I actually rather enjoy heavy damage in my custom Sophy races. Among other things, it guarantees (in my opinion) overly aggressive driving will be punished. Sometimes I get caught in it, sometimes it's Sophy on Sophy violence, but it's always a threat. Combined with the fuel multiplier and race length, this adds a level of strategy and (for me at least) enjoyment.One note and one question from my race yesterday
View attachment 1463915
Note:
Never use Damage:severe, it's maybe ok for the player, but AI goes to pit as soon as it has any damage to repair it
Brilliant sketch and writeup! Makes a ton of sense, and is consistent with what we all seem to find. Thank you!!![]()
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've done hour long races with great results. If I choose a car that is more of challenge, I finish near the back. If I choose one of the better cars, I finish closer to the front.Maybe this ends up being another reason to favor short races. Given 2+hrs, that spread will only become more drastic, and regardless of starting position it’ll be hard to override ‘cafe mode’ logic.
Still, would love to find that sweet spot for each of my main grids, promoting close/variable finishing orders and tricking myself into thinking I’ve overcome the artificiality baked into the programming.
Try a 15 m rolling start if you haven't already, it seems like in the last update it's been spaced out more so you're not almost bumper to bumper, but it's close enough that you get a good bit of side by side into the first braking zone.Been doing some V8 Supercars inspired races using V8 RWD Gr4 cars with BOP on and, the racing has been good with Sophy, but tonight I decided to try it with BOP OFF and holy cow is the racing more intense. Had to remove 10hp from the Corvettes because they were too quick in a straight line, but all else is pretty close. Just wish you could do standing start with Sophy.
View attachment 1464166
OK, this is about the boost (boost weak) that I experienced in the three hour race above. As I mentioned, there were some really fast laps being set by the AI. First by a 962 and then, the fastest lap, by another Jag. I spent time thinking about it, and had an idea that the Jag gained full power AND RS tires.
The Jag set a FL of 2:02.960
First I went and set a TT time with the car, as it was set up in the race. 800pp with RM tires. I set a time a little better than my fastest lap in the race. Sophy is good, but that's TOO good.
View attachment 1464432
Just to eliminate the possibility that it's only RS tires, I did that next. Still way for off Sophy's time. I had gone into the replay post race to watch Sophy from the cockpit. I could see it was very fast, but the line wasn't anything special. I knew I could do better by following a faster line and using some curbs a bit more. There's NO WAY Sophy was only using RS tires to set that time.
View attachment 1464433
Last, I created a new setting sheet, turn the power back to 100% with no ballast and I fitted the RS tires.
(just so you don't have to scroll up) Sophy's best 2:02.960
My best 2:02.013 and I had more to go, but this was good enough to prove my theory.View attachment 1464434
This would explain why the racing is better with the slower cars, and with everything set to RH tires. Now, I don't know that ALL cars grab RS to boost, but it would make sense with the reports that Sophy is setting unrealistic time. They're only unrealistic on street tires.
It's a little disappointing to find this. Yes, it's still fun, and Sophy does move around the track better and act more realistic. However, to know that it is boosting with this on the fly tire change, and a shift to full power where possible, breaks the immersion.
On the bright side, I am VINDICATED when it comes to the the tire debate from a few weeks back. I could SEEEE the AI go faster. Well, this explains it. I was seeing them boost and switch to stickier tires. It wasn't from my tunes. It was the boost.
Now, I wonder what happens when boost is set to none 🤔
The simplest answer is that the noted rubberbanding kicks in when they’re far behind and they start setting insanely fast times that go beyond what is possible.OK, this is about the boost (boost weak) that I experienced in the three hour race above. As I mentioned, there were some really fast laps being set by the AI. First by a 962 and then, the fastest lap, by another Jag. I spent time thinking about it, and had an idea that the Jag gained full power AND RS tires.
The Jag set a FL of 2:02.960
First I went and set a TT time with the car, as it was set up in the race. 800pp with RM tires. I set a time a little better than my fastest lap in the race. Sophy is good, but that's TOO good.
View attachment 1464432
Just to eliminate the possibility that it's only RS tires, I did that next. Still way for off Sophy's time. I had gone into the replay post race to watch Sophy from the cockpit. I could see it was very fast, but the line wasn't anything special. I knew I could do better by following a faster line and using some curbs a bit more. There's NO WAY Sophy was only using RS tires to set that time.
View attachment 1464433
Last, I created a new setting sheet, turn the power back to 100% with no ballast and I fitted the RS tires.
(just so you don't have to scroll up) Sophy's best 2:02.960
My best 2:02.013 and I had more to go, but this was good enough to prove my theory.View attachment 1464434
This would explain why the racing is better with the slower cars, and with everything set to RH tires. Now, I don't know that ALL cars grab RS to boost, but it would make sense with the reports that Sophy is setting unrealistic time. They're only unrealistic on street tires.
It's a little disappointing to find this. Yes, it's still fun, and Sophy does move around the track better and act more realistic. However, to know that it is boosting with this on the fly tire change, and a shift to full power where possible, breaks the immersion.
On the bright side, I am VINDICATED when it comes to the the tire debate from a few weeks back. I could SEEEE the AI go faster. Well, this explains it. I was seeing them boost and switch to stickier tires. It wasn't from my tunes. It was the boost.
Now, I wonder what happens when boost is set to none 🤔
OK, this is about the boost (boost weak) that I experienced in the three hour race above. As I mentioned, there were some really fast laps being set by the AI. First by a 962 and then, the fastest lap, by another Jag. I spent time thinking about it, and had an idea that the Jag gained full power AND RS tires.
The Jag set a FL of 2:02.960
First I went and set a TT time with the car, as it was set up in the race. 800pp with RM tires. I set a time a little better than my fastest lap in the race. Sophy is good, but that's TOO good.
Just to eliminate the possibility that it's only RS tires, I did that next. Still way for off Sophy's time. I had gone into the replay post race to watch Sophy from the cockpit. I could see it was very fast, but the line wasn't anything special. I knew I could do better by following a faster line and using some curbs a bit more. There's NO WAY Sophy was only using RS tires to set that time.
Last, I created a new setting sheet, turn the power back to 100% with no ballast and I fitted the RS tires.
(just so you don't have to scroll up) Sophy's best 2:02.960
My best 2:02.013 and I had more to go, but this was good enough to prove my theory.
This would explain why the racing is better with the slower cars, and with everything set to RH tires. Now, I don't know that ALL cars grab RS to boost, but it would make sense with the reports that Sophy is setting unrealistic time. They're only unrealistic on street tires.
It's a little disappointing to find this. Yes, it's still fun, and Sophy does move around the track better and act more realistic. However, to know that it is boosting with this on the fly tire change, and a shift to full power where possible, breaks the immersion.
On the bright side, I am VINDICATED when it comes to the the tire debate from a few weeks back. I could SEEEE the AI go faster. Well, this explains it. I was seeing them boost and switch to stickier tires. It wasn't from my tunes. It was the boost.
Now, I wonder what happens when boost is set to none 🤔
So you're definition of "rubber banding" is Sophy maintaining itself near your time? I don't believe many would agree with you. We have all seen what Sophy on 100% can do. No human can touch it. So, if Sophy is hovering around your time, that's just you being slow.
Also, I am still EXTEMELY doubtful of your experience with the boost weak setting. Because, I'm also very experienced with this game, and Sophy pulled out an 11 second lead on me over 15 minutes. So, either you are so terrible that the game is "rubber banding" as you say to be as bad as you, OR you believe yourself to be a driving god and think that an unbeatable AI is cheating to keep up with you.
But hey, if you hate it, great, go play something else and let the rest of us enjoy the best feature ever added to this game.
Which means Sophy or PD's AI can break the physics to be closer to you if needed.Not near my times, close to my car physically.
Earlier this year, I noted that the AI was driving as if it was on RS tires or SS tires, because I had swapped the tires in the setup. Then I learned that the AI will only use the default tire or RH tires. It appears that they do indeed swap tires during times of boostI'm trying to follow everything you've said. Is it a theory or you actually saw the AI with RS tires in the replay?
If I understand correctly, the whole race was ran with RM, and towards the end, Sophy was setting unrealistic fast laps?
But it's not insanely fast times. The cars are not going above their capacity. They're going their maximum capacity.The simplest answer is that the noted rubberbanding kicks in when they’re far behind and they start setting insanely fast times that go beyond what is possible.
No, it didn't break the laws of physics. It didn't break the physical limits of the car. As I CLEARLY show, the time can be easily replicated if the car is at full power with RS tires.Which means Sophy or PD's AI can break the physics to be closer to you if needed.
AI didn't go back to full power, it ignored the physical limits of the car to stay close to you.
Swap the tires. Like, I QUITE LITERALLY show you ⬇️⬇️⬇️⬇️⬇️. Also, you forgot about the RSS tires, which are likely still in the game for use by the AI.If you give AI 100% of its power, they will still try to bypass it to catch up if needed. Try to drive a Red Bull against your Group C grid with their basic settings and look at their lap times.
(just so you don't have to scroll up) Sophy's best 2:02.960
My best 2:02.013 and I had more to go, but this was good enough to prove my theory.View attachment 1464434
I appreciate you have a game design background but this is not how Gran Turismo AI works, or has ever worked.Earlier this year, I noted that the AI was driving as if it was on RS tires or SS tires, because I had swapped the tires in the setup. Then I learned that the AI will only use the default tire or RH tires. It appears that they do indeed swap tires during times of boost
But it's not insanely fast times. The cars are not going above their capacity. They're going their maximum capacity.
No, it didn't break the laws of physics. It didn't break the physical limits of the car. As I CLEARLY show, the time can be easily replicated if the car is at full power with RS tires.
What you are describing is a more difficult implementation. Simply having the cars step up in tire grade on the fly is a much easier implementation. The same is true of allowing full power. The code won't have to account for anything that "breaks the physics" which would be a testing nightmare. It's easy enough to test a car at max power with soft tires to make sure it doesn't cause a game breaking bug. Having a car go above it's capacity is too risky for development.
Swap the tires. Like, I QUITE LITERALLY show you ⬇️⬇️⬇️⬇️⬇️
Well, thank you for this clear explanation.I appreciate you have a game design background but this is not how Gran Turismo AI works, or has ever worked.
Their pace is almost always artificially effected by boost tables within each event parameter, including in custom race behaviour.
If you have access to the behind the scenes data of the game you can see the same structure applied through all of the franchise.
It's not 'breaking the physics' moreso than it is just adding additional multipliers onto the cars existing performance. Not literally changing tire grades, but the game would apply say, a 60% grip modifier to the cars behind, a 20% performance increase, etc.
Each AI has a performance rating in individual categories. Acceleration, braking, and so on. There are numerous boost flags that control how each of these ratings are influenced by the 'rubberbanding'.
These can go over 100, which is technically exceeding what the car is capable of, but that doesn't really matter as the AI never work with the same core restraints as the player does in the first place.
This could overall get them to a similar performance level to a RS tyre or full power but that's just coincidence rather than literal design. The design is just "make faster to catch up".
This is sourced from the data tables for GT7. Obviously I am not going to post it public lest I be killed but that is, for better or for worse, how the game works.
That's the easiest thing on Earth to implement, just some flags and percentages as @Nebuc72 said. This thing exists into video games since at least 1992 and Super Mario Kart.No, it didn't break the laws of physics. It didn't break the physical limits of the car. As I CLEARLY show, the time can be easily replicated if the car is at full power with RS tires.
What you are describing is a more difficult implementation. Simply having the cars step up in tire grade on the fly is a much easier implementation. The same is true of allowing full power. The code won't have to account for anything that "breaks the physics" which would be a testing nightmare. It's easy enough to test a car at max power with soft tires to make sure it doesn't cause a game breaking bug. Having a car go above it's capacity is too risky for development.
No you didn't. You compared your lap time with a 100% power Jag, no ballast and RS tires to AI's with 800PP and RM tires. Assuming this :Swap the tires. Like, I QUITE LITERALLY show you ⬇️⬇️⬇️⬇️⬇️. Also, you forgot about the RSS tires, which are likely still in the game for use by the AI.
No, they just had the percentage given by rubberbanding.I spent time thinking about it, and had an idea that the Jag gained full power AND RS tires.
I'd love to see these, but it's neither here nor there, what you've described is how game physics works. It's just a bunch of parameters.I appreciate you have a game design background but this is not how Gran Turismo AI works, or has ever worked.
Their pace is almost always artificially effected by boost tables within each event parameter, including in custom race behaviour.
If you have access to the behind the scenes data of the game you can see the same structure applied through all of the franchise.
That's literally what video game tires are. You can add complexity to the model and it's behaviour, but at the end of the day, it's a grip modifier.It's not 'breaking the physics' moreso than it is just adding additional multipliers onto the cars existing performance. Not literally changing tire grades, but the game would apply say, a 60% grip modifier to the cars behind,
Again, I have never seen any cars exceed their maximum potential. "Over 100" is a tough thing to discuss because what is 100? Is 100 the maximum a car can do based on it's settings file? Is 100 what car can do with all the power and grip multipliers available to it?Each AI has a performance rating in individual categories. Acceleration, braking, and so on. There are numerous boost flags that control how each of these ratings are influenced by the 'rubberbanding'.
These can go over 100, which is technically exceeding what the car is capable of, but that doesn't really matter as the AI never work with the same core restraints as the player does in the first place.
I'd be surprised that they were sloppy like that (modifiers on top of modifiers). I'm not saying that you're wrong, I'm just surprised that this method would be deemed acceptable in this day and age. I have seen some CRAZY stuff (Like NES legacy code in PS3 games). If you told me there was legacy code from GT1, I'd believe you.This could overall get them to a similar performance level to a RS tyre or full power but that's just coincidence rather than literal design. The design is just "make faster to catch up".
This is sourced from the data tables for GT7. Obviously I am not going to post it public lest I be killed but that is, for better or for worse, how the game works.
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
Yeah, I know. But the AI pace is dictated by applying modifiers on top of whatever 'state' the car has entered the track with.I'd love to see these, but it's neither here nor there, what you've described is how game physics works. It's just a bunch of parameters.
Grip for instance would be a base value and you can add or subtract from it depending on the "tire" and the material is on. So, RS tires would be Grip+++ on asphalt. Grip --- in heavy rain.
That's literally what video game tires are. You can add complexity to the model and it's behaviour, but at the end of the day, it's a grip modifier.
Tell me about it man!I'd be surprised that they were sloppy like that (modifiers on top of modifiers). I'm not saying that you're wrong, I'm just surprised that this method would be deemed acceptable in this day and age.
I'm having a hard time accepting that they are bestowing something upon the AI that it outside the boundaries of possibility.
It COULD be, but I have yet to see it.
We can't help you seing if you refuse to see what can be seen doing a few simple tests.At the end of the day, my point still holds, I have yet to see anything beyond the possibility of each individual car's capacity.
Not any special procedure other than tune everything to the max to beat an AI that was racing an heavier and less powered car. Your answer is here, just accept it.I went faster than Sophy in my test, and I didn't invoke any special procedure to do it. I just turned everything to the max.
Modifiers don't apply at levels as extreme as these, as you can well imagine. Decredibilizing an analysis by caricaturing things in this way cannot lead to a productive discussion.Now, if someone can show me a Honda FIT setting F3500 lap times, or something along those lines, then I'll believe it. But, to me, it seems the cars are constrained to their theoretical maximums.
Tell me we still have traces of "Motor Toon Gran Prix" code lines into GT6 and I wouldn't be that surprised. lolI mean, there's a reason AI has been such a hot topic in GT for so long, isn't there? Because it's all antiquated design, poorly done, stuck about 20 years in the past.
You're making the assumption that the AI was using the same set up that I was. That's a fundamental misunderstand of the virtual world.Not any special procedure other than tune everything to the max to beat an AI that was racing an heavier and less powered car. Your answer is here, just accept it.
Modifiers can apply to everything. There are no "extreme cases". There's merely your (specific) inability to replicate a Sophy lap, which I have shown is not extreme in the least.Modifiers don't apply at levels as extreme as these, as you can well imagine.
Correct, so you should stop doing it.Decredibilizing an analysis by caricaturing things in this way cannot lead to a productive discussion.
I was chatting with a buddy about it last night. "Why didn't they...yada, yada, yada"Tell me about it man!
I mean, there's a reason AI has been such a hot topic in GT for so long, isn't there? Because it's all antiquated design, poorly done, stuck about 20 years in the past. All events have custom boost tables attached to them that dictate the pace of the AI witihn the event. There's a global boost setting per event and then each car also has its own boost parameters on top of it for various facets of their handling.
It very much is modifiers upon modifiers, probably a few more layers of modifiers on top of that.
It's the whole reason Sophy has these problems, they cannot seem to let go of this boost table system.
Dear Lord! Let's stop this, indeed.You're making the assumption that the AI was using the same set up that I was. That's a fundamental misunderstand of the virtual world.
The AI is using the same car file, that's all. It can do whatever it likes to that file within the game system.
Modifiers can apply to everything. There are no "extreme cases". There's merely your (specific) inability to replicate a Sophy lap, which I have shown is not extreme in the least.
Correct, so you should stop doing it.
Glad to hear this.Dear Lord! Let's stop this, indeed.
Whaaaaatever...... I just had my best race so far on GT7 applying what we know about Sophy and rubberbanding. A six hour one at that. I finished the race standing in front of the TV. I will eventually make a race repport tomorrow if I have some time to do so.
I thank you again @bliprunner , sometimes the answer does not come from ourselves.
The leader does not pull away like when it's set to "real". I have to admit I had a blast in those experimental races.
The 8 first cars were wildly trading positions back and forth
goal is to give the field enough of an advantage to where I really have to be on my game just to hold position
Anyone figure out the sweet spot, where a second-sitting Sophy actually pressures/passes you for the lead?if she falls behind, Sophy will unleash the most aggressive boost increase of all the boost modes (up to ~8%)
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