Gran Turismo 7 Custom Race thread

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Thanks. I thought if you assign them the default they will use them, even if you had bought the RH.
What’s really silly is, to work around that, when you initially buy a race car, don’t buy the tyres in the Understeer ”store”. Those are fitted when bought. When we buy tyres in pre-race, they’re not fitted automatically. However, it defeats buying tyres that shouldn’t be fitted, in order to keep the default RM.

Thats why I only bought the IW and W in pre-race and didn’t even purchase the RH.
 
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What’s really silly is, to work around that, when you initially buy a race car, don’t buy the tyres in the Understeer ”store”. Those are fitted when bought. When we buy tyres in pre-race, they’re not fitted automatically. However, it defeats buying tyres that shouldn’t be fitted, in order to keep the default RM.

Thats why I only bought the IW and W in pre-race and didn’t even purchase the RH.

🤣
We couldn’t make this up.
 
Yesterday I took the 2011 AMG GT3 to the new Nurburgring sprint layout to run some "fun" laps. The cars I put on the track were simple production cars with their realistic N24hr liveries on them and some Gr4s with the same. Basically, wanted to simulate what it would be like to drive around in heavy traffic.

The game wouldn't let me do this. For the production cars (on sports tires, no tuning etc) I could, but for the Gr4s naaah. Once I made a 26second gap, I couldn't pull any further away. I watched the replay and these cars were lapping as fast as I was. On the straights, their acceleration equalled my GT3 car! By the end, I won with a 19-second lead, but that wasn't what I was looking for. I wanted a chill race weaving through lower-class traffic.


The settings had no boost setting turned on either, which is what got me. Bit disappointed by this. I have yet to try the same rce set-up using Boost set to Weak. But I assumed a Gr4 will be on my tail the whole race instead of 20ish seconds behind.
 
Yeah custom race is broken that's why I lost interest in it and only use it for just weekend stuff like driving my p1 gtr against slower cars just for fun and traffic.

They haven't even fixed the tire problem with the AI cars.
 
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Yeah, I'd probably adjust those GT3 cars without BoP.

Been testing my Super Taikyu grid.

ST-X(GT3): 1 GT-R ‘18, 1 NSX, 1 RC F ‘17
ST-Z(GT4): 1 Cayman GT4, 2 Gr. Supra
ST-TCR: 2 Honda Civic Type R ‘20 TCR-spec
ST-Q: 1 BR-Z, 1 Mazda3(the car I use)
ST-1: 1 Gr.4 458(GT2 KTM) w/ turbo, 1 Gr.4 Vantage w/SC
ST-2: 1 EVO X road car, 1 GR Yaris
ST-3: 1 370Z, 1 RC F road car
ST-4: 2 GR86
ST-5: 1 Mazda Roadster ’22, 1 Mazda Demio

50 minutes
Fuel/Tyre wear: anywhere from 1x Fuel/Tyre to 5x Fuel/10x Tyre
Boost Weak
BoP Off
All cars tuned to match each other in their respective class
All cars equipped with RH

Naturally, each class stick together during parts the race. The ST-X field spreads out after a few laps of battling, but come together when lapping traffic. The Vantage and 458 become more separated due to traffic.

Still need to balance the Demio and Roadster a little, as the Demio has much greater torque, but slight changes make it slower or too fast.

Overall results are looking good at various circuits in Japan. I did try the Nurb Sprint layout with these cars. Good stuff.
 
If players need some inspiration:

Made me realize how many GT1 cars we are missing from GT7, luckily the F40 can pretty much be replicated along with the F1 GTRs but the 911 GT1 is sadly too heavy to compete with the GT1 cars, still don't know why we can't do a weight reduction on it as with Racing Mediums it's a very capable car.
 
Made me realize how many GT1 cars we are missing from GT7, luckily the F40 can pretty much be replicated along with the F1 GTRs but the 911 GT1 is sadly too heavy to compete with the GT1 cars, still don't know why we can't do a weight reduction on it as with Racing Mediums it's a very capable car.
Since Kaz love Porsche so much in last updates. I wouldn't be surprised If we will see proper 911 GT1 race version in future updates.
 
Yeah, I gave up on it. Made the same PlayStation livery and had to bump it up past 700BHP, but it’s just not the same with the standard weight.
 
Since Kaz love Porsche so much in last updates. I wouldn't be surprised If we will see proper 911 GT1 race version in future updates.
That's been my theory on why we can't give the car a weight reduction, obviously I have no proof of this but seeing as they are adding Historical Porsches and the fact that Gr.2 is very lacking in the 90s GT1 department I wouldn't doubt that either the 96 shows up in Gr.3 to rival the 95 GTR or the 97 Evo or GT1-98 show up in Gr.2 to add more variety.
 
:drool:
Gran Turismo® 7_20230406165831.jpg
 
Pretty tight grouping.
Its pretty amazing how the normal F1 can hold its own against the other 3 but this was just 1 lap for pictures I did so the field didn't have much time to spread out. :)

I'm still in awe seeing this grid. :embarrassed:
 
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@Chikane_GTR Since you are the McLaren specialist here, did you find or make any Parabolica '98 livery for the '95 F1 GTR? Like this one:

screenshot_porsche_993_gt2_s1_zw_hockenheim1988_16-11-122-21-33-23-jpg.638403



With the #27 number on it.
 
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Oh no I could never make a livery like this I'm just not skilled enough with the Livery editor.
No problem! In fact, the real livery is actually even more complex than the one of the pic which is already a replica. It attempts to look like roof tiles, because of the main sponsor in 1998 (Tuiles TBF, which means Tiles TBF).

5023191929_f8ae986e46.jpg


I thought someone would have come up with the idea of making a replica, I guess this car was too inconspicuous that year and the pattern too complicated.
 
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Looked fun. Did you tune any of them or do anything special? I’m guessing somewhere around $1.5 mil to do the full grid just in cars. No liveries or special parts.

Id say it cost about 5 mill. It generally revolves around the mustang grp 4 with high end supercharger. There are road camaros and mustangs built to similar specs as well. Its a bit of a test bed of different cars that all look similar. My car has less power of course.
 
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Is there any way to force AI to use only sport tires in custom races? I noticed that several AI cars used comfort tires even though I put sport tires on each car
 
Is there any way to force AI to use only sport tires in custom races? I noticed that several AI cars used comfort tires even though I put sport tires on each car
Unfortunately, assigning tyres to AI only work when fitting RH.
 
Is there any info anywhere regarding time progression, whether there’s a glitch, and what settings might affect the availability of proper time progression?

I’m sure I’ve set up a Custom Race at Spa that went through the night and then day. I tend to tweak a saved settings page and only adjust the odd parameter, and as far as I remember I’ve had time progression at 30x for a while. Problem is, it seemed like time was static the last time I raced there. Started in the afternoon, and stayed in the afternoon. It was 25 laps so plenty of time for night to come and go.

I also noticed that when selecting start time I only had about 4 or 5 basic choices, rather than the usual ten or so more specific ones (‘early dawn, dawn, morning’ etc).

Spa seems to be one of the most in-depth tracks to use for a custom race - you get full weather, the lot. Which is why I’m a bit puzzled why it’s suddenly not behaving that way.

Am I missing something? 🤔
 
Is there any info anywhere regarding time progression, whether there’s a glitch, and what settings might affect the availability of proper time progression?

I’m sure I’ve set up a Custom Race at Spa that went through the night and then day. I tend to tweak a saved settings page and only adjust the odd parameter, and as far as I remember I’ve had time progression at 30x for a while. Problem is, it seemed like time was static the last time I raced there. Started in the afternoon, and stayed in the afternoon. It was 25 laps so plenty of time for night to come and go.

I also noticed that when selecting start time I only had about 4 or 5 basic choices, rather than the usual ten or so more specific ones (‘early dawn, dawn, morning’ etc).

Spa seems to be one of the most in-depth tracks to use for a custom race - you get full weather, the lot. Which is why I’m a bit puzzled why it’s suddenly not behaving that way.

Am I missing something? 🤔
You probably picked the normal layout instead of the 24h layout. The 24h layout is the one with 24 hour time.
 
Few photos from my IMSA series at Watkins Glen. My favourite race in the series so far, love the flow of this track.
 

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Tried a handful of Gr.4 cars(Supra, M4, Cayman, SLS, 650S), at Daytona Road Course. Adjusted them to their respective BoP, rather than using the BoP option. Added a tuned AMG GT R(PP 615).
AI were driving at full speed on the banks. I’ll post the video. I’ll try a bigger field to see if cars fall back.
1680991496950.jpeg

 
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Alright. I set up a five race Gr.4 Asia-Oceania “Championship. 18 RWD only Gr.4 cars. 40 minute races at Autopolis, Suzuka, Fuji, Tsukuba and Bathurst. BoP Off, but as posted above, all cars set to their respective BoP. Random weather. 1x Fuel & Tyre wear. Damage Heavy. No flags.

First two races were absolutely nuts. The AI were great for the entire 40minutes. The Autopolis grid was set by highest to lowest PP. That placed the Citroen on Pole and me P2. Result:
Damage came to play, as why there’s a gap behind 3rd place. The 458 started P3 and passed me into T1. I overtook it a coupLe corners later and caught P1. I then, made a mistake at the start of Lap 2. A train of five cars passed me. From there, it was watching the AI set times two seconds faster than me.
The 458 got hit by the 86 and they pit. The mayhem slowed the leaders allowing me to catch up. Grabbed P1 and the AI programming stuck to me like glue for the remaining 28 minutes.
1681028192126.jpeg


Second race was even wilder. Reversed grid. Random weather started with a wet surface.Slapped on IW before the start. Track started drying and we all pit. Rookie mistake. Knew I had to select RS and I hastily pressed RH instead of RS. :rolleyes::dopey:Oh well. Had to sit behind the C7 for the whole race.
For the second time, found the SLS was on my rear bumper, but Heavy damage struck again. Car behind the SLS hit it at the final chicane and about three cars pit.
Barely passed the C7 in the final few minutes due to the RC F falling back and then realising we caught it. It then sped up and caused the C7 to go wide at T1&2. With no answer to AI on TS, I watched the gap to leaders grow from 17 seconds to 30 seconds. Good stuff.
1681030140738.jpeg
 
BoP Off, but as posted above, all cars set to their respective BoP.

Curious to learn more about your motivation/justification here. Does “BoP On” introduce issues? I don’t have much experience with it. Assume “their respective BoP” is from the 1.31 update to Sport mode numbers, but perhaps I misunderstand. Thanks.

Overall, sounds/looks like a great time! :)
 
Curious to learn more about your motivation/justification here. Does “BoP On” introduce issues? I don’t have much experience with it. Assume “their respective BoP” is from the 1.31 update to Sport mode numbers, but perhaps I misunderstand. Thanks.

Overall, sounds/looks like a great time! :)
Yes, the current BoP.
I’ve just been skeptical about the programmed BoP for Gr.3 and Gr.4. Also, PD programming regarding User(including Me) tuning outside of PD’s default parameters, when assigning those cars to AI.

As noted in the beginnings of this thread and other members’ experiences, the AI behave all over the place. Factors are by track, specific sections of any one track, Tyre compound, suspension settings, weather, Boost On or Off, race length, all types of factors.

What I do, is tune all my built cars to Gr.4 default suspension settings. I try to eliminate if making an optimal tune, affects PD AI programming. Those of us recall the instant oversteer for muscle cars. Everywhere, the rear just rotates. Especially with the Plymouth Superbird. PD addressed the general oversteer issue in an update. However, I noticed with some of my tunes(I made a Touring Car Masters grid - 1960s-1970s muscle and pony cars. Those real life cars have about -5 camber on the front, which, I set all the cars to), the AI just wasn’t up to speed on those cars. So, I just decided to see If using a PD default suspension, at least tunes any type of confusion in the programming out.

What all that has to do with the BoP is, I’d have cars run BoP Off and whatever car has the highest PP, just bolts from the field. When I activate BOP On, the slowest car dropped from the field. I did a bit of experiments with adjusting cars to nearly identical PP and also to their BoP and left BoP Off. The cars were running equally. I don’t know why there was a difference in AI performance between BoP On and me adjusting the cars to their BoP, but the AI were grouped better when I manually adjusted them. Until a computer whiz can read these BoP AI codes and explain it all, I just don’t know why I’m finding this is to be the way it is.
 
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