Gran Turismo 7 Custom Race thread

  • Thread starter 05XR8
  • 2,529 comments
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We desperately need a spectator cam or broadcast cam for replays.

Even Assetto Corsa has their replay cameras setup to how you'd watch a race on TV.
One group I run with the host has two PlayStations. One for running the races, the other for streaming the race. A "TV coverage" option in that mode would be great. Something that randomly switched the cars or area of the track that was focused on. That is something that you should put in the suggestions for features.
 
Ah yeah I feel your pain. Im still struggling with creating a working database lol. So far I collected 1660 teams with over 550 drivers, over different competitions I like to race (DTM/JTC/SuperGT/BTCC) which is really easy to share some sheets with cars/teams/drivers/livery links.
Yeah i been busy doing something similar :lol: .............now wheres my pencil with the rubber on the end ?

NEW SEASON DOCS.jpg
 
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Yeah i been busy doing something similar :lol: .............now wheres my pencil with the rubber on the end ?

View attachment 1264823
Why dont you use the Google Sheets created by @Nuschel01? Works like a charm

I work in Airtable, but here's an Excel export with my whole grid


https://docs.google.com/spreadsheets/d/1XarS1KOI0rprvaRZKwZPyZP2JKgdx_Bpn-TFx9UGv0M/edit#gid=0

With some filters you can pick some custom races I use.
 
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I'm a little late for this, but I'm working on a grid for a Le Man 24h recreation. Kinda want to make it an 8 hour race with 3x on time, Fuel and Tire and either random Weather or match the conditions of the real one.

I'm obviously not going to do the race in one sitting, I'll do a 2-Hour stint and put the console on Rest until next time.

It'll be a while until I get everything ready, but it's on my To-Do list.
 
Ah yeah I feel your pain. Im still struggling with creating a working database lol. So far I collected 1660 teams with over 550 drivers, over different competitions I like to race (DTM/JTC/SuperGT/BTCC) which is really easy to share some sheets with cars/teams/drivers/livery links.

Oh and Flemish is not related to the Netherlands, that's Belgium ;) But I understand what you meant.

My wishlist for custom races:

Custom Races
  • Raise payouts custom races to a fixed model based on class/PP, laps and difficulty. More laps with lower PP and high difficulty takes longer so needs higher payout.
  • Add qualification
  • Add seasons with multiple races
  • Add multiclass racing
  • Share custom race/tournaments setups in Showcase (including cars/tunes/liveries)
  • Fix bug with AI only 95% throttle output
  • Fix bug with standard tires
  • Apply pre-created racing plate numbers to all entries (separate svg!)
  • Ability to switch car in Custom Race menu
Tuning

  • Share tuning sheets in Showcase
  • Ability to copy tuning sheets (incl parts, can be with or without paying) to the same duplicate car in your garage.
  • Easier access to engines
  • Bring back Race Modification from older GT’s: get a legal road car and make it a Gr. 4 by weight reduction, larger fuel tank, racing livery etc. Great for Touring Car racing!
Amazing wish list. Multi class racing and race modification tuning would transform the game for me
 
Don't know how true this is but heard a rumor that wet conditions might be coming to Deep Forest Raceway? That would be amazing. One of the endurance races I conducted not so long ago was on Deep Forest Raceway, I suppose the GT series’ mini green hell. That kind of made me dig this replay up and do an old school race report. Sheesh, next time I'll just do a quick video:dunce:.
Using the multiclass structure I was inspired to create, there were six classes taking part in total. The distance was an easy 1hour.

Race/Track conditions

Time: late morning
Slipstream: real
Tire grip: real
Tire wear rate: x3
Fuel depletion: x3
Track limit penalty: Strong
Car collision penalty: Strong
Pit lane limit penalty: Strong
Boost: Weak
Difficulty: professional
Grid start

B.O.P & Qualifying

Thought I'd post the qualifying lap times, to give an idea of how these classes stack up to one another in a players hands, and detailing how I optimize them.

I qualified all the cars myself so I had to span this over 3 days. Each car got roughly 10 laps each, some less. This was done with the tire and fuel wear rates for the race applied 'x3'. (In hindsight I remembered thinking I should have used higher tire wear rate)
I used Racing hard slicks for all classes.
I set lap time limits for each class, If a car went below the target time, I’d would apply B.O.P. to it.

#’ – Indicates the car used my own B.O.P for qualifying and the race. If a car doesn't quite cut it, I either downgrade it or just push it to the side for the time being, and try to figure out a competitive build for the car in question that works later down the line.

Division 3 Qualifying

Class TCC 520pp RH tires
Deep Forest Raceway_.jpeg

Performance Guidelines
Max HP 200
Min Weight: 850kg
Max TTL Down force limit: 200kg

Position​
Entry​
Lap time​
17th​
Mazda Roadster NR-A (ND) 22’​
1:43:430​
18th​
Mazda Roadster NR-A (ND) 22’​
1:43:434​
19th​
Mazda Roadster NR-A (ND) 22’​
1:43:492​
20th​
Mazda Roadster NR-A (ND) 22’​
1:43:578​

All set up identical to one another. 1:43’s was the competitive target for this class. All TC classes got a degrade by 10pp, after update 1.31. Wanted to see how close the racing would be so I just loaded TCC with the new roadsters all prepared exactly the same. Also I noticed A.I. is rarely able to use low revving cars effectively. A.I. seems to rev cars quite high by default. This hinders cars that reach their maximum HP and Torque early in the rev range. But with the roadsters this wouldn't be a problem.

Class TCB 570pp RH tires
Deep Forest Raceway__1.jpeg
Performance guidelines
Max HP: 300
Min Weight: 950kg
Max TTL Down force limit: 300kg

Position​
Entry​
Lap time​
14th​
Honda S2000 99’​
1:38:169​
15th​
Toyota MR2 GT-S 97’​
1:38:423​
16th​
Volkswagen Golf GTi 14’​
1:38:455​

Sub 1:39’s was the target for this class. Relatively close but the S2000 had the clear advantage on DF.

Division 2 qualifying

Class Gr.4 B.O.P RH tires
Deep Forest Raceway__2.jpeg

Performance guidelines
B.O.P.

Position​
Entry​
Lap time​
10th​
Honda NSX Gr.4​
1:34:193​
11th​
Subaru WRX Gr.4​
1:34:431​
12th​
Porsche Cayman GT4​
1:34:477​
13th​
Lexus RC-F Gr.4​
1:34:628​

Since update 1.31 improved the B.O.P of the Gr.4 class slightly I was more than happy to stick with it. 1:34’s was the target. They save a ton of fuel, I believe it's because of their 'electronically' hindered top speed. In addition this is why I also believe their PP is lower than it should be. It's more than likely a similar affair with the Gr.3 class.

Class TCA 620PP RH tires
Deep Forest Raceway__3.jpeg
Performance Guidelines
Max HP: 400
Min Weight: 1050kg
TTL Downforce Limit: 400kg

Position​
Entry​
Lap time​
7th​
BMW M2 CS 18'#
1:33:142​
8th​
Mercedes AMG A45 13'#
1:33:184​
9th​
Alpine A110 17'#
1:33:218​

I’m liking the relationship between TCA and Gr.4, although it was not initially my intention, it could be said there is an almost fair trade for pace over economy. The longer the race, the more effective Gr.4 cars will be, the shorter the race, the more effective TCA cars will be. TCA's superior pace is attributed to the better power to weight ratio they possess. This is because I only utilize customizable manual transmission and sport brakes with racing pads. Racing brakes never seems worth it when utilizing a class PP system. However, under the control of the A.I. it’s not uncommon to see the division 2 pack mixing it up with each other.

Division 1 Qualifying

Class TCS 670PP RH Tires
Deep Forest Raceway__4.jpeg
Performance guidelines
Max HP: 493
Min Weight: 1150kg
TTL Downforce Limit: 600kg

Position​
Entry​
Lap time​
4th​
Porsche 991 GT3 RS 16’​
1:29:020​
5th​
Ferrari F430 06’#
1:29:135​
6th​
Dodge Viper GTS 02’​
1:29:257​

TCS like all my other TC classes had their respective max PP reduced by 10, as Gr.3 B.O.P. received big PP changes with update 1.31. As a result the gap between TCS and Gr.3 is much shorter in lap time around DF race way. But the real separation would be fuel rates and pit strategy of course. The issue with running so many different road cars in the same race was deciding what the fuel rates should be. I couldn’t set it too low because the slower classes probably would hardly ever need to pit. Couldn’t set it too high either or the faster classes would pit too often.

Class Gr.3 Custom B.O.P [706pp] RH tires
Deep Forest Raceway__5.jpeg

Performance Guidelines
Custom B.O.P.

Position​
Entry​
Lap time​
1st​
Audi R8 GT3 LMS EVO 19’#​
1:27:497​
2nd​
Lexus RC-F GT3 17’#​
1:27:570​
3rd​
Nissan GTR Nismo GT3 18’#​
1:27:595​

I applied my own B.O.P. to this class for the race. The cars involved actually range from 703pp to 705pp. In any case the B.O.P. I gave them at the time roughly equated to 1 sec a lap slower difference than what I managed with the official B.O.P. before update 1.31. I didn't want them to be vastly way off from the Current official B.O.P. but not exact either, as it feels too slow right now.

As much as I desire to experience multiclass racing in slower categories in GT, the 6 class PP gap (usually 50pp difference) is just too small of a gap for the A.I. to utilize properly. I came to the conclusion it would be best to compete in the top class to attempt to get a more sensible overall race pace and avoid discrepancies. I decided early on that I would pilot the car that set the slowest lap time, so in this case it will be the Nissan GTR Nismo GT3 18’ in 3rd place overall. The next best thing would have been B-spec mode come to think of it.

First 15 minutes

Deep Forest Raceway__6.jpeg

WipEout gimmick going on in classes Gr.4 and Gr.3, the result of combining two projects

Race underway. (Shoulda' used traction control system on start) Contrary to the WipEout team livery represented on my car, I get a poor start and get jumped by the better rear wheel traction of the 991 and F430 in TCS but wasting no time gaining the positions back on the same lap, additionally the classes in division 3 and division 1 begin to separate during lap 2. Division 2 instead starts an intermixing battle.

On lap 3 change for the overall lead as the #64 RC-F GT3 takes the lead after turn 1, a decent pace shown from the R8 and RC-F GT3’s. I wouldn’t move up a position until lap 4. As boost was set to weak, I was set to have a very close race right to the end.
Deep Forest Raceway__7.jpegDeep Forest Raceway__8.jpeg
lap 5 I jostle for the lead with the #64 RC-F as the Gr.3’s catch the first of the back marker TCC.
I take the lead at the end of lap 5,and the Gr.3’s overtake the entire TCC field for the first time by lap 6.
Gr.3’s catch the trailing Golf in the TCB class by lap 7, then overtaking all of the TCB category for the first time by lap 8.
Lap 10, Gr.3 catch the back marking TCC car again. The #522 20th place roadster trailing behind the others even though tuned exactly the same. (All the tuning for that car may have been undone, I've encountered that problem before:irked:)
#64 RC-F and #42 R8 switch places again as they contest for 2nd place overall, while boost ensuring they never fall behind.
Lap 11 and Gr.3’s catch the back marking #77 NSX Gr.4, it'd fallen from the lead of Gr.4 as the A.I. struggles with the NSX where I found it quite potent.


Deep Forest Raceway__10.jpegDeep Forest Raceway__11.jpeg

TCS class would catch 20th place car on lap 6, and overtake the rest of TCC for the first time on lap 7. TCS catch the first of the TCB’s by lap 8 and overtake the entire TCB field for the first time just before the end of lap 9

Deep Forest Raceway__12.jpegDeep Forest Raceway__13.jpeg
Also on lap 9 the 991 is the first car in the race to pit for a refuel. Unsurprising, as it has the worst fuel mileage of any car in the race. The F430 then takes the lead of TCS and pits on lap 11. When it emerges on lap 12, the battle for class honours in TCS resumes like nothing happened with the 991 in the lead again both chase the then leading TCB car S2000 to put it a lap down once again.
Deep Forest Raceway__9.jpeg

Huddling together, TCA AND Gr.4 catch TCC on lap 8 and over take all of them for the first time by the end of lap 10. The leading TCA of division 2 car No. 200 and 7th overall, catches the back marking golf in TCB on lap 11.
On lap 13, Gr.3’s catch the rest of the Gr.4’s and TCA’s as the their A.I. briefly labors to overtake the trailing #322 Golf in TCB.
Quick Highlights

Deep Forest Raceway__14.jpegDeep Forest Raceway__15.jpeg
Lap 14 I collide with #200 M2 CS leading division 2 at this point as it makes it's way into the pits. I damage the front end and make a late decision to pit as result but cut across the pit lane line. I fuel up and fix damage as the R8 and RC-F happily overtake me. So I get a collision penalty but also a pit lane boarder limit penalty a total of 6.5secs. Not bad compared to online but annoying all the same. This puts me out of pit stop sequence with the other GT3's.
Also cool battle for the lead of TCC between the 2 MSR roadsters #554 & #555.

Deep Forest Raceway__16.jpegDeep Forest Raceway__17.jpeg
Lap 16 The new leader of division 2 overtaking leader of TCB for the first time. This would also be the first time TCB catches the back marking TCC car #522. The S2000 and MR2 swap positions on the pit straight immediately after this, have a 3 lap battle before the S2000 runs out of stamina first and pits. The MR2 would go for another 3 laps before needing to pit. But Traffic giveth and traffic take away as they are soon close enough a few laps after the MR2 emerges from the pits to battle again.

Deep Forest Raceway__18.jpegDeep Forest Raceway__19.jpegDeep Forest Raceway__20.jpegDeep Forest Raceway__21.jpeg
Just some cool & crazy multi class action, and the leaders of TCB going at it again. The S2000 & MR2 always tend to have a good race between them
Quick highlights part 2

Deep Forest Raceway__22.jpegDeep Forest Raceway__23.jpegDeep Forest Raceway__24.jpegDeep Forest Raceway__25.jpeg
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Only a matter of time before the M2 CS, made it's pit stop, the Cayman handily fending of the RC-F in Gr.4, only needed to sit and wait to take the lead in Division 2 from the M2 once and for all. It was back and forth with TCA and Gr.4 throughout the event until the second wave of pit stops for TCA. By lap 27 all classes had pitted at least once, the TCA's would need to pit a second time while the Gr.4's could just breeze by.

Deep Forest Raceway__30.jpegDeep Forest Raceway__31.jpeg
Lapp 33 I make my 2nd and last pit stop with the #522 roadster, ending the battle with the R8 bottom right.

Deep Forest Raceway__32.jpegDeep Forest Raceway__33.jpeg
The R8 takes the lead and the RC-F with the help of boost catches up to me putting division 2 cars a lap down for a third time. Soon the R8 will pit and it will be a battle for class honors between the GT-R and RC-F

Deep Forest Raceway__34.jpegDeep Forest Raceway__35.jpeg
The viper pits after leading TCS, this gives the lead back into the hands of the Ferrari. The 991 suffered from bad fuel mileage and was out of contest for the lead at this point. It pit roughly every 9 laps. I was able to complete 10 laps with the 991 during qualifying. But the A.I. more or less revved the guts out of the 991 during the race.

Deep Forest Raceway__36.jpegDeep Forest Raceway__37.jpeg
Lap 36 I think Time for the Audi to forfeit the lead, and the RC-F after being stalled by A.I. [GR.4 team mate no less:ouch:, exact same happened to the R8 a few laps ago] The RC-F engages the boost button and closes in on me.

Deep Forest Raceway__39.jpegDeep Forest Raceway__38.jpeg
Final lap, and the track limit algorithm says I abused track limits and hands me a silly (it really was stupid:banghead: ) 5 tenths track limit penalty with the RC-F right on top of me. So I serve some of it before the last corner to pit straight and cheekily serve the rest coming out of the corner right in front of the RC-F:mischievous:. It was just enough for it to slow down with out colliding with me. It's all history from there.
Results

40 Laps completed in total here were the final standings

Gran Turismo™ 7_20230528115038.jpg

Gran Turismo™ 7_20230528115022.jpg
 
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Made a custom 1994-1996 BPR Grid with a few JGTC and IMSA cars thrown in for variety, the grid consists of:

3x F1 GTR 1995
3x XJ220C
2x F40 LM
2x 911 GT2 Evo
1x 911 GT1 Evo '96
2x 1996 Spec GT1 Viper GTS/R
1x Corvette C4 GT1
1x Toyota Supra LM
1x Nissan R33 GTR LM
1x Nissan R32 JGTC '94
1x Detomaso Pantera GT1 <--- May replace as this car performed pretty badly at a test run at Spa. Replaced with 1x Sard MC8-R
1x Honda NSX GT2
1x 911 GT2

I will post screenshots of the grid/cars soon, it took alot of trial and error but the 911 GT1 Evo which is a RUF CTR3 with a custom livery has almost accurate results to real life as it is pretty much always right in front of the F1 GTRs with the F40 LMs and XJ220s tied, but the 911 GT2 Evos with the RUF CTR2 swap are also very competitive aswell.

Track list will consist of:
Monza
Spa
Suzuka
Nurburgring
Brands Hatch Laguna Seca
 
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Help! I'm just getting to grips with Custom Races and I have a few problems.

I just set up a race with straightforward settings and populated the grid with mostly stock vehicles from my garage. So far so fiddly.
when it got to me I wanted to change my car but the option wasn't there. See above post by GranTorino91 .

So, I saved the settings and left to select the car I wanted from my garage.
Back to the race screen and loaded the settings. There was a message saying "Some settings from another track have been loaded."
WHAT!!
My race had gone and everything had been changed, not just put back to scratch but things like tyre and fuel multipliers, no. of laps, all sorts of things.
How did this happen?
How can I save a grid so I can repeat the race if I want?

Any help would be much appreciated, thanks.
 
Help! I'm just getting to grips with Custom Races and I have a few problems.

I just set up a race with straightforward settings and populated the grid with mostly stock vehicles from my garage. So far so fiddly.
when it got to me I wanted to change my car but the option wasn't there. See above post by GranTorino91 .

So, I saved the settings and left to select the car I wanted from my garage.
Back to the race screen and loaded the settings. There was a message saying "Some settings from another track have been loaded."
WHAT!!
My race had gone and everything had been changed, not just put back to scratch but things like tyre and fuel multipliers, no. of laps, all sorts of things.
How did this happen?
How can I save a grid so I can repeat the race if I want?

Any help would be much appreciated, thanks.
Have you selected a different track by accident? If you have, then see below.

Only thing that would require setting, in some instances, due to changing tracks, are the weather settings.
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1687884367657.jpeg

1687884404620.jpeg


I’ve jumped out of that Nurb Endurance track(which doesn’t have rain), selected another car from Time Trial and have selected the Nurb 24(which does have rain). All my other multipliers remained the same.
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Because I'm lazy, can someone refresh me what the workaround to the AI-95% throttle conundrum is?
 
Have you selected a different track by accident? If you have, then see below.
Not possible I'm afraid, I only have that one race set up. Although I realise that, with this game, nothing is straightforward when setting up and saving things.
 
Not possible I'm afraid, I only have that one race set up. Although I realise that, with this game, nothing is straightforward when setting up and saving things.
Hmm, I just created a Gr.3 race at Blue Moon Bay, using my Stealth GT3 RX-Vision. Saved my settings. Jumped out to switch to my Gr.3 Supra Manufacturer loan car. Loaded the Gr.3 Blue Moon Bay settings with no problem. The prompt only comes up when choosing a different layout or track altogether.

If you can post screenshots or video capture of the steps you’re making, we can work it out. Maybe try setting up another race and see how you go.
 
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Hmm, I just created a Gr.3 race at Blue Moon Bay, using my Stealth GT3 RX-Vision. Saved my settings. Jumped out to switch to my Gr.3 Supra Manufacturer loan car. Loaded the Gr.3 Blue Moon Bay settings with no problem. The prompt only comes up when choosing a different layout or track altogether.

If you can post screenshots or video capture of the steps you’re making, we can work it out. Maybe try setting up another race and see how you go.
Thanks, I think I'll try that first, maybe with a less complicated grid.
 
I’ve been using St Croix reverse c at 4 laps for my ticket grind. Comes in at a perfect 27 miles. Random garage setting at professional difficulty. Lap 1 and 2 I take my time working up the field from P20 seeing cars I don’t normally see. Laps 3 and 4 are hot laps for best time. More fun than the usual 700pp events I would run for daily tickets.
 
Because I'm lazy, can someone refresh me what the workaround to the AI-95% throttle conundrum is?
I set my car’s ECU/power limiter to 97%, though depending on the car (if it has little horsepower, like the racing kart), it can be lower. But so far, 97% seems like a decent balance. I used to use 95%, but found 97% worked. That said, I haven’t tested it with many cars. In any case, 95-97% appears to be a good sweet spot.

You could also increase rear downforce on your car, but that has the effect of changing the handling dynamics, which might be unwanted. Combining this with Boost Weak should make for a pretty competitive grid.

In a test I did last year, where I drove against 4 AI drivers, all of us in the same NISMO GT-R - without any ECU/power limiter reduction - had the top two within 2-3 seconds after two laps. The last two dropped back a bit, as the AI are programmed to be slower depending on their grid spot. Boost does help this a bit, but they’re simply not as quick as those higher up the grid.

You can probably achieve a balance by lowering the ECU/power limiter of those starting higher up, but what the AI programming does do, for something like an F1 season, is simulate field spread and slower teams.

That said, you can also impact this by changing the percentage for each car, if you want to simulate different states of car performance, which you can then increase over time to have a kind of car development. You could also increase the downforce of AI cars to contribute towards this.
 
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Thanks, I think I'll try that first, maybe with a less complicated grid.
Okay, I’ve tried it twice now, once with a very quick one-make grid and again with 7 cars 1960-1973, mostly Minis. Both times worked so I checked and it looks like I wasn’t actually saving the other race, still don’t know how though.

I ran this race twice, first on intermediate and won by over 7seconds. Then on professional with weak boost as mentioned in this thread. Started in 7th. And didn’t catch the leader killed the beginning of the first lap. Didn’t get past until the three-quarter mark and was harried all the way by 3rd. place. I just won by half a second and four cars crossed the line in 4 seconds. Now that’s more like it.

My inspiration was a picture in a mag of a late 60’s race with a Ferrari and an E-type smoking off the line in a mixed class grid. That’s next.

Thanks to 05XR8 for his reassurance that it does actually work as I was on the verge of binning this game.
 
Hello everyone! First post here, thought i would share something I'm working on. Its not done yet, but its mostly done. Its based off of a racing series i do with a few friends in a discord where we make custom cars and such. Just chose cars to be as close to those we made.

Hope I'm doing this right.
 
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I was wondering something, is there a way to get around the whole "using different tires than the AI" thing? If i do rain races it could get weird since i should have more grip than the AI in the rain if they stay on slicks.
(Damn setting up AI races is painful. Most definitely switching to AC again whenever i get the opportunity too)
 
I was wondering something, is there a way to get around the whole "using different tires than the AI" thing? If i do rain races it could get weird since i should have more grip than the AI in the rain if they stay on slicks.
(Damn setting up AI races is painful. Most definitely switching to AC again whenever i get the opportunity too)

I’ve only experienced AI using the optimum tyre in any type of random condition. If a race is randomly starting wet, AI will start on a grooved tyre. If a track is starting dry And becomes wet, AI will choose the appropriate grooved tyre. If the track is drying out, AI will choose the Racing Soft.

Sometimes, I have restarted a wet race, due to me not fitting the proper tyre. At the restart, if conditions changed to dry, the AI will do a lap and then pit from grooved tyre to slicks.
 
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