I have a split class of Group C/LMGT. And I can sort of see the advantage.
I think you guys have hit on a "sweet spot" (that is essentially a bug). I went to the extreme and put a Red Bull at the front. It ruined the race by being so fast that it ended 2 laps early for me. But, also, I didn't notice a difference in the rest of the field.
In my mixed races/multi make races, they race itself tends to create a rabbit. There's always on car that pulls away from the field. It's rarely a car that starts on pole, but rather one that starts in the top 5, with the power to bring itself to the lead. Those races tend to be the most fun.
So, I think what you guys have found is something close enough to pull the field along with it, but not so much that the field ignores it. I'm thinking it's maybe 10-25pp advantage.
In the race I did last night, I passed a Porsche for 4th spot and over the course of 8 laps trying to catch 3rd, the Porsche slowly dropped off and fell behind. To me, it wouldn't do that if rubber banding was in effect.
In the race I did last night, I passed a Porsche for 4th spot and over the course of 8 laps trying to catch 3rd, the Porsche slowly dropped off and fell behind. To me, it wouldn't do that if rubber banding was in effect.
Disclaimer - I want to be clear that I am not disagreeing with the rabbit idea, I am merely trying to zero in on what it is doing.
What you are describing is normal for me, sometimes. It depends on the car. It could be the difference in how we are setting the cars for Sophy. I have a PP target and I try to keep everything equal, but as we all know, you can hit the same PP target in a myriad of ways. I have some cars that are straight up screamers at the same PP level.
The 787B and Merc C8 are example of the opposite ends. At the same PP level, the Mazda blows the doors off the Merc. The Mazda is ridiculously fast and needs a big nerf. The C8 needs a big boost.
Generally speaking, even though I shoot for balance in my races, I am also trying to maximize the performance of each car while maintaining the PP target (unless a nerf or boost is necessitated). Another example is the Countach. I have one with an engine swap and it's a KILLER at the same PP. This MIGHT be why I get the rabbit behaviour without making a proper rabbit.
I hear all of you that use the rabbit, but I need that grid spot.
I'll go along the lines of why I feel there's been what feels like a slight change to SOPHY programming. Yeah, I'm stuck on muscle cars, but I'm just not getting near the front as usual. I've also done a short race with one pit stop and couldn't capitalise on that. Race after race with all the different cars. Ones with better drive out of corners, the ones with better torque, the ones with better top speed, the ones with better gearing for quick acceleration or mid range acceleration. All using the standard 4 speed transmissions.
SOPHY is so good. Better programming after the update. Feels like a hot fix when I wasn't paying attention.
Daytona Road Course seems like the only circuit I can best the programming with its slow top speeds on the banking. Adding some videos just to show I'm not fooling around.
I agree about the similar PP imbalance. Some cars just bolt with near identical power, but I adjust torque and that evens performance. Still waiting for that Boss 429. It would kill all comers with its lowest PP than the rest of the grid. Waiting to see how it performs with a new tune.
I'm with you. I don't want a rabbit that completely bolts and is unbeatable. Also, as I 've mentioned, it can change from track to track. The fastest car at Le Mans may not be the Fastest at Interlagos, and I like the unpredictability.
Also, even though pit stop are broken by the boost at the moment, I would rather build a field of cars and tune cars under the assumption that it will be fixed at some point, or I might choose to run with the boost off. Changing the race conditions is easier than rebalancing a field of cars. Not to mention, engine swaps play a role. In my 70's LMGT set up, the BMWs and Porsches both have GR3 engines, and they get much better mileage. On the flip side, I have one engine swapped Countach and it's a straight line screamer, as are the one with the base engine, but they're all thirsty, so they pit early and often. The Panteras are similar.
So, I prefer to avoid a dedicated rabbit. I allow one to emerge from the tunes. And even then, take the F3500 as an example, there's always one that becomes a rabbit. BTW, the easy way to create disparity in the F3500 races is to swap the transmissions. I put the sports transmission in the lower grid cars, like Minard, Ligier, or Arrows.
I'll go along the lines of why I feel there's been what feels like a slight change to SOPHY programming. Yeah, I'm stuck on muscle cars, but I'm just not getting near the front as usual. I've also done a short race with one pit stop and couldn't capitalise on that. Race after race with all the different cars. Ones with better drive out of corners, the ones with better torque, the ones with better top speed, the ones with better gearing for quick acceleration or mid range acceleration. All using the standard 4 speed transmissions.
SOPHY is so good. Better programming after the update. Feels like a hot fix when I wasn't paying attention.
I don't know if you've done the engine swaps, but they make for great racing with the muscle cars. I've brought my field down to only the 429 Mustang, the Z/28, and the Challenger. I mix the field between base engine and engine swaps.
I agree about the similar PP imbalance. Some cars just bolt with near identical power, but I adjust torque and that evens performance. Still waiting for that Boss 429. It would kill all comers with its lowest PP than the rest of the grid. Waiting to see how it performs with a new tune.
I'm with you. I don't want a rabbit that completely bolts and is unbeatable. Also, as I 've mentioned, it can change from track to track. The fastest car at Le Mans may not be the Fastest at Interlagos, and I like the unpredictability.
Also, even though pit stop are broken by the boost at the moment, I would rather build a field of cars and tune cars under the assumption that it will be fixed at some point, or I might choose to run with the boost off. Changing the race conditions is easier than rebalancing a field of cars. Not to mention, engine swaps play a role. In my 70's LMGT set up, the BMWs and Porsches both have GR3 engines, and they get much better mileage. On the flip side, I have one engine swapped Countach and it's a straight line screamer, as are the one with the base engine, but they're iall thirsty, so they pit early and often. The Panteras are similar.
So, I prefer to avoid a dedicated rabbit. I allow one to emerge from the tunes. And even then, take the F3500 as an example, there's always one that becomes a rabbit. BTW, the easy way to create disparity in the F3500 races is to swap the transmissions. I put the sports transmission in the lower grid cars, like Minard, Ligier, or Arrows.
I don't know if you've done the engine swaps, but they make for great racing with the muscle cars. I've brought my field down to only the 429 Mustang, the Z/28, and the Challenger. I mix the field between base engine and engine swaps.
Ya, that 429 is great with or without the engine swap.
I swapped the Dodge cars and Mach 1 to get the top speeds up on the standard 4 speeds. So silly to add all the engine parts to certain muscle cars standard engines and the cars only top out at 220kmh. Gotta be careful with what parts get added because then a new engine has to be bought to rebalance it with the other cars.
I'm away from home, if I remember correctly, I've got the Superbird, Charger and GTO at maximum around 250+kmh. The Camaro is really good at 280+kmh with all its tuning parts. Mach 1 is similar at 280+kmh. Challenger is in the same range. Super Bee is 270+kmh.
The SOPHY programming and even Reggie, keep the racing close(including fuel economy are similar), despite the top speed differences. However, most tracks, the cars are about the same speed.
Nurb 24 and Fuji can see the differences. Funny that at Monza the higher top speed cars don't disappear.
The USA tracks stay close. Like I said, I'll post up some recent races.
I think the 600-700pp is the sweet spot for Sophy races. I had a 550 Abarth Cup, and it was one of my favourites. Still, I found it a bit easy. So, I pumped the PP up to 600. Great results. I still managed to get through half the field in 3 laps, but it was more of a challenge and it was mostly unpredictable (like losing 9th position at the line).
As I always advocate, the tunes are mixed (599.99-600.01). Some have Low RPM turbos, some have high RPM turbos. I also think the oversteer nature of this car helps to make this fun.
Had this happen the other day. And having done so many Sophy races, I can write this down as a common issue with Sophy that I hope they fix. It's a major problem at turn 3 at Red Bull Ring too. When another AI car, or myself, gets up under another to pass them, they just slam on the brakes and nearly come to a stop. Here we see an NSX getting under the Aston Martin ahead coming out of turn 8 at Spa and it literally just slams on the brakes leaving me nowhere to go.
Something for the Reggies(although it might account for the Sophies as well):
If you are looking for a really nice car for one make races, try out the 911 Turbo(930)!
It is not the cheapest car on the UCD, but the AI really likes it...
Full 20 car grid, 14 original liveries made,6 from other users, adapted to meet cup regulations...
I tuned the cars up to 567PP(+/- 0,5), all cars on their stock CS tires, all cars with a rear diffuser, weight btw 1060 and 1087kg(most cars at 1079), BHP btw 326 and 345(with one exception), different aero set ups and tunes to reach the target PP, tune ups mostly up to semi racing parts, some with higher grade parts, but only to get horesepower,no extra turbo...one car (the exceptiion) using racing parts(but only 309BHP, no aero but the diffuser...)
My car has originally 567pp(335BHP), in the races i run it on 97%ECU (324hp,562PP), wich is just perfect with AI set on the highest level for my skill level...
Like I mentioned before, the AI likes that car, races are close and challenging and entertaining, on some tracks(Lago Maggiore GP, Brands Hatch) you get 15 cars within less than 15 seconds on a short race(up to 8 laps) with no pit stops, with lots of wheel to wheel combat, even from the AI amongst each other...
Maknig a world series and just finished the european part of it, 22 races diveded into 5 regional themed cups:
Italy(4 races)
Alps(6 races)
Medi(4 races)
Franco-Belge(4 races, mostly endurance)
Saxon(4 races)
Points for the top 12(20-15-12-9 to 1), one extra for fastest lap...
First race with random starting grid, starting grid for the next race is the reverse race result from the race before...
After a regional cup is over, minor weight/PP adjustments are made if certain cars seem too slow or to overpowered, and the following starting grid is the reverse result from the overall standings.
Race length is determined by role of dice before the race (normaly btw 7 and 13laps, different rules apply for short tracks and endurance races), same goes for tire wear(btw 1 and 20) and fuel (btw 2 and 7)
Full damage rule, so cars pit when damged( so do I, unless I suffer from damage when I crash it with no other cars involved, then its up to me...in very rare occasions I refuse to pit if a car crashes into me,without any wrongdoing from my side-but that didn't happen so far in the first 22 races in that cup), all time penalties set on strong(one lap limit for my car to ged rid of that penalty)
Wtih that rules applied, that gave a very immersive cup event(so far...it's not over yet!).
After 22 races there was a one piont gap between me and the winning car in the overall standings...and the top car got this one point that decided, with an overtake in the very last corner before the final chicane in the final lap in the final race at Goodwood...finishing 6th in that race and winning the european cup with 152points overall!
Me making no points in that race and coming in second overall with 151...it can't get more dramatic!
7 more cars came to more than 100pts, 13 cars did win at least one race, all but on got at least one podium finish..
Would love to share photos, but the PS4 says no...
(you can watch a race and check the liveries on my PS GT7 account, I am Batschisane50 there...)
Had this happen the other day. And having done so many Sophy races, I can write this down as a common issue with Sophy that I hope they fix. It's a major problem at turn 3 at Red Bull Ring too. When another AI car, or myself, gets up under another to pass them, they just slam on the brakes and nearly come to a stop. Here we see an NSX getting under the Aston Martin ahead coming out of turn 8 at Spa and it literally just slams on the brakes leaving me nowhere to go.
I've seen this. It seems like the pathfinding doesn't extend into the run off area, so rather than continuing to elegantly path-find back to the track, it abnormally stops. I find it does an abnormal recovery as well. Sophy sort of rotates in place to rejoin a race after a collision. It's not horrible, but it is a little awkward compared to what we can do.