Gran Turismo 7 Custom Race thread

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this is my Interlagos 100KM race one make event using the Porsche 911 CS from 1995. As you can see, if you have the patience lol, the Sophy field splits strategies and the cars are not all bunched up at the end.

managed to make things interesting by combining ballast and performance limits randomly (made a python script for this):

#03 R. Gomes - Ballast: 6 - Performance: 100
#04 P. Marques - Ballast: 6 - Performance: 95
#05 L. Giacomelli - Ballast: 7 - Performance: 98
#06 F. Reynaud - Ballast: 5 - Performance: 99
#07 R. Capello - Ballast: 10 - Performance: 99
#08 R. Goodwin - Ballast: 6 - Performance: 96
#21 J. Raulet - Ballast: 6 - Performance: 97
#22 M. Gottlieb - Ballast: 10 - Performance: 96
#27 F. Garrett - Ballast: 8 - Performance: 100
#28 A. Garrett - Ballast: 9 - Performance: 98
#29 J. Watson - Ballast: 6 - Performance: 96
#30 L. Rowland - Ballast: 9 - Performance: 97
#35 D. Eberhardt - Ballast: 9 - Performance: 100
#36 A. Turner - Ballast: 5 - Performance: 95
#55 A. Dumas - Ballast: 8 - Performance: 96
#56 L. Astrada - Ballast: 10 - Performance: 98
#87 F. Mayer - Ballast: 8 - Performance: 100
#88 O. Poutanen - Ballast: 10 - Performance: 98
#91 L. White - Ballast: 6 - Performance: 97
#92 A. Carboni - Ballast: 8 - Performance: 97

the script won't ever generate a grid with more than 4 cars at 100% performance level. Performance ranges from 94 to 100% and ballast from 5 to 10kg, and no two cars will be ever the same. I am refining it with some more features to make things more unpredictable and races feel more realistic.



They absolutely do save fuel. I did some runs with my spec series setup where the fuel would be marginal to finish the race. I went with 1 mapping with no saving and I had to do a splash and go at the end while Sophy managed to finish the race without it. I don't think it saves fuel by changing engine mapping, but you can clearly spot it doing corners with higher gears than necessary, for instance.

In my video, there is one Sophy car that gets the math wrong and stops at the last lap for fuel.




Would it be fine if I use this random ballast and performance limit list for any one make race I do in sophy custom races? ^^^^^
 
Would it be fine if I use this random ballast and performance limit list for any one make race I do in sophy custom races? ^^^^^
Iā€™m not eligible to answer but Iā€™d assume as much - we can probably have confidence in it yielding better racing than keeping them all the same! ;)

Iā€™m so glad you brought this back into view - think I missed it when it was first posted. Eager to better understand the process for figuring out the strategy split. Is there much logic to it or do you kind of just get lucky when AI fuel tanks go below threshold right around the time you start lap N? Iā€™m sure some trial and error can help by adjusting fuel consumption and lap count to improve your chances at lining up the aboveā€¦ appreciate any tips! @wowbaggerBR
 
Would it be fine if I use this random ballast and performance limit list for any one make race I do in sophy custom races? ^^^^^
I can't see why it wouldn't. Just keep in mind that this was made for a one make series. If you have different cars, you might want to make some changes. The 911 CS 1995 car is at the user car dealer now: you can buy 20 of them and apply my liveries and make a series of your own.

And you can ask ChatGPT to make you a new list before each race: what I find works best is:

  • no more than 4 cars with 100% performance
  • ballast and performance limiters must be combined for greater entropy
  • you can set more agressive ranges, like 92 to 100% performance, but ask so that no more than 2 cars are at the lowest performance level
  • ask so that there are not two cars with the same ballast and performance setting, you want mixed PP for greater entropy

I just automate everything because this is a programmer curse lol.
Iā€™m not eligible to answer but Iā€™d assume as much - we can probably have confidence in it yielding better racing than keeping them all the same! ;)

Iā€™m so glad you brought this back into view - think I missed it when it was first posted. Eager to better understand the process for figuring out the strategy split. Is there much logic to it or do you kind of just get lucky when AI fuel tanks go below threshold right around the time you start lap N? Iā€™m sure some trial and error can help by adjusting fuel consumption and lap count to improve your chances at lining up the aboveā€¦ appreciate any tips! @wowbaggerBR
Absolutely. Each Sophy instance on track behaves absolutely the same. In keeping every Sophy driving absolutely the same car, you will make some boring races. Races must present some level of chaos and unpredictability, so making cars a bit different will make things feel alive in one make races, just like in real life: no two race cars will be absolutely the same.

I didn't quite understand, I think, the second part. I have been doing this series now since the update (13 races, we are at the 9th now, Red Bull Ring). Every race is a 100km event (Road Atlanta is 1h30 race simulating 12h and Le Mans, yet to be run, is a 2h event simulating 24h) with the same 5x fuel comsumption setting: it makes for basically mandatory 2 pit stops in the 100km races. In a 25 laps event, you are looking at windows at 10 and 20, for instance. In the enduros, there are more pits and even some tire changing (I don't remember the setting for tire wear, but it isn't that high because I cannot keep up with Sophy and mind my tires at the same time).

The only way I can stop at the same laps most races (if not all, in some races all Sophy drivers stopped at the same lap, most races they split) is pulling some Scott Dixon and running fuel mix 2 and/or short shifting. In Laguna Seca, I even managed to go one lap better with some Sophies and that saved my race because I was 16th, but managed to salvage a 5th by having to make a shorter stop a lap after at the end and that was the same for the Sophies who could do one lap more, so the end result was pretty different from the starting grid.

I won the first race out of luck: I started at the front and I am good at Interlagos. That didn't happen ever since, my best result other than that win is a 2nd at the Road Atlanta endurance and I got some top tens. And finished last at Brands Hatch because I am **** there.

Edit: Just for clarification: adding weight and limiting power affect the way the car uses fuel. This is why you can make Sophy present some randomness.
 
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I'm going to close out my MX-5 Cup experiment with this last post on them, as I feel I have them in a good place now, so I'll point my previous posts to this one.

After some discussion with my race engineer (otherwise known as ChatGPT) and watching many real world IMSA MX-5 Cup videos, such as this and this, I've managed to get the cars setup in a way that's a bit more realistic and feels much more balanced to drive, for myself and for Sophy. I've also managed to get the gear shift points much closer to the real world car. Speeds, gear changes, and lap times are now in the ball park with the recent gen MX-5 Cup cars, and loosely follow their IMSA regulations for weight, horsepower, ride height and tires. (Apply the base setup to ALL cars then modify each AI car setup with slight differences in ballast and power reduction, camber, toe and anti roll, for performance variety). I'm not going to pretend these are accurate but they are in the right performance zone and you can now take a full grid of these cars to Sophy tracks and have some really solid racing (and might even make a good base for an online League)

This video below shows the build and base car setup for what I've settled on. Each car will cost $177,800 to build (which is $3,556,000 for the entire grid) plus the small cost to apply Styles (which I recommend from VIKINGMIKE13 for a full grid of 2025 Whelen MX-5 Cup cars styles). Feel free to take it from here and modify anything to what you think works best. Now what to build next... Current V8 Supercars maybe?






So I finally got a chance to jump on. Good news is I already own 20 of the 22ā€™s and a lot of them already have a lot of the parts for the base set up, the bad news is I wide bodied half of them. Think that will have any effect other than not being able to use Vikings liveries? Thanks again for all the info and videos!!!
 
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Is it possible to FURTHER restrict my car WHILE having bop on? Thereā€™s a couple of tracks where itā€™s too easy.. even with bop on, boost on weak, professional diff, etc.. even with bop off itā€™s too easy against sophy in SOME tracks, others tho itā€™s great and very competitive.
 
Is it possible to FURTHER restrict my car WHILE having bop on? Thereā€™s a couple of tracks where itā€™s too easy.. even with bop on, boost on weak, professional diff, etc.. even with bop off itā€™s too easy against sophy in SOME tracks, others tho itā€™s great and very competitive.
Are you using Racing: Hard tyres for Group B/4/3, and Racing: Medium for Group 2/1?

The AI will only use the default tyres that the car comes with, with the exception of, if the car comes with road tyres, if you equip it with Racing: Hard and assign the car to the AI, they will drive with Racing: Hard.

For racing cars, this is more for regular AI until Sophy can drive in the rain, but you don't need to buy Intermediate or Heavy Wet tyres, if it's a racing car then the AI will automatically start the race with them or swap during a pit stop.

Do note that when transitioning from a wet tyre to a dry tyre, in racing cars, the AI will always change to Racing: Soft.

Not sure about road cars, but they may not pit for wets in the first place since their tyres can handle wet weather better.
 
Is it possible to FURTHER restrict my car WHILE having bop on? Thereā€™s a couple of tracks where itā€™s too easy.. even with bop on, boost on weak, professional diff, etc.. even with bop off itā€™s too easy against sophy in SOME tracks, others tho itā€™s great and very competitive.
Manually set your car to the BOP numbers and turn BOP off. That was the hardest race I've ever had against GT AI. Leader finished over 1 minute ahead. šŸ˜…
 
Is it possible to FURTHER restrict my car WHILE having bop on? Thereā€™s a couple of tracks where itā€™s too easy.. even with bop on, boost on weak, professional diff, etc.. even with bop off itā€™s too easy against sophy in SOME tracks, others tho itā€™s great and very competitive.
The pre-race-lobby downtune trick should still work with Sophy as it does with Reggy, no?

To test it, create another tune sheet that completely nerfs your car. Launch the race with your usual tune as the active sheet. Before entering the race gameplay, itself, go to Car Settings and flip to the bad tune sheet. My guess is Sophy will not slow to match your speed.

Ultimately, each driver/car/circuit combo will call for a slightly different spec. Maybe ā€œ98 on the power restrictorā€ ends up being your go-to to match Sophy to your preferred difficulty, as an example.

Maybe youā€™re done at this point. Just build a habit of flipping back to your original tune sheet before you get out of the car. Iā€™m actively realizing itā€™s worth trying to launch a fresh race using this ā€˜balancedā€™ tune sheet once you find it. I havenā€™t done this in a long time. From payout exploits like the one on Daytona, we know the game evaluates ā€œhow hard itā€™s going to be for the player/tune vs. these AI/tunesā€ when you launch a custom race and subsequent (pre-race-lobby) tune adjustments donā€™t cause any reevaluation. I once determined that Reggy seemed to evaluate its ā€˜difficultyā€™ in a similar way (idk if i was right), and thus built my habit accordingly. Itā€™s been a reaaaally long time since I tried going straight-up (or really, straight-down) against Reggy; I always start at the ā€˜AIā€™ level and then downtune to my ā€˜userā€™ level. Still, with Sophy and her lead foot (Reggy still drives at 98% throttle, necessitating the downtune) now in the picture, maybe you can just take a slightly inferior car into battle and not worry about tunesheet flipping.

Ah - as I finished writing that it dawned on me that you probably will find situations for each convention (1. downtune in pre-race, 2. launch custom race with downtune), should the second one work. If you want to create a custom grid that allows you to hop into ANY of the cars and expect balance, you still want to do the pre-race lobby sheet swap. Where youā€™re ALWAYS in the same car in your grid, that may not matter, and wonā€™t land one Sophy driver in a relative lemon (the reason you canā€™t rely entirely on method 2).
 
Are you using Racing: Hard tyres for Group B/4/3, and Racing: Medium for Group 2/1?

The AI will only use the default tyres that the car comes with, with the exception of, if the car comes with road tyres, if you equip it with Racing: Hard and assign the car to the AI, they will drive with Racing: Hard.

For racing cars, this is more for regular AI until Sophy can drive in the rain, but you don't need to buy Intermediate or Heavy Wet tyres, if it's a racing car then the AI will automatically start the race with them or swap during a pit stop.

Do note that when transitioning from a wet tyre to a dry tyre, in racing cars, the AI will always change to Racing: Soft.

Not sure about road cars, but they may not pit for wets in the first place since their tyres can handle wet weather better.
Thanks for the reply my man, I shouldā€™ve explained more, so Iā€™m strictly talking about gr.3 races, I use my own gr.3 cars (20 car grid) and they obviously all have hard tyres.. I use hard tyres myself of course, the problem is even tho I turn BOP on (or even off for that matter) some tracks are just too easy.. I like having BOP on cause I like the grid to be tight for most of the race like the real GT world challenge races.. I just wanted to know if I could restrict MY car MORE while BOP is on?

Manually set your car to the BOP numbers and turn BOP off. That was the hardest race I've ever had against GT AI. Leader finished over 1 minute ahead. šŸ˜…
Thanks for the reply šŸ‘šŸ½ I tried that but didnā€™t like the whole ā€œall cars separated with huge gaps after 2 or 3 lapsā€ thing.. I like all cars sort of bunched up like the real GT3 races, thanks again friend.

The pre-race-lobby downtune trick should still work with Sophy as it does with Reggy, no?

To test it, create another tune sheet that completely nerfs your car. Launch the race with your usual tune as the active sheet. Before entering the race gameplay, itself, go to Car Settings and flip to the bad tune sheet. My guess is Sophy will not slow to match your speed.

Ultimately, each driver/car/circuit combo will call for a slightly different spec. Maybe ā€œ98 on the power restrictorā€ ends up being your go-to to match Sophy to your preferred difficulty, as an example.

Maybe youā€™re done at this point. Just build a habit of flipping back to your original tune sheet before you get out of the car. Iā€™m actively realizing itā€™s worth trying to launch a fresh race using this ā€˜balancedā€™ tune sheet once you find it. I havenā€™t done this in a long time. From payout exploits like the one on Daytona, we know the game evaluates ā€œhow hard itā€™s going to be for the player/tune vs. these AI/tunesā€ when you launch a custom race and subsequent (pre-race-lobby) tune adjustments donā€™t cause any reevaluation. I once determined that Reggy seemed to evaluate its ā€˜difficultyā€™ in a similar way (idk if i was right), and thus built my habit accordingly. Itā€™s been a reaaaally long time since I tried going straight-up (or really, straight-down) against Reggy; I always start at the ā€˜AIā€™ level and then downtune to my ā€˜userā€™ level. Still, with Sophy and her lead foot (Reggy still drives at 98% throttle, necessitating the downtune) now in the picture, maybe you can just take a slightly inferior car into battle and not worry about tunesheet flipping.

Ah - as I finished writing that it dawned on me that you probably will find situations for each convention (1. downtune in pre-race, 2. launch custom race with downtune), should the second one work. If you want to create a custom grid that allows you to hop into ANY of the cars and expect balance, you still want to do the pre-race lobby sheet swap. Where youā€™re ALWAYS in the same car in your grid, that may not matter, and wonā€™t land one Sophy driver in a relative lemon (the reason you canā€™t rely entirely on method 2).
My word look at this :D thank you kindly sir I appreciate the advise! Iā€™ll give it a try and see how it goes, LEGEND!
 
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So much better to simulate the Nurburgring 24H support races that featured DTM. Finished over a minute quicker than the real race, but so much fun without cars being courteous.
 
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So sophy ai when pitting and changing tires, they change to hards (staying on hards) ? Wasnā€™t there a bug where they start with hards (as always) then when changing, change to softs? Did that get fixed?
 
So sophy ai when pitting and changing tires, they change to hards (staying on hards) ? Wasnā€™t there a bug where they start with hards (as always) then when changing, change to softs? Did that get fixed?
Thatā€™s for wet weather. AI will change to RS as circuit is drying.
 
Did a 60 minute Gr4 race at LeMans today as a practice for a league series I do on Sundays. I do this to confirm weather settings, etc. Had just passed the leader at half way and dove into the pits for my stop. Had no issue getting back to the lead after all the AI had pit and had the fastest lap at 4:25.xxx. Then the rubber banding kicked in and the AI ran a 4:08 and chopped down a 15 second deficit in a single lap to be right on my bumper. Disappointing.
 
@cfiore99 I still love me some regular AI! Writing to insist you flip to a ā€œuserā€ tune sheet in the pre-race lobby to even the odds. Its exact adjustment depends on car, driver, and circuit, but generally speaking doing 90-95 on the power restrictor (from 100 in the base tune) puts you in a reliable ballpark. Oftentimes Iā€™ll fiddle with the transmission to give me a little more zip out of corners, otherwise you can create ā€˜sameyā€™ races where you can only pass on that one turn the AI is bad at as you lack the ability to keep up while in slipstream.

The reason this is important is that Reggy uses roughly 98% throttle after turn 1 - shown in replays. Itā€™s bizarre they made the game this way, giving the player an advantage/making it an unfair fight as an undisclosed default, but if you know how to work against it you can create some great fights with non-Sophy.

Iā€™m actually loving switching back and forth as I go through @Theufcveteranā€™s career mode - having two different AI drivers per car creates a lot more position shuffling across a season of races!
@pritchyTim , if I use Dayzuraā€™s set up for all the mx5ā€™s, do I still need to use a user set up for myself? And if so, how do I do that? I am not a setup maker AT ALL. Or can I just take myself to 95 on the ecu or power restrictor compared to the other cars at 98? Thanks!!
 
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