Gran Turismo 7 Custom Race thread

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Just did a quick test and it seems Sophy is indeed taking more varied lines with one make races. Still not a lot of battling between them, but definitely an improvement (I'm speaking specifically about one make races with every car the same).
 
You misunderstood the post. I was responding to someone who was wondering if you could race Standard AI against SOPHY AI in the same race. Hence my answer of "SOPHY only races other SOPHY's", as to my knowledge, there is no way to have a mixed grid of the two separate AI systems.
Ahh sorry, yes my bad. Correct, it's two different systems.
You (Voodoo) may already be familiar with the above. Sorry to pile on, if so! If not, I hope it offers a counterpoint and opens up some more gameplay for you!

As I said up top, “play by its rules,” meaning to separate your Sophy and Reggy rulesets. I don’t take this setup into my Sophy races… but I write this part to suggest one probably could? The core concept is ‘make your car worse so the AI is comparatively better,’ (sorry I wrote all those words before, hah!). To whoever is out there that finds Sophy too easy, this can possibly get you closer to your preferred experience!
No worries, to each his own, but for me, Reggie isn't worth the effort.

For one, I would rather tune my cars once. Two reasons:

(1) I don't want to have to go through the tedium of tuning the cars and then adjusting the power for me, so I can go slow enough to be competitive, and then retune it back so I don't have a collection of incorrectly tuned cars.

(2) If Sophy is much faster, or much slower, I know the tune is an issue.

I should add that I set up my races to be as much like Sport Mode as possible. Tire and fuel wear are always on, minimum 1X, but always on. I have all the penalties turned on. That makes it much more of a challenge, because just like Sport Mode, a small misstep could be the difference between first and last.

There's also something that is lost in this discussion. As we have seen, Sophy is being improved with each update. They might be small improvements, but it is changing.

Reggie is just Reggie.



I did a GR3 Tokyo race last night (RCZ, Alfa, Jag, and Ford GT)...Sophy was hitting the wall!! Sophy was RUTHLESS. There were two HUGE pile ups in two races. Bummer that I caught penalties for clipping cars that were spinning, but again, it felt REAL, as in real people. Reggie never feels real. Reggie feels as bad as it has always felt. Reggie has always been designed as if the game is a track day simulator, and in that regard it works perfectly. But, we want fun. Sophy is fun...

LOL, it sounds like I am ghosting my best friend (Reggie) to be with some new hotness (Sophy) 🤣
 
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@Revengel - thanks for sharing! I think I tricked myself, long ago, into believing my “downtune during prerace” method was leading to different results vs. a “go in with an inferior car” approach. Kind of like how pre-race lobby tune adjustments don’t impact the race payout, my testing (old enough to the point it’s possibly irrelevant) seemed to expose a ‘difficulty lock in’ whereupon launching a (pre) race would acknowledge your current PP and build the game around that (payout AND relative AI pace). I have nothing beyond my own boredom/frustration during those tests to indicate this is true, but I feel the association to the very-visible ‘payout lock in’ is a decent one.
No problem! I'll try to post more settings, etc. today if I can.

On my Sophy races . . .

For each of those cars (and a couple more) I have a setting I labeled "Sucker Punch" where I add as much weight, turn the power down and drive the PP level down to the lowest I can. When I load the race, the payout is based on that PP. Once I'm in the "pre-race lobby" I just go to my car settings and load the "590 Cup" setting. The payout remains the same.

I've also done this without switching to "Sucker Punch" first and the difficulty remains the same.
I didn’t watch your videos - yet! Am curious, when you say the changes are “night and day,” what do you mean, specifically?
By night and day I mean mostly the following:
  1. The competition level takes a gigantic step in the right direction.
  2. The awareness level is much better. Reggie still brakes mid-turn where Sophy knows just where the rear bumper is before she pulls in front of me. You'll see what I mean when you watch the replay in GT7. That way you can flip from car to car.
  3. The competition between Sophy driven cars is amazing. E.G. for the hairpin on Grand Valley Highway 1, Elka (driving the Audi) and Rogue (driving the C8 Corvette) take a different attacking line than Letty & Dom (Silvia and Supra respectively) or Natasha (C7 Corvette.) And then there's Ralph Phillips in the 911 Carrera RS who does his own thing.
I think my point is that we can find ways to make Reggie-racing enjoyable, probably not to prefer it in Sophy-eligible situations but to give ourselves access to the full list of circuits/layouts and not allow the default gatekeeping (98% throttle) to prevent our having fun. You describe the different setups for your Reggie and Sophy races but what’s the takeaway? Of course, Sophy is better, but are you finding Reggy any good?
While I did love my Reggie races - I now have a hankering to do my Sainte Croix Route C 14 lapper - I know it's not a fair fight. With Sophy it is. I don't race Reggie outside of the weekly challenges at this point.
I also notice the PP discrepancy, obviously focusing on Reggy-mode for this comment (agree, the game balances Sophy/player really well using PP). When I landed on my ‘pre-race flip’ method, I noticed the familiar “i am way too good” feeling when launching the pre-race in my already-downtuned state (not waiting until pre-race lobby to downtune). This was what led to my “AI is setting its difficulty to my starting PP” thing, as I combined that logic with the default “player gets a 2% throttle advantage” convention. It may be because you’re a much quicker driver than I, but your PP difference is 50-100 points from the AI field of cars.
We likely just drive differently. I'm by no means an alien . . !

That said, that difference is what it takes for me to make a competition with Reggie.
I don’t suppose any of this is right or wrong.
AMEN!!!
Having a vastly inferior PP vs. the AI is better for payouts, for one. Just interesting. Curious what happens if you take a 670ish-tuned 512BB into your Reggy grid and knock it down to your familiar 590 in pre-race. Does the AI smoke you? :)
Not really (as explained with the Sucker Punch setting above) but it's interesting to think of a 670PP 512 BB!
LOL, it sounds like I am ghosting my best friend (Reggie) to be with some new hotness (Sophy) 🤣
KEEP MY KID'S STEPMOM'S NAME OUT YOUR DANG MOUTH!

:lol:
 
I did another round of Group C balancing. The 787 is still a beast at Le Mans, but I don't want to over nerf it for other tracks. Note, I found slightly lower suspension setting was helpful. This is probably an artifact from the suspension changes from a few updates back. These settings help with the turning and front downforce. For the Merc, it's an aerodynamic brick, ergo it has the higher PP to compensate (and it's still a brick). Same for the Nissan.

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I did another round of Group C balancing. The 787 is still a beast at Le Mans, but I don't want to over nerf it for other tracks. Note, I found slightly lower suspension setting was helpful. This is probably an artifact from the suspension changes from a few updates back. These settings help with the turning and front downforce. For the Merc, I think I need to turn down the rear DF and let it sit at 805pp because it loses pace at the top end, but it seems to only be a Le Mans issue. So, you may want to make that change.

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I've been playing with the exact same grid at Le Mans, but haven't tuned anything so far. Just STOCK, 2 cars of each. How much better is the race with tuning vs Stock (with BOB on and off)?

Thanks!
 
I've been playing with the exact same grid at Le Mans, but haven't tuned anything so far. Just STOCK, 2 cars of each. How much better is the race with tuning vs Stock (with BOB on and off)?

Thanks!
Personally, I dislike the BoP but it's great for those who want to just go race without the hassle of the tune.

I'm a game designer to the core, so I love to play with the balance. In my opinion, the racing is better when you tune the cars to be equal on performance.
 
Just had a BoP Gr.1 race at Road Atlanta in the GT-R LM NISMO. I think I fall in the sweet spot where pace wise, Sophy is faster than me, so I’m never really making much headway on the first lap. In fact I almost always go backwards lol.

For reference, I am usually around silver in time trials, though to get that I need a good few laps on the track.

If I keep at it for a couple of hours, I can rarely get gold, but my jump in and play a custom race pace is probably around a mid C DR wise.

Was really fun, ironically, I never have the drive to actually play a whole series of races.

For what needs to be tested for Integrale, I play, but besides that I just do single races here and there.

I’m much more likely to jump and and do a quick custom race or two with super super fast setup, and thankfully for me Sophy is quick enough out of the box.

I love making series’ for others to play but for myself I don’t really ever feel like setting it up lol.

Even a 5 race series, I’d rather just play a single race or two with whatever takes my fancy.

I think for me the creation is more engaging than committing to playing a race series with setup restrictions, even though doing it for your car only and having random opponents doesn’t take long to set up.

I can spend ages creating, but when it comes to playing, I just want to get in immediately when I feel like playing, lol.

Sophy really does make it challenging and more enjoyable vs the regular AI, though I still do enjoy regular AI races. A close rolling start or grid start, and a little detune helps out.
 
Did you set the boost to weak? Your last comment makes me think you forgot to set Sophy's boost to weak.

Check that and report back.
Yep. Custom Races aren't worth it IMO if not for Boost Weak, so I make damn sure to set it in all my races.

I reran the race, shuffling the grid a bit. I made sure to include in the video proof of Boost setting for avoidance of doubt. I wound up taking the lead at the end of Lap 2 this time.


As per before, all the cars are (mostly) stock. The 2017 NSXes have had their power reduced to run with the older cars, but are also otherwise stock.

Sophy is just garbage at DTS, unfortunately. For some context of my skill level, I usually have to try rather hard, even on a combo I'm comfortable with, to get +2.75% of the fastest time on the Online Time Trials. I don't believe I'm that good of a driver.

I recorded the video live this time, so the deltas between me and the cars around me are visible. In that video is proof that Sophy, even on weak boost, is subject to rubber banding shenanigans. On lap 1, while I was behind it, "SophyKin", the white 2002 NSX whom the replay camera follows, reached a top speed of 210km/h before braking for the final turn of DTS. On lap 2, after I was in the lead, SophyKin could suddenly reach 225km/h on the same straight before having to brake. It's evident that I can take the Chicane of Death much quicker than Sophy can, but if we were to observe the deltas, we can see that Sophy quickly closes the gap to me coming out of the CoD in spite of taking the chicane much slower.

In fact, SophyKin has always upshifted from 4th gear to 5th gear at 202km/h. After I pass her, she gets up to around 216km/h before upshifting at the exact same rpm. It's baffling!

Also, in the braking zones, SophyKin closes massively on my lighter 1992 NSX, and she does this using roughly 60% of the brake pedal. Rather ridiculous.

If anyone would like to study the replay in–game, I've shared the replay publicly:

#gtplanet #nsxtrophy #rubberband

Don't get me wrong; in most cases, Custom Races with Sophy is ridiculous fun. It's just that some of the magic is lost when you realise it's almost as artificial as the Reggie races.
 
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Don't get me wrong; in most cases, Custom Races with Sophy is ridiculous fun. It's just that some of the magic is lost when you realise it's almost as artificial as the Reggie races.
I suggested in another thread that it may be an artifact of human inefficiencies, because Sophy has to be trained on some type of data. As an example, if they have testers running laps to gather data, they can't run these laps the way we do. They can't run roughshod over the curbing at the chicane of death for instance, because then Sophy would learn to crash. So, it could be that. Also, it could be that they have to do a large "recording" as it were, so many 50 laps. If someone gave that to me in a JIRA task, I'd take it easy as well so I could check that task off on the first attempt.

Still, what I am seeing here is a great (potentially accidentally added) feature and if we all get on board it will become the basis for the next single player campaign, and I think we can all get onboard with that.
 
I wanted to add a comment about tuning, because i see many people get hung up on it.

MESSY IS GOOD

People often ask about BoP vs PP, and I will always side with PP. Why? Because it can be messy, and that can make things more interesting. a PP value can be achieved in a myriad of ways, and that variety means that even a race filled with the same car, can have a full field of unique tunes. Some have a racing exhaust, some do not, some have race air filters, some sport air filters, some are heavier, some are lighter....mix it up. It makes thing less predictable. Don't sweat it.

All you really need are the same tires.
 
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Just had a BoP Gr.1 race at Road Atlanta in the GT-R LM NISMO. I think I fall in the sweet spot where pace wise, Sophy is faster than me, so I’m never really making much headway on the first lap. In fact I almost always go backwards lol.

For reference, I am usually around silver in time trials, though to get that I need a good few laps on the track.

If I keep at it for a couple of hours, I can rarely get gold, but my jump in and play a custom race pace is probably around a mid C DR wise.

Was really fun, ironically, I never have the drive to actually play a whole series of races.

For what needs to be tested for Integrale, I play, but besides that I just do single races here and there.

I’m much more likely to jump and and do a quick custom race or two with super super fast setup, and thankfully for me Sophy is quick enough out of the box.

I love making series’ for others to play but for myself I don’t really ever feel like setting it up lol.

Even a 5 race series, I’d rather just play a single race or two with whatever takes my fancy.

I think for me the creation is more engaging than committing to playing a race series with setup restrictions, even though doing it for your car only and having random opponents doesn’t take long to set up.

I can spend ages creating, but when it comes to playing, I just want to get in immediately when I feel like playing, lol.

Sophy really does make it challenging and more enjoyable vs the regular AI, though I still do enjoy regular AI races. A close rolling start or grid start, and a little detune helps out.
Was going to post the video of the race when making this post but the HDR hadn't processed yet. Here's me going backwards for five laps haha.

 
I found my thing with quick 3/5 lap races. Especially with Sophy. Long enough for most cars to get a battle in, but soon it finishes, and then you get jump into another car/track.

Did some Gr.1, Super Formula races, and a random car wheel spin (Mercedes AMG VGT) race. Had almost a three way fight for P10 I think in the last two sectors in the VGT race.

Just short bursts of fun. I really enjoyed it.

I actually just adjusted the race lengths in arcade mode because of it - the spirit of the mode feels like it should be quick races, nothing very long.

Happens to fit perfectly with how I like to play GT7, hah.
 
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Yeah multiple super sprint races fill up my play. Good stuff.

Got the N2 feels. VR and replay.


Man, those engines sound like they were ready to explode down the main straight! It's shocking how Sophy can dive bomb from a few car lengths back, especially in VR with no HUD. It's like a horror game jumpscare!

Since when did they remove the speed chime on the AE86s? I recall hearing them in GT Sport. Were they always absent in GT7?:confused:

Also, with Sophy on Boost Weak, this thread has become a firm favourite for me to frequent. Keep those videos coming!
 
Man, those engines sound like they were ready to explode down the main straight! It's shocking how Sophy can dive bomb from a few car lengths back, especially in VR with no HUD. It's like a horror game jumpscare!

Since when did they remove the speed chime on the AE86s? I recall hearing them in GT Sport. Were they always absent in GT7?:confused:

Also, with Sophy on Boost Weak, this thread has become a firm favourite for me to frequent. Keep those videos coming!
The chime is there, very faint. My Engine noise is at +2.5 and Rival engine noise at +1.5. The noise is definitely ear piercing at 9500rpm and I love it.
Seriously, it seems like divebombing, but if the door is slightly open. I’m talking a whisker off the line SOPHY uses, I gotta leave it open because there will be a car there! Me trying to brake(ABS WEAK) as late and deep like SOPHY ain’t happening with the controller.:lol:
 
Well, I have a renewed appreciation for the testing by @Voodoovaj @Theufcveteran and the rest...

Spent around 25 minutes preparing a grid to mirror the first race of this week's Challenges (JPN FR 450 at Autopolis), by copying the lineup using mostly stock cars from my garage.

I tuned then all (very basically) to around the same power-to-weight ratio. Some were bone stock, others were heavily nerfed, like the swapped GT86.

The biggest headaches for me were default tyres and fine-tuning the ballast and power limiter. Default-only tyres meant I either had to substitute cars out or give them a power handicap to offset any advantage. I went for the latter, with a 2% nerf for a softer compound and a 5% nerf for a higher category of tyre. As for fine-tuning, skipping in and out of the tuning shop to check the impact of each change was killing me.

(Before anyone says anything, I'm using BHP and Kilogrammes so a simple calculator operation wasn't gonna cut it so I stuck with the in and out method).

The race was mediocre. I'll try the same thing again on a Sophy enabled track next time, but either way....renewed appreciation for all the testing those guys have done!
 
The biggest headaches for me were default tyres and fine-tuning the ballast and power limiter. Default-only tyres meant I either had to substitute cars out or give them a power handicap to offset any advantage. I went for the latter, with a 2% nerf for a softer compound and a 5% nerf for a higher category of tyre. As for fine-tuning, skipping in and out of the tuning shop to check the impact of each change was killing me.
First off, thank you :D

Secondly, yes tires are huge issue which is why I recommend RH to everyone (unless the all the cars come default with RM). Sophy also likes RH tires. Even if the cars are all completely stock, go for the RH tires, power controller, and ballast.
 
First off, thank you :D

Secondly, yes tires are huge issue which is why I recommend RH to everyone (unless the all the cars come default with RM). Sophy also likes RH tires. Even if the cars are all completely stock, go for the RH tires, power controller, and ballast.
I'll be honest. I hate driving road cars on racing tyres. I'll give it a whirl though...
 
Figured I’d get a race in before I retired last night. Failed Womp womp. :lol:
here come the excuses :D Felt so off with flatscreen.:rolleyes::sly: Wasn’t placing the car well and felt like I was defending more than focusing on driving:rolleyes::sly:. In VR, the car feels more planted. The car feels connected to the road and I get lots of information through the earphones. Plus, I feel I can race SOPHY closer using VR, with more awareness, than I can on flatscreen.
Anyway, still amazing to see how fast SOPHY is through the COD. Felt like my Sport Mode days. SOPHY should be the only AI in the next game.
 
Figured I’d get a race in before I retired last night. Failed Womp womp. :lol:
here come the excuses :D Felt so off with flatscreen.:rolleyes::sly: Wasn’t placing the car well and felt like I was defending more than focusing on driving:rolleyes::sly:. In VR, the car feels more planted. The car feels connected to the road and I get lots of information through the earphones. Plus, I feel I can race SOPHY closer using VR, with more awareness, than I can on flatscreen.
Anyway, still amazing to see how fast SOPHY is through the COD. Felt like my Sport Mode days. SOPHY should be the only AI in the next game.
That looks like a great "cup" style race. I was looking to make another one, so this is great inspiration. FYI, I tried a Gallardo Trofeo and it was 🤮.
Was going to post the video of the race when making this post but the HDR hadn't processed yet. Here's me going backwards for five laps haha.
OMG, I was going to post something similar. I took the Group C cars (the tunes I posted) to the Nurburgring. I AM NOT WORTHY. I need to be more precise, or, I need to be satisfied with being last. I used to be good at the Nurb, or at least I thought.
I'll be honest. I hate driving road cars on racing tyres. I'll give it a whirl though...
Every car is a race car if you tune it right ;)

I also wanted to share that a "GR3" that WE create from the street cars, is more fun than what we've been provided from PD. Not to complain, because GR3 is the most popular Sport Mode category for a reason, but it's also a tired category. But changing the street cars into racers is pretty rewarding.

So, here's 3 groups of Ferraris. The 512, the F40, and the 458. Downforce is 50/150 for the 512, 100/200 for the F40, and 350/500 for the 458. It's no contest. I want to point out that I followed this up with three laps around Catalunya, and even though the 458's won, the 512 and F40 weren't that far away.

 
That looks like a great "cup" style race. I was looking to make another one, so this is great inspiration. FYI, I tried a Gallardo Trofeo and it was 🤮.

OMG, I was going to post something similar. I took the Group C cars (the tunes I posted) to the Nurburgring. I AM NOT WORTHY. I need to be more precise, or, I need to be satisfied with being last. I used to be good at the Nurb, or at least I thought.

Every car is a race car if you tune it right ;)

I also wanted to share that a "GR3" that WE create from the street cars, is more fun than what we've been provided from PD. Not to complain, because GR3 is the most popular Sport Mode category for a reason, but it's also a tired category. But changing the street cars into racers is pretty rewarding.

So, here's 3 groups of Ferraris. The 512, the F40, and the 458. Downforce is 50/150 for the 512, 100/200 for the F40, and 350/500 for the 458. It's no contest. I want to point out that I followed this up with three laps around Catalunya, and even though the 458's won, the 512 and F40 weren't that far away.


Man, I can't even begin to imagine how long it must've taken to set up a grid like that, especially if you tune each car by hand and make their liveries.

Do you balance the cars against each other on one track, or across a few?
 
Man, I can't even begin to imagine how long it must've taken to set up a grid like that, especially if you tune each car by hand and make their liveries.

Do you balance the cars against each other on one track, or across a few?
As far as liveries go, for me, it's another pastime. I much prefer to make my own liveries, but I do use community liveries as well, especially when they are well done and similar to what I want to do. For instance, all the group C liveries that I use are from the community. But, I made all the liveries in that video above.

As far as tuning, it's not that bad. The 512 was a bit of a pain, but you work with one of them, and then take a screenshot and copy the settings to the other cars. USUALLY, the biggest issue is the differential.

As far as balance goes, it's trial and error with some general rules.

1 - Less downforce is usually better, so start with the minimum and work your way up. The only race I have that uses maximum downforce is my DTM. Those Mercs, BMW's, and Sierras feel so much better with maximum downforce. At more than 600, I add the flat floor when possible so I have flexibility on the downforce. It also helps that the front downforce tends to increase PP as it is increased and the rear downforce tends to reduce PP as it's increased, so I use this to fine tune the PP when I get close to my target.

2 - Balance the differences in downforce. For instance, that 512 only has low downforce. So, it's in a group with the BMW 3.0 (with rear wing), the Pantera, and the 930. They all have downforce set around the same, because that rear wing is limits the top speed. As you see in the video, the 512 will walk away from the F40, and they both walk away from the 458, so you NEVER want to mix downforce settings across the cars. Slight differences are ok. Edit: It's helpful that cars within the same decade tend to have similar settings. Also, dedicated race cars rarely work with the street cars.

3 - Keep the power and weight similar. There can be differences, but if the differences are big, the balance suffers. Usually, it's the heavy cars that are the problem. Heavy cars mean more power and more top speed, but they are slow in the corners. If you mix them, the race gets wonky. 500kg is a good window, Again, you play with it.

4 - Fewer cars is easier. Group C, for instance, is only 5 cars. That's all the game provides, so it's easier to see where 1 car excels or falls behind. My DTM is 3 cars, the Merc, the BMW, and the Sierra. If you have 20 different cars, then simply look for anything that breaks away and nerf it a little.

5 - Be AROUND a PP target, rather than making it a hard rule. For Group C, for instance, my target is 800pp, but the Merc is running at 815pp. It simply did not perform well on any track without the extra boost. For my 650PP DTM, the Sierras are running at 656pp. Generally speaking, if I can nail a PP target, that's what I try to shoot for first, because it is generally pretty balanced, but I allow my cars to be up to .04 above the PP target. That tends to work better than being under the target by that same amount. EDIT: and of course boost or nerf as needed for specific cars.

6 - Lastly, PP is your friend. It isn't perfect, but it's a great gauge. You can hit that PP target MANY different way, so if a car is really fast, turn the power down and then adjust the weight and downforce (if you have it) to bring it back to target.

It sound like a lot, but really, you just play it and tweak it over time. If a car consistently runs off into the distance, nerf it a little. If something is always falling behind, boost it a little. After all, this is just part of the game. I find it very rewarding, but I spent the bulk of my adult life making games, so it's like an old friend to me.


EDIT: OH, and the ride height. When you put racing suspension on a car, the ride height is often too low and the car won't steer or stop. You have to fix that.
 
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I think Sophy is better at the Nurb than it was a few months ago 🤔

I recorded my lunch break. This is my "90's-00's Group 3", which would be a real world group 5, I guess? I don't know. What I do know is that it's a good time :D. 1 lap of the Nurb 24

 
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I have tried Sophy and I enjoy it. Sophy has been dusting me as I am a verrrrrrrrrrrrrrrrrrrrrrrrrry slow driver. Usually my best lap is a couple of seconds or more behind the the fastest Sophy. I guess I can optimize the grid as I just basically took a group of my 700 pp cars and created a grid. I have played around with it. At first I had the Escudo but it was too fast so I replaced it. Now GAC Maverick comes scooting through but I know that the fuel won't last long so there's a trade off. I don't mind losing because i get to see how Sophy handles my setups. I have been thinking about making a custom grid with swapped Speed 6s vs non swapped Speed 6s. I don't really have to create different liveries because I created a replica of the TVR Cerbere livery from GT1 so I would just choose different paint colors and numbers set up the grid. I think I need 3 more cars for 20 then I plan on working on the grid
 
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I have made an observation that helps to explain why Sophy can suffer with the GT3 cars and some street set ups. It appears that Sophy is very abrupt with it's application of brakes and throttle, which means, it is likely engaging the game's stability systems. And, many of us know that those systems slow you down.

I have noticed that (generally speaking) Sophy was unstable in places where I had no issues. It was always with sketchy set ups. Set ups that were problematic but good enough. Why? because I've become accustomed to progressive inputs. Sophy is either ON or OFF. Full throttle or full brakes. With sketchy setup, sophy becomes unstable.

With that in mind, I redid my DTM set up so the diff is less snappy and full throttle can be applied without upsetting the car. This has made a big jump in the quality of competition because Sophy is making fewer mistakes.

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This also explains why playing against sophy with the racing tires is better than sophy on street tires. The racing tires allow sophy to be 100% without triggering the stability systems. If you have issues, this is where to look first. Find a set up that is stable and Sophy should work better.
 

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