Gran Turismo 7 Custom Race thread

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Yeah, that's a no for me 🤔. So far game resets have worked. The one pesky GTR will have the livery pop in when I select the car but the top info bar will not show a car.
Is it your own livery or another user created livery? If it's from another user, they may have changed something or deleted something.
 
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I've had it happen before but it usually clears up when I mess around with stuff, been a while and don't remember what I did to clear. Might try resetting all the cars in your save to see if that clears it up. Might just be one car making the rest not load properly after it or something.
 
Is it your own livery or another user created livery? If it's from another user, they may have changed something or deleted something.
It's a livery I found in the showcase. Might just be worth scrapping the car and remaking it if it's causing this much of a mishap. Seems the bottom section of my garage has a hard time loading recently.
 
Trying to think if I've experienced it after a game update. I did have the lower half of my field without liveries. Did the same process I mentioned above by clicking on my cars and reloading the race. On the PS4 it was the worse. My PS5 and now PS5P have been pretty steady.
 
Did an MX-5 Cup race at Watkins short. Reggie. 30 mins race. Boost weak. It was a good race. Reached the first place car around lap 11 or so. It went in to pit as I had tires and fuel to x5. The first place car was actually the last AI to box. Everyone else went in all at once a lap previous. But as soon as the former first place car went on it's out lap, rubber banding commenced. I watched the replay and the WHOLE gang was going 10-15mph faster than I was! I was wondering why my lead was getting cut drastically. Then I had to pit with two minutes to go and there went my lead just like that. Ended in 17th. lol We need Sophy to learn Watkins.
 
It's a livery I found in the showcase. Might just be worth scrapping the car and remaking it if it's causing this much of a mishap. Seems the bottom section of my garage has a hard time loading recently.
I experienced the same thing.

When the new races came out, I decided to go to Red Bull in my Ferrari GT3 wearing my "Luminescence Italia" livery. I get into the race screen and 1) I'm wearing a basic white outfit and 2) my car is all red.

This continued as I ran around the track, trying to set a time.

I reloaded. No change. I restarted the game. No change. I restarted the PS5. Still no change when I hopped into the race right away. I went into my livery editor and re-saved it and that seemed to work . . . for a while.

What seems to have worked was I went to my garage and let the game - slowly - reload all my liveries. It's almost like an update was pushed out and nobody said anything.

When I went back to race last night, everything seemed to work just fine (did a couple custom races and a pair of online races) but I'm keeping an eye on it.



Hope this helps.
 
Guys, I hope I'm not off-topic, but I remember a race on Tokyo Expressway... a special event in the weekly challenges. There was some sort of "traffic" there (obviously they were bots racing), and if I'm not mistaken, they hadn't started on the grid but were already halfway there, and if I'm not mistaken again, they weren't even counted as active participants in the race too. It would be cool to be able to recreate a 1v1 race with 18 other cars pretending to be traffic. If anyone has more information or if I've done something wrong, let me know. One of the few races where I was truly surprised. That’s impossibile to replicate in the Custom Races?
 
Guys, I hope I'm not off-topic, but I remember a race on Tokyo Expressway... a special event in the weekly challenges. There was some sort of "traffic" there (obviously they were bots racing), and if I'm not mistaken, they hadn't started on the grid but were already halfway there, and if I'm not mistaken again, they weren't even counted as active participants in the race too. It would be cool to be able to recreate a 1v1 race with 18 other cars pretending to be traffic. If anyone has more information or if I've done something wrong, let me know. One of the few races where I was truly surprised. That’s impossibile to replicate in the Custom Races?
You're a bit mistaken, that really did happen but they were just slow cars at the back of the grid. All counted as normal.

On the bright side, means you can easily do it yourself.
 
I feel like Sophy might be quite good to race against at High Speed Ring, she (it?) struggles at tracks where you need to use the kerbs a lot so hopefully that means lap times are strong compared to something like the Red Bull Ring.

Feels like in general Sophy needs an update to use more of the track, it feels like Sophy isn't allowed to use the full track/kerbs and that's how it's being held back lap time wise.
 
High Speed Ring excites me, actually, for that same reason. Banked corners are a quick way to make Reggy “bad,” so I’ll be eager to see how Sophy tackles turn 2!

For recreating the ‘traffic’ race, @TurismoTalker, an inventory of what you can do to spread out the slow cars:

-a high fuel multiplier can create differences in pit needs. You’d have to drive for a while to see it, and it probably only works if you have race car (larger) gas tanks vs. the slower road cars’ smaller ones, not to mention several different models of ‘traffic car’
-rolling start with max gap
-custom transmissions are useful for capping an AI (traffic) car to a max speed
-Reggy AI (this may not work for Sophy) has a bit of trouble passing slower cars, enough you might be able to create packs of traffic by using SUPER slow cars to create gaps right at race start
-probably give yourself fewer racers and more traffic, but that’s less of a ‘tip’ and pretty much up to preference

What else am I missing, all? It’s a fun idea and I’m a little ashamed I don’t keep a saved grid for this by now!
 
@TurismoTalker @pritchyTim

I did this with a split Group C and 90's exotics (F40, XJ220, etc). 10 of each. It's what I prefer for the endurance races because, with the faster cars you have to navigate traffic, and with the slower cars you have to pay attention to the blue flags and get out of the way, without losing you on track position.

Be careful of the Sophy boost. If those "slower" cars are tuned down, Sophy boost will bring them back to full power and you'll get a surprise :D...I found out when I did this with a down tuned Integra.

I did a race like this with a bunch of "police" cars and traffic. Lots of fun :D. I should do that again, now that I know more about making it work
 
@Voodoovaj @pritchyTim
Much more interesting this way. Tonight I'll create a race with eight traffic cars, all set to 80-120 horsepower. I hope I don't have to use a custom gearbox, but I'll see later tonight. I'll put 16 traffic cars against three challengers and me, trying to balance things out as best as possible for the other agents me. I'll also look into managing tire wear, since I want to keep my fuel consumption at 1/2 so I can do half an hour without entering the pits or create problems. Also, to make it as realistic and challenging as possible, I'll introduce penalties for collisions with other vehicles and walls. I hope to organize it well so I can post it on YouTube. If I succeed, I'll upload some screenshots, but something tells me it won't be that easy. Anyway, thanks guys for the advice, I'll let you know later!
 
@Voodoovaj @pritchyTim
Much more interesting this way. Tonight I'll create a race with eight traffic cars, all set to 80-120 horsepower. I hope I don't have to use a custom gearbox, but I'll see later tonight. I'll put 16 traffic cars against three challengers and me, trying to balance things out as best as possible for the other agents me. I'll also look into managing tire wear, since I want to keep my fuel consumption at 1/2 so I can do half an hour without entering the pits or create problems. Also, to make it as realistic and challenging as possible, I'll introduce penalties for collisions with other vehicles and walls. I hope to organize it well so I can post it on YouTube. If I succeed, I'll upload some screenshots, but something tells me it won't be that easy. Anyway, thanks guys for the advice, I'll let you know later!
I have this Silvia Sisters custom grid with some slower cars for traffic and I also had some sort of penalty system, but to spice things up, I also added an overpowered police car(safety car with police livery) with penalties for the cars that get lapped by the police car...
 
@Voodoovaj @pritchyTim
Much more interesting this way. Tonight I'll create a race with eight traffic cars, all set to 80-120 horsepower. I hope I don't have to use a custom gearbox, but I'll see later tonight. I'll put 16 traffic cars against three challengers and me, trying to balance things out as best as possible for the other agents me. I'll also look into managing tire wear, since I want to keep my fuel consumption at 1/2 so I can do half an hour without entering the pits or create problems. Also, to make it as realistic and challenging as possible, I'll introduce penalties for collisions with other vehicles and walls. I hope to organize it well so I can post it on YouTube. If I succeed, I'll upload some screenshots, but something tells me it won't be that easy. Anyway, thanks guys for the advice, I'll let you know later!
With damage on and enough time on your hands, you can always bash ‘em up! Gives a little to smaller circuit layouts being better, or at least easier to manage. Controlled shunting will let you create separation in the field of cars as they pit for repairs. Probably not too feasible against more than one or two competitors but theoretically, damaging all challengers could get you another shot at a recently-passed section of traffic! :P

Tire wear seems harder to leverage, IMO, because most of the traffic will be on relatively hard comfort tires. They’re never going to pit for tire wear reasons, unless you create a situation where you’re forced to pit an unfun amount of times, yourself.

For fuel, I hadn’t considered the human player’s access to the fuel gauge… not sure how useful that would be as you can’t apply to all challengers… but theoretically an overpowered user-controlled car could run lean fuel mix to partially offset whatever large fuel multiplier was established to shuffle the grid of traffic. Definitely too much work for your first draft!

For rubberband - that’s where custom transmissions may show as useful. Lock em into their zone! I don’t know HOW different they need to be but a slow enough ‘traffic’ car will be safely dusted by fast enough ‘challengers’. You may also find it useful to experiment with a “non-participating” lead car that laps faster than the challengers…play with the rubberband a bit.

sounds like you have this component - and with great flavor and consequences! @Batschisane52
 
Some 70s at Interlagps was fun!


Funny, that's more or less exactly what I have been doing for the last 5 or 6 days...having a 10 race custom championship with a grid of Mangustas, Panteras, 512BBs, 308 GTBs, 73 BMW CSLs, Dinos, 911s, 911 Turbos and Meraks(1969 to 1981)...18 cars, two of each...

Weight between 1110 and 1020kg, HP accordingly between 330 and 370...it was very imersive!

After 10 races the top 3 drivers were seperated by only 3 points( 76-75-74 points), with a heartbeat-final in the very last race- one of the Mangustas was the overall winner!

Gonna do some more balancing(while most cars are on par, the 911 Turbos and the 308GTBs were too slow...) and will do another 10 race championship soon...

If I find some time I'll post a more refined report here in the next days...
 
So.

I only just bought this game this past weekend because it was on sale and I finally got a PS5 last month for Death Stranding 2.

I've been messing around with custom Sophy races. Earlier today I learned of the trick that setting Boost to 'Weak' inexplicably makes the racing better, and holy ****. I did a 20 minute race at Tsukuba in a stock Cayman GT4 with random opponents, and it was honestly incredible.

I left the starting position on 10th and I was not prepared. I lost like five positions in the first lap because I would try to go around the outside of pack as they were bunched up on the apex, only for 2-3 cars to sneak past up the inside from behind. The first few laps were so chaotic; Sophy is ruthless. They will go for gaps that barely exist. A god damn Urus appeared out of nowhere from the back of the pack and barreled its way through the midfield. Eventually I realized I couldn't drive so sloppy and leave the door open, so I locked in and things calmed down after the pack spread out a bit.

Halfway through the race, the grid was spread out around the whole circuit, and that was when the racing got truly good. I had to really work for overtakes, I got behind a 959 and had to spend a few laps closing in before I could make a move. This happened with a couple other cars as well. That's the sort of racing I really want with AI; some of the best races I had in GT Sport were spent chasing one car for the entire race.

Eventually, the sun began to set during the last few minutes of the race, and an 8C started closing in behind me. I've never felt pressured by an AI opponent before, but I was really worried they would try to sneak up the inside, because that had been happening throughout the entire race. I went wide a few times, and lost the position on the last turn of the last lap. An XJ220 that had passed me on the first lap ended up winning, and finished ahead of me by 40 seconds. In the end, I finished in the same position I started in, and it was incredible.

I had already done a few races with Sophy that were pretty fun, but with Boost set to 'Off' because the other settings make it sound like the AI will be sandbagging or rubberbanding, or both. I don't know what Boost is really doing under the surface, I don't know if the game is taking liberties to make the cars faster than they would technically be capable of. What mattered is that however things were being manipulated, it wasn't obvious to me. The Urus blasting through the pack was a bit suspicious, but I don't know enough about that car to confidently say it shouldn't have been able to do that; I mean, it is a Lamborghini...

The important thing is that the racing was fun and dynamic and resembled how online races play out with real people. This game is a mess and in many ways just baffling. But if this is what I can expect from custom races, then it was totally worth it.
 
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@Voodoovaj @pritchyTim

I have to say—it was incredible, and I honestly didn’t expect it to be that good. The cars in the race (including mine) were an RX-8, an Amuse 350Z, and two Silvia, all around 700pp, but each car really had its own strengths (I wanted to include an Evolution too, but it had too many issues with AWD in this setup). The cars I used for traffic are 6x3 all around 250-300 pp.
What surprised me the most was how well Sophy handled traffic, it was actually better than me in that regard. A truly great race, and one I’ll definitely run again and feature on my channel (maybe with police, or by creating two different race grids).
If I had to point out one issue, it’s that I’d love to see Sophy available on all the Tokyo Expressway layouts, because with the layout which Sophy is available the traffic cars are often on the straight, and it's not so much that it's ugly as it is a waste. In my opinion, they’re the best tracks in this game. They capture that “Special Stage” style while also giving off an underground mood I’ve experienced in other racing titles. So it’s not really a complaint.. Just something I’m looking forward to.
 
This was at High Speed Ring (very disappointed that the added HSR instead of any other track, but that's a different topic)
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