Gran Turismo 7 Custom Race thread

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Boost weak still has rubber banding though. The AI doesn’t keep a consistent pace. They slow down considerably 1/3 through a race and I went last to 1st. They sped up at the end. Rubber banding is the worst decision Kaz ever made.

It’s game breaking.
IMHO, it's the cars you've chosen.

GR3 is great for Sport Mode but probably the worst for Sophy. I can't say why because they're so much better with cars that you build for racing. That said, I agree that it's set up to be too regimented. They should all be trying to win the race, but they organize themselves.

Something that I find helps it to give a few cars a little extra PP. It tends to make them race through the pack. Get the right amount and it's tough to beat them...over do it, of course, and it's impossible ;)
 
Also, for those who want to use the GR3 (or GR4) cars with Sophy, it is essential to balance them manually. Don't rely on BoP. From Sport Mode, we know that BoP is absolutely useless. There's a meta car from one track tot he next and it can bem several seconds per lap faster than the other.

Your best bet is to set all Downforce to the same level for all cars, then adjust weight to be the same, then make the power adjustment from there. Fine tune it from there.

(FYI - I've tried max downforce, and it's ok, but I think I am going to switch it to minimum downforce to make them more like the street cars)
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Unfortunately, the game philosophy remains consistent. The player SHOULD be able to finish in the top three, and it shows. I only have 1 Sophy race with GR3 cars, and it's a GR1 GR3 combo. The racing was great for 4 laps, but once i hit the front of that GR3 group, they hit the brakes and I pulled out a 3 second gap in one lap of Spa.

With Sophy races, less is more. Less power, less grip (but equal amounts across the cars). You make more mistakes, Sophy makes more mistakes, and the entire experience is more entertaining.
 
I only have 1 Sophy race with GR3 cars, and it's a GR1 GR3 combo. The racing was great for 4 laps, but once i hit the front of that GR3 group, they hit the brakes and I pulled out a 3 second gap in one lap of Spa.
Thanks for the tips! This has been my exact experience with my mixed Gr.1/Gr.3 race I've been trying to figure out. As soon as I took the lead of the "class", I was gone.
 
Also, for those who want to use the GR3 (or GR4) cars with Sophy, it is essential to balance them manually. Don't rely on BoP. From Sport Mode, we know that BoP is absolutely useless. There's a meta car from one track tot he next and it can bem several seconds per lap faster than the other.

Your best bet is to set all Downforce to the same level for all cars, then adjust weight to be the same, then make the power adjustment from there. Fine tune it from there.

(FYI - I've tried max downforce, and it's ok, but I think I am going to switch it to minimum downforce to make them more like the street cars)
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Unfortunately, the game philosophy remains consistent. The player SHOULD be able to finish in the top three, and it shows. I only have 1 Sophy race with GR3 cars, and it's a GR1 GR3 combo. The racing was great for 4 laps, but once i hit the front of that GR3 group, they hit the brakes and I pulled out a 3 second gap in one lap of Spa.

With Sophy races, less is more. Less power, less grip (but equal amounts across the cars). You make more mistakes, Sophy makes more mistakes, and the entire experience is more entertaining.
I am still on a PS4, so i have no experience with Sophy...

But the same can be said for custom races on Reggie: BoP for Gr3/Gr4 cars does not yield good races, you have to make the settings for each car individually to get good am competitive custom races
 
Howdy. I've been running a go-kart series, and was wondering if it's possible to change the AI driver's suits. It's a bit boring to see everyone with the same gray suit and dark helmets...

Thanks!
 
I am still on a PS4, so i have no experience with Sophy...

But the same can be said for custom races on Reggie: BoP for Gr3/Gr4 cars does not yield good races, you have to make the settings for each car individually to get good am competitive custom races
Ah man, sorry. The custom Sophy races are really good.

Since we're talking about GR3, here's what I recommend for balancing the group.

1 - Set the Downforce to 350/500 (because this is something all the cars can consistently be set to)
2 - Set the weight to 3000LBS (this is slightly more than the SLS, which is the heaviest car)
3 - Reduce (or increase) the power until you are around 700pp (698-702)
4 - adjust the weight until you get to +/- 700pp

BoP (with RH tires) gets the cars around 700pp anyway. Let me tell you, they feel GREAT with this set up. That's it. No suspension BS, not Diff, nothing else.

Edit - I tested minimum downforce and it's better. Even more balanced. I changed the post above to be 350/500. MUCH better than their stock downforce.
 
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I've covered my Abarth cup race and how good it is. I have loved the Clio since GT5 and last week's Clio Sport Race convinced me it can be another Sophy Gem.

Here's the last lap (of 5) at Road Atlanta. I started last to see how quickly I could progress through the field. 600pp with minimal downforce (0 front, 50 rear). It seems that Sophy reacts best to mechanical grip.

 
...With Sophy races, less is more. Less power, less grip (but equal amounts across the cars). You make more mistakes, Sophy makes more mistakes, and the entire experience is more entertaining.
Terrific! and thank you Voodoovaj 👍🏼

I'm going to try that 😁
 
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I've been really enjoying my custom 10 laps Le Mans 24h with a field of 1995-1996 cars (Mclaren F1, F40, Skyline GTR, Viper, 911s, Corvette, XJ220, NSX, Supra...). The field is quite well balanced now after some tweaking.
It's just a shame the IA sucks at strategy, all cars can make it with 2 fuel stops but 80% of them stop for fuel after 2 or 3 laps.

I have set up the weather to be completely random, but so far it has rained only once in around 10 tries. Is there anyway to make it rain a bit more often?
 
I did a group C race and here is the result of my efforts to balance the class (ignore the newer GR1 cars in the photo). As I have said, less is more when it comes to Sophy. I tried to balance things with full/more power, but the results were consistently disappointing.

So, here is what I have found to be the best. Reduce the downforce to minimum front and rear (500/1000). Then, use the power adjustments to get the power to 550hp or less (540 for the 787B). Then add weight to get the cars to 800pp.

The racing is closer. Sometimes too close as I have seen Sophy get into accidents. The 787 remains a straight line beast. You can give it more ponies if you like, but it might walk away from you at LeMans. I underestimated its pace at a test and it was 10 second ahead after three laps. Could I have closed the gap with time? Maybe, maybe not. I decided less power was a better precaution.

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Also, side note (this is more for people coming to this thread for the first time), I have confirmed that the Sophy setting are COMPLETELY broken (in a good why, so I hope they take this into account)

How are they broken?

1 - When setting the boost levels, the prize money decreases. This indicates that the boost was intended to be applied to the player, not Sophy. However, I have done time trials and compared my TT times to my fast laps in the Sophy races. Despite the advantage of draft, I consistently set the same or better time in the time trials, which would indicate there is no boost on the player in the races. That means, Sophy is definitely the one boosted (or restricted less) and It appears that boosting Sophy was not the plan. THANKFULLY this happened because it's WAAAAY better this way and I hope it remains this way FOREVER! PLEASE PD, NEVER FIX THIS

2 - The settings are (top to bottom) Boost Strong, Boost Weak, No Boost. This is also incorrect and I found a consistency to it. It appears that the actual effect is (again top to bottom) No Boost, Boost Strong, Boost Weak. So, the settings are offset by 1

In other words

Boost Strong = No Boost (AI drives at about the same pace as the base AI. I consistently finished these races with a larger gap to second when compared to the "Boost None" setting)
Boost Weak = Boost Strong (The AI is lapping around your pace. The best choice IMHO. I have some one make races that are near impossible to win when starting from the back).
Boost None = Boost Weak (The AI is a bit better than the base AI. I can win consistently on this setting, but it is a bit of a challenge.)

Of course, race balance is a key component.

The work (and credits) involved in making these races likely spooks off some people. So, hopefully, these tips will help make it a little easier.
 
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Looking at the Brazilian Stock Car series. They’re RWD/500BHP/1100kg/18” wheels


I had run an SUV VGT race with the MINI, Mitsubishi and Subaru at Spa. Don’t feel like spending 20 million to do one now.
 
Yeah, it sucks when you try to make the SOPHY race more challenging by adjusting the Boost, ...but the prize money drops.
You can offset this by continuing to make it more challenging and reducing the PP level of your car.

It's also a little frustrating that the best racing has the least variety of cars, but the best payout has the most variety of cars. We simply need to be content with the idea that we are the guinea pigs for GT8.
 
We simply need to be content with the idea that we are the guinea pigs for GT8.
I would really hope at this point they have enough data from the always-online palaver that they can see our collective favourite ways to play GT7.

As long as they don't get the impression that we all want to be grinding the whole time, good things ahead.
 
I would really hope at this point they have enough data from the always-online palaver that they can see our collective favourite ways to play GT7.

As long as they don't get the impression that we all want to be grinding the whole time, good things ahead.
Maybe one indicator, I pointed out recently, is I’m actually seeing higher reward Cr. for most WTC700 recreated races, using SOPHY, than the World Circuit events. That’s a bit of a start.

Only way I can see why we finally have Custom Races is through Lobby data. If PD have read gtplanet wishes for Custom Races options and felt it was time to implement Custom Races, then all good. However, if they based it on Lobby data alone, it could explain some of the car choices Kaz been making.
 
An update for Gran Turismo Integrale is in the works for July, and it will be the final content update, barring any new GT7 feature that could be implemented into the career.

Here's a little run down of what's coming:





Sophy League (PS5 only)
  • 34 original Classic races with classical Greek event theming for event names (5 categories, each category rises in PP/car performance), battling "soldiers" of Sophy en route to competing against Sophy herself.

  • A semi-abridged version of the Motorsport path (11 categories, 97 races minimum) where you battle against the digital drivers who are "splinters" of Sophy, all aiming to prove that they are the fastest drivers to ever compete.


Slip Risks
  • Drift Trials with specified cars wherein you must complete three runs on each track, with each run having a higher score than the last. If you fail, you return to the first run.

  • There will be a Slip Risks event for each track and layout in the game.


Shuffle League
  • Spin the wheel, get a random car, race! Fast and easy to jump into races with very little setup.

  • There are also separate wheel spins for tracks and PP limits should you want to spin those also, or only those.

  • The document for this league will contain preset race settings that you can load for any shuffle race going forward, with just small changes like laps, grid start, or time of day if you like.

  • Weather by default in these settings will be set to random, and so will the rival car selection.

  • These shuffle wheels will be updated and their links updated within the document each time Gran Turismo 7 receives a content update.

  • For the June 1.60 update, those cars and potential Sophy compatible track/layout will be added to the shuffle wheels, as well as the possible track/layout to some of the Classic path Sophy League events for more variety.


Manufacturer League
  • New events for the models introduced in recent game updates.


Drivers
  • All drivers will have completed biographies along with portrait images, which for fictional drivers, were created using the randomiser feature in Cyberpunk 2077's character creator.




There are also various other updates to existing documents, such as the correct time of day for different rounds in GT4 and GT World Challenge events, and to remove fuel consumption from sprint events and Formula events, except for Formula S, as it's period accurate.

For all other Formula events, it would just become an issue where the AI would fuel up at points when changing tyres, so you can't really prohibit it until necessary. And given they don't refuel IRL, I figured it made sense to disable the fuel consumption.

For sprint events, in real life, the teams will likely only fill the cars up for what the race distance allows, which I imagine is less than a full tank. So disabling the fuel consumption makes the car lighter to drive.

I noticed that GT3 cars are a bit sluggish with a full tank and I enjoy driving them more with the fuel consumption turned off - and given you can't set the starting amount of fuel, I thought disabling it would make them more enjoyable to play.

I also want to say that I have learned from the Integrale launch and the issues there were. That won't happen again. I'm making sure to be absolutely thorough with everything.
 
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