A-spec Expert Level Non-Racing Car Challenge: Côte d'Azur

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Winning in the Ferrari 365 GTB only with the use of aids has been bugging me. I got a Merc SLS AMG, added some parts like suspension, reduced power, did a little bit of tuning, and gave it a go. No aids, nada, just ABS 1. I reconfigured the DS3 to R2 throttle like dave2319 suggested and got the win. Twice! Actually, this thing is pretty good on SH tires, so I dont think that throttle control is all that big a deal.

The Evora sounds interesting....
 
I understand the feeling :guilty: it is frustrating to find out that you're not as good as you thought, but hey, you have to keep trying and practicing. Practice makes perfect! Twice I got the 2nd place with a x-bow. I'm pretty sure if you crash into any car :irked: they will battle for take you out of their way, and if you don't crash them, they will make it difficult to you to pass but you probably can get the gold. 👍 Again, don't give up and keep driving.

I will keep trying it,need to find a car that suits my driving style and have the potential to win.
I don't have any knowledge of tuning a car for myself.
The FT1 can win it imo if somebody can tune it,but i don't know how.maybe adding ballast and add a turbo kit ore something,but the transmission and suspension are the most important settings i think.
I don't like the fact you can only use sports hard tyres in this one,you keep sliding everywhere.
Maybe i just need to buy the Lexus LFA and use this tune

https://www.gtplanet.net/forum/thre...-viperta-lfanur.294814/page-107#post-10641287
 
I'm not very good at this track, and seeing the line-up of awesome cars, I decided to challenge myself and use my trusty Elise (mostly tuned by Exiter/ShaunM80). Took me about 10 tries, but I finally managed to pull it off.

Monaco.jpg


After that I used the ZZII and it was cake. Much better in the Elise.
 
Found the GTR Black (although mine is vibrant red) the best, finally won a 9:01 race, kept it reasonably clean and the AI behaved. The Murcielago rabbit gave up the lead at the Hairpin without a fight. Getting that swimming pool section right is key, particularly the third and fourth bends. This was daunting as first time Wednesday was running 1:49s and bouncing off walls and curbs but eventually got into the low 1:42s. Set transmission for 137 mph.
 
For anyone that is still struggling with this track, I suggest you use the ZZII '00. I'll post my Praiano/Exeter/Me mish-mash tune below. It's capable of 1:35.xx laps.

Monaco%202.jpg


PP: 550 - HP/TQ: 422/425 - 920KG - 50/50 - sports hard

Suspension:
95/50
5.88/11.80
3/5
5/3
3/6
0/0
-.08/-.10
BB = 6/4

Diff:
5/40/6 & 5/40/5 - 45:55

Trans:
Set the final gear to 5000, top speed to minimum, gears, then FD to 4400.
TS =137
1st - 2914
2nd - 2329
3rd - 1873
4th - 1518
5th - 1246
6th - 1052
FD = 4400

Power:
60.5% - high rpm turbo

Downforce:
150/300

Weight reduction:
Stage 3
Window

TC = 1
 
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Trans:
TS =137
1st - 2914
2nd - 2329
3rd - 1873
4th - 1518
5th - 1246
6th - 1052
FD = 4400

Is there a trick to this gearing? I can't get mine to match it by changing top speed to 137 and final gear to 4.400. I can't get the gears low enough to match your numbers.


I just ran it without that gearing and it was like taking candy from a baby. It wasn't close at all, thanks for providing tune.
 
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Well that wasn't easy. Took many attempts with a few different cars but finally managed it in an Audi R8 '07 (old Praiano tune) with the final gear changed to 2650 finishing ahead of an Aston Martin One-77. All of my laps were in the 1:44's except one which was a low 1:43, total time was 9:06. I'm surprised I won at that pace.

I tried the X-Bow Street at first but had no luck, then I tried the NSX LM suggested in this thread and still had no luck. At first the Audi didn't feel good compared to the X-Bow and NSX, doesn't seem to turn in as sharply or slow down as quickly but I got used to it and realised I could get on the power much harder and much sooner, that made all the difference I think.

The AI are absolutely mental, crashing into walls if you pressure them, touch them or pass them. Quite fun though.
 
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With the street crossbow I run a lot of ballast which seems to help. You can keep it fairly light, and if you add weight the hp/kg ratio goes up quite a bit.

I'm not the best at the game, but with dudes zz2 tune I was running 1:37's and 1:36's easily. 2nd place was nearly 30 seconds behind me.
 
Is there a trick to this gearing? I can't get mine to match it by changing top speed to 137 and final gear to 4.400. I can't get the gears low enough to match your numbers.


I just ran it without that gearing and it was like taking candy from a baby. It wasn't close at all, thanks for providing tune.

Set the final gear to 5000 first.
 
Even if I win the insane power boost that ai gets when you tap them is infuriating. A lot of wide cars out there on a narrow track. When they hit me where is my boost?
Well, in real life, Monaco is a passing nightmare, which makes this challenge doubly absurd. I mean, any race where you're expected to be well-matched against your competition and pass 11 people in under 9 minutes is insane, but especially on this track.

Still, it's typical for GT6—you're never involved in real races with the AI. If you were, then qualifying would be available. And if you qualified on the pole, you'd have no real competition (unless they were cheating). It'd be a lot like a 5 lap time trial. (Why don't they do those, BTW?)

OTOH, you have to sympathize with Polyphony: how do you make an interesting racing event that lasts less than 10 minutes? The solution they seem to like is to have you start at the back of a bunch of bad-driving AIs and pass all of them. I haven't played a lot of GT6's competitors, so I don't really know what the alternative is. (Other than having human opponents, for better or worse, or longer events, which a lot of gamers don't want.) I remember Forza 1 used to pre-qualify you based upon what car you were driving, but I'm not sure that's a massive improvement.

Honestly, a <10 minute race should be unbeatable from dead last. So there's going to be artificiality baked into this just based upon the format.

I guess my frustration comes from the fact that I don't like wasting my time trying to figure out how to beat a video game. I race in a GT6 league that presents authentic difficulty (SNAIL). So when I have to figure out tricks to beat vehicles that are supposed to be a certain PP, with the same tire I have, but perform much differently, I get annoyed.

Honestly, a lot of that problem (and I share your frustration) seems to stem from Polyphony's badly-designed system of race regulations. PP don't really measure lapping ability very well, as we so often see with the GSX-R/4 or the ZZII. Given that this is a video game, you'd think that they could just take a preset AI and have it lap a bunch of tracks on their test systems to make a default PP rating for the cars when they're stock that makes sense. Mods present a challenge, given the number of permutations those introduce, but perhaps, after mods are installed, you have to have the system evaluate the PP rating of your car before you can use it in a PP-limited race?

PP rating also need to take handling capabilities into consideration. Suspension setups, tires, downforce... the game currently ignores all of those, which is rather ridiculous. It's why a race car at 600 PP is much faster than a street car at 600 PP.

Alternatively (or additionally), they need to do balancing patches. Not like most games might do by changing the cars themselves but rather by re-evaluating the PP rating of various cars that seem to be over- or underperforming for their PP rating. Perhaps then we'd see more diversity on the Time Trial leaderboards. (Though I would imagine there's always going to be some bandwagoning there.)

Without good race regulations, we're left to guess what kind of car we actually need in a particular event. "Okay, it says a 550 PP car, but obviously not any 550 PP car." The lapping capabilities of a KTM X-Bow at 550 PP are a far cry from a tuned up, say, '01 Acura Integra or a stock 430 Scuderia. But all three of those cars would meet the entry requirements of this event, even though they have nowhere near an equal capability of winning.
 
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I'll be looking into taking the Alpine VGT out for this seasonal. Most cars I have used to try get Gold would always oversteer. I don't use ASM but I accelerate out the corner exit with a higher gear speed to stop wheel spinning. I've tried using 4WD's but the real tackling issue with this seasonal is what the seasonal description says on the tin: more torque, tighter suspension, and the need to install LSD.

This is more frustrating than the past Expert Lvl races I've did.
 
Well, in real life, Monaco is a passing nightmare, which makes this challenge doubly absurd. I mean, any race where you're expected to be well-matched against your competition and pass 11 people in under 9 minutes is insane, but especially on this track.

Still, it's typical for GT6—you're never involved in real races with the AI. If you were, then qualifying would be available. And if you qualified on the pole, you'd have no real competition (unless they were cheating). It'd be a lot like a 5 lap time trial. (Why don't they do those, BTW?)

OTOH, you have to sympathize with Polyphony: how do you make an interesting racing event that lasts less than 10 minutes? The solution they seem to like is to have you start at the back of a bunch of bad-driving AIs and pass all of them. I haven't played a lot of GT6's competitors, so I don't really know what the alternative is. (Other than having human opponents, for better or worse, or longer events, which a lot of gamers don't want.) I remember Forza 1 used to pre-qualify you based upon what car you were driving, but I'm not sure that's a massive improvement.

Honestly, a <10 minute race should be unbeatable from dead last. So there's going to be artificiality baked into this just based upon the format.



Honestly, a lot of that problem (and I share your frustration) seems to stem from Polyphony's badly-designed system of race regulations. PP don't really measure lapping ability very well, as we so often see with the GSX-R/4 or the ZZII. Given that this is a video game, you'd think that they could just take a preset AI and have it lap a bunch of tracks on their test systems to make a default PP rating for the cars when they're stock that makes sense. Mods present a challenge, given the number of permutations those introduce, but perhaps, after mods are installed, you have to have the system evaluate the PP rating of your car before you can use it in a PP-limited race?

PP rating also need to take handling capabilities into consideration. Suspension setups, tires, downforce... the game currently ignores all of those, which is rather ridiculous. It's why a race car at 600 PP is much faster than a street car at 600 PP.

Alternatively (or additionally), they need to do balancing patches. Not like most games might do by changing the cars themselves but rather by re-evaluating the PP rating of various cars that seem to be over- or underperforming for their PP rating. Perhaps then we'd see more diversity on the Time Trial leaderboards. (Though I would imagine there's always going to be some bandwagoning there.)

Without good race regulations, we're left to guess what kind of car we actually need in a particular event. "Okay, it says a 550 PP car, but obviously not any 550 PP car." The lapping capabilities of a KTM X-Bow at 550 PP are a far cry from a tuned up, say, '01 Acura Integra or a stock 430 Scuderia. But all three of those cars would meet the entry requirements of this event, even though they have nowhere near an equal capability of winning.

100% correct in every way!!
 
Even though I won thrice using KTM X-Bows, I find this race ridiculous. Brake checking and bat-out-of-hell rubberband AIs are cringe inducing.


I'll probably avoid this one for two weeks, even though it has a high payout - 2nd time for me to avoid an Expert level Seasonal.
 
The more I race this seasonal, the more I hate it! Something has majorly changed over the last three expert level racing seasonal events. I first noticed AI cars gaining up to 5+ seconds a lap at the Red Bull Ring seasonal when you tapped them. The last expert level seasonal race at Mid-Field had similar results, but also had the Toyota 7 going 20 mph faster without the draft than we could. This seasonal is even worse! I lost 5 seconds to the ZZII in half a lap after tapping him! The physics are just as bad. We slide all over the place, but when we tap or ram the AI, they act like they are racing on soft racing tires and continue on like nothing happened!

I love a hard challenge as much as anybody... But come on, at least keep it somewhat realistic and have the AI cars behave like they should in that particular PP category. I'd rather have the AI run perfect laps and lose to them that way, than lose to them the way they are currently programmed to run.

Does anybody have an e-mail address for someone at PD who I can contact regarding the above issues? I'm sure they would love to hear from me! :rolleyes:
 
One interesting thing is that I have yet, in my GT6 career, to be pit-maneuvered by the AI. Weird that.

The other interesting thing is that the guy in the stock ZZII pulls away uphill from my tuned ZZII like I'm sitting still, yet I catch and easily overtake him in the corners.
 
Viper ACR got me this one fairly easily once I got my eye in. Small margin win, but no ****s given...
Tried a lot of cars... rocket was massive failure.
But damn right about super aggressive comebacks after overtaking the leader. Has an Aston One punish me hard...
 
It took a while and many attempts but I managed a win in my Audi R8 5.2 FSI quattro '09, virtually no tune (custom suspension just lowered a bit and custom transmission with top speed lowered to 174 mph .... should have gone lower as I didn't get above 5th gear but if I feel a win is possible I just go with what I have lol) and, after an hour and a half of learning the car/track/opposition combination, was rewarded with the gold trophy and an inordinate feeling of self satisfaction :D
 
The more I race this seasonal, the more I hate it! Something has majorly changed over the last three expert level racing seasonal events. I first noticed AI cars gaining up to 5+ seconds a lap at the Red Bull Ring seasonal when you tapped them. The last expert level seasonal race at Mid-Field had similar results, but also had the Toyota 7 going 20 mph faster without the draft than we could. This seasonal is even worse! I lost 5 seconds to the ZZII in half a lap after tapping him! The physics are just as bad. We slide all over the place, but when we tap or ram the AI, they act like they are racing on soft racing tires and continue on like nothing happened!

I love a hard challenge as much as anybody... But come on, at least keep it somewhat realistic and have the AI cars behave like they should in that particular PP category. I'd rather have the AI run perfect laps and lose to them that way, than lose to them the way they are currently programmed to run.

Does anybody have an e-mail address for someone at PD who I can contact regarding the above issues? I'm sure they would love to hear from me! :rolleyes:

I wish I had PD e-mail address. Well said!!
 
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