Gran Turismo 7 Custom Race thread

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I wanted to do a revival of the 30 laps endurance race of trial mountain from GT 2 with a take on the modern endurance racing scene. Though instead of 30 laps it will be an 1hour. I’ve used some inspiration from Championships like GLTC, 24H series, Improved Production Car Racing, NLS, and even Super Taikyu series in Japan.
Going to try run 5-potentially 6- classes that will take part. With the 20 grid of cars GT7 limits you to, classes will be spread rather thin.



Classing
So I tried to do this as simple as possible. Using the first two Gr classes as goal posts, I worked around them to create others. The classes are defined by PP but also a maximum HP and Minimum weight. I also set total downforce limits with each class. I am flexible, and still hold some elements subject to change as I bring more and more cars into it. For now at least these guidelines seem to be efficient. Naturally the PP limit is the overall deciding factor, some additional restrictions help to refine, while others function more as a personal challenge more than anything.

It's been a challenge to get every single individual car within each class as competitive as possible, but also very rewarding.
Because suspension effected PP before update 1.23, there were so many builds I could use while staying at the pp limit set.
As of update, 1.23, suspension settings seem to no longer influence PP. I don’t know if this is a bad thing or a good thing yet, it's benefitted some cars in favour of lower PP while greatly increasing on others, so a rebalance was made.

3 quarters of the classes outlined here were originally designed to use semi slicks. Due to the silly tyre bug that still persists in custom races, I’ve also tested and built RH tyre builds. The difference between RH – RS tyres tends to be just under a 20pp increase. For the sake of clarity, I define classes using ‘TC’ and class letter grade next to it.
I've also included the pp readings when on SS tyres.

Below the classes that will participate along with a few examples.


TCC 500pp (SS tyres) 530-550PP (RH-RS)

TCC Roadster.jpgTCC Levin.jpg
TCC Mazda2 cup 2.jpgTCC S13.jpg
  • Min Weight 850kg,
  • Max HP 200,
  • TTL Down force limit 200kg
As a prelude pattern for all classes that follow, I found balance was the key to being fast on Trial Mountain. For competitive reasons, none of the cars in TCC ended up below the 160hp or 920kg mark. The aim was cost effectiveness using some inspiration from GLTC, and SP3 in the NLS series. Majority of tuning effort goes into boosting HP for this class. A Ginetta G40 GT5 or N24H Dacia Logan would feel right at home here. Though I’ve not officially placed a restriction on it in this class, all cars use stock gearboxes.


TCB 550pp (SS tyres) 580-600pp (RH-RS)

TCB MR2.jpgTCB Golf.jpgTCB S2000.jpgTCB GR Yaris.jpg
  • Min weight 950kg,
  • Max HP 300
  • TTL Down force limit 350kg
This time no car falls below the 260hp mark for TM, Full-manual gearboxes are introduced and unlike TCC which uses only sports discs, TCB uses both sports discs and brake pads. Perhaps my favourite class in general. Classic Super Touring cars would feel right at home in this class. This class is roughly upwards of 4 seconds a lap faster than TCC around trial mountain.


TCA 600PP (SS tyres) 630-650pp (RH-RS)

TCA C4.jpgTCA GTO.jpgTCA M3.jpgTCA NSX.jpg
  • Min weight 1050kg,
  • Max HP 400
  • TTL Down force limit 460kg
Sports brake discs are combined with racing pads, coupled with more power and aero means they're just over 5 seconds faster around TM than TCB.
However, right now it seems like the most controversial class, at least when Gr.4 is present. This class mimics a combination of race cars within the 400 HP region that are neither TCR nor GT4, like the BMW manufactured customer programmed M240I and M2 Cs cup cars, along with the mixture of private and manufactured cars that often show up in the SP3T,SP5 & SP6 classes from NLS/N24HR.

With RH tyres and a few tweaks here and there, I round them up to 630pp. At 630pp, they use the full fat racing gear boxes, as a result, TCA ends up having a similar pace to Gr.4 cars using B.O.P. settings. I still thought it's worth distinguishing them for now though, after all it’s difficult to match the endurance fuel tanks the Gr. cars are blessed with. Even the previous class (TCB) fall short of the eco fuel tanks afforded to cars in Gr.4 without using fuel mixtures. So with the endurance race formats I’ll run, the outcomes amongst A.I. cars may become quite predictable between TCA and Gr.4
At 600pp with SS tyres, TCA becomes around 3 seconds a lap slower than Gr.4 around TM.

I genuinely think the Gr.4 class in it’s current condition, can fully encompass GT4/Gr.4 and TCR’s along with other mid-tier touring cars shy of or just over 400 horse power.
For this reason – although I distinguished them in this instance - I may considering just upgrading the cars in TCA to the TCS class format in future, at least when using slicks anyway. (I'll have to test this out with SOPHY before I make a final decision)

I still have plans of giving TCC, TCB & TCA their own separate series on SS tyres. I'll also run an enduro on Trial Mountain with them as well. (This is given that I will then be able to use the SS tyre builds in custom races as intended by then)


TCS 680-700PP (RH-RS)

TCS 997 GT3.jpgTCS Tuscan.jpgTCS Viper GTS.jpgTCS F430 challenge.jpg
  • Min Weight 1150kg,
  • Max HP 500
  • TTL Down force limit 600kg
Mimicking the very early years of GT3 from 2006-2009, GT Cup, challenge cars and even some early GT2 cars just after the millennium. Being lighter, having more aero and power, they are easily 4-5 seconds a lap faster than Gr.4, While being 3-4 seconds slower than Gr.3, around TM.

Instead of the Race discs I opted for a combination of sports discs and racing pads for now like TCA. I was able to make better handling and faster builds without the use of Race brake discs. The PP gained from the race discs on most cars in TCS meant I had to do a few too many negative changes to stay within the PP limit. The use of racing brake discs did not counter balance the negative impacts well enough, so for now I decided to do without them.

In theory, only ever having to give way to 1 other class, Gr.3's will have to utilize their superior aero, stopping power and make full use of slipstream to overtake cars in TCS, as TCS have the superior top speed.


GR.4 and Gr.3 participation
I want include Gr.4 and Gr.3 this time around. I’ve tested the ones I am considering under B.O.P. and I am content for now leaving them with their current B.O.P. set ups for the events. That’s about 620-640pp for Gr.4 and 720-740pp for Gr.3., Even under B.O.P. setup they maintain the gaps I’ve spoken of between the self-made classes. For now, it just makes this less fussy than it could be.

Conclusion
It's all still work in progress, not to mention with all these physics and PP formula updates. But that’s what I’ve been doing when I have a chance to play some GT7 or rather, how I’ve been managing to enjoy the game thus far. Thanks to custom races I get to create the type of racing I love watching and want be a part of. (I'm also working on building some other cars to current GT2 class regs)

It would also be cool if there were GT missions that officially featured multiclass racing. E.g, a mission challenging you to catch up to and overtake class rivals while managing slower traffic before the goal post, training you to be decisive and accurate. Or another could be challenging you to seize opportunities to over take, while being overtaken by a faster class, training you to stick to the driving line when being overtaken by faster traffic safely and efficiently while making the most of it, etc. But much like this post, that idea will work best with more intelligent a.i.
 
For those of us wanting to race different EVs together, unfortunatel, the only way to do it, is to use an I E car and select EVs for the AI. PD need to rectify this. They’ve made EV events. It’s yet another thing that should be unlocked for users.
1665169411945.png
 
I wanted to do a revival of the 30 laps endurance race of trial mountain from GT 2 with a take on the modern endurance racing scene. Though instead of 30 laps it will be an 1hour. I’ve used some inspiration from Championships like GLTC, 24H series, Improved Production Car Racing, NLS, and even Super Taikyu series in Japan.
Going to try run 5-potentially 6- classes that will take part. With the 20 grid of cars GT7 limits you to, classes will be spread rather thin.



Classing
So I tried to do this as simple as possible. Using the first two Gr classes as goal posts, I worked around them to create others. The classes are defined by PP but also a maximum HP and Minimum weight. I also set total downforce limits with each class. I am flexible, and still hold some elements subject to change as I bring more and more cars into it. For now at least these guidelines seem to be efficient. Naturally the PP limit is the overall deciding factor, some additional restrictions help to refine, while others function more as a personal challenge more than anything.

It's been a challenge to get every single individual car within each class as competitive as possible, but also very rewarding.
Because suspension effected PP before update 1.23, there were so many builds I could use while staying at the pp limit set.
As of update, 1.23, suspension settings seem to no longer influence PP. I don’t know if this is a bad thing or a good thing yet, it's benefitted some cars in favour of lower PP while greatly increasing on others, so a rebalance was made.

3 quarters of the classes outlined here were originally designed to use semi slicks. Due to the silly tyre bug that still persists in custom races, I’ve also tested and built RH tyre builds. The difference between RH – RS tyres tends to be just under a 20pp increase. For the sake of clarity, I define classes using ‘TC’ and class letter grade next to it.
I've also included the pp readings when on SS tyres.

Below the classes that will participate along with a few examples.


TCC 500pp (SS tyres) 530-550PP (RH-RS)

View attachment 1196476View attachment 1196481
View attachment 1198367View attachment 1198368
  • Min Weight 850kg,
  • Max HP 200,
  • TTL Down force limit 200kg
As a prelude pattern for all classes that follow, I found balance was the key to being fast on Trial Mountain. For competitive reasons, none of the cars in TCC ended up below the 160hp or 920kg mark. The aim was cost effectiveness using some inspiration from GLTC, and SP3 in the NLS series. Majority of tuning effort goes into boosting HP for this class. A Ginetta G40 GT5 or N24H Dacia Logan would feel right at home here. Though I’ve not officially placed a restriction on it in this class, all cars use stock gearboxes.


TCB 550pp (SS tyres) 580-600pp (RH-RS)

View attachment 1196479View attachment 1196478View attachment 1196480View attachment 1198369
  • Min weight 950kg,
  • Max HP 300
  • TTL Down force limit 350kg
This time no car falls below the 260hp mark for TM, Full-manual gearboxes are introduced and unlike TCC which uses only sports discs, TCB uses both sports discs and brake pads. Perhaps my favourite class in general. Classic Super Touring cars would feel right at home in this class. This class is roughly upwards of 4 seconds a lap faster than TCC around trial mountain.


TCA 600PP (SS tyres) 630-650pp (RH-RS)

View attachment 1196482View attachment 1196483View attachment 1196484View attachment 1196485
  • Min weight 1050kg,
  • Max HP 400
  • TTL Down force limit 460kg
Sports brake discs are combined with racing pads, coupled with more power and aero means they're just over 5 seconds faster around TM than TCB.
However, right now it seems like the most controversial class, at least when Gr.4 is present. This class mimics a combination of race cars within the 400 HP region that are neither TCR nor GT4, like the BMW manufactured customer programmed M240I and M2 Cs cup cars, along with the mixture of private and manufactured cars that often show up in the SP3T,SP5 & SP6 classes from NLS/N24HR.

With RH tyres and a few tweaks here and there, I round them up to 630pp. At 630pp, they use the full fat racing gear boxes, as a result, TCA ends up having a similar pace to Gr.4 cars using B.O.P. settings. I still thought it's worth distinguishing them for now though, after all it’s difficult to match the endurance fuel tanks the Gr. cars are blessed with. Even the previous class (TCB) fall short of the eco fuel tanks afforded to cars in Gr.4 without using fuel mixtures. So with the endurance race formats I’ll run, the outcomes amongst A.I. cars may become quite predictable between TCA and Gr.4
At 600pp with SS tyres, TCA becomes around 3 seconds a lap slower than Gr.4 around TM.

I genuinely think the Gr.4 class in it’s current condition, can fully encompass GT4/Gr.4 and TCR’s along with other mid-tier touring cars shy of or just over 400 horse power.
For this reason – although I distinguished them in this instance - I may considering just upgrading the cars in TCA to the TCS class format in future, at least when using slicks anyway. (I'll have to test this out with SOPHY before I make a final decision)

I still have plans of giving TCC, TCB & TCA their own separate series on SS tyres. I'll also run an enduro on Trial Mountain with them as well. (This is given that I will then be able to use the SS tyre builds in custom races as intended by then)


TCS 680-700PP (RH-RS)

View attachment 1196487View attachment 1196489View attachment 1196490View attachment 1198370
  • Min Weight 1150kg,
  • Max HP 500
  • TTL Down force limit 600kg
Mimicking the very early years of GT3 from 2006-2009, GT Cup, challenge cars and even some early GT2 cars just after the millennium. Being lighter, having more aero and power, they are easily 4-5 seconds a lap faster than Gr.4, While being 3-4 seconds slower than Gr.3, around TM.

Instead of the Race discs I opted for a combination of sports discs and racing pads for now like TCA. I was able to make better handling and faster builds without the use of Race brake discs. The PP gained from the race discs on most cars in TCS meant I had to do a few too many negative changes to stay within the PP limit. The use of racing brake discs did not counter balance the negative impacts well enough, so for now I decided to do without them.

In theory, only ever having to give way to 1 other class, Gr.3's will have to utilize their superior aero, stopping power and make full use of slipstream to overtake cars in TCS, as TCS have the superior top speed.


GR.4 and Gr.3 participation
I want include Gr.4 and Gr.3 this time around. I’ve tested the ones I am considering under B.O.P. and I am content for now leaving them with their current B.O.P. set ups for the events. That’s about 620-640pp for Gr.4 and 720-740pp for Gr.3., Even under B.O.P. setup they maintain the gaps I’ve spoken of between the self-made classes. For now, it just makes this less fussy than it could be.

Conclusion
It's all still work in progress, not to mention with all these physics and PP formula updates. But that’s what I’ve been doing when I have a chance to play some GT7 or rather, how I’ve been managing to enjoy the game thus far. Thanks to custom races I get to create the type of racing I love watching and want be a part of. (I'm also working on building some other cars to current GT2 class regs)

It would also be cool if there were GT missions that officially featured multiclass racing. E.g, a mission challenging you to catch up to and overtake class rivals while managing slower traffic before the goal post, training you to be decisive and accurate. Or another could be challenging you to seize opportunities to over take, while being overtaken by a faster class, training you to stick to the driving line when being overtaken by faster traffic safely and efficiently while making the most of it, etc. But much like this post, that idea will work best with more intelligent a.i.
You will be able to win the race with one of your TCC cars, given the absolute abomination the AI is at that track ☹️
Admire the work though. I would transfer it to a track where you can actually have a race.
 
You will be able to win the race with one of your TCC cars, given the absolute abomination the AI is at that track ☹️
Admire the work though. I would transfer it to a track where you can actually have a race.
Yeah they are absolutely terrible, I did a dummy run using a TCB. When I caught the first Gr.3 car I was done for the day. All motivation gone. SMH.
Optimistic about the new A.I. hopefully coming, lets hope it delivers.

Currently are there any tracks you can recommend where A.I. at least gives 70%?
 
Yeah they are absolutely terrible, I did a dummy run using a TCB. When I caught the first Gr.3 car I was done for the day. All motivation gone. SMH.
Optimistic about the new A.I. hopefully coming, lets hope it delivers.

Currently are there any tracks you can recommend where A.I. at least gives 70%?
They are very good at some of the Asian tracks. Autopolis and Suzuka in particular. Watkins Glen in the US they are also quick there except for Sector 1.
 
They are very good at some of the Asian tracks. Autopolis and Suzuka in particular. Watkins Glen in the US they are also quick there except for Sector 1.
The glen was a bit of a let down when I raced there normally. But I'll give autopolis and suzuka a try, thanks!😁
 
Yeah they are absolutely terrible, I did a dummy run using a TCB. When I caught the first Gr.3 car I was done for the day. All motivation gone. SMH.
Optimistic about the new A.I. hopefully coming, lets hope it delivers.

Currently are there any tracks you can recommend where A.I. at least gives 70%?
The new AI more than likely isn't a replacement, fyi - so I wouldn't get your hopes up that they'll be usable in a custom race.

Only datamines about Sophy publicised show it to only be in the game as a set of missions, nothing more.
 
Yeah they are absolutely terrible, I did a dummy run using a TCB. When I caught the first Gr.3 car I was done for the day. All motivation gone. SMH.
Optimistic about the new A.I. hopefully coming, lets hope it delivers.

Currently are there any tracks you can recommend where A.I. at least gives 70%?
The new AI more than likely isn't a replacement, fyi - so I wouldn't get your hopes up that they'll be usable in a custom race.

Only datamines about Sophy publicised show it to only be in the game as a set of missions, nothing more.
what’s this about the new AI? If its that Sophy, then everything I’ve seen so far suggests this will never make it to GT7.

I do hope they sort the AI rubber banding. I saw a YTer fall a full lap and a half behind P1 and within 10 laps had already re taken the lead. The YTer gained 20 seconds on P1 in the first lap alone. Then towards the end of the race P2 set a fastest lap 4 seconds quicker then any World Tour driver could set. Was a bit of a joke that rubber banding
 
what’s this about the new AI? If its that Sophy, then everything I’ve seen so far suggests this will never make it to GT7.

I do hope they sort the AI rubber banding. I saw a YTer fall a full lap and a half behind P1 and within 10 laps had already re taken the lead. The YTer gained 20 seconds on P1 in the first lap alone. Then towards the end of the race P2 set a fastest lap 4 seconds quicker then any World Tour driver could set. Was a bit of a joke that rubber banding
Just going off these tweets from Nenkai. It's the only knowledge we have on its implementation (aside from the GT7 Italian YouTube page saying they are planning on adding it before the end of the year, lol).
1665248332142.png


Nenkai releases all the upcoming daily info and is responsible for big parts of the GT5 and GT6 master mods, so they're certainly trustworthy in knowing what they are looking at.
 
Just going off these tweets from Nenkai. It's the only knowledge we have on its implementation (aside from the GT7 Italian YouTube page saying they are planning on adding it before the end of the year, lol).
View attachment 1198773

Nenkai releases all the upcoming daily info and is responsible for big parts of the GT5 and GT6 master mods, so they're certainly trustworthy in knowing what they are looking at.
Ah ok. Yeah I follow Nenkai and all his stuff is always spot on, must have missed this update when they posted it. My understanding is it’s too powerful for PS4’s and can only be run in limited capacity. Makes sense if it just li tied to some missions. Sound like it 1v1 shootout sort race maybe?
 
Ah ok. Yeah I follow Nenkai and all his stuff is always spot on, must have missed this update when they posted it. My understanding is it’s too powerful for PS4’s and can only be run in limited capacity. Makes sense if it just li tied to some missions. Sound like it 1v1 shootout sort race maybe?
It's a machine learning AI so anywhere you want to race it, it has to first learn how to actually drive it. It's unfortunately pretty impossible for us to use it wherever we want because it has to spend a day learning the combination first - and that's not including the time it takes to actually race! You have infinite combinations of non-stock cars to add to that as well, so there's essentially no chance of us ever using it in any customisable capacity.

I would say best case scenario is missions representative of the GTWS events, where they are actually on track with you, but the combination is strict and specified - and the worst case is just like the Lewis Hamilton DLC lol.
 
I've done something a bit different with custom races this week.

I am using it as a time trial to learn a car and track combination.
I want to complete licence test S-10. But instead of just spending hours trying it and not earning any credits, I've bought the porsche and want to do races at spa with it.
(I appreciate that spending 18 mil on a car doesn't make me a profit, but I wanted to collect and try the car anyway)

So as there's no viable race at spa. (It's eligible for the 60 minute race, but I'm too slow with that car)
Instead I have created a custom race. Just 2 cars, me in my porsche 917 vs the fastest tomahawk.
I start second and run the race over 8 laps on professional difficulty. I get lapped every 3 laps, so the race is finished after I've done 6 laps.
That way I get around 25k credits for coming second after doing 6 laps worth of time trialling.
I increase it in increments of 4 laps if I want to drive more distance, but the money just increases at a standard rate, so two 8 lap races is the same as one 16 lap race.

If anyone can think of another way to make even more money, please let me know.

Also 6 laps of spa is the correct distance to win my driving marathon ticket.
 
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For those still seeking a challenging experience against the AI, I’m now having exactly that by doing the following:

  • racing against race cars (gr3) from my garage. The AI are awful in road cars at most circuits but way more competitive in my gr3 cars. They were actually pulling away from me on the straights at Daytona last night
  • switched my steering control to motion sensor on the controller. If you are a controller user, I urge you to do this.

The 2nd point has actually made me a bit slower, but makes the racing way more immersive and also challenging. With race cars, you can leave BOP on at most tracks, and always have boost on weak.
Starting near the back, I’m now having good battles and finish somewhere between 12th and 5th, depending on car and track.
I challenge anybody to race as I’ve set out above and beat the AI at Lake Maggoire. If you can you are a better man than me. They are lightning!!
 
For those still seeking a challenging experience against the AI, I’m now having exactly that by doing the following:

  • racing against race cars (gr3) from my garage. The AI are awful in road cars at most circuits but way more competitive in my gr3 cars. They were actually pulling away from me on the straights at Daytona last night
  • switched my steering control to motion sensor on the controller. If you are a controller user, I urge you to do this.

The 2nd point has actually made me a bit slower, but makes the racing way more immersive and also challenging. With race cars, you can leave BOP on at most tracks, and always have boost on weak.
Starting near the back, I’m now having good battles and finish somewhere between 12th and 5th, depending on car and track.
I challenge anybody to race as I’ve set out above and beat the AI at Lake Maggoire. If you can you are a better man than me. They are lightning!!
What are you setting the AI difficulty? I‘ve been using Boost Weak for months and I think only one win. My races are 5 laps with 1x tyre/fuel. I start from 5th to last in Grid Starts. No TCS so, the AI always beat me off the line dropping me a few spots.
Results vary, but the gaps speak for how good the battles are through the field.
9A558B7C-A6D6-4493-ABA6-A946EEBC5879.jpeg
2DB0CEBE-6BA1-46FC-873F-1800D0CADD56.jpeg
6299FD8A-A093-4110-A271-B9AD3EB39E12.jpeg


In the Monza race, I drove the Integra for the first time. It’s a weapon. Revs to 10,200rpm. 271hp/905kg. Started last and the AI weren’t really pushing at this track like the other tracks. Plus, a big gap was made due to three M3s blowing through the chicane and being reset into traffic. Slowing up the field. Cars were also going too hot into the second chicane. Anyway, the lead Evo V and Integra checked out and had their own battle to the finish. Just a clip of the start below.




The field are 250hp for the Civics, 271hp for the Integras, 270hp for the M3s, 257hp for the lone Clio V6 and for some reason, 300-305 for the Evo V & Evo IV respectively. At 270hp, those to have the lowest PP and are not as competitive. Even though they weigh about the same as the M3s(around -1100kg). Very tight racing for me.
 
What are you setting the AI difficulty? I‘ve been using Boost Weak for months and I think only one win. My races are 5 laps with 1x tyre/fuel. I start from 5th to last in Grid Starts. No TCS so, the AI always beat me off the line dropping me a few spots.
Results vary, but the gaps speak for how good the battles are through the field.
View attachment 1200171View attachment 1200172View attachment 1200173

In the Monza race, I drove the Integra for the first time. It’s a weapon. Revs to 10,200rpm. 271hp/905kg. Started last and the AI weren’t really pushing at this track like the other tracks. Plus, a big gap was made due to three M3s blowing through the chicane and being reset into traffic. Slowing up the field. Cars were also going too hot into the second chicane. Anyway, the lead Evo V and Integra checked out and had their own battle to the finish. Just a clip of the start below.




The field are 250hp for the Civics, 271hp for the Integras, 270hp for the M3s, 257hp for the lone Clio V6 and for some reason, 300-305 for the Evo V & Evo IV respectively. At 270hp, those to have the lowest PP and are not as competitive. Even though they weigh about the same as the M3s(around -1100kg). Very tight racing for me.

Pro AI. Different types of grids from yours though, I tend to race high end cars against each other, maybe that’s a factor. Take the Nurburgring GP circuit for example. The right hand kink before the final chicane, they just slam the brakes on for no reason and you just fly past everyone. At Monza they are awful in road cars. Feels like they are on about 75% throttle on the straights. And they brake about 17 miles before it’s necessary at the 2nd chicane. Might have to test what you’ve done with lower end cars (presumably with plenty of weight reduction) and see if they perform differently. Loving some of these gr3 races though. Got a world touring car grid, a super car grid and a USA sports car grid (Vipers, Chevy’s and Ford GT’s) so far.
 
Pro AI. Different types of grids from yours though, I tend to race high end cars against each other, maybe that’s a factor. Take the Nurburgring GP circuit for example. The right hand kink before the final chicane, they just slam the brakes on for no reason and you just fly past everyone. At Monza they are awful in road cars. Feels like they are on about 75% throttle on the straights. And they brake about 17 miles before it’s necessary at the 2nd chicane. Might have to test what you’ve done with lower end cars (presumably with plenty of weight reduction) and see if they perform differently. Loving some of these gr3 races though. Got a world touring car grid, a super car grid and a USA sports car grid (Vipers, Chevy’s and Ford GT’s) so far.
For sure. I have no doubt Gr.3 are fun to race. AI are definitely track dependent.

I tune the cars as close to real world touring car specs. With cars like GR.4, the road cars I tune to those specs, the AI use very well. Since AI use all aids, it helps them keep the cars more stable.
With classic muscle cars: Touring Car Masters(TCM)/Trans-Am, my cars are set up to be a handful. So, I'm taking more care, while the AI are able to push harder with those aids.
 
Ai………..Well there’s been much talk about the Ai in this great game & I suppose everyone gets a taste of it differently as in what/how/where they race, But I’ve been really impressed with it & I’ll use the video below as an example. I’ve been messing about with the legend/classic cars in custom races …Yep the “Canine Cup” - not the fastest racing by a long shot, & for those who don’t want to watch all the video I’ll briefly explain what’s going on, It starts off with rain, weather wise, I’m driving the little yellow L plated Porsche (Baz the Beagle) & my main adversary is the Ford gt40 driven by Bert Bassett, as normal the gt40 takes a good lead, But as the weather worsens, the Ai cars are having some very “hairy” moments around time point = 6:50 in the video – with the rain getting heavier the Ai gt40 really starts to struggle culminating in a real nice “tank slapper & spin at time point = 12:10 . So I’m out in front, but then the rain stops & the track is drying out fast & of course the gt40 is catching me up big time, On the last lap, with just 2 corners to go, he’s right with me, I enter the penultimate corner with a strict “ keep on the dry line” in mind, normally the gt40 would just cruise round the outside, but no…….he avoids going off the dry line & hits the brakes narrowly avoiding running into me, I watch him in my rear view mirror & he’s skidding a bit as he floors the throttle after braking, but I’ve got a bit of a gap now, and with only one corner to go, I’m thinking I’m gonna` get my 1st win in the Canine Cup, we round the last bend & it’s a straight run to the line, which gives me time to watch him in the rear view mirror, he approaches fast & slightly to my Left, so a small ease over to block him seems a good idea, But no, the Ai has sold me a dummy & before I can look again he’s along side me on my Right as we cross the line, who’s won ? I thought. The result board tells me he pipped me by 0.0003, yep…3 thousand of a second. After thinking a bit, I didn’t know whether I was more disappointed that I lost by 3 thousand of a second or I was 3 thousand of a second away from what would maybe have been a dead heat ? – How would the game have handled that ? ……………..anyone ?


 
Last night I did a few 30’ races on watkins with boost set to weak and strong. Starting from the back and starting mid pack and at the front. It’s a very cool race on gr3 cars. I can win and even set the fastest lap but they are quick.

What do I need to do to make sure they use the same set of tyres as me?
 
Last night I did a few 30’ races on watkins with boost set to weak and strong. Starting from the back and starting mid pack and at the front. It’s a very cool race on gr3 cars. I can win and even set the fastest lap but they are quick.

What do I need to do to make sure they use the same set of tyres as me?
They won't. RH only unless they put for wets when its raining.
 
Ai………..Well there’s been much talk about the Ai in this great game & I suppose everyone gets a taste of it differently as in what/how/where they race, But I’ve been really impressed with it & I’ll use the video below as an example. I’ve been messing about with the legend/classic cars in custom races …Yep the “Canine Cup” - not the fastest racing by a long shot, & for those who don’t want to watch all the video I’ll briefly explain what’s going on, It starts off with rain, weather wise, I’m driving the little yellow L plated Porsche (Baz the Beagle) & my main adversary is the Ford gt40 driven by Bert Bassett, as normal the gt40 takes a good lead, But as the weather worsens, the Ai cars are having some very “hairy” moments around time point = 6:50 in the video – with the rain getting heavier the Ai gt40 really starts to struggle culminating in a real nice “tank slapper & spin at time point = 12:10 . So I’m out in front, but then the rain stops & the track is drying out fast & of course the gt40 is catching me up big time, On the last lap, with just 2 corners to go, he’s right with me, I enter the penultimate corner with a strict “ keep on the dry line” in mind, normally the gt40 would just cruise round the outside, but no…….he avoids going off the dry line & hits the brakes narrowly avoiding running into me, I watch him in my rear view mirror & he’s skidding a bit as he floors the throttle after braking, but I’ve got a bit of a gap now, and with only one corner to go, I’m thinking I’m gonna` get my 1st win in the Canine Cup, we round the last bend & it’s a straight run to the line, which gives me time to watch him in the rear view mirror, he approaches fast & slightly to my Left, so a small ease over to block him seems a good idea, But no, the Ai has sold me a dummy & before I can look again he’s along side me on my Right as we cross the line, who’s won ? I thought. The result board tells me he pipped me by 0.0003, yep…3 thousand of a second. After thinking a bit, I didn’t know whether I was more disappointed that I lost by 3 thousand of a second or I was 3 thousand of a second away from what would maybe have been a dead heat ? – How would the game have handled that ? ……………..anyone ?



It will go for the next digit in the final time, the game surely has that data, it not only measures to the thousands but beyond.

I think that's what they did in f1 back in the 90s when schumacher, hakkinen and frentzen tied for pole (I can't remember where it was)

Thats my guess
 
The AI will drive the crap out of the M3 with a Z4 engine swap. I put together a race at Nurb 24 the other night, with mostly cars I've used to run the LeMans 30min race. So all are between 630-695pp. Started the M3 toward the back with me, and he took off. I was in a near stock, and poorly handling GTR. Made it up to 3rd in the 2 lap race, and could've caught the top 2 , had I not fought my car the whole race.

Watching the M3 in the replay, was a trip. Worked it's way through the field pretty easy.
 
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Ok so I’m now getting several of the AI appearing as ghost cars in all my custom races. Is anybody else getting this???
I've had it once so far & 1 car only in the race - but more often in races a few of the other AI cars have their liveries missing & run in their obtained state/livery - normally on a 1st loading of a custom race/set up - a re-load normally sorts this out (my custom race has normally 20 cars from my garage all with their own designed livery - 19-AI & Moi )
 
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Is that PS4? I'm not having an issue with disappearing cars on PS5. After the 1.21(?) update, I was having the restored livery thing. It does happen at the start of a race, but the rendering is fixed before the countdown.
 
Is that PS4? I'm not having an issue with disappearing cars on PS5. After the 1.21(?) update, I was having the restored livery thing. It does happen at the start of a race, but the rendering is fixed before the countdown.
No it’s PS5. Happening in all my custom races. Several AI cars appear as ghost cars, but you can still make contact with them. Same on the replays as well. Restarting the race doesn’t fix it. Even rebuilt a whole grid as I thought it might be an issue with saved grids, but still got the same result.
 
No it’s PS5. Happening in all my custom races. Several AI cars appear as ghost cars, but you can still make contact with them. Same on the replays as well. Restarting the race doesn’t fix it. Even rebuilt a whole grid as I thought it might be an issue with saved grids, but still got the same result.
Did you ever reload your liveries for the cars affected? I remember jumping out of a race and selecting several cars from my garage. Entered livery editor. Selected the livery. Exited livery editor and created a new race. Car liveries loaded fine. I believe it was the back half of the grid with that problem.
 
Custom Race
 - Rival cars selected via 'Rivals Settings' > 'Rivals Selection' > 'Select from Garage' will now use the appropriate tyres as per the Race Settings, regardless of whether you own the tyres for that car.
Woo! Now let’s hope AI throttle has been fixed - given they fixed this, here’s hoping.
 
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