Gran Turismo Integrale Spec II, a GT7 Custom Career, is Available Now!

  • Thread starter Thread starter Theufcveteran
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Sorry for being late to the replies on this one.

1 - I try to tune each car to have it's best performance at a PP set point. However, I am shooting for PP to be as close as possible to the target, rather than using it as a hard limit.

So, for instance, if my target is 700pp, I allow cars to be up to 700.05pp. I find cars that are less than 699.95 are noticeably slower and, ergo, less fun. I've also found that I can almost always make them a few points better, and get a more competitive race. Lastly, allowing the PP to go over slightly brings more cars closer to the target. For example (and I am making up numbers to get the point across), I might get a car than will be 699.76pp, but with a slight tweak it can be 700.03pp. With 700.03 being closer to 700pp than 699.76, the racing is better.

2 - I like to limit the choices so there are multiples of the same car. IMHO, a 19 car grid with 19 different cars doesn't play out as well. I rarely have a single instance of a car, unless it's a VERY expensive car to have multiples of.

If you do a Group C race, there are only 5 cars to choose from anyway (962 C, C 9, XJR 9, R92 CP, and the 787B)

That's just how I do it.
I have found that in tuning to a PP, you can have a non-competitive grid. I have tried to also incorporate what a earlier user said to use HP/Weight equality at or under the PP limit. It seems that the cars are much closer and more competitive that way.
 
I have found that in tuning to a PP, you can have a non-competitive grid. I have tried to also incorporate what a earlier user said to use HP/Weight equality at or under the PP limit. It seems that the cars are much closer and more competitive that way.
Depends on how you do it.

Strict PP, no, you will get poor results.

You have to get the weight, downforce, and power more of less the same and then adjust for PP from there. Power may vary by about 50-100 horsepower, and you still may need to boost or nerf cars.

Also, be conscious of the power adjusters. The power limiter should be reduced first, because this allows for the best performance. If a car is still OP, increase the power restrictor and decrease the CPU power.
 
Driver biographies are almost done. 16 left, and I can bang out driver portraits in two days I think, starting tomorrow.

I've also added a new game mode called Critical Stints, where you must stay within one second of your best lap time in time trial, while your tyres degrade with a 16x tyre wear multiplier.

If you post a lap that's outside of the one second window, the run is over, and you restart the time trial to try again.

The goal is to reach new personal bests for the number of laps completed.

You drive preselected cars, with specified tyre compounds (mostly sports tyres for road cars, racing tyres for racing cars).

As the tyre wear kicks in, it becomes a game of "how fast can you drive with worn tyres". You should get a few laps in most cars, Racing: Soft tyres in Formula cars degrade in basically a lap, but it's a fun variation to play.

There's an event for every track and layout in the game (except Le Mans no chicane and Spa 24h since it would basically be a dupe).
 
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Keep up the great work
Thank you for the kind words! After some more testing I’ve changed it to 16x wear. 44x was just too fast for everything.

You couldn’t get a few laps in without worrying about tyres from the first lap.

With road cars particularly you should be able to settle into fast laps while the threat of tyre wear creeps up.

Racing tyres still wear quick but you can get a couple of laps out of them before running out of rubber.
 
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Update will be coming tonight.

Driver bios will be done, but portraits will need another week. I couldn't get them done with the work I had left (as usual, I overestimated what I thought I could do).

Everything but the portraits will be done by tonight, and the portraits themselves will all be there by the 15th of August.

EDIT: Need one more day. It's very close to being done, just need another day to finish it out.

EDIT 2 (9th Aug): All the content is done and ready to go. Only thing left are the bios. I'm gonna try to get it out tonight, but most likely it will be tomorrow. Next post will be the release post.
 
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Ok, it's done. All the bios are done, all the content is done, final tweaks have been made to the sheets and docs. All completely done and ready to go. The update will go live at 7 PM UK time tomorrow on the dot.

As a heads up, new spreadsheets will be linked. You can still copy your individual progress marks from your existing spreadsheet into the new one, but the Elite League's section has shifted a little in terms of how many rows there are, so it might not be 1:1 there. Sector Survival has been tweaked slightly. The rest is the same, besides the new content.

I recommend re-copying all documents and spreadsheets just to make sure everything is up to date once the post goes live. This is the last time they are ever being touched so there won't ever be a need to re-edit anything again with any results you may have marked down with the existing documents.

I'm very proud of this. A little self patting on the back I know, but I've put a lot of work into this, I'm really happy with how it has all come out.

The only thing that needs to be added are driver portraits for fictional drivers, but the driver biographies document is a live version, you view it rather than copying it, so the link always takes you to the latest version. I'll be adding those over the next week, they'll be in by the 20th.
 
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Integrale Spec II.webp


The Spec II update for Gran Turismo Integrale has arrived, and it is the final update for the project. All spreadsheets and documents, except for the Shuffle League documents, which are updated alongside GT7 game updates, are now in their final state, they won't be updated going forward.

All spreadsheets and multiple documents have been updated. I recommend re-copying all in-use documents from the new spreadsheet links, which have been added to the main post in place of the existing links.


Classic Spreadsheet

Motorsport Spreadsheet

Hybrid Spreadsheet

pritchyTim's Custom Spreadsheet (see below for details)


If this is your first time seeing this project, the spreadsheets, one for each chosen career path, act as a hub and contain all the document links inside, so everything is accessible from the spreadsheets.

@pritchyTim's updated spreadsheet is a WIP based on Integrale's events and structure, and has a good amount of content done currently. It has a different "out-of-race" experience, leaning more into a deeper custom play, with a points tracker for you and custom drivers throughout each league, and a bank system to track wallet funds and expenses.





Here are a list of features in the update:


Sophy League (PS5 only)
  • 35 original Classic races with classical Greek event theming for event names (5 categories, each category rises in PP/car performance), battling "soldiers" of Sophy en route to competing against Sophy herself.

  • A semi-abridged version of the Motorsport path (11 categories, 97 races minimum) where you battle against the digital drivers who are "splinters" of Sophy, all aiming to prove that they are the fastest drivers to ever compete, culminating in a showdown against Sophy.


Arcade Mode
  • Seven stages, with six races each, expanding to a few more at the end. Preselected cars, and faster cars with each stage. Random opponents. One-time event setup that can be reused for every event. Inspired by Gran Turismo 3's arcade mode.

  • Against regular AI, after loading into a custom race pre-race menu, purchase a power restrictor from the Race Shop. In the car settings menu, detune to 96%, then start the race. Increase to 100% before changing custom race settings from the pre-race menu, or loading into the next race, then detune while in the pre-race menu.

  • You can speed this up by creating and flipping between car settings sheets. The power restrictor reduction is not required for races against GT Sophy.

  • Race setup takes a maximum of two minutes from picking a car if a stock version is in your garage, and getting into the race. Under a minute for Sophy events if the car is already in your garage.

  • Once a playthrough of arcade mode has been completed, custom cars meeting the PP requirement can be used on new runs of arcade mode.

  • Regular AI and Sophy versions - and also a Motorsport version of arcade mode featuring primarily racing cars on an increasing curve of performance for each stage.


Slip Risks
  • Drift Trials with specified cars wherein you must complete three runs on each track, with each run having a higher score than the last. If you fail, you return to the first run.

  • There is a Slip Risks event for each Drift Trial-compatible track and layout in the game.


Critical Stints
  • Time Trials with specified cars wherein you must drive fastest laps for as long as possible. If at any point, your latest completed lap time is behind your fastest lap by one second, the run is over.

  • Barring dirt and snow events, which, due to very low tyre wear, are pure time attacks with the same one second window, each event has the tyre wear rate set to 16x, and you must contend with the loss of grip as the laps go on.

  • There is a Critical Stints event for each track and layout in the game.


Shuffle League
  • Spin the wheel, get a random car, race! Fast and easy to jump into races with very little setup.

  • There are also separate wheel spins for tracks and PP limits should you want to spin those also, or only those.

  • The document for this league will contain preset race settings that you can load for any shuffle race going forward, with just small changes like laps, grid start, or time of day if you like.

  • Weather by default in these settings will be set to random, and so will the rival car selection. You can re-use the arcade mode event settings for each race if you have them saved.

  • These shuffle wheels will be updated and their links updated within the document each time Gran Turismo 7 receives a content update. Simply re-copy the document for Shuffle League when a wheel is updated in order to get the new link, or see the second post in this thread.


Missions
  • Five new missions have been added.


Manufacturer League
  • New events for the models introduced in recent game updates.

  • The Manufacturer League event setup now mirrors Arcade Mode - so the custom race settings for the first event can be reused for every other event in the league.

  • The name for the event "Overlook", has been changed to "Analogue" - the races are the same as before.


Drivers
  • All drivers have completed biographies, and remaining portrait images will be added by the 20th of August, which, for fictional drivers, are created using the randomiser feature in Cyberpunk 2077's character creator.




Thank you all for the support, and I hope you enjoy the update! If I may make a recommendation as to what to check out beyond what you may already be interested in, I think Slip Risks is really fun, especially the events with specified tyres.

My favourite is Suzuka I, with the GT-R LM NISMO - they're not all that challenging in terms of car control, but some are, which mean you really have to be on top of your inputs to score well and higher than the previous run.
 
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View attachment 1472264

The Spec II update for Gran Turismo Integrale has arrived, and it is the final update for the project. All spreadsheets and documents are now in their final state, they won't be updated going forward.

All spreadsheets and multiple documents have been updated. I recommend re-copying all in-use documents from the new spreadsheet links, which have been added to the main post in place of the existing links.


Classic Spreadsheet

Motorsport Spreadsheet

Hybrid Spreadsheet

pritchyTim's Custom Spreadsheet (see below for details)


If this is your first time seeing this project, the spreadsheets, one for each chosen career path, act as a hub and contain all the document links inside, so everything is accessible from the spreadsheets.

@pritchyTim's updated spreadsheet is a WIP based on Integrale's events and structure, and has a good amount of content done currently. It has a different "out-of-race" experience, leaning more into a deeper custom play, with a points tracker for you and custom drivers throughout each league, and a bank system to track wallet funds and expenses.





Here are a list of features in the update:


Sophy League (PS5 only)
  • 35 original Classic races with classical Greek event theming for event names (5 categories, each category rises in PP/car performance), battling "soldiers" of Sophy en route to competing against Sophy herself.

  • A semi-abridged version of the Motorsport path (11 categories, 97 races minimum) where you battle against the digital drivers who are "splinters" of Sophy, all aiming to prove that they are the fastest drivers to ever compete, culminating in a showdown against Sophy.


Arcade Mode
  • Seven stages, with six races each, expanding to a few more at the end. Preselected cars, and faster cars with each stage. Random opponents. One-time event setup that can be reused for every event. Inspired by Gran Turismo 3's arcade mode.

  • Against regular AI, after loading into a custom race pre-race menu, purchase a power restrictor from the Race Shop. In the car settings menu, detune to 96%, then start the race. Increase to 100% before changing custom race settings from the pre-race menu, or loading into the next race, then detune while in the pre-race menu.

  • You can speed this up by creating and flipping between car settings sheets. The power restrictor reduction is not required for races against GT Sophy.

  • Race setup takes a maximum of two minutes from picking a car if a stock version is in your garage, and getting into the race. Under a minute for Sophy events if the car is already in your garage.

  • Once a playthrough of arcade mode has been completed, custom cars meeting the PP requirement can be used on new runs of arcade mode.

  • Regular AI and Sophy versions - and also a Motorsport version of arcade mode featuring primarily racing cars on an increasing curve of performance for each stage.


Slip Risks
  • Drift Trials with specified cars wherein you must complete three runs on each track, with each run having a higher score than the last. If you fail, you return to the first run.

  • There is a Slip Risks event for each Drift Trial-compatible track and layout in the game.


Critical Stints
  • Time Trials with specified cars wherein you must drive fastest laps for as long as possible. If at any point, your latest completed lap time is behind your fastest lap by one second, the run is over.

  • Barring dirt and snow events, which, due to very low tyre wear, are pure time attacks with the same one second window, each event has the tyre wear rate set to 16x, and you must contend with the loss of grip as the laps go on.

  • There is a Critical Stints event for each track and layout in the game.


Shuffle League
  • Spin the wheel, get a random car, race! Fast and easy to jump into races with very little setup.

  • There are also separate wheel spins for tracks and PP limits should you want to spin those also, or only those.

  • The document for this league will contain preset race settings that you can load for any shuffle race going forward, with just small changes like laps, grid start, or time of day if you like.

  • Weather by default in these settings will be set to random, and so will the rival car selection. You can re-use the arcade mode event settings for each race if you have them saved.

  • These shuffle wheels will be updated and their links updated within the document each time Gran Turismo 7 receives a content update. Simply re-copy the document for Shuffle League when a wheel is updated in order to get the new link, or see the second post in this thread.


Missions
  • Five new missions have been added.


Manufacturer League
  • New events for the models introduced in recent game updates.

  • The Manufacturer League event setup now mirrors Arcade Mode - so the custom race settings for the first event can be reused for every other event in the league.

  • The name for the event "Overlook", has been changed to "Analogue" - the races are the same as before.


Drivers
  • All drivers have completed biographies, and remaining portrait images will be added by the 20th of August, which, for fictional drivers, are created using the randomiser feature in Cyberpunk 2077's character creator.




Thank you all for the support, and I hope you enjoy the update! If I may make a recommendation as to what to check out beyond what you may already be interested in, I think Slip Risks is really fun, especially the events with specified tyres.

My favourite is Suzuka I, with the GT-R LM NISMO - they're not all that challenging in terms of car control, but some are, which mean you really have to be on top of your inputs to score well and higher than the previous run.
WOW!
 
Small update to the Elite League Classic and Hybrid documents, they will need re-copying if you have already copied them, for the changes to appear.

It was to correct an edit I made earlier today, I had Spa Full Course down as having rain but it doesn't. Switched it to the 24h course for the Red Bull Junior Challenge event.

Made a couple of small edits while I was there, that's it for good now. I was happy with everything prior in terms of the update, but when I was making the edit earlier I should've gone with my gut. Usually my notes on which track has what weather are accurate but that one wasn't.

Just want to reassure that there aren't 30 more edits coming in 2 days lol. It's done now, that was the only one. I only made the change because it was an error rather than something I wanted to change for gameplay reasons. Everything is set in stone now, and I'm happy with the rest of the documents.

EDIT: Dude… I was looking at GT Sophy weather options… omg. The Spa change has been reverted to the release Spec II version. My apologies.

The other changes I made will still be there, so a re-copy will still be needed.

As I mentioned above, that is the last edit.
 
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I don't normally do this, but I had to post some of my progress with the new GT Integrale Spec II experience....

So, I started from scratch. My slightly dubious attempts at custom grids & tunes left me feeling like I wanted more from day one (International Karting Champs for the Tier 5 licence).



As you can probably see, I've used Sophy for this very early career move. I was debating it ( @Theufcveteran it's worth pointing out the Spanish arm of the Karting events lists both the full GP layout and the No Chicane variety as the venue for this licence test, depending whether you use the Career Home or the Events Tracker) and I wanted a challenge so I plumped for Sophy at the GP layout.

I don't know if this is the intended route.

I fought and fought in this very first event to get the win. What you can see above is attempt number 10ish, after firstly struggling to make ANY places, then poorly... just about entering the Top 10 with the occasional 6th/5th thrown in. To beat Sophy without any tuning options became my weekend obsession!

Anyway, the reason I wanted to post... This felt like a Final Boss fight, right from the off, but I didn't give in.

The rest of my evening was spent giving very serious consideration to my AI tuning sheets, balancing them as suggested by the content creators, and I think my intensive and dedicated experience with the Karts has paved the way to take a similarly considered and hard-nosed approach to the Custom Career they've created.

I wanted to share that, in sacrificing a bit of free time to get things set up, this Career path is potentially long, and right on point with the difficulty.

Well done chaps.
 
I don't normally do this, but I had to post some of my progress with the new GT Integrale Spec II experience....

So, I started from scratch. My slightly dubious attempts at custom grids & tunes left me feeling like I wanted more from day one (International Karting Champs for the Tier 5 licence).



As you can probably see, I've used Sophy for this very early career move. I was debating it ( @Theufcveteran it's worth pointing out the Spanish arm of the Karting events lists both the full GP layout and the No Chicane variety as the venue for this licence test, depending whether you use the Career Home or the Events Tracker) and I wanted a challenge so I plumped for Sophy at the GP layout.

I don't know if this is the intended route.

I fought and fought in this very first event to get the win. What you can see above is attempt number 10ish, after firstly struggling to make ANY places, then poorly... just about entering the Top 10 with the occasional 6th/5th thrown in. To beat Sophy without any tuning options became my weekend obsession!

Anyway, the reason I wanted to post... This felt like a Final Boss fight, right from the off, but I didn't give in.

The rest of my evening was spent giving very serious consideration to my AI tuning sheets, balancing them as suggested by the content creators, and I think my intensive and dedicated experience with the Karts has paved the way to take a similarly considered and hard-nosed approach to the Custom Career they've created.

I wanted to share that, in sacrificing a bit of free time to get things set up, this Career path is potentially long, and right on point with the difficulty.

Well done chaps.

Glad you're having fun! Sophy gives me a ton of trouble, I have to go 100% pace to just keep up haha. I think @pritchyTim's sheet has some adjustments to tracks to be more compatible with Sophy on a career wide level, whereas my documents were only made around the regular AI, besides the Sophy League and Sophy Arcade.

But for sure if it's a version of a track (say Nordschleife, Spa, or Barcelona) where there's a Sophy version of the same layout, for all intents and purposes, in terms of intended experience it would still work.

The exception would be if Spa 24h is intended to be a night time event but if you want, you can still switch to Spa Full Course if you want the better racing. Well of course you can do whatever you like, I just mean in terms of the intended experience.

Thank you for the kind words, it wouldn't be what it is without @pritchyTim's feedback and suggestions along the way. Hope you enjoy the rest of the career!
 
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I don't normally do this, but I had to post some of my progress with the new GT Integrale Spec II experience....

So, I started from scratch. My slightly dubious attempts at custom grids & tunes left me feeling like I wanted more from day one (International Karting Champs for the Tier 5 licence).



As you can probably see, I've used Sophy for this very early career move. I was debating it ( @Theufcveteran it's worth pointing out the Spanish arm of the Karting events lists both the full GP layout and the No Chicane variety as the venue for this licence test, depending whether you use the Career Home or the Events Tracker) and I wanted a challenge so I plumped for Sophy at the GP layout.

I don't know if this is the intended route.

I fought and fought in this very first event to get the win. What you can see above is attempt number 10ish, after firstly struggling to make ANY places, then poorly... just about entering the Top 10 with the occasional 6th/5th thrown in. To beat Sophy without any tuning options became my weekend obsession!

Anyway, the reason I wanted to post... This felt like a Final Boss fight, right from the off, but I didn't give in.

The rest of my evening was spent giving very serious consideration to my AI tuning sheets, balancing them as suggested by the content creators, and I think my intensive and dedicated experience with the Karts has paved the way to take a similarly considered and hard-nosed approach to the Custom Career they've created.

I wanted to share that, in sacrificing a bit of free time to get things set up, this Career path is potentially long, and right on point with the difficulty.

Well done chaps.

Whoops, I definitely just mistyped the one UFCVet originally suggested. Going to keep it as is, since it favors the Sophy-eligible layout.

Definitely keep the ECU at 100% for Sophy battles! I have to, anyway… but let the record show that instruction was in place prior to the Sophy 2.1 update and only applies to Reggy races (due to the 98% throttle ‘glitch’).

I’ll definitely tune into more videos if you’re doing 94% ECU and beating Sophy!!



Just hit a great ‘progression’ moment, myself, with the Historic Supercar Festival (540pp 60s and 70s cars). My once-trusty Dino just doesn’t have the muscle to compete with some of the souped up opponents. I’m reluctant to dip into the tuning shop for the pricy upgrades needed to win, opting instead to scoot by with middle-of-the-pack finishes for this series and hope not to drop too many points…just got through a sweaty couple of races - the first at Hi-Speed Ring, dropping from 3rd to 9th, and the second at Sardegna B, clawing back 4 positions in 8 laps. Fantastic stuff!

Very nostalgic, having to rely on the same cars throughout the playthrough (and not having the oomph)…something sorely missing from Café mode! It probably helped that I dressed up one rival car (R. Nascimento, who in my playthrough likes brightly-colored liveries) as GT2’s yellow GT40. Of course it ran away!

IMG_7007.webp


Integrale is also such a great match for the quirks of Custom Race. I don’t need to work very hard creating highly challenging events as my car is often running inferior tuning parts to the opposition as a natural consequence of the long playthrough!

Thanks again, Vet!
 
TL;DR: Adjustments coming in a day or two for couple of documents, final changes ever, if anything pops up in future, just mention in the thread or message me and I'll suggest how to fix/adjust it.

That's how the fixes will be going forward, to avoid having to re-copy documents way into the future. It's time to let it go on the document side from my end no matter what pops up, though I think issues should be rare.

-----

In the next few days, a couple of changes coming to the Professional League and Endurance League Classic and Hybrid documents.

Reason being is that, two names are being updated. Those are only in the Endurance League, but I took the opportunity to fix a critical issue in the Professional League, thanks to @pritchyTim for letting me know about it.

Going forward, any other errors - though I think it should pretty much be fine - but any errors will be left as is. I simply can't resist fixing issues when I spot them, but I know I also have to let it go at some point, warts and all should they pop up.

So - for any future issues, feel free to reach out to me and I'll suggest what changes to make for event balance in your own document, or feel free to adjust yourself to what feels right.

To be sure - these cases should be rare. But I don't want to be putting out new documents every other week or month or whenever an issue is found, months down the line, and folks have to re-copy again.

I know I've said it before but I've come to accept that there may be errors that exist that I didn't catch, and they will continue to exist now. I'm fine with leaving it now.

As I said, it should be rare, but if anything pops up, then it's there and that's the state in which it will stay. Obviously if things could auto-update in everyone's documents it would be different but given it requires a manual re-copy, I think it's time for me to just leave everything.

I just want to get across the fact that this is finally the time I stay good on my word. I intended to before, but that urge to fix things was too much. Now, I'm good with leaving it. Even if it's a critical issue. If you encounter one, just let me know and I'll mention what change can be made to fix it. Either post in this thread or message me directly and I'll get back to you as soon as possible.
 
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