Gran Turismo 7 Custom Race thread

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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.
WhatsApp Image 2025-12-23 at 11.03.41 PM.webp


Step 2 - Save this set up. When you load this race later, it will populate the field with whatever car you are using.
WhatsApp Image 2025-12-23 at 11.03.41 PM (1).webp


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.
WhatsApp Image 2025-12-23 at 11.03.40 PM (7).webp


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.
WhatsApp Image 2025-12-23 at 11.03.40 PM (3).webp


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.
WhatsApp Image 2025-12-23 at 11.03.40 PM (2).webp


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
 
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That was some good racing,CodeRed! You had to work for it and even that wasn't quite enough!
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. :laughing: But then the McLaren's had to go and ruin everything by not pitting. :irked: 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...
 
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.
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. 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 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.
View attachment 1501541

Step - Save this set up. When you load this race later, it will populate the field with whatever car you are using.
View attachment 1501542

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.
View attachment 1501543

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.
View attachment 1501544

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.
View attachment 1501545

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

That truck race looked kinda cool 😎
 
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.
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.
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.
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.
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.
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.
 
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’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.

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.
 
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.
I see them doing things here and there, but it's sparse and usually near the end of races. Sophy is doing it constantly.
 
I use standard brake pads on my Z GT4 to lower my braking power to match the AI cars. I did some testing last night and there's a chance I could use a widebody, full aero Z in a GT3 series. Might give it a shot...

Just did another race at Interlagos, upped to 36 laps this time in hopes it would force the McLaren's to pit. And it was successful! Race time was just over 60 minutes. Overall I would say there wasn't much movement in the AI field, but it wasn't terrible:

1766610918633.webp


I could have attempted a dive bomb on the last lap to take the win here, but I am running heavy damage, so decided against it. Nothing great or spectacular to mention with this one. I did slow to ~130kph for pit road and didn't gain nearly as much ground this time. Lots of "stuck behind a car they can't get around" was happening, which is frustrating. Pole sitting Porsche stayed out too long and it cost them the podium. I'll do another full race upload in the next day or two.

1766613230846.webp
 
I see them doing things here and there, but it's sparse and usually near the end of races. Sophy is doing it constantly.
Oh there’s no comparison between the two. I’m just reporting Reggie has gotten more competitive in my races.
 
I had to relearn all cars can't have garage pick grids. Some will only be one make, like VGT's. That was a frustrating few minutes.
 
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. :laughing: But then the McLaren's had to go and ruin everything by not pitting. :irked: 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...

Durn dude, that had to suck. I used to hate it when I would be in the front and some bozo would sideswipe or ram me off the track and then I would be even further behind in the race. Well at least you had a fun experience. Don't give up when people do that kind of stuff to you.
 
Ran the next GT4 series race last night at Suzuka. There was a whole lot of no passing going on amongs the AI cars before the pit stops. Some behind me took advantage when I passed another car. Had a group of 4 or 5 cars stuck behind the 5th place BMW. The 4th place starting Hyundai pit before the top 3 and jumped them when they pit, taking a back to back win. I finished P5. Trying to decide if I want to run with the results on that one or move the BMW down field and try again...

Edit: Here's the full race replay from Interlagos

 
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I updated my LM BoP one last time :


Changes made to :
  • Audi
  • Porsche (LMP1)
  • Dodge
  • Chevrolet

Added :
- BMW M6 GT3 Endurance Model '16 to fake the M8 GTE.
Près du dernier virage_10.webp


Although lap times are almost similar, due to how performance is deployed around the track you will most of the time see the BMW and the Chevrolet at the tail of the pack. This is where mechanical damages play an important role. But as you can see, this doesn't mean they are outpaced :

Gran Turismo™ 7_20251229185108.webp


After 2 hours and a half of racing, all the cars remain grouped together.
The cars will inevitably end up forming small groups. Some cars will have good synergy with each other and will be able to race faster than a single car, while other combinations will tend to slow them down.
 
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?
 
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?
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.

I won’t try to specifically decipher the weird Boost Off/Weak riddle, but it is apparent that the better setting enables this catch-up effect (or slow-down effect when you’re the one pitting earlier/more often), particularly with regard to the car sitting in first place. We can hide from this immersion-breaking effect by keeping something consistent in that first position. Give me pacecar or give me death! ;)

*Regarding that initial demonstration, and I’m far from an authority here, IIRC it wasn’t exactly outdriving the pros in the desired manner, with superior lines and racecraft. Perfect track limits and grip management allowed it to really squeeze every advantage out of a lap. It was weakened for its public/in-game demonstration (and that purple one was dang quick!) from there, and then again with Sophy 2 and possibly/seemingly (I don’t have Powerpack) 3.

Why do they do things their way and not open it up to our Custom design? No one really knows. I’m sure we could be given levers to pull to tap into those superior levels but we aren’t. It’s a rabbit’s life for me!
 
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.
There's a lot to break down here, so I will try to do it in chunks to give you the best answer.
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.
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.

Edit - yes, they do divebomb you, but that's the training. The AI doesn't have knowledge or why it does this. It does it because it was trained to do it.
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.
But, remember, if you had the boost turned out, this "artificial" result is what you requested from the game.
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.
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 15pp
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?
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.

Always remember that biggest weakness the AI has is that it is not racing. It is lapping. It is not racing for position as much as it is avoiding obstacles. People assume the AI has a desire to win, but it has no such feature. So, you have to build your races with that in mind. YOU are the only one racing. Everything else is just lapping and avoiding obstacles.


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. The last 2 laps were just me and 1 AI and I won by a little. The upside is that, yes, if you pit, they will not boost back to you with ludicrous pace. The downside is that it sucks over all and I don't know if you can make it interesting. IMHO, make the best of races with boost set to weak and avoid getting a big lead post pitstop.
 
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I am assuming that you had the boost on.
Yes, because:
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.
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.

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.

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.
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.

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.
 
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.
 
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.
It's tough to answer because what they gave us was slow or not slow.

With the boost off, it's just slow. Start the race and, with equal cars, you close on the cars ahead right away. Ergo, without boost, Sophy is slowed down. That is, until you pass it. Then it kind of tries to catch up, but there are some obvious limits in place.

With the boost on, those limits are lifted. How much does it "cheat"? We don't know. When I checked yesterday, I was in the top 1500 from times for daily race B, and still nearly 3 seconds slower than the top times in the same car. Those people aren't cheating, they're better. We don't know to what extent Sophy is simply better and to what extent it's boosted, it's most definitely a little of both.

Even if it were just better, people would still say it's cheating because of the variation in times. It needs to have consistent times, and right now it toys with you. Sophy let's you catch up (to an extent) and then it plays with you.
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.
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.

Could it be done easily? Absolutely, and I don't care what the official word from PD is.

Why do they limit it? No idea.
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.
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.
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.
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.
 
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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.
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...
 
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
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.
 
Been having fun with Reggie since the update. Back with SOPHY it continues to be a whole other level.

Returning to the mid-Nineties ADAC GT CUP Division II SERIES. I’m in the higher PP 180SX and SOPHY still getting on with the job.


IMG_7438.webp


Audi TT are in lieu of no Audi S2 Coupe being available.
Toyota Celica are in place of the Opel Calibras that ran in the series.
Need to add the MR2 and FTO(until we get the Fiat Coupe Turbo).
 
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