Gran Turismo 7 Custom Race thread

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Is it possible for somebody to explain what a rabbit car is?
It's a car you use that is clearly faster than the rest of the field including you.

This mitigates the rubber band that you see where AI cars gain a lot of speed if you're 1st and makes the AI cars not reduce their pace if you're falling behind.

In summary it makes the rest of the AI cars maintain their pace during the entire race.
 
SWEEET - I didn't realize THIS was what it fixed!
I only gained 2 positions after my pit stop and that was due to a couple reasons. First, I had clear track on fresh tires so I could run faster laps. Second, the 3rd and 4th place cars stayed out too long and it cost them as they fell to 7th and 8th after their stop. The 5/7/8 cars before the stops jumped them too because they pit not long after me. The only reason they slowed was simply due to tire wear.
 
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I'm just gonna continue with making some BoPtunes for jgtc as well.
 

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7 hours in, and I will resume the race tomorrow morning :

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It's getting dirtier by the hour. Now I wonder what the ultimate level of dirtiness is :

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I had few moments here and there.

At the end of lap 56 I totally forgot to observe my pit stop so I had to drive at a snail pace to save fuel.
On lap 82 I put a tire onto the gravel at Mulsanne, I lost just a bit of time but that was enough to be caught inside a battle of barbarians. I eventually knocked the back of the #92 Manthey Porsche as it was check braking getting out of Maison Blanche's corner. I had to stop to repair damages made.
Then it was my turn to be knocked by a Porsche at Mulsanne, the #19 919 Hybrid. I took a little detour through the gravel bin, but it was more of a scare than anything else.

Speaking of scare, being overtaken by LMP cars at night into the Porsche curves while battling for position against other LMGTE cars was the scariest moment I had in a video game since may be Alien Isolation back in 2013. A pure madness, I cannot imagine what it looks like in real life.

My BoP works perfectly for LMP1, cars regularly exchange positions on track as they go through the traffic or make pit stops. They race in a very tight group.

LMGTE wasn't my main focus when I developed my BoP but it kind of works. As I expected, Chevrolet and Aston Martin have a very slight advantage with this northerly wind. They are slowly widening the gap on Ferrari and Porsche, but that doesn't stop them from crossing swords from time to time depending on pit stops.
 
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Got the highlight clips recorded for last night's race. Will edit them and get the video up on Sunday.

In the mean time, ran the same settings at Brands Hatch but put the BMW in the field this time replacing one of the Hyundai's. Did a random sort for the grid again and it started me P7. Took a handful of laps to get to P3, by then the two leaders had pulled a ~4 second gap on the field. Chased them down for several more laps until the leading Mustang pit around lap 17. I dove on to pit road on lap 20, and the 2nd place Ferrari pit a few laps later.

Noticed that some of the field was getting hung up behind the Lamborghini's, which I think I have decided to get rid of since they are AWD. They were really only there to replace the R8 GT4 we don't have for some reason. Might replace them with two BMW's and put the other Hyundai back in the field.

Anyway, after the Ferrari pit, I was in the lead and it stayed that way. Finished P1 with a ~5 second gap to the Mustang with the Ferrari right behind him. There were a few cars that made up a lot of positions though. The other Mustang started P19 and actually finished P7 which was nice to see. One of the Porsche's also made up 5 spots.

Going to reduce my power -1 click on the ECU, replace the Lambo's and go again. This is fun.

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Nothing to special in this post. No race report or anything, but just wanted to show off what I was up to when it came to my custom races these days and how I’m using the cars. I make pretty much every livery from scratch but recently I’ve been trying to get each car I own grouped properly with matching series decals.

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So first up we have Group 3 of course. This class has all the real-world modern GT3, GTE and GT1 cars and also includes the original tuned cars based on real production models like the F-Type for example. Although I usually only have one or two of those cars to represent the more bespoke GT3 cars we’ve seen over the years.

Group 3 is distinguishable by the green number plates and yellow headlight covers. Tire choice in this class is open between all the brands.

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Next up we have Group 4, or the ghetto version of raal-life SRO GT4. This class for now includes the FR and 4WD cars of the game, but I might spin off the 4WD sedans into their own touring car class but keep the Veyron, NSX and Huracan in Gr.4.

This class is distinguishable by the tiny aero and orange number plates. Tire choice is open because the sticker selection is pretty poor.

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For the FWD Gr.4 cars. I’ve spun those off into their own TCR class. I don’t really include any tuned up road cars for this class because they don’t really have a big enough fuel tank to compete at endurance events.

This class is distinguishable by its horizontal touring-style number plates. Tire choice is restricted to Yokohama.

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Next up we have Masters Historic GT, this encompasses all of the game’s older Gr.3 cars from 2000 or earlier. So we have the F1 GTR ‘95, the Group 5 Skyline and the late 90’s GT500 cars. This was a pain to get together but I do have a full grid and even three F1s now lol.

This class is distinguishable by the cars being old as frick and the Masters branding and GT stickers on each side. Headlight covers are also mandatory yellow but the tire choice is open.

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To complement the Masters GT, we have the Masters Historic Prototypes. This subclass of Gr.1 is a spin off for all of the Group C cars in the game. I’m thinking of whether it’s possible to add the late 90s prototype era GT1 cars from Gr.2 into this class as well. Maybe?

This class is distinguishable by the PT stickers and tire choice is open.

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Now finally here’s Gr.1 proper. I’ll probably spin off the VGT cars once I get enough for a full grid. But for now it’s all the modern and concept prototype race cars in the game.

This class has red number plates and tire choice is also open.

Besides those classes. I’m in the process of spinning off the concept cars in Gr.3 into a VGT class. And will probably do the same to Gr.1 down the line. Also in Gr.4 I’m making the Alfa Romeo into a Group A car so it won’t race in Gr.4 anymore once I build all the road cars I need for that series.

Again not a super in-depth post but I just wanted to show off what I was doing and maybe some of you guys are also experimenting with similar things?
 
Nothing to special in this post. No race report or anything, but just wanted to show off what I was up to when it came to my custom races these days and how I’m using the cars. I make pretty much every livery from scratch but recently I’ve been trying to get each car I own grouped properly with matching series decals.

View attachment 1499203

So first up we have Group 3 of course. This class has all the real-world modern GT3, GTE and GT1 cars and also includes the original tuned cars based on real production models like the F-Type for example. Although I usually only have one or two of those cars to represent the more bespoke GT3 cars we’ve seen over the years.

Group 3 is distinguishable by the green number plates and yellow headlight covers. Tire choice in this class is open between all the brands.

View attachment 1499204

Next up we have Group 4, or the ghetto version of raal-life SRO GT4. This class for now includes the FR and 4WD cars of the game, but I might spin off the 4WD sedans into their own touring car class but keep the Veyron, NSX and Huracan in Gr.4.

This class is distinguishable by the tiny aero and orange number plates. Tire choice is open because the sticker selection is pretty poor.

View attachment 1499205

For the FWD Gr.4 cars. I’ve spun those off into their own TCR class. I don’t really include any tuned up road cars for this class because they don’t really have a big enough fuel tank to compete at endurance events.

This class is distinguishable by its horizontal touring-style number plates. Tire choice is restricted to Yokohama.

View attachment 1499206

Next up we have Masters Historic GT, this encompasses all of the game’s older Gr.3 cars from 2000 or earlier. So we have the F1 GTR ‘95, the Group 5 Skyline and the late 90’s GT500 cars. This was a pain to get together but I do have a full grid and even three F1s now lol.

This class is distinguishable by the cars being old as frick and the Masters branding and GT stickers on each side. Headlight covers are also mandatory yellow but the tire choice is open.

View attachment 1499207

To complement the Masters GT, we have the Masters Historic Prototypes. This subclass of Gr.1 is a spin off for all of the Group C cars in the game. I’m thinking of whether it’s possible to add the late 90s prototype era GT1 cars from Gr.2 into this class as well. Maybe?

This class is distinguishable by the PT stickers and tire choice is open.

View attachment 1499208

Now finally here’s Gr.1 proper. I’ll probably spin off the VGT cars once I get enough for a full grid. But for now it’s all the modern and concept prototype race cars in the game.

This class has red number plates and tire choice is also open.

Besides those classes. I’m in the process of spinning off the concept cars in Gr.3 into a VGT class. And will probably do the same to Gr.1 down the line. Also in Gr.4 I’m making the Alfa Romeo into a Group A car so it won’t race in Gr.4 anymore once I build all the road cars I need for that series.

Again not a super in-depth post but I just wanted to show off what I was doing and maybe some of you guys are also experimenting with similar things?
Some cars that will work in your TCR grid are the FK8 and FL5 Civics with the NSX GT500 ‘16 engine. 👍
 
I only gained 2 positions after my pit stop and that was due to a couple reasons. First, I had clear track on fresh tires so I could run faster laps. Second, the 3rd and 4th place cars stayed out too long and it cost them as they fell to 7th and 8th after their stop. The 5/7/8 cars before the stops jumped them too because they pit not long after me. The only reason they slowed was simply due to tire wear.
I understand now why I didn't notice much difference. I tend to have faster cars at the front of my races by default, so they end up being defacto rabbits.

1 - They become the game's designated rabbit because they're first from the start.
2 - Since they're already faster cars, they have the "rabbit effect" but they aren't over the top.

For instance, in my DTM race, the lead car is the Alfa and second place is a v8 swapped Merc, both of which are slightly better than the rest of the field. In my F1 race, I've been engine swapping and tuning the power output to be more in line with reality. For instance, I do a v10 swap for Mugen powered cars, and then turn the power down to +/- 700hp.
 
I understand now why I didn't notice much difference. I tend to have faster cars at the front of my races by default, so they end up being defacto rabbits.

1 - They become the game's designated rabbit because they're first from the start.
2 - Since they're already faster cars, they have the "rabbit effect" but they aren't over the top.

For instance, in my DTM race, the lead car is the Alfa and second place is a v8 swapped Merc, both of which are slightly better than the rest of the field. In my F1 race, I've been engine swapping and tuning the power output to be more in line with reality. For instance, I do a v10 swap for Mugen powered cars, and then turn the power down to +/- 700hp.
I like having a single rabbit over faster AI opponents because if there is a chance I can take the lead and/or win the race, the rubber banding will then take effect unfortunately. With a rabbit that is almost always somewhere else on track, out of sight and out of mind, I never have to worry about it. It's worth it to lose one grid spot. I did a race at Red Bull Ring last night and took the lead with ~10 laps to go. Finished 10 seconds ahead of the 2nd place car. Not ideal IMO, but at least none of them did laps 5 seconds faster than me to catch back up.
 
Morning !

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It seems the car stops accumulating dust around the 6-8h mark. Except perhaps on the flancs where I started to notice a few spots here and there. Difficult to tell because during the night :

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Go, Suomi, go! Cool to see the dirt develop (I’ve raced 2hrs max) - excited for your next progress update :)

Unrelated - any of you powerpackers recreate any events in Custom Race…uou know, for science? I don’t have the DLC, not sure if you’re even allowed to see the fixed tunes, for recreation purposes…
 
Morning!

It seems the car stops accumulating dust around the 6-8 hour mark, except perhaps on the flanks where I started to notice a few spots here and there. It's difficult to tell because during the night:
This accumulation of dirt, is it a PS5 only thing?

I ran a one-hour custom race in PS4 and didn't see any dirt.
 
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Go, Suomi, go! Cool to see the dirt develop (I’ve raced 2hrs max) - excited for your next progress update :)

Unrelated - any of you powerpackers recreate any events in Custom Race…uou know, for science? I don’t have the DLC, not sure if you’re even allowed to see the fixed tunes, for recreation purposes…
Other than the gift cars, we can only see the power and weight for the cars we can choose. We can’t open the settings to view suspension, gearing and parts.
 
Here's the highlight video! It's a bit long but I went over the settings at the beginning, and the racing is just too good to cut everything out...


I ran my self a custom GT4 Championship in PS4, with gr4 cars and road cars to gt4 specs.

Three questions; is it a thing not to have aero in simulation? Weak damage, don't make cars go to pit for repairs? And why you put fuel consumption in x1?
 
I like having a single rabbit over faster AI opponents because if there is a chance I can take the lead and/or win the race, the rubber banding will then take effect unfortunately. With a rabbit that is almost always somewhere else on track, out of sight and out of mind, I never have to worry about it. It's worth it to lose one grid spot. I did a race at Red Bull Ring last night and took the lead with ~10 laps to go. Finished 10 seconds ahead of the 2nd place car. Not ideal IMO, but at least none of them did laps 5 seconds faster than me to catch back up.
This is what I mean. It's the same thing, just more in keeping with the theme of the race.

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This is the upper half of my LMGT race (cars from the 90's) - I have two R92CP's in there on top of the mix of other cars (you can see the first in 8th place to start). They're 800PP on RM tires. I also have a mix of set ups because I find it makes the outcome less predictable.

I don't really do the pit stop races because of the boost issue. I might go back...we shall see.

I just don't want the lead car to take off and be head and shoulders above the others, or be out of place with the rest of the cars.
 
@Voodoovaj I like your idea better for multi class races where you put yourself in a car not in the top class of the grid.
For everything else, as it stands now, I think @CodeRedR51 implementation of the 'rabbit car' is cleaner and easier to handle.
Yes if you're doing multiple classes and running in a lower class, rabbit car isn't necessary.
 
@Voodoovaj I like your idea better for multi class races where you put yourself in a car not in the top class of the grid.
For everything else, as it stands now, I think @CodeRedR51 implementation of the 'rabbit car' is cleaner and easier to handle.
Ya, it's the same thing, just less disruptive to the experience. There's no better or worse way of doing it. It's totally personal.

For example, let's say you have a single make race. The top 2 cars are going to take off no matter what you do because that's how they have set up the AI. So, give them 50-100pp extra and go. It's the same result. Or, for example, lets say you have a race with the stock street tires. Give the lead cars RH. It's like playing against a few other A+ drivers.

Also, I've always been a fan of mixing the set up of the cars, so that they behave different and race each other. This adds to that.

Again, it's not better or worse, just different.
 
Three questions; is it a thing not to have aero in simulation? Weak damage, don't make cars go to pit for repairs? And why you put fuel consumption in x1?
Slipstream you mean? I'm just doing whatever I can to make the racing close. I had damage on limited for that race but have done some with full damage. Not sure I have seen it effect the AI yet. For fuel consumption, I'm taking it out of the picture because the AI cars can't seem to figure pit stops out correctly when you do more than 1x. I have had cars pit with ~5 laps to go, then pit again a couple laps later for no reason.
Ya, it's the same thing, just less disruptive to the experience.
That's honestly subjective. For the race I posted above, I started 14th so I never saw the pace car. it pulled away and by the time I got to the front of the pack it was long gone. It made 2 pits stops which kept it from lapping the field and as I said, it was out of sight and out of mind. No disruption on my end. And I get a cool photo at the start of the race.
 
This accumulation of dirt, is it a PS5 only thing?

I ran a one-hour custom race in PS4 and didn't see any dirt.
I couldn't say. I ran something like an hour or two event at Nürb 24 with the new Mitsubishi FTO and I had zero dirt on my car. May be that's a race car thing only.

So this is it for today, 16 hours in :

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I finally made the break on the other cars, since then I've switched to a management race to avoid any drama.
I shortened my stints to have a joker lap in case I forgot to refuel. I slow down as I exit "La Forêt" S-bends and "Virage du Pont" so I don't crash into the wall. I let the traffic pass without interfering, and I try to maintain the buffer I built.

I occasionally see a Porsche 911 RSR or a Ferrari 458 climb into the top 3, so they are not doing as bad as I might have feared.

Strategies are now out of sync into LMP1, but as soon as everyone has its pitstop done, they are all packed again. Difficult to say what the final outcome will be here.
 
I couldn't say. I ran something like an hour or two event at Nürb 24 with the new Mitsubishi FTO and I had zero dirt on my car. May be that's a race car thing only.
Definitely not race cars only, did a league race in the '15 MX-5 and the cars were getting dirty by the end. Was only 40 minutes.

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Have also done a 25 minute 'shuffle' custom race and had the cars dirtying up by the end of that too (harder to see this one as it's a shorter race, but just showing it applies to all modes/cars etc.)

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Here's the highlight video! It's a bit long but I went over the settings at the beginning, and the racing is just too good to cut everything out...


Hmm... no slip stream. I need to try that.


Here's the current state of my DTM. This has the setups from my earlier post but I turned up the roll bars on the Mercs to 8

(5 Laps of Dragon Tail)
 
Go, Suomi, go! Cool to see the dirt develop (I’ve raced 2hrs max) - excited for your next progress update :)

Unrelated - any of you powerpackers recreate any events in Custom Race…uou know, for science? I don’t have the DLC, not sure if you’re even allowed to see the fixed tunes, for recreation purposes…
Although I do not own the power pack, I gave it a shot in doing my own version of the 'Nurburging Tourist' race. I drove the 992 GT3RS on SH since majority of the grid used that tire type.

Here are the results.
 

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4 hours left !

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From now I'm gonna come back on my 8 laps per stint strategy. The strengthening tailwind helps AI to set more laps before to pit and they began to sneakily get closer to me. At some point I was able to ear Corvette's clutch downshifting. I was like "this.. sounds lovely but.. is not my clutch.. What the..". Look in the rearview mirrors : 🧐
 
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