- 75
- Boston, USA
- pritchyTim
Idk the “best” way, but some options:What is the best way to simulate a qualifying?
I’ve used a 20 laps race in the past to test BoP and then went through the replay to get the lap times for all cars (only 3 in that case) but it’s tedious and if I want to do it for a full grid it’s even more tedious.
On that occasion, the fastest laps from the AI were all set in the first 5 laps and I didn’t have tyre wear not fuel consumption on. Is this common?
Idk the “best” way, but some options:
-short race (as you describe above), finishing position or fastest lap time). does the rolling start distance modifier do anything? i’d want them spread out
-time trial them yourself
-do a multi-race series where each finish feeds the next grid
As a shortcut, I think PP is the game’s representation of simulated quickness with the AI…in theory, a higher PP directly equates to a faster lap. Imagine wacky tunes can mess with that notion, where it is more about ‘fastest potential’ rather than running with perfect consistency (thinking of FR cars spinning out at Red Bull Ring’s turn 3).
What you do with the “list of cars sorted by quickness” is up to you, too. Curious who favors fastest up front versus mixing it up versus a reverse grid…I sort of like my fastest car in the back as with a long enough race it can usually still find a good lead.
If some players are replicating real series, I’d suggest using the real series race results. I’ve done that with DTM, ATCC and JTC.
Another thing you could do, is a random grid for the second/third race. Mixes it up but may avoid the issues with reverse grids.This is anecdotal, but in my experience, with some exceptions, the cars starting in front will stay in front even if they are slower. So doing reverse grids is not really optimal when running a series because you’re giving yourself an advantage (you pass other cars, the AI usually does not).
The reason I ask is because in my Super GT season, the cars with more balast should be less competitive in the next round and that should start in qualifying.
If some players are replicating real series, I’d suggest using the real series race results. I’ve done that with DTM, ATCC and JTC.
I’d say that’s the best way. I’m sure you could use amend them suited to how you play.That’s what I’m doing. I’m using Super GT 2016 starting grids. But I was wondering if there were better options.
Tried out a custom grid, and while most of the race was fun, the end predictably fell apart.
By the end of the race, my tires (all cars were on RMs) were all but dead. I swapped to a fresh set and caught up to the race leader by about 2 seconds per lap. Both because my tires were fresher, and because the AI was slowing down to let me win.
Once I was in first though, the entire field went into catch-up mode. The former leader suddenly had the pace to set new purple laps and stay within a second of me as I also set purple laps. But of course, neither of ours would last long, as the last place drivers gained impossible pace and started setting much faster laps than any of the podium drivers. You know, the ones who were in front due to being fastest, having their lap times destroyed by the drivers in the back who were there due to being the slowest.
I really, really want to get a full fun race out of this game. But seeing the AI opponents and the race for what they are, pre-determined to let you win but give a battle in the last few laps, it all feels pointless. Why push hard for the whole race when I know they'll slow down and let me win by the end? Why aim for a fastest lap when the slowest cars will crush it anyway? Why spend 100 minutes in a race that the game already plans to let me win? Why go through the effort of setting up this race at all?
Why can't any of this be turned off? Why aren't we allowed to feel like we're at least competing against the game's AI? I know most people will never feel that it is competitive when the opponents aren't human, but I can at least find fun in competing against a game. GT7 doesn't even provide that: it tries to give the illusion of competition but in the end it still wants to always guide the player to a win. A win that ultimately feels empty and undeserved.
Well anyway, thank you Bojador for your 2016 Super GT grid setup. None of this is your fault, and you did great with what the game allows.
Tried out a custom grid, and while most of the race was fun, the end predictably fell apart.
By the end of the race, my tires (all cars were on RMs) were all but dead. I swapped to a fresh set and caught up to the race leader by about 2 seconds per lap. Both because my tires were fresher, and because the AI was slowing down to let me win.
Once I was in first though, the entire field went into catch-up mode. The former leader suddenly had the pace to set new purple laps and stay within a second of me as I also set purple laps. But of course, neither of ours would last long, as the last place drivers gained impossible pace and started setting much faster laps than any of the podium drivers. You know, the ones who were in front due to being fastest, having their lap times destroyed by the drivers in the back who were there due to being the slowest.
I really, really want to get a full fun race out of this game. But seeing the AI opponents and the race for what they are, pre-determined to let you win but give a battle in the last few laps, it all feels pointless. Why push hard for the whole race when I know they'll slow down and let me win by the end? Why aim for a fastest lap when the slowest cars will crush it anyway? Why spend 100 minutes in a race that the game already plans to let me win? Why go through the effort of setting up this race at all?
Why can't any of this be turned off? Why aren't we allowed to feel like we're at least competing against the game's AI? I know most people will never feel that it is competitive when the opponents aren't human, but I can at least find fun in competing against a game. GT7 doesn't even provide that: it tries to give the illusion of competition but in the end it still wants to always guide the player to a win. A win that ultimately feels empty and undeserved.
Well anyway, thank you Bojador for your 2016 Super GT grid setup. None of this is your fault, and you did great with what the game allows.
I did. The race was good and well balanced until the end. I had the boost on weak as instructed.Did you set the balast for every car and adjusted your ECU?
I did. The race was good and well balanced until the end. I had the boost on weak as instructed.
I don’t know what I may have done wrong, but the AI only got its insane pace right at the end of the race. I know the game uses rubberbanding but it’s a bit excessive on any boost setting.
Every lengthy custom race I’ve tried (where I set up a decent balance against the AI) has gone this way: decent racing until the end, but once I get to first, the game wants a constant battle for that lead and starts trying to bring all of the field closer together. Even on dead tires, all of the AI increased their speed in an attempt to keep up or catch me. This leads to cars at the back setting the final fastest laps right at the end, beating my own (in this case, my laps being set on fresh tires) by a wide margin. In the most extreme cases I’ve seen laps 2-3 seconds faster than my previous purple, set by what have been the slowest cars for the rest of the race. If I pit early, I can be sure that I’ll be able to catch the lead AI as they will slow down to give me a chance.
If anything, I believe in the theory someone else has posted here before. At different points in the race, the game has a set position it wants to guide the player to. That’s why if you make a major mistake or pit you will still catch up to where you were before having a fight to move up from there. It can even feel like an AI fights you until the game decides it’s time to let you pass, and the AI just lets you go. I’ve made major mistakes before long straights and as long as I make it back onto the track, the cars behind make no effort to pass and will instead slow down to stay behind me. If I don’t get back onto the track in time, they will pass but will stay slow enough that getting back past is easier than it should be. By the end, unless one of the AI was set to be much too fast or slow, it tries to create an ongoing battle for the lead. The fact that the opponent cars should have useless tires is ignored.
It’s too scripted, both to let the player win, and to create artificial battles before that win. It’s disappointing to get through a lengthy race just to see the AI start behaving far outside of what should be possible, and be reminded that the game was always determined to produce this exact result.
I’m on mobile so I can’t quite figure out how to edit a quote in here, but the results of my race were almost exactly the starting grid, with only a couple cars swapping places, and only one moving down a few positions.
I have the settings, replay, and result saved if I need to get any further information later.
Indeed with the yellow flags. That’s why I disable them, so I can “spectate” and have the AI continue to lap at pace.
Same with damage. One love tap and half the field pit. Less cars to race. AI also get a bit cautious.😂
I feel dumb for not doing that now.
Maybe I’ll turn if off for races as well. The way they don’t go for moves when you go off track could be caused by flag rules.
Same with damage. One love tap and half the field pit. Less cars to race. AI also get a bit cautious.
I do some races with Damage On. Mainly real race cars. With my classic built road to race cars, I leave it off. Less to nil downforce is enough of a handicap, sometimes.
Could it be that the AI went onto a better tyre?I did. The race was good and well balanced until the end. I had the boost on weak as instructed.
I don’t know what I may have done wrong, but the AI only got its insane pace right at the end of the race. I know the game uses rubberbanding but it’s a bit excessive on any boost setting.
Every lengthy custom race I’ve tried (where I set up a decent balance against the AI) has gone this way: decent racing until the end, but once I get to first, the game wants a constant battle for that lead and starts trying to bring all of the field closer together. Even on dead tires, all of the AI increased their speed in an attempt to keep up or catch me. This leads to cars at the back setting the final fastest laps right at the end, beating my own (in this case, my laps being set on fresh tires) by a wide margin. In the most extreme cases I’ve seen laps 2-3 seconds faster than my previous purple, set by what have been the slowest cars for the rest of the race. If I pit early, I can be sure that I’ll be able to catch the lead AI as they will slow down to give me a chance.
If anything, I believe in the theory someone else has posted here before. At different points in the race, the game has a set position it wants to guide the player to. That’s why if you make a major mistake or pit you will still catch up to where you were before having a fight to move up from there. It can even feel like an AI fights you until the game decides it’s time to let you pass, and the AI just lets you go. I’ve made major mistakes before long straights and as long as I make it back onto the track, the cars behind make no effort to pass and will instead slow down to stay behind me. If I don’t get back onto the track in time, they will pass but will stay slow enough that getting back past is easier than it should be. By the end, unless one of the AI was set to be much too fast or slow, it tries to create an ongoing battle for the lead. The fact that the opponent cars should have useless tires is ignored.
It’s too scripted, both to let the player win, and to create artificial battles before that win. It’s disappointing to get through a lengthy race just to see the AI start behaving far outside of what should be possible, and be reminded that the game was always determined to produce this exact result.
I’m on mobile so I can’t quite figure out how to edit a quote in here, but the results of my race were almost exactly the starting grid, with only a couple cars swapping places, and only one moving down a few positions.
I have the settings, replay, and result saved if I need to get any further information later.
They never did pit, even at the end of the race. All cars were on RM, which is the default for the cars. I had only purchased IM and wet tires for them. Their sudden speed was only in the last few laps of 52.Could it be that the AI went onto a better tyre?
If you had pit stops this could be your issue. As I believe the AI will switch to softer tyres after pitting. Someone correct me if I’m wrong.
But if they suddenly speed up in the latter half of the race that could be why as opposed to it being scripted or rubber banding.
I don’t know if you had pit stops or not but If you did then maybe check your replay you can see what the AI did with tyres.
Edit: I’d like to see a screenshot of your end race if you happen to have it. To compare the total times and fastest laps.
They never did pit, even at the end of the race. All cars were on RM, which is the default for the cars. I had only purchased IM and wet tires for them. Their sudden speed was only in the last few laps of 52.
View attachment 1242319
Note that I inserted myself into the grid and started 16th. The game only shows the top 12, so below that was:
13th - K. Matsuura
14th - D. Nakajima
15th - K. Tsukakoshi
16th - N. Yamamoto, who set the fastest lap of the race
The starting grid was the default listed in the spreadsheet. For a simple comparison, here are the AI's starting and finishing positions. This excludes me, so their finishing positions will be 1 higher on the spreadsheet than in the GT7 screenshot.
View attachment 1242320
There's a few positions switched, but the largest changes were H. Yasuda moving down two positions and D. Nakajima moving up two positions.
As you can see from the lap times on the right, Yamamoto's pace suddenly increased toward the end of lap 47, then stayed consistently fast until the end.
View attachment 1242322
This is my first time watching the replay, so I can now see that their tires were not as worn as mine by this point. Probably due to a combination of me pushing harder and making more mistakes. Regardless, at no point in the race did any AI car get new tires, instead staying on the same set of RMs for the entire race.
My own fastest lap was a 1:51.589, which until the AI cars had their speed boost, was the fastest of the race.
View attachment 1242323
Yes, feel free to make fun of my wildly inconsistent lap times.
And just to complete it, here's the settings I saved. Boost weak, professional AI.
View attachment 1242324
The AI using this car, in this spec, certainly aren’t slowing down around Daytona. Good stuff.
Using the start/finish straight, Yamamoto's top speed was 168 mph early on, then fell to 164 around lap 7 (probably due to a lack of slipstream). I've jumped ahead to lap 44, where his top speed is still 163 or 164, depending on the lap. I noticed the speed boost happens at the end of lap 47, and sure enough,Check his top speed in the straights.