Gran Turismo 7: Latest news and discussion thread

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After spending 40 minutes on a fuel map 6 tune and 1minute behind the leader, I soon realized that saving that much fuel for no real net gain was a very, very bad waste of time...
 
Anyone else unable to access the Paddock function of the game? I've done a hard reset, cleared cache, etc. and still get connection issues to any of the lobby options I choose.
 
Yeah exactly! I always use the Valkyrie for Sunday Cup, just to be on the safe side. On racing tires, with full TC, automatic counter steering and stability control it feels really good to drive!

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But yeah, those races usually are a bit boring, I wish PD would do something to make it more enjoyable.

🫣😄
Not even lapping them?
 
Not really. If you just blitz any race with max pp, GT is a very boring game.

Yeah, and too many restrictions can make the game too frustrating for casual players.

Although a lot of people, especially on a Gran Turismo internet forum would like to say “F- the casual players, they should just practice until they’re better” - and I actually do agree - an expensive game to produce such as this can’t have that attitude.

There are of course many events in the directory with strict restrictions, and for me they’re the better events in the game, but most of them ‘allow’ less experienced/dedicated players to pick an OP car and simply blast through to make progress. It’s been this way on every GT game, and I doubt it’s ever going to change.

It could be better, of course. But for now, the simple solution for the best challenge is to choose a car that’s in the same class as your opponents, or it’ll be too easy and boring.

The Neo Classical events are a bit harder to do this for, I’ll admit.
 
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I think the race is pretty boring tbh.

Made it through with one pitstop and without ever changing tires. They got the multipliers wrong imo.
There’s not much going on. Just a long race 🤷‍♂️
You start in the dark, but the sun comes up on the very first lap and here’s no rain either to make it interesting.

The spa race has more soul. As does the 30 min Le Mans race.
Here is a less boring version of that 1h race at Mount Panorama :

  • The race starts in the afternoon and ends deep at night
  • Fuel x3 / Tires x2
  • Weather is totally random (from one race to another), yet evolves slowly
  • Grid is filled with 9 Gr.3 cars and 10 Gr.4 cars
  • Enter the race with a Gr.4 only requires a top 12 finish to complete the challenge
  • Mechanical damages : heavy
  • 3.. 2.. 1.. Go!
And what exactly is "purposely broken" with the boost option in custom races ?
Boost weak and high seem to be reversed or something, whilst boost off doesn't turn it off at all. Also, "boost" is far more invasive in custom races than for World Circuits races.
 
The more time passes, the more people in the GT community (PD themselves included) revealing themselves to be able to play MOtC on guitar...



A live concert at one of these GTWS events is loooooooong overdue, Sony.
 
Not even lapping them?
No chance, that was on hard mode! I ain't gonna do anything else than hard mode 'cause I want some real challenge, 'ya know?

😎😄
 
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Not really. If you just blitz any race with max pp, GT is a very boring game.
Yeah, and too many restrictions can make the game too frustrating for casual players.

Although a lot of people, especially on a Gran Turismo internet forum would like to say “F- the casual players, they should just practice until they’re better” - and I actually do agree - an expensive game to produce such as this can’t have that attitude.

There are of course many events in the directory with strict restrictions, and for me they’re the better events in the game, but most of them ‘allow’ less experienced/dedicated players to pick an OP car and simply blast through to make progress. It’s been this way on every GT game, and I doubt it’s ever going to change.

It could be better, of course. But for now, the simple solution for the best challenge is to choose a car that’s in the same class as your opponents, or it’ll be too easy and boring.

The Neo Classical events are a bit harder to do this for, I’ll admit.
PD could have restricted the bathurst 1h event to just gr3 cars. Maybe drop the 800 max pp. It would be more challenging but still easy enough for casual players. Makes sense to me.
Neo classical is a very good example balanced event. Challenging enough but not out of reach for casual players.
 
This is the problem GT always has with trying to cater to both the more sim race-y "GT3 cars should only race other GT3 cars" immersion/realism crowd and the "I should be able to tune my Silvia into a racing car and beat the race car events" classic GT game fans at the same time. Pretty much every decision they make on some level has to be routed around that schism.

In this case they've prioritised the latter.
 
This is the problem GT always has with trying to cater to both the more sim race-y "GT3 cars should only race other GT3 cars" immersion/realism crowd and the "I should be able to tune my Silvia into a racing car and beat the race car events" classic GT game fans at the same time. Pretty much every decision they make on some level has to be routed around that schism.

In this case they've prioritised the latter.
Good point.

The worst offender of getting that balance wrong was FM 7, which forced every car into a "homologation group" for its category. Nice idea they clearly put a bit of thought and effort in.

Except that they ended up with a game that offers you close to zero opportunities to race your own builds in career.

Spec racing and wacky builds both need their place in a game of that scope.
 
I think the issue with the Bathurst race is that it was essentially THE typical WTC format (payout and all) but with a 60 minute time added in. Just like how I can take both the Mercedes CLK LM and Mclaren F1 GTR into the WTC 800 Sardegna race to grind Completely stock with NO adjustments, same can also be done with Bathurst.
 
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PD could have restricted the bathurst 1h event to just gr3 cars.
And individual players can make it a pure Gr.3 event by using a Gr.3 car... it's entirely up to the player which way it goes.

This is an offline race, it makes no difference to someone that wants to use a Gr.3 if someone else uses a non Gr.3 for whatever reason.

Imposing a restriction when the player already had the power to make it either pure Gr.3, or not, is absolutely needless.
 
PD could have restricted the bathurst 1h event to just gr3 cars.
No good idea in my eyes...what I like about the WTC700 and WTC800 races is the fact, that you can use (tuned and customized) road cars to race against the pure GT-racers...same goes with rally events: I prefer those, where road cars are also allowed and not just the GroupB cars
 
This is the problem GT always has with trying to cater to both the more sim race-y "GT3 cars should only race other GT3 cars" immersion/realism crowd and the "I should be able to tune my Silvia into a racing car and beat the race car events" classic GT game fans at the same time. Pretty much every decision they make on some level has to be routed around that schism.

In this case they've prioritised the latter.
Didn't think about this... but very true. I've seen multiple people play deep into the GT4 events with a road car or a car which doesn't technically fit the regulations, but that freedom is what classic GT is about, IMO, and the freedom gives you the opportunity to play the way you want, more sim or a non-conforming car which keeps up with the dedicated race cars.
 
I thought I would ask this here as starting a thread seems a bit asinine. I used to be a frequent player and contributor on this forum but in April 2023, physics update 1.31 was a massive change and I could no longer be competitive (Middle A skill reference) using a controller and my preferred method of D-Pad and X/Box like it's still 1998. So I took a hiatus blasting away at other dad's on Fortnite (young uns have decided it is no longer cool) but I miss racing ang got myself a Xmas present consisting of a Titan cockpit, 8nm DD Pro Base, the 30 inch wheel and load cell pedals.

So my question, has the physics been updated since then and if so what do they feel like? The change was weird, the rear became very loose, a heavy increase in lift oversteer, weird understeer and generally just awkward cars to drive. I usually drove Group 2/3/4 for the most part. I also remember TC was suddenly needed on all cars (pre-change i could drive the Group 3 Supra with TC for example) but they fixed TC to some degree as it was far more intrusive before the change.
Thought I'd revisit this as I have finally got the rig going. Good news is the DD Pro is LIGHT YEARS ahead of the T150 I had, I mean I know there is a yawning price gap but I suspect the T150 had an issue as the car was not controllable. So my steering feels fine so far, really encouraging but I have two issues I cannot seem to get past.

1) Even on TC1 the cars seem to have ZERO tolerance anywhere near a curb. Feel like I am walking on egg shells and continually loop the car around at say Malmedy and the esses at Spa.

2) Chronic understeer. I suspect this may be linked to really unsettling lift oversteer that is making the car slide and therefore feels like there is less brakes than I remember.

Lots of variables at play here as there have been two physics updates since I last played and I used to use the controller but man, I feel like I am braking far earlier and the throttle sensitivity is crazy even on a Group 4 Cayman which has a solid rear end. My kids are hogging the PS5 so will keep practicing but these are early impressions.
 
This is the problem GT always has with trying to cater to both the more sim race-y "GT3 cars should only race other GT3 cars" immersion/realism crowd and the "I should be able to tune my Silvia into a racing car and beat the race car events" classic GT game fans at the same time. Pretty much every decision they make on some level has to be routed around that schism.

In this case they've prioritised the latter.
The appeal for GT to me personally is the latter, to test various car types against each other.

But the former should be done more too yes, as usual, by adding more Car Types and use that as one of the race's requirements (and yes, no #GT3, for GT3 cars for now as well).
 
I mean there's also another event at Bathurst in a similar style that does restrict you to Gr.3 only (and with BoP on too). So Polyphony are seemingly catering to both types of players; those who want to be forced to use Gr.3 cars, and those who want to use something else.

IMG_6711.jpeg

Interesting to note that, even though shorter, this more restricted race pays out more credits. I'd imagine partly because of A.I. difficulty, and partly because the option of using a superior car isn't there unlike WTC 800.

Though again, road cars really need a Racing Fuel Tank upgrade to make them viable in events where fuel consumption is a factor. This is likely the main reason why the DTM & JGTC special events don't have fuel consumption at all.
 
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Is it just me or does the countersteering assist barely help with car swaying? Also touching the grass a tiny bit seems to take away any and all control.

Of course it could just be me who needs to improve.
 
Is it just me or does the countersteering assist barely help with car swaying? Also touching the grass a tiny bit seems to take away any and all control.

Of course it could just be me who needs to improve.
I found countersteering on helped with the Plymouth Superbird around the Daytona Oval. With it off, the car just sways too much and the rear is always unstable.
 
It’s ok to feel little burnt out of the races already? I mean i’m happy to play more or longer races but payouts kinda suck 🙁

Also i don’t fully understand the whole sudden difficulity spike in some races. I’m playing on medium setting and i always start with leader 30sec ahead but once i got close to let´s say 10 or 5 second gap to first AI just discovers the secret second gas pedal or using power of “family” to rocket out of my sight again.

It’s very annoying and all of sudden i feel like a total noob trying to catch some mytological race god.

Of course i can still try to be faster or try tune a better car but still it’s not fun anymore like i reached some breaking point and i can’t move on.

Should i lower the difficulty? I mean does it matter in SP races much but still if i lower it i think it will feel like a sort of losing already 😀 if you know what i mean 😂 also which race is curently the best time invested/payout ratio?
 
Though again, road cars really need a Racing Fuel Tank upgrade to make them viable in events where fuel consumption is a factor. This is likely the main reason why the DTM & JGTC special events don't have fuel consumption at all.
You know, I never thought of that.

But then why was the Group C event without Fuel Consumption or Tire Wear?
 
But then why was the Group C event without Fuel Consumption or Tire Wear?
Fair point. They probably could have if they wanted to, though I recall the Mazda 787B possibly having a bit of an advantage on fuel economy.

Maybe another factor could be Polyphony not intending there to be pitstops for certain events, even if they are long enough races to normally have them included (8-10 laps), so why bother setting the multipliers at all?
Even though they have set multipliers for races with no pitstops before (See GT Cup Gr.3 5 laps at Spa-Francorchamps).
The road cars not having close to similar fuel efficiency compared to race cars will also play its part in decision making.

I don't think DTM had pitstops in real life so that makes a bit more sense, but the JGTC events probably could've had them.
 
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It would give a road car the equivalent of a racing 100L fuel tank, meaning the HUD fuel gauge would go down at a slower rate, leading to making pitstops at a similar interval as proper race cars.

This would make using modified road cars (including replicas) against race cars in events where fuel depletion is enabled a viable option.

I remember first hearing about this when Top Gear modified a BMW into a race car and entered the Britcar 24h. They had to install a larger racing-spec fuel tank.

 
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Would give a road car the equivalent of a racing 100L fuel tank, meaning the HUD fuel gauge would go down at a slower rate, leading to making pitstops at a similar interval as proper race cars.

This would make using modified road cars (including replicas) against race cars in events where fuel depletion is enabled a viable option.

I remember first hearing about this when Top Gear modified a BMW into a race car and entered the Britcar 24h. They had to install a larger racing-spec fuel tank.


I mean... I know what one is, but I don't see how it applies to GT7 where every car already has an identical - and, as it happens, 100-litre - fuel tank...
Though again, road cars really need a Racing Fuel Tank upgrade to make them viable in events where fuel consumption is a factor. This is likely the main reason why the DTM & JGTC special events don't have fuel consumption at all.
It's not something you can do in GT7, so it's odd to suggest that this a reason behind any decision on fuel multipliers.

However, any road car which can have a racing car engine swap gets a better fuel economy (presumably on the basis that race car engines are designed to run harder for longer, whereas road car engines tasked in a similar manner get a bit thirsty), so the relative fuel economy of a road car isn't really a reason to turn off fuel consumption in these races.
 
I mean... I know what one is, but I don't see how it applies to GT7 where every car already has an identical - and, as it happens, 100-litre - fuel tank...
That's a weird thing about GT7.
It seems like what they do is scale up both the actual fuel tank capacity of a car, and the depletion rate, so that the player gets a nice consistent round 100L to work with while maintaining an accurate rate of depletion for the real tank size.

e.g. Car has 80L real-world fuel tank:
80L tank = 1.0x depletion rate.
Scale it up.
100L tank = 1.25x depletion rate.

For a car that already has a 100L real-world fuel tank:
100L tank = 1.0x depletion rate.
No need to scale it up.

If the depletion rate is tied to the engine, this could explain why race car engine swaps improve road car fuel economy, as the depletion rate didn't have to be scaled up to meet the 100L tank size.
It's the equivalent of doing a fuel tank swap alongside the engine swap.

Do I have evidence that this is how it works? Of course not. This is just a theory trying to rationalise why things might function the way they do.
I'm also aware that there are other factors that go into overall fuel depletion, such as engine displacement & revs.
It's not something you can do in GT7, so it's odd to suggest that this a reason behind any decision on fuel multipliers.
True, even if road cars could have similar fuel depletion to race cars, it doesn't mean Polyphony have to use fuel depletion for those events.
All that the road/race car depletion differences do is add one more reason why they wouldn't use it.

Though there doesn't seem to be any events featuring race cars (besides Gr.B) that don't use fuel & tyre depletion in the World Circuits part of career mode, making the Weekly Challenge special events an anomaly of sorts.
However, any road car which can have a racing car engine swap gets a better fuel economy (presumably on the basis that race car engines are designed to run harder for longer, whereas road car engines tasked in a similar manner get a bit thirsty), so the relative fuel economy of a road car isn't really a reason to turn off fuel consumption in these races.
Even if my [admittedly] mad rambling about a Racing Fuel Tank isn't a solution to the road car vs race car fuel economy topic, I do still think there should be something that we can do to achieve a similar effect, that isn't an engine swap.
I know ECU's deal with fuel/air mixtures and economy so maybe that's one potential alternative, but I'm open to suggestions and insights on the matter.
 
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That's a weird thing about GT7.
It seems like what they do is scale up both the actual fuel tank capacity of a car, and the depletion rate, so that the player gets a nice consistent round 100L to work with while maintaining an accurate rate of depletion for the real tank size.

e.g. Car has 80L real-world fuel tank:
80L tank = 1.0x depletion rate.
Scale it up.
100L tank = 1.25x depletion rate.

For a car that already has a 100L real-world fuel tank:
100L tank = 1.0x depletion rate.
No need to scale it up.

If the depletion rate is tied to the engine, this could explain why race car engine swaps improve road car fuel economy, as the depletion rate didn't have to be scaled up to meet the 100L tank size.
It's the equivalent of doing a fuel tank swap alongside the engine swap.

Do I have evidence that this is how it works? Of course not. This is just a theory trying to rationalise why things might function the way they do.
I'm also aware that there are other factors that go into overall fuel depletion, such as engine displacement & revs.
This might be me misremembering things, it's been a while!

But I have memories of when Nenkai first looked into the packet data (the work that allows people to see tyre temps, among other things) there was a field that was 100 for every car in the game except the kart, which was 5. I want to say that was the fuel tank size.
 
Also i don’t fully understand the whole sudden difficulity spike in some races. I’m playing on medium setting and i always start with leader 30sec ahead but once i got close to let´s say 10 or 5 second gap to first AI just discovers the secret second gas pedal or using power of “family” to rocket out of my sight again.
I think that's what is called rubber-banding, and paired with the "chase-the-rabbit" system, it makes many single player races a bit annoying.

And you might have noticed it, but in the same event, with same AIs, the overall speed of the best AIs depends on your speed. Let's say your best lap in race 1 is 2:00, and best AI does 1:56, then you train in TT mode or else, and you are able to do 1:54, you come back to the race thinking you will crush the AIs... then the best AI is now capable of doing 1:52... pretty annoying sometimes 😅

The best solution IMHO is for you to keep practicing up to the point where you will be able to win anyway. Don't lower the difficulty, just practice a bit more. On any given track, before doing an event, you can do the circuit experience which will get you a better knowledge of the track. Or do laps in TT mode. You can also find in the showcase replays with the same car you use on that track to add them to your collection, this way you can use a ghost to practice in TT mode, and learn where you may gain time.
 
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