Gran Turismo 7 Custom Race thread

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Sophy uses the slow low lines the normal AI use in the banked corners, instead of the 'real' racing line where you stay high - so she's slow as molasses round HSR.

Bit of a bummer.
Did you set boost on weak? In my race they were running 2-3 wide on the final turn, with some up by the barrier.
 
Did you set boost on weak? In my race they were running 2-3 wide on the final turn, with some up by the barrier.
Yeah of course. The first hairpin turn they hold way too tight to the bottom and on the final turn they don't hold high and will slow down to take the tighter lower line.
You can take the final turn flat in most cars, Sophy pretty much never will.


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Just an example in the 90's F1 car. Same goes for every car though, makes the whole point of having her fruitless when she doesn't even use the right line.
 
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That's one of my main gripes with Sophy, that the lines it chooses are somewhat baffling. A lot of corners they will hug the inside on exit instead of swinging wide. Also almost every straightaway they weave from one side to the other.
 
I hope we get Sophy behind the wheel of the N-One in the near future. Reggie can only hold it's own so much, even on Hard difficulty, Reggie on Pro, the grid spread out 150m, and Weak Boost.

This was a fun little race, but 2 laps is the longest I can make it without spending a load of time by myself up in 1st, pulling away from the pack.

EDIT: I forgot to mention the parameters of the race. 8 cars with identical tunes. 450pp on CM tires (stock tires). Around 131hp, 1650 (ish) lbs.

 
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Still adding to the grid, but with Med Turbo, Race exhaust, Two-way LSD, stock transmission(might change to closer ratios), Semi-racing clutch, Race discs, RH. Reggie was good enough at Tsukuba.
IMG_6429.jpeg

 
Still adding to the grid, but with Med Turbo, Race exhaust, Two-way LSD, stock transmission(might change to closer ratios), Semi-racing clutch, Race discs, RH. Reggie was good enough at Tsukuba.
View attachment 1467603

Nice lookin' grid.

Still, you're obviously having the same issue. You can only create short races due to the level of competitiveness (or lack thereof). Sophy's level of competitiveness allowing us to create longer races (more laps) is what I'm really looking forward to (with the N-One in particular).

I'll likely be setting up a grid of Kangoos next, since that was recently made available for use with Sophy. Have you tried setting up a grid of Kangoos yet?
 
I did, then deleted those and the Carry grids until they become available(can’t stand having cars in my garage I can’t use “properly” with SOPHY). I’ll rebuild them for sure.
 
Nice lookin' grid.

Still, you're obviously having the same issue. You can only create short races due to the level of competitiveness (or lack thereof). Sophy's level of competitiveness allowing us to create longer races (more laps) is what I'm really looking forward to (with the N-One in particular).

I'll likely be setting up a grid of Kangoos next, since that was recently made available for use with Sophy. Have you tried setting up a grid of Kangoos yet?

Reggy only uses 98%ish throttle…I like to keep a separate tune sheet for those layouts, knock power restrictor down to 92%ish… depends on car/circuit/human (85-95 range for me) but not too difficult to manage. Usually compare top speeds down main straight to lock in the balance (after doing more extensive BoPing to balance the grid in the first place). Need to build a habit of flipping back to your normal tune afterwards, though!

It also helps if you have a runaway safety car/etc. in front, and I’ve been having fun with “weak” slipstream as it makes AI tailers a little nippier…I’ve only done this with road cars though, for now, I can see it being less realistic with Gr. racing.

Consider taking a peek at my ‘report card’ tab in the ‘template’ doc in my signature. It’s far from complete but might offer a worthy baseline for which circuits tend to be better or worse for ol’ Reg. He’s obviously inferior but shoot…at rainy suzuka in the 450-600pp range, he STILL kicks my butt! :)
 
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It also helps if you have a runaway safety car/etc. in front, and I’ve been having fun with “weak” slipstream as it makes AI tailers a little nippier…I’ve only done this with road cars though, for now, I can see it being less realistic with Gr. racing.
That sounds interesting, because since day 1 I only used slipstream "realistic" and never ever had tried out any other settings in that department...
 
I've found a custom race setup with Sophy that I really enjoy, and is exactly what I want with custom offline racing;

20 Minute Endurance
Starting Position: 10th
Boost: Weak
Tire Wear/Fuel Consumption: 10x
Opponents: Random
Skill Level: Professional

I usually just pick whatever road car I feel like driving and let the game fill in the rest of the grid. It's not a truly competitive race because there's a fairly wide gap in performance, but this is part of what makes it fun for me; the first lap is pretty chaotic as the faster cars filter toward the front, and soon I end up in the middle of the pack and find myself pretty closely matched with 2-3 other cars that I battle throughout the race. The high fuel consumption ensures that everyone has to pit once or twice, and the faster cars tend to use up their fuel faster and pit earlier, so the order is constantly changing and the faster groups end up having to work through the midfield again. Two cars in the lead group blasted past me when I came out of the pit and then split the slower car in front of me, and the fact that Sophy can do that without everyone bunching up and slowing to a crawl is really impressive.

This is exactly the type of custom race that I like to set up on Asset to Corsa, a casual race with a variety of road cars where my goal isn't to win, but to have a few close battles throughout. AC might have more variety in cars/circuits thanks to mods, but it's also a massive pain in the ass/time sink just to download and configure and troubleshoot everything. And even then, it's still pretty janky. And the AI is incredibly timid when it comes to getting around slower cars, like the AI in most sims. GT7 has none of the headache of spending hours just setting everything up, and Sophy is just far beyond any AI I've seen in other racing games. The variety in car performance and the pit stops along with Sophy just make for really fun and dynamic racing. A 20 minute is great with the fuel consumption at 10x, because it's just long enough that pit strategy, and fuel conservation, and trying to figure out what my main opponents are going to do, are all a factor. It's amazing.
 
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90s sports cars naturally make for a tightly–contested grid, and Sophy is great fun to race against at Bathurst because the track has no corners that necessitate big kerb riding or corner cutting, meaning that she has some real solid pace there. Thank gosh Bathurst got the Sophy treatment, because Reggie is 🤬 hopeless here.

Unfortunately, their braking points into big braking zones is still a little... iffy.



If anyone wants to view this race in–game, here's a link to the shared replay:

#xsquare #sophy #fd3s
 
One question about maximum speed: I only race custom races with street cars that are completely tuned to race versions and put every car to the same top speed with the customizable manual gearbox. Anyways they end up having completely different topspeeds. It differs around 25kmh between some cars (for example BMW M3 97' and Silvia S14). How is this possible?

(All cars have approximately same HP and weight)
 
What the top speed in the overall transmission settings show in contrast to the detailed gear ratio settings and then again in contrast to what really happens on the track is still a complete mystery to me.
 
One question about maximum speed: I only race custom races with street cars that are completely tuned to race versions and put every car to the same top speed with the customizable manual gearbox. Anyways they end up having completely different topspeeds. It differs around 25kmh between some cars (for example BMW M3 97' and Silvia S14). How is this possible?

(All cars have approximately same HP and weight)
The aero and ride height play on top of the Custom Transmission settings, I believe. Some cars are also just built draggier than others.

I forget which ones ended up needing more/less oomph, but I had to play with this a lot when balancing a nascar trio (mustang ‘15, camaro ‘16, swapped crown athlete ‘13) at Daytona Tri-Oval.
 
Not sure if this is new or if they made an improvement.

I did an 8 lap race around Le Mans on lunch. Full out, I would need to stop twice, so it takes some conservation to do a one stop.

Sophy did that.

I pulled in after lap 3 with about 0.6 laps of fuel. But the leaders stayed out. Here's a screenshot from inside the 2nd place Sophy. Notice that it's the beginning of lap 4 and it has 1/4 tank to go.

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Lap 5 is the stop
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And that was it. No second stop.
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Some of the back markers were flat out and had to make two stops, plus stops to repair damage. I have an 88 Lambo with the engine swap and it's a pig on fuel. It stopped twice.

Interesting. BTW, I chose this car because it set the fastest lap of the race, and it still only did one stop.
 
Not big(no pun intended) on the GT3 cars. So, made a GT3/5ths grid replicating the WTC800 & Gr.3 events. It’d be so cool if GT7 had all the kei cars from the whole franchise for us to utilise.
SOPHY gave me a run for my money in each race. Interesting to see how each car’s performance varied from circuit to circuit.






IMG_6454.jpeg
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GT3/5ths grid
Man, that grid gives some K4GP vibes!

I tried creating my own Sophy grid with (almost) all the RX cars in the game thus far, in the style of the Manufacturer One–Make races present in GT2. I call this grid, "RX REunion".





I balanced the grid by first maxing out the RX500 with removable parts. The RX500 is the benchmark as it is the car with the lowest potential, and so the rest of the field will match its pace. I set each car up by hand to suit my own driving style. I am driving on a Thrustmaster T300RS on AT to match Sophy's driving.

After I find a setup I'm happy with, I give one Sophy driver the car to set a lap time around Deep Forest Raceway. The reason Deep Forest is chosen is because it's the Sophy–compatible track I'm most comfortable with. To get a lap time from Sophy, I set up a 1v1 race with it with Boost set to Weak, Equal Conditions On, Conditions S1, and ToD set to Afternoon. Tyre Wear and Fuel Con are disabled. I stay behind Sophy at all times, making sure to not get close enough for Sophy to go off her natural line. I then add/remove power and mass as necessary to get close to the benchmark time.

As Sophy set a 1:33.634 fastest lap around Deep Forest with my RX500, the rest of the field will be balanced to achieve roughly the same lap time using the same methods described above. For some context, I did the same test with a Porsche Cayman GT4 Clubsport '16 with its original settings unchanged, and Sophy's fastest lap was a 1:33.495. This means that the RX grid will be around the same pace as a GT4 car, with faster straight line speed but lower cornering abilities and less immediate handling.

RX500​

The 500's complete lack of downforce and body rigidity make it by far the most difficult car in this field to drive. While this makes it incredibly formidable at high speed tracks with long straights, it will die miserably around the Nordschleife. Braking distances are a tad long due to lack of tyres. Still, its extreme lightness combined with its unique RMR layout is a treat that has to be experienced to be believed.

FC3S​

The FC is set up to be the stiffest car on this grid by far, simply because it still feels wonky in instances of severe compression (Foxhole, Deep Forest's home straight, etc.). This does mean however, that it is the one that is the most direct and immediate in the turns compared to its peers. It has narrow tyres and a lack of chassis rigidity, so watch out.

FD3S​

The FD3S is still highly regarded today as one of the best sports cars to ever have been produced, and it takes to being tuned up to this level as though second nature. This is just a intricately balanced and nigh flawless car.

Amemiya µ Boost Up 7​

The "Demon Lord of Mountain Passes" eschews common Rotary knowledge by having obscene torque in the low to mid RPM range, necessitating severe short shifting to get the most out of it. However, Sophy AI drives in the game's AT mode, which revs the car near its limit before upshifting, and so I've had to essentially make the Boost Up 7 a 4–speed. It especially struggles on high speed tracks not only due to its powerband, but also because of its built–in downforce. However, on short tracks, the Demon Lord is unbeatable with even sharper handling and shorter stopping distance than the Spirit R, with good torque to follow it up.

SE3P​

The RX-8 stands out as an oddball even among its family of oddballs, being the only 4–door sedan in the grid. Unsurprisingly, it's by far the heaviest on the grid. The RX-8's differential feels super weird in the current version of physics we have, and I just can't make any sense of it (and neither can Sophy). Unfortunately, it's just here for the vibes.

RX-Vision​

The youngest car in this grid is also the only car here to not need the aid of blowers to achieve big power, with its ridiculously loud 4–Rotor even needing to be nerfed significantly to fit in. This is just the "cheat car" among the grid, having downforce without much drag, a 6–speed gearbox, and a strong chassis. The rear end can get a bit skittish, though.

I'll be happy to share the setups for each car if anyone is interested in recreating this.
 
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