Gran Turismo 7 Custom Race thread

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Anybody else notice a difference in the AI between endurance and lap races?
Maybe its just me, but the AI seems to be bit more aggressive in lap races and the endurance races they seem to pace themselves a bit more....
Perhaps because they're expecting tyre wear and fuel modifiers? Interesting observation nonetheless!
 
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Only thing I'm noticing and a bit iffy are indeed AI aggression in lap races. I'm not gaining much in the recent Custom Races I've done. Although I did gain many places at Fuji in a few races, but haven't won any of those races. I haven't checked AI at Bathurst. However, I did the Gr.3 race and I was left for dead by P1 & P2. I was using a stock Ford GTE '16.

Anyway, the race below with all cars at 190BHP/808kg/RH/Widebody didn't see me make much ground. Even through the COD. AI were pretty quick everywhere.
 
Only thing I'm noticing and a bit iffy are indeed AI aggression in lap races.
Is this really AI being more "aggressive", or are AI cars now maybe just faster overall than before? Because the latter is what I read in an other thread IIRC. At least for me, the term aggressive reflects driving style, not speed.
 
Is this really AI being more "aggressive", or are AI cars now maybe just faster overall than before? Because the latter is what I read in an other thread IIRC. At least for me, the term aggressive reflects driving style, not speed.
AI still give me space and yes it's also speed programming, but I'm seeing AI going deeper in braking and more aggressive to pass.

Hey, I'm all for the advances being made with SOPHY, but we need more info than "normal" AI being adjusted for three races. We need to know if Custom Race programming are definitely being improved as well.
 
Is this really AI being more "aggressive", or are AI cars now maybe just faster overall than before? Because the latter is what I read in an other thread IIRC. At least for me, the term aggressive reflects driving style, not speed.
I did mean by driving style as well. More cars seems to spin out in chicanes and the rush to get into the pit lane I have noticed cars getting bumped out. I’ve even been tagged by a car lost position.
 
Hello,

I also noticed this, I have created some races and have driven the first stints, with mainly group 3 vehicles and opponent AI in professional class. I gained almost no places in the first few laps and was sometimes much slower than the AI. I drive these races with BOP. Maybe I'm imagining things, as I switched to a steering wheel about 3 months ago. But I've also noticed that the AI has become stronger in races in the career, for example in the WTC 800 Championship and Stock Group 3 cars in the normal difficulty level, I sometimes have to fight hard to win these races at all.

Here are my thoughts on this

Greetings from Germany
 
So I've read here about the AI becoming faster, but my experience seems to be different. It feels like AI has even gotten worse since the last update.
Today I did 2 laps in a slightly tuned F-150 on Nürburgring24. Spun out on lap 1, crashed at Hohenrain but still took P1 early at lap 2.
But ok, this was a random Grid and there's still this bug where cars use the indicator and let you pass. (Will they ever fix this?)

So I thought let's do a test. I grabbed the beautiful blue Firebird I recently bought and went to Spa for a 4 lap race.

Facts:
  • Car was completely stock, including tires
  • I've driven the Firebird only a few times
  • I haven't driven the Firebird since the update
  • I didn't use any assists
  • I started last
  • Difficulty was set to "professional"
  • I consider myself a rather mediocre driver

So I started the race and passed more than half of the field on first lap. On the second lap I overshot a corner and went off track. Overall I drove rather carefully 'cause I barely know the car. I didn't push at all. Still, I took P1 at the end of lap 3. What?? This is the AI on highest difficulty? Seriously? Again, I am NOT a good driver!
No, I didn't restrict power output to 96%. But even if I did I still would have won. This AI is so slow, it almost feels like a joke. This is definitely not how AI on highest difficulty should perform!

 
So I've read here about the AI becoming faster, but my experience seems to be different. It feels like AI has even gotten worse since the last update.
Today I did 2 laps in a slightly tuned F-150 on Nürburgring24. Spun out on lap 1, crashed at Hohenrain but still took P1 early at lap 2.
But ok, this was a random Grid and there's still this bug where cars use the indicator and let you pass. (Will they ever fix this?)

So I thought let's do a test. I grabbed the beautiful blue Firebird I recently bought and went to Spa for a 4 lap race.

Facts:
  • Car was completely stock, including tires
  • I've driven the Firebird only a few times
  • I haven't driven the Firebird since the update
  • I didn't use any assists
  • I started last
  • Difficulty was set to "professional"
  • I consider myself a rather mediocre driver

So I started the race and passed more than half of the field on first lap. On the second lap I overshot a corner and went off track. Overall I drove rather carefully 'cause I barely know the car. I didn't push at all. Still, I took P1 at the end of lap 3. What?? This is the AI on highest difficulty? Seriously? Again, I am NOT a good driver!
No, I didn't restrict power output to 96%. But even if I did I still would have won. This AI is so slow, it almost feels like a joke. This is definitely not how AI on highest difficulty should perform!


Boost is off. It needs to be set to Weak otherwise the AI limit their top speed enormously when they are considerably ahead. Boost Weak removes at least most of that specific part of the rubber banding.
 
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Boost is off. It needs to be set to Weak otherwise the AI limit their top speed enormously when they are considerably ahead. Boost Weak removes at least most of that specific part of the rubber banding.
Hey @Theufcveteran !

Thx for your answer! I know you're trying to help and I really appreciate your commitment towards this topic! You're always trying to help and explain things. You're basically doing PDs work here. And that's the point that bugs me for quite some time. You shouldn't have to do this, we shouldn't have to do this.

So, no criticism about you or anybody else here. But since this is a discussion forum, let's discuss.

In my opinion, providing difficulty levels that do not work at all if you don't adjust another setting, is really bad game design. The player shouldn't have to do this. If I set highest difficulty, I expect a challenge. If it's necessary to set boost for this, then that should be done by the game, not by the player.

I'd say that most ppl who play this game don't have any idea what "boost" even means. And since it's off by default it shouldn't be a mandatory option to use to get a good race.
Also, if boost does what you say (and I trust you on this!) then the official documentation is just wrong:

"Set the strength of the boost function, which allows for a closer contest by increasing the speed of cars trailing behind."

So after reading this, why should I activate this setting unless I want an artificial boost to the cars I already passed? I don't care about those, I care about those in front of me.

In it's core, GT7 is such a great game and custom races could be such an amazing feature if there weren't so many things that don't work/don't make sense.
I always get the feeling that PD just doesn't care about this game/series anymore because it still sells, no matter what. And that's kinda sad IMO.
 
Random question regarding custom race payouts. I know so far that circuit experience and collector level affect potential winnings from custom races. Is there anything else outside of the custom race settings and PP-ratings of the cars that affects pay? Like cafe menu progression? Will your payouts be lower if you haven't completed menu book 39 for example?
 
Hey @Theufcveteran !

Thx for your answer! I know you're trying to help and I really appreciate your commitment towards this topic! You're always trying to help and explain things. You're basically doing PDs work here. And that's the point that bugs me for quite some time. You shouldn't have to do this, we shouldn't have to do this.

So, no criticism about you or anybody else here. But since this is a discussion forum, let's discuss.

In my opinion, providing difficulty levels that do not work at all if you don't adjust another setting, is really bad game design. The player shouldn't have to do this. If I set highest difficulty, I expect a challenge. If it's necessary to set boost for this, then that should be done by the game, not by the player.

I'd say that most ppl who play this game don't have any idea what "boost" even means. And since it's off by default it shouldn't be a mandatory option to use to get a good race.
Also, if boost does what you say (and I trust you on this!) then the official documentation is just wrong:

"Set the strength of the boost function, which allows for a closer contest by increasing the speed of cars trailing behind."

So after reading this, why should I activate this setting unless I want an artificial boost to the cars I already passed? I don't care about those, I care about those in front of me.

In it's core, GT7 is such a great game and custom races could be such an amazing feature if there weren't so many things that don't work/don't make sense.
I always get the feeling that PD just doesn't care about this game/series anymore because it still sells, no matter what. And that's kinda sad IMO.
Hi Crash, you're totally right, we shouldn't have to do this kind of thing. And Boost Off should mean no rubberbanding at all. Unfortunately PD work in strange ways and to get the most out of it, you have to set things up a specific way. It's not ideal that you get the boost to other cars when you don't want it, but it does have the benefit of keeping the racing closer since GT's AI is a bit on the slower side.

For what it's worth though, the way the AI is set up, from my experience, those at the back of the grid don't have the same pace as those at the front. So unless they have a car advantage, the drivers at the back will often not move up the grid much. And even with different cars, one AI car can get caught up with another AI car in a battle, allowing you to break free ahead.

Setting Mechanical Damage to Heavy, and also using tyre wear and fuel multipliers if you like, probably you would have these more in race car events or dedicated endurance races, but doing this can cause the grid to shake up more than it normally would if it is for example a one-make race.

But even in a one-make, with Boost Weak it provides a decent challenge. It's definitely not ideal that you need to keep boost on but it does remove quite a lot of that in built rubber banding specifically for where they slow down a lot when they're ahead.

Yeah, the description is technically correct but it doesn't mention the hidden rubber band removal. Between this, the AI car tyre issue, and the throttle issue (which is apparently for balance... I feel strongly about that), they don't seem to give the most attention to custom race, that's for sure.

It could be so much for the game as well, for example if we could share races or championships, PD could just sit back, add a curated list of events and boom. They barely have to do any work if they don't want to put that time towards it or aren't able to spend the resources creating a classic style career at this juncture of the game's life.

Custom races still clear anything the base game has to offer in my experience, simply because of a grid start or close rolling start. Boost Weak fixes the slow down when they're ahead, not ideal because it does artificially keep things close, but you can still outrun them if you're fast enough, so they're not glued to you no matter what. So it still feels a good bit immersive/realistic in that sense.

You shouldn't have to make compromises, but with how it's set up, you do have to in order to get the best experience out of it. But the good thing is it isn't a big negative impact overall on the experience. Especially because as you get faster as a driver, it helps give the AI a little more spice to keep things interesting, with a competitive field there's decent racing almost all of the time.

I'm low DR C, so not the best for sure. On pure pace I tend to be around my DR B friends in time trials, and I find some good fun with custom races with the specific setup of Boost Weak with 96% ECU/power restrictor. Often if I start in the field, I don't make it to first or even the top 3 within a 3 lap race.

If you put an emphasis on avoiding contact it helps as well, because it does slow you down a little in battles, which gives the AI a little extra help as well. If you barge past them (not saying you're doing this btw!) and go full time trial then yes even with all of this in play I think it would get relatively easy.

But I don't feel like I'm ever deliberately slowing down. I just try to avoid contact as much as possible while having close battles. It helps a bit with racecraft also, especially if you're overtaking on the inside or giving space around the outside. The AI can be a bit ham-fisted sometimes when it goes for an overtake but if you feel like you gave enough space, you can check the replay to see if you gave them ample room to where a real player would've made the pass, even if the AI was a bit sloppy and didn't turn in tight enough. If you play online of course and want to analyse your racecraft, if not then there's no need to ever check unless you're just curious.

Random question regarding custom race payouts. I know so far that circuit experience and collector level affect potential winnings from custom races. Is there anything else outside of the custom race settings and PP-ratings of the cars that affects pay? Like cafe menu progression? Will your payouts be lower if you haven't completed menu book 39 for example?
I can't say for sure about pre-menu book 39, but officially the payouts are only affected by PP differentials between your car and the AI cars, as well as the circuit experience completion and collector level like you mentioned.
 
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Random question regarding custom race payouts. I know so far that circuit experience and collector level affect potential winnings from custom races. Is there anything else outside of the custom race settings and PP-ratings of the cars that affects pay? Like cafe menu progression? Will your payouts be lower if you haven't completed menu book 39 for example?
In my unqualified experience, the selected circuit and layout makes a huge difference in payout. Some tracks seem to be just more "lucrative" than others. Not sure if circuit length and/or difficulty makes the difference, but there is one.

Boost is off. It needs to be set to Weak otherwise the AI limit their top speed enormously when they are considerably ahead. Boost Weak removes at least most of that specific part of the rubber banding.
I've thought as well that boost would affect only cars behind, not in front of me. But since several of those settings behave so weird and don't match the official documentation, it's actually quite possible that it's like you said.

[offtopic]Same goes for other PD's misleading documentation of settings. Auto drive for example. They write that the auto steering option should help players against oversteering - but the oppositve is the case: It helps against understeering. And that's why I always have that option activated. I could control oversteering pretty well (and even better since the last update), but understeering is a huge overall problem in GT7 - there's no other racing game/sim on PS that I've tested with so bad understeering on almost every car by default.[/offtopic]
 

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