Gran Turismo 7 Custom Race thread

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had a quick late race monsoon was on the long straight away on the last lap still got a new FL
 
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from the 3 lap ring nord race
 
Had another good race this time at Road Atlanta. Reggie,40mins., RH/no boost/5x fuel/1x tire/real slip.
Weirdly the E36 that did pretty good at St. Croix was ALL over the place, literally. Spun out almost a handful of times. Weird.
Nice close racing and I won only by a bit over a second. I even went three wide after the esses into T6!
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Had another good race this time at Road Atlanta. Reggie,40mins., RH/no boost/5x fuel/1x tire/real slip.
Weirdly the E36 that did pretty good at St. Croix was ALL over the place, literally. Spun out almost a handful of times. Weird.
Nice close racing and I won only by a bit over a second. I even went three wide after the esses into T6!
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I'm curious because I see some cars with wings and some without. Why did you decide on this? How does it affect the competition?



Also, we're always talking about difficulty, but Spec IV is bringing the heat...
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Granted, this will likely only be for the Power Pack, but I am hoping that this is a core change to how the game handles difficulty.

For those young folks among you who always ask about the difficulty level (Novice, Intermediate, Professional), know that the way the difficulty functions was revealed in the GT5 hack.

The reason I say that the difficulty means nothing with custom grids is because, for as far back as you can go, the game has created difficulty through disparity. In GT5, if you used the hack to swap engines (and chassis...man, I wish we could still do that), you could also change the difficulty up to level 10. If you chose level 10, the field was full of Croup C prototypes, and it didn't matter what you were using. You can see that this is still the case by choosing a lower performance car and then letting the game fill the grid based on difficulty. The game will fill the grid with faster cars. If you have a custom grid, it does nothing.

This image from Spec IV shows relatively the same car (or at least a similar car). When the Power Pack was launched, 2 chili was pretty challenging and it has since been dialed back significantly. 2 chili is now a cake walk. They'll probably still use performance disparity as the way to alter difficulty, but I wonder if they'll alter it. Instead of changing the cars outright, maybe it will increase the performance of the field. It already does that with the boost turned on, but it would be a welcome change to have it set to a level, rather than having it dynamic with the boost.

Just an interesting point of discussion.
 
I just realized, Sugo being added is the perfect Super GT track to be added for multi-class races..

On GT7 we lack of dense trafic due to the fact that we're capped with 20 car grid.

Suzuka or Fuji (If that one comes with Sophy on December) are cool but pretty long courses in comparaison of Sugo or Okayama..
So trafic don't really come into play.. You'll need at least 30/40 cars grid to have fun.

But sub 1mn20 tracks like Sugo or Okayama are really cool if you want to recreate the real life experience of this series 👍

Check out the times qually of last year at Sugo :

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This is a really cool but short track! 😁

Since most of the time I drive Gr.3 cars (GTD, GT300, LMGT3) me against 7 others Gr.3 cars + 12 higher classes (GTP, GT500, Hypercars, detuned LMP2s)
I don't need a rabbit btw lol

The most fun I had was at tracks like Laguna Seca and Road Atlanta with IMSA.

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As for when Sophy will be able to drive at Sugo, it's a whole different story... Because without the AI, I can't do multi class races.
It can take them months before I will be able to fully enjoy that brand new track :\
 
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I think we're underestimating Sophy (heck we might be underestimating Reggie). Yes, I DO wish they would turn of the rubber band sandbagging. I hate when the AI slows down for me, but still.

I had some time at lunch so I did 1 Sport Mode Race A and another round of Sophy.

Sport Mode race (so racing against people), I won by about 3 seconds. The two guys behind me were in a battle and the guy in the back of the photo took out the guy in the black car. They caught up on the last lap because I had enough time to take it a little easy. It could have gone wrong for me as well if I were just a hair further back.
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Meanwhile, here is the last lap of my Sophy race. It speaks for itself. Note, the tires are worn and I have front downforce, whereas the BMW has none.


I put way more effort into beating Sophy than beating real people.
 
I just realized, Sugo being added is the perfect Super GT track to be added for multi-class races..

On GT7 we lack of dense trafic due to the fact that we're capped with 20 car grid.

Suzuka or Fuji (If that one comes with Sophy on December) are cool but pretty long courses in comparaison of Sugo or Okayama..
So trafic don't really come into play.. You'll need at least 30/40 cars grid to have fun.

But sub 1mn20 tracks like Sugo or Okayama are really cool if you want to recreate the real life experience of this series 👍

Check out the times qually of last year at Sugo :

View attachment 1563951
View attachment 1563952

This is a really cool but short track! 😁

Since most of the time I drive Gr.3 cars (GTD, GT300, LMGT3) me against 7 others Gr.3 cars + 12 higher classes (GTP, GT500, Hypercars, detuned LMP2s)
I don't need a rabbit btw lol

The most fun I had was at tracks like Laguna Seca and Road Atlanta with IMSA.

View attachment 1563953

As for when Sophy will be able to drive at Sugo, it's a whole different story... Because without the AI, I can't do multi class races.
It can take them months before I will be able to fully enjoy that brand new track :\
Keep in mind Super Taikyu as well. With their eight classes and having pretty much current cars representing S-Tai grids, we can replicate these races.


 
FYI, I've been tweaking my LMGT 1975 series (BMW 3.0, Ferrari 512, Porsche 930, Pantera, and 88 Countach). I've noticed that on most of those cars, going back tot he stock race suspension settings has helped with stability and drivability. The diff has more impact.

The Porsche, BMW, and Ferrari need a little extra ride height. I'm still working on the Ferrari and haven't verified that the full stock race suspension is best, but it's the last of the bunch so I am optimistic.

EDIT - Ya, (mostly) stock suspension seems to work best. I added 10-15 clicks of ride height to everything. For the mid engines cars, I add 25 clicks to the rear springs...seems to be all you need.
 
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FYI, I've been tweaking my LMGT 1975 series (BMW 3.0, Ferrari 512, Porsche 930, Pantera, and 88 Countach). I've noticed that on most of those cars, going back tot he stock race suspension settings has helped with stability and drivability. The diff has more impact.

The Porsche, BMW, and Ferrari need a little extra ride height. I'm still working on the Ferrari and haven't verified that the full stock race suspension is best, but it's the last of the bunch so I am optimistic.
Can I request that in your next custom race showcase video you use the in game camera instead of the nice TV replay camera? It's much easier to compare the cars performances if we see the action happening live with the hud and all info on screen.

I have just been frustrated with sophy performance lately, and I know I can extract more if I tweak each car.. have been running gr.3 and gr.4 races with BOP on, but for the most part they still drag themselves in many corners. I've been running fuel map 3 to remediate that, but still easy to catch them.
 
I have just been frustrated with sophy performance lately, and I know I can extract more if I tweak each car.. have been running gr.3 and gr.4 races with BOP on,
Ya, I can turn on the dashboard, but I don't think it will help you to know how fast I am going. The reason I say that is that we are all different level racers, but the AI scales to you.

Your #1 problem is the BoP. No shade on the people that like to turn it on, but BoP is designed for people racing people. Don't use it for Sophy racing.

Turn all the cars to 100% PP and go. It is far more beneficial to make opponents faster, rather than making yourself slower. I know it sounds like the same thing, but it really isn't.

The AI is not designed to be equal to a player. It is designed to be slower than a player. Using BoP slows most of the cars even more.

I equalize downforce and add power to the slowest cars. Equalizing downforce is probably the most important thing you can do.

but for the most part they still drag themselves in many corners. I've been running fuel map 3 to remediate that, but still easy to catch them.
If you find a car that is braking too early, increase the braking sensitivity 10 clicks at a time. But, try cranking the Performance Points first.
 
I have just been frustrated with sophy performance lately, and I know I can extract more if I tweak each car.. have been running gr.3 and gr.4 races with BOP on, but for the most part they still drag themselves in many corners. I've been running fuel map 3 to remediate that, but still easy to catch them.
The problem for me is not even how to set up a BoP for all the different cars.
Of course, that has to be done to some extent and it is really time consuming, but you also have to take into equation the fuel consumption and tire wear, which vary from car to car.

For example rn, i'm doing a endurance race at Laguna Seca with Gr3/Gr.1 cars, in GT category and i'm driving the RCf GT3 (Vasser Sullivan) against the 296s, 911 GT3 Rs, M6s, Mustang, Lambos, AMGs etc...

It's an endurance race so when some cars go into the pits before others, like the Mustang (11 laps), others like the 296s can go 13/14 laps...
It is huuuge disadvantage for Ford at the end of the race because they will have to pit 1 more time than others.

What I would've liked to see in the game is an option to turn on and off a setting that equalizes fuel consumption and tire wear across all cars.
 
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