Unfortunately you can't just take those same settings and expect the same result at the next round. Just did what I thought would be the next full race at Interlagos and this happened:That was some good racing,CodeRed! You had to work for it and even that wasn't quite enough!
I found an exploit for Sophy that will allow you to do a "one make" race with cars that are not officially supported. I half don't want to share this, because I don't want this fixed. It uses the missing car bug. For those who don't know, if you sell a car that is being used in a custom race, the game replaces it with the car that you are currently using.
Step 1 - Buy a cheap car in the UCD and get in it. Then go make a Sophy race and choose "Select from garage". This will fill every entry with your current car. IMPORTANT Make sure that these are the settings you want. You will not be able to change this race once you sell the car that you used to make it. If you make a change when you are using one of the unsupported cars, it will overwrite your file and you will have to start over.
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Step - Save this set up. When you load this race later, it will populate the field with whatever car you are using.
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Step 3 - Go sell the car that you used to make this race. Remember, after this step, you can't change your race. The game will overwrite your file.
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Step 4 - Get into one of the new cars from the Spec 3 update, or the Power Pack, and even some from earlier updates that are not OFFICIALLY supported by Sophy. Then go pick a Sophy track and load the race that you saved. You should get a field of unofficial Sophy racers.
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I tried the 930 Safari, the F3500B, the Espace F1, the Suzuki Carry, and the Baja Beetle. I also tried Interlagos and Tokyo. It worked everywhere that I tried.
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Here's a 5 Lap video of the Baja Beetle at Tsukuba
HOPEFULLY we get full support in a future update. HOPEFULLY, they don't "fix" this bug. Merry Christmas
The new Dunlops tire change was a good one. I think we all noted that the 1.65 tires had less grip than the 1.66 tires, but IMHO, the vehicle weight changed. In 1.65. you could tap a car and it would slide off track like everything was covered in ice. Now, you can slam a car pretty hard, and it feels like you hit something heavy.Still don’t know what to say about any update to programming, however, I will say the tyre physics are a thing. The R31 with my “standard” set up was oversteering a lot. The cars are at the default 110mm f/r ride height on wide/wide wheels & tyres. Before the car wasn’t stable. Now, the thing is compliant around long sweepers and off throttle. I can play with the off throttle and keep the car composed.
I've found that you can run really high ARB rates. 8-10 used to give somewhat negative results in the street cars, now it's mostly positive.Another thing are the anti-roll bars. The cars would have lots of rocking side to side. That’s not happening when I do controller micro steering corrections. Reggie and SOPHY are controlling the cars smoothly.
The one thing that I have noted is that Reggie will dive into a corner to "defend" it. It most sucks at it. With 1.65 it was extreme and Reggie would launch itself into nowhere land. With 1.66, it just runs wide. Still, I find Reggie will not try to retake a position the way Sophy does.Can’t tell the difference between how the programming are adapting to the cars. Reggie gave me a run for my money and SOPHY was SOPHY. I’d still like some answers, because this is good.
I’m still seeing separate AI vs AI battles with Reggie. In my videos, Reggie was exchanging positions with me and not giving up at certain points. In the YM race, I was trying to send it to see how the programming handles it and it wasn’t working out for me. Patience worked better than old school GT1 & GT2 moving AI out the way.The new Dunlops tire change was a good one. I think we all noted that the 1.65 tires had less grip than the 1.66 tires, but IMHO, the vehicle weight changed. In 1.65. you could tap a car and it would slide off track like everything was covered in ice. Now, you can slam a car pretty hard, and it feels like you hit something heavy.
I've found that you can run really high ARB rates. 8-10 used to give somewhat negative results in the street cars, now it's mostly positive.
The one thing that I have noted is that Reggie will dive into a corner to "defend" it. It most sucks at it. With 1.65 it was extreme and Reggie would launch itself into nowhere land. With 1.66, it just runs wide. Still, I find Reggie will not try to retake a position the way Sophy does.
For the next update, let's hope we get some more tracks for Sophy. I'm still unhappy with Reggie, but I am going to try to set up a race with the reverse philosophy that I use with Sophy. To recap, I put faster Sophy cars near the front and they seem to pull the field forward. Given the lack of action from Reggie, I might load the back of the field with higher PP cars to force passing, although it might still require too much PP gymnastics to get right.
I see them doing things here and there, but it's sparse and usually near the end of races. Sophy is doing it constantly.It’s interesting a few of you aren’t getting the results I’m getting with Reggie. Whether I’m in the faster PP cars or slower ones, the programming seems much more improved. Either that or what I’m noticing as well is my brake trigger “ brake pedal” feels longer than it used to with ABS weak. I have to take more care braking earlier, which seems to keep the racing tighter.
Oh there’s no comparison between the two. I’m just reporting Reggie has gotten more competitive in my races.I see them doing things here and there, but it's sparse and usually near the end of races. Sophy is doing it constantly.
Unfortunately you can't just take those same settings and expect the same result at the next round. Just did what I thought would be the next full race at Interlagos and this happened:
Sucked, but that happens in racing. Leave the door open too far and someone is bound to put their nose in there. I did sort of do the same thing to him the lap before (without contact) and I guess he wasn't too happy about it.But then the McLaren's had to go and ruin everything by not pitting.
Race was 33 laps and about 55 minutes long, so I guess I will add a few laps and see what happens.
Also, I pit from 11th after the spin and essentially came out of the pits in 3rd place. I analyzed the replay afterwards because I wanted to make 100% certain that the AI cars were not slowing down during and after my pit stop, and they were NOT. What I discovered is that I come screaming on to pit road at over 200kph and the AI cars slow for the curves to around 130kph, then speed up to 150kph before the pit lane sequence takes over. So I will try to match that next time...

Since a good game needs to cater to humans of all skill levels, there needs to be a way to dynamically deliver AI skill. They CAN tune it up to beat all humans, as demonstrated initially*. Other games use a difficulty slider to let the player determine how they want things, whereas GT uses the rubberband convention.So, is it really fully necessary to have a leading faster car to break the rubberbanding, even with Sophy? I was doing a very slow race at Tsukuba, with Abarth 595s and Volkswagen 1200s. 50x fuel burn so that they'd actually need to pit at some point. But I was on my second attempt at the race, and I realized that fuel map 6 would perfectly line me up to have just enough fuel to make it to the end without pitting, with some room to move to fm1 toward the end if I somehow ended up in a battle. Well, after all the other cars took their time with their pit stops (I also had the fuel filling rate lowered, because these are old road cars), I ended up about a minute ahead.
Then second place, a fellow Abarth 595, broke away from the pack and started chasing me down with 1:23 lap times. The previous best was around 1:30. It closed the near minute gap in a few laps.
I just don't get it, this is meant to be the fast AI. Why does it cheat? Is it always cheating to be fast? It makes me doubt the entire Sophy project, since these cars can't even take proper racing lines at points on Tsukuba, and we know v3 is significantly worse about that.
Sure I was cheesing my own race because I found a perfect winning strategy, but a perfect winning strategy... should win. Sitting in 19th, barely keeping up with the VW 1200s, until I got to the lead by not needing to pit, was exciting. It was ruined when I was given an artificial battle to the finish line.
Not to mention the fact that fighting the other car to the line lead to me getting there with 1 second left on my 25 minute race, with no fuel left. I would've just stayed on fm6 and got to the finish a couple seconds later to win if Sophy wasn't cheating.
Having one faster car on the track lapping everyone would be pretty chaotic on a track like Tsukuba though. I really don't want to do it. Not to mention losing a significant chunk of the already poor prize money.
It's such a shame Polyphony hides their subpar racing AI behind blatant cheating. What happened to the Sophy we previewed before? Was that even real? Or was that cheating too?
There's a lot to break down here, so I will try to do it in chunks to give you the best answer.So, is it really fully necessary to have a leading faster car to break the rubberbanding, even with Sophy? I was doing a very slow race at Tsukuba, with Abarth 595s and Volkswagen 1200s. 50x fuel burn so that they'd actually need to pit at some point. But I was on my second attempt at the race, and I realized that fuel map 6 would perfectly line me up to have just enough fuel to make it to the end without pitting, with some room to move to fm1 toward the end if I somehow ended up in a battle. Well, after all the other cars took their time with their pit stops (I also had the fuel filling rate lowered, because these are old road cars), I ended up about a minute ahead.
I am assuming that you had the boost on. The boost is designed to keep the cars close to you. It's not racing you. It's keeping other cars close to you. Ergo, when you get a massive lead, it tries to correct that inconsistency in it's directive as quickly as possible. Why does it do this? Because you asked it to with the boost feature. That's why boost weak feels so good. It feels like racing because it keeps the other close.Then second place, a fellow Abarth 595, broke away from the pack and started chasing me down with 1:23 lap times. The previous best was around 1:30. It closed the near minute gap in a few laps.
I just don't get it, this is meant to be the fast AI. Why does it cheat? Is it always cheating to be fast? It makes me doubt the entire Sophy project, since these cars can't even take proper racing lines at points on Tsukuba, and we know v3 is significantly worse about that.
But, remember, if you had the boost turned out, this "artificial" result is what you requested from the game.Sure I was cheesing my own race because I found a perfect winning strategy, but a perfect winning strategy... should win. Sitting in 19th, barely keeping up with the VW 1200s, until I got to the lead by not needing to pit, was exciting. It was ruined when I was given an artificial battle to the finish line.
So, what I do is create slightly faster cars rather than massively faster cars. I came to this by trying to avoid the rabbit and found that my races still avoided the boost (for the most part). It makes sense that the rabbit doesn't need to be ridiculously fast, just as fast you can be, kind of like racing some people online. I've mentioned a few times that 5-10pp tends to do it, but you might want 15ppNot to mention the fact that fighting the other car to the line lead to me getting there with 1 second left on my 25 minute race, with no fuel left. I would've just stayed on fm6 and got to the finish a couple seconds later to win if Sophy wasn't cheating.
Having one faster car on the track lapping everyone would be pretty chaotic on a track like Tsukuba though. I really don't want to do it. Not to mention losing a significant chunk of the already poor prize money.
It's not really subpar as much as it's slowed down to be equal to the vast majority of players who are atrocious at the game. Even with the boost turned on, a decent player is still about 1 tire spec better than the AI. You could always turn off the boost, and then step down several specs on the tires for your car.It's such a shame Polyphony hides their subpar racing AI behind blatant cheating. What happened to the Sophy we previewed before? Was that even real? Or was that cheating too?
Yes, because:I am assuming that you had the boost on.
So, Sophy needs the boost in order to be fast. Meaning, it's cheating, or it's slow. No other choices. It can't be fast without cheating.WARNING!!! Boost "NONE" is awful. I've done it with 2 Steps tire less than the AI. During a 5 map race, the field (from 2nd on down) gave up and I passed 10 cars.
But GT7 does have difficulty settings. Both in the main settings menu and in the custom race settings. That means there's no reason for Sophy to have only two states, slow or cheating. If you set it to professional with no boost, just let it be fast. To a reasonable extent, of course; it doesn't need to be like the initial GT Sport demonstration where it spent most of the time on the Nordschleife with two wheels on the grass.Since a good game needs to cater to humans of all skill levels, there needs to be a way to dynamically deliver AI skill. They CAN tune it up to beat all humans, as demonstrated initially*. Other games use a difficulty slider to let the player determine how they want things, whereas GT uses the rubberband convention.
It's tough to answer because what they gave us was slow or not slow.Yes, because:
So, Sophy needs the boost in order to be fast. Meaning, it's cheating, or it's slow. No other choices. It can't be fast without cheating.
Valid point, and I think we all want to have the option to turn it up to MAX. I would love to have the setting to make it as fast as the top A+ drivers. I want it to be like a Sport Mode race where, each race, I have no idea what I am going to face.That's what I'm getting at. There is no way to see Sophy being legitimately fast. So what is the point of it? This isn't anything like what was shown before.
If you don't give it any kind of cheat, it's as slow as the standard AI. The only thing Sophy seems to offer is better rubberbanding (only up to a certain point) and the ability to acknowledge other cars. Something that the standard AI should have been able to do anyway, but barely can. Maybe it has some better lines, but that's not consistently true either.
So what happened to the "superhuman AI" it was meant to be? It's not in my game.
I agree 100%. What they SHOULD do is give Sophy the will to win and then assign a varying degree of competency, if you will, to simulate other drivers. Let us pick the range (from DR D to DR S) with the most difficult being a field of DR S Sophy's.But GT7 does have difficulty settings. Both in the main settings menu and in the custom race settings. That means there's no reason for Sophy to have only two states, slow or cheating. If you set it to professional with no boost, just let it be fast. To a reasonable extent, of course; it doesn't need to be like the initial GT Sport demonstration where it spent most of the time on the Nordschleife with two wheels on the grass.
Ya, the PP Sophy was dumbed down far too much and they chose a terrible direction for the pack. PD's weakness is, and has always been, single player game design. It's a good game almost by accident.And this isn't the Sophy or Power Pack thread so I won't get into it too much, but what we've seen from the Power Pack does not give me confidence that Sophy will actually improve if v3 does get added to custom races. It's fast, sure, but then so is the custom race Sophy when you let it cheat and don't have a gap. But it doesn't even take proper racing lines, it always drives as if it's defending even when there's nothing to defend. Note that I don't have the Power Pack personally, I'm only going by what I've seen of Sophy in that.
Setting Boost to 'Weak' is the best thing you can do. But depending on your skill set, even doing that isn't enough to make them competitive. Then you end up having to put your own car at a disadvantage to make the racing closer, and that's a whole different rabbit hole...Trying out these custom races, how you guys making it competitive?. I did a ten lap gr4 race and beat sophy on hardest difficulty, do you set bop or something. Thanks.
You can also increase the competitiveness of Sophy by tuning the cars to be their best. For example, if you take a car and set the roll bars to 10 and compare the lap time to a car with roll bars set to one, there is almost 1 second difference in the car. There is often a lot of time available in the car if you try to squeeze the most out of it.I see what you mean now, just created a race with 20 of my 700pp cars. That was far from cosy. Sophy didn't enjoy my escort Cosworth lol