophy only a few months after peeps jumped onboard the DLC, plunking down their hard-earned for the privilege.
Of course it is, but Sophy on a plethora of awesome tracks that it's not available for in the main game is the star attraction for many I'm sure.I don't think there will be complaints at all. The power pack is way more than just sophy 3.0 races.
Only in the Power Pack can Sophy run in the rain. 2.1 is dry weather only.Is it just me, or is Sophy missing rain races?
I thought Sophy could run Tokyo in the rain, or am I thinking of Reggie.
I wonder if Kaz himself realizes the potential of Custom Race.
There's already an entire community-made career mode for GT7 and that's just using the game's version of custom races without any of the improvements people want for GT8's iteration.
Literally all I do in GT these days is make money so I can build more cars and put together more races in custom race lol.
Also the Power Pack opening up recently to garage cars has been fun, because now we can take our custom race builds into the events that inspired them and see how they stack up to PD's versions of the tunes.
I've mentioned this many times, but it is worthwhile mentioning it again. Kaz is an art director, not a game designer. He lets the physics programmers do their thing. The franchise has a general mandate to keep the game playable with a controller.I wonder if Kaz himself realizes the potential of Custom Race.
You know, aside from the occasional stupid decision, I am finding Reggie to be improved to the point that I prefer it over Sophy.Only in the Power Pack can Sophy run in the rain. 2.1 is dry weather only.
My last three races from the 1994 season.
Let me set this up.
I am locked in a tight battle with Senna for the championship. I went into this race 3 points up on him. He needed to win, and coincidentally, he drove a hard race.
On the heels of that, we go to the next round. It's a must win for Senna. I made an early mistake, and Brundle out braked himself into the grass.
So, now, the final race. Again a MUST win for Senna. Straight up, winner takes all. 3 points separate us and it's a 5 point difference between 1st and 2nd.
Full disclosure - I restarted this round. Senna spun me and caused a massive pile up on the first lap. Half the field was damaged, including him. He did to me pretty much what he did to Prost in 1990. I wanted a cleaner race.
I wish I better understood why the F3500's produce such great Reggie races. And they actually race each other from time to time. Sophy doesn't really fight for positions they way Reggie does (NOW).
So, maybe Reggy is better for one-makes? I admittedly haven’t tested in a while - if the one car I’m using (across the grid) is available for Sophy, I tend to go with that.At first, I thought what I now identify as "GT Cafe script" was like the mood jauge in GT5's B-spec (When b-spec drivers are fighting, they become angry and drive faster, it goes the other way when they find themselves alone). But I eventually realized that in GT7, their pace was not linked to their proximity to another AI, but to their position in the ranking.
PD's AI can be fast and steady (cf. pepper races and Human Comedy missions), Sophy is faster and steady too. But it's as if they've scripted their AI to fit the structure of the career mode, which is GT Cafe (At least for Menu Books that were present at the game's launch).
Your goal is to enter the top 3, as so, AI tends to create a cluster of 3 cars ahead of the field, it goes back to 2 if you complete the top 3. Cars behind loose pace in a decreasing way the more you look down into the rankings. The last car is crawling, so the player won't finish last and be humiliated. Of course, races in career mode are short and you might not spot this behavior, yet it is what happens. But on a longer custom race, even more if you create a monotype race, it becomes pretty obvious. I ended setting my BoPs car by car, because cars that start behind would always crawling and distort my tests.
Here is a fictitious graph of the distribution of best laps for a grid of 10 AIs, assuming the human player is far ahead :
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AIs we've got in Custom Race mode are "SOPHY + Rubberband" or "PD's + Cafe + Rubberband".
Boost is just another layer of setup for the rubber banding effect.
I took the Red Bull because I was driving into LMP1 class, feel free to choose any car you like as long as it stays in front. I'm planning to make it heavier, because its cornering speed makes it too dangerous. The flags are up to you, but activating them won't break the race like rubberbanding might.
I'm finding it differs between set ups. I have found no rule that works consistently. Every race will require a different approach.To address your final remark, perhaps Reggy gets a layer of ‘entropy’ logic, giving little +/- 3% adjustments to capabilities across the grid. I’m sure we have all experienced the case where a few AI cars perform above or below expectations with consistency, only to revert back to ‘typical/balanced’ capability when you merely change its starting grid slot.
This is what I been saying all along and getting 💩 on for it.AIs we've got in Custom Race mode are "SOPHY + Rubberband" or "PD's + Cafe + Rubberband".
Boost is just another layer of setup for the rubber banding effect.
I was mainly referring to the graph, plotting the finishing disparity between the different ‘modes.’ Reggy custom races create artificial winners and losers, whereas Sophy respects the tune sheet - thus the one-make “conga line” if you don’t tune them all differently.I'm finding it differs between set ups. I have found no rule that works consistently. Every race will require a different approach.
For instance, I made a great GR3 set up by having a set down force for all cars (400 front/600 rear), a minimum weight of 2800lbs (1270kg) and a maximum power of 550hp. I added the Pagani Zonda R to the event and it works great. I'm also using Reggie, because Sophy is too restrictive with the cars and tracks (like the Zonda is not allows on the Nurb 24, and the Lambo is not allowed at Spa). I was expecting it to be bad (because of Reggie instead of Sophy) but it was really good.
This is what I been saying all along and getting 💩 on for it.
There is the "rubber band", without which the AI would also run away from us, and then there is the crazy boost which we all hate. Separate things.