Gran Turismo 7 Custom Race thread

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I'm building up a touring grid from late 80's cars, as one of my hobbies in the game is to get Fictional series going and bopping the grid.

While I could do the old and tried Gr.A/DTM series, Instead of having a grid of 3-4 cars, I'm already on 14 cars, aha.
If after bopping, reggie can work well on Custom races (still on the PS4 here), I'll share some screenshots and more infor if needed.

What sucks with reggie is that it won't take the powerband into consideration, and short shift on cars that really need it, like the S13 Silvia Q's.
That means that appart from the BOP that i'm doing with humans in mind, I'll also have to have some adjustments for the AI

But custom races are still one of the best ways to enjoy the game, if one has the funds and time
 
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I started a new GTLM series following the new approach of not balancing the cars and letting the game handle it. Here's a screenshot of the 10 teams in this series. Note, I swapped the Porsche for the V12 Vantage at the last minute, but the Vantage is in the screenshot as well. I'm in the Honda for this series.
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And here's the first race. Just 10 minutes.



Doing every race set up as a series, rather than stand alone races, allows the system to shine. I think it's the biggest failure of GT7. They've set up the single player as a bunch of stand alone races, when it should be a collection of championships.
 
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Setting up a 1HR/24H Nürburgring. Cant believe I haven’t done one.


Man this really makes me wish we could have 40 or 50 cars on the track at Nurburgring. I'd send all my group A cars there with their various tunes and let them have it. You'd see DTM, JGTC, BTCC, ETCC, and ATCC from this era all mixing and mingling. One can dream...
 
I've been itching to get my own enduros done, too. Spa 24H, Bathurst 12H, and maybe a "remaster" of Daytona using the BMW and Porsche.
 
Tough race. 4X Tyre/1x Fuel. First pitstop, I acquire some front end gdmage. Dropped me to last exiting pits. Second stop, I just hate the “Dagnabbit! I pressed the button too early before selecting fresh tyres!” mistake. Moved me up to 8th position, but with only 1/4 tread left, had to nearly drift my way in corners to affect SOPHY’s trajectories. Good position changes with a few cars and my “teammate” that finished P9.

Forgot how crazy N24 is at night.

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I think they made some more improvements to Reggie. I took my GR3 approach and copied my GTLM 2015 setup across Sophy and Reggie.

Sophy with and without boost versus Reggie with and without boost, and I'm preferring Reggie with no boost and light damage. Reggie slides the cars around a little more and the other cars pass each other more than Sophy does. Of course, we all know the downside of boost, so using PP to create more challenge is a better choice when possible.

And then there is the weather and full catalogue of cars and tracks. Sophy 2.1 has not seen improvement. I can't verify that Reggie has improved recently, but it's looking good.
 
Took an impromptu break from driving for about a month or so. Came back and loaded up a race with entry level family cars to ease myself back in. I always forget how much fun this game can be and how quickly I get absorbed into things and ideas I want to do.



All cars are stock (except for maybe some aero parts for visuals).
 
Hi everyone, hope you're all good!
I've tuned 20 or so Road Cars to the PP level of the Current Gr4 Cars under current BoP, and the results are starting to get where I want for the performance of the Custom vs Official Gr4 cars to be, with some minor changes here and there in the Official Gr4 BoP.
Some custom cars like the Toyota MR-2, Renault Clio V6, and Mitsubishi FTO are fantastic with light to medium power upgrades and weight ballast, while some high powered ones like the Camaro and Mustang GT '15 perform well when reducing their power and or adding ballast to adjust the weight distribution.
There were two cars that i could not get to gr4 levels of power and weight without major handling issues; those being the Audi TT '09 and the Mercedes 190E, the Mercedes was horribly ovesteery, while the Audi had some major understeer issues in every aspect.
As I tinker a bit more with the "Custom Road Car BoP" and get more results, I'll share the car list and settings if anyone would like to copy them.
Have fun everyone!
 
Got what I thought was my GT World Challenge grid together and discovered that the Huracan GT3 isn't Sophy compatible. WTF. (seriously tired of this)

Three classes (Pro, Gold, Silver) with the Pro cars having ~40 more horsepower than the others. They will act as the rabbit in this case. Did a couple 10 lap test races so far at Road Atlanta (arguably the best Sophy track) and I barely even moved from my starting spot by the end of the race. Had a great battle with another car for a couple laps and swapped spots a couple times. Might do a couple more small tweaks and then do a full season of races that are 60-90 minutes each.

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Got what I thought was my GT World Challenge grid together and discovered that the Huracan GT3 isn't Sophy compatible. WTF. (seriously tired of this)

Three classes (Pro, Gold, Silver) with the Pro cars having ~40 more horsepower than the others. They will act as the rabbit in this case. Did a couple 10 lap test races so far at Road Atlanta (arguably the best Sophy track) and I barely even moved from my starting spot by the end of the race. Had a great battle with another car for a couple laps and swapped spots a couple times. Might do a couple more small tweaks and then do a full season of races that are 60-90 minutes each.

View attachment 1549083
Check this list here for incompatible cars (it seems to vary by track). It's updated as of version 1.67 which may have been the last update for GT7 with any Sophy changes on this front.
 
I assumed it was compatible since it's been in the game forever.
Indeed, but I don't think Sophy can yet drive all cars (unless that's changed). When 2.0 was announced, the trailer said Sophy could drive 70% of GT7's cars (the article says 95% of the roster in the game at the time of 2.0's release).

Here's the article (trailer is inside) if you wanna check it out. The 70% bit is at 0:16 in the video.
 
Got what I thought was my GT World Challenge grid together and discovered that the Huracan GT3 isn't Sophy compatible. WTF. (seriously tired of this)

Three classes (Pro, Gold, Silver) with the Pro cars having ~40 more horsepower than the others. They will act as the rabbit in this case. Did a couple 10 lap test races so far at Road Atlanta (arguably the best Sophy track) and I barely even moved from my starting spot by the end of the race. Had a great battle with another car for a couple laps and swapped spots a couple times. Might do a couple more small tweaks and then do a full season of races that are 60-90 minutes each.

View attachment 1549083
I think it’s Spa and Le Mans only but critical to custom championships!

I got round this by driving the Huracan, at least that way it’s part of it! Haha
 
had a wet to dry dragon gardens race tonight with light rain at the end, went on fuel saving mode after a 2nd lap pitstop to change to slicks to make it to the end. there were a few yellow flags from ai or i spinning out
 
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Reggie VS Sophy in custom race mode.

Every car driven by Sophy will slow down at the same pace wherever you are as long as you're not first. With Reggie though, if you are P3, and P2 AI slows down by let say 1 second more to let you come back, P4 AI behing you will tend to slow down by 2 seconds, which leads to a totally spreaded field of cars as the player progresses to the top.

Let say all cars are clones :

Lap 1 : P1(AI) <<< P2(AI) <<< P3(Player) <<< P4(AI)
Lap 2 : P1(AI) <<<< P2(AI) << P3(Player) <<<<< P4(AI)
Lap 3 : P1(AI) <<<<< P2(AI) < P3(Player) <<<<<<< P4(AI)
Lap 4 : P1(AI) <<<<< P2(Player) < P3(AI) <<<<<<< P4(AI)
Lap 5 : P1(AI) <<<< P2(Player) <<< P3(AI) <<<<<<< P4(AI)
Lap 6 : P1(AI) <<<< P2(Player) <<< P3(AI) <<<<<<< P4(AI)
Lap 7 : P1(AI) <<< P2(Player) <<<<< P3(AI) <<<<<<< P4(AI)
Lap 8 : P1(AI) << P2(Player) <<<<<<< P3(AI) <<<<<<< P4(AI)
Lap 9 : P1(AI) < P2(Player) <<<<<<<<< P3(AI) <<<<<<< P4(AI)
Lap X : P1(Player) < P2(AI) <<<<<<<<< P3(AI) <<<<<<< P4(AI)

A bit caricatural but you should get the idea, it tend to be worse
I was trying to find information on this because I just had this happen in one of my F1 recreation races that I use the regular AI in. I personally control each of the 22 drivers once over a 22 race season, and am reaching the point in the season where I begin to take control of the top-tier cars.

Soon as I as i worked my way towards the front of a recent race, everyone I passed dropped off the pace massively once behind, and the cars in front slowed down, although not as drastically.
Then interestingly when I had to pit for new tires, I unintentionally was forced into an undercut and caught everyone in front before they even began pitting. Came out with a 20 second lead after the car behind made his stop, and that car proceeded to gain 20 seconds on me in the span of 4 laps. They were setting 1:25s and started setting 1:19s. Even the cars that had blue flags that I had passed seemed to gain +10mph on me and unlapped themselves. It broke the immersion for me for sure. I'll probably go more into depth on what happened when the video goes up.

Even though all my cars are SF23s, some are power restricted a touch to make sure midfield and backmarker teams aren't gapping the top 4 teams, but it's close enough to where they can race each other if close and within overtaking range. This is all with boost on weak. I usually don't have these issues when I'm driving a slower team's car, but when i have to drive a front runner this seems to be an issue.

I've heard to turn boost off sometimes, but most forums and discussions say weak, which i've seen most of my success with. But this race I'm referring to was just a really bad instance and I want to try avoiding another similar scenario for the rest of the season.
 
I was trying to find information on this because I just had this happen in one of my F1 recreation races that I use the regular AI in. I personally control each of the 22 drivers once over a 22 race season, and am reaching the point in the season where I begin to take control of the top-tier cars.

Soon as I as i worked my way towards the front of a recent race, everyone I passed dropped off the pace massively once behind, and the cars in front slowed down, although not as drastically.
Then interestingly when I had to pit for new tires, I unintentionally was forced into an undercut and caught everyone in front before they even began pitting. Came out with a 20 second lead after the car behind made his stop, and that car proceeded to gain 20 seconds on me in the span of 4 laps. They were setting 1:25s and started setting 1:19s. Even the cars that had blue flags that I had passed seemed to gain +10mph on me and unlapped themselves. It broke the immersion for me for sure. I'll probably go more into depth on what happened when the video goes up.

Even though all my cars are SF23s, some are power restricted a touch to make sure midfield and backmarker teams aren't gapping the top 4 teams, but it's close enough to where they can race each other if close and within overtaking range. This is all with boost on weak. I usually don't have these issues when I'm driving a slower team's car, but when i have to drive a front runner this seems to be an issue.

I've heard to turn boost off sometimes, but most forums and discussions say weak, which i've seen most of my success with. But this race I'm referring to was just a really bad instance and I want to try avoiding another similar scenario for the rest of the season.
You're experiencing rubber banding. And the only way I have found to eliminate it is to run boost on weak and use a rabbit car that is faster than you.
 
Revisiting SpeedVision World Challenge TC grids from the 1998-2001 seasons.
IMG_8595.webp

Waiting to add the S14. Never added one to the grid before.
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Felt genuinely good to get beat.
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Closest I got to P1 was 2.3 seconds on lap 14. After that with tyres and fuel at 1x, I just couldn’t keep up with SOPHY. M3 has better torque out of corners and the Integra is a momentum car with no torque. Was all good.

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I was pressing too hard and just making mistakes with my trajectories. Caused me to hit curbs and unsettle car, dropping places. Took me the whole race up and down the field to finish at my highest position. Tough grid.

Set up more North America real world tracks to race at. Reggie just doesn’t have the awareness and “confidence” in its programming to run nose to tail like SOPHY. Feels good at the start of races and falls apart not long after.
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I could throw that in there too. There was nowhere for the Demon Challenger and this seems to work.
Just messing with you. I had always hoped V8 Supercars would have brought back Chrysler/Dodge to the series. Especially when they sold the brand and even had the 300C as pace car and safety car. Chrysler nearly the brand back through the Garry Rogers Motorsport(GRM) team, but Chrysler Australia didn’t have enough to fund it. That’s where Volvo came in and partnered with GRM.
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Anyway, we use what we’re given. I’ve always been trying make a V8 Supercars grid from way back.
My own pretend V8 Supercars. All cars: 3.16 Final Drive 320kmh, Camber F/R: -6/-1.5, no ABS/TCS
All Dampers and Sway Bars at 1

fV8AjxM.jpg

Erebus Motorsport V8 E55: 660hp, 1450kg, Springs F/R: 22kgfm/18kgfm

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GRM SRT: 661hp, 1470kg, Springs F/R: 22kgfm/16kgfm

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NISMO: 640hp, 1452kg, Springs F/R: 22kgfm/18kgfm

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HRT Commodore: 660hp, 1460kg, Springs: 15kgfm/11kgfm

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Pepsi MAX XFR: 661hp, 1460kg, Springs: 22kgfm/16kgfm

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NORTON HORNET:
Gotta get my fixes in somehow.
 
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