Gave a Super GT race a try. Had a good battle for the lead going in GT300 with the Lambo and BMW when the GT500 cars came around to lap us. It was chaos. 😅
Now wr need 30 cars grids.
(We are never satisfied 😆)
Gave a Super GT race a try. Had a good battle for the lead going in GT300 with the Lambo and BMW when the GT500 cars came around to lap us. It was chaos. 😅
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.
I’m not eligible to answer but I’d assume as much - we can probably have confidence in it yielding better racing than keeping them all the same!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.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? ^^^^^
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’m not eligible to answer but I’d assume as much - we can probably have confidence in it yielding better racing than keeping them all the same!
I’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? I’m sure some trial and error can help by adjusting fuel consumption and lap count to improve your chances at lining up the above… appreciate any tips! @wowbaggerBR
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?
Are you using Racing: Hard tyres for Group B/4/3, and Racing: Medium for Group 2/1?Is it possible to FURTHER restrict my car WHILE having bop on? There’s a couple of tracks where it’s too easy.. even with bop on, boost on weak, professional diff, etc.. even with bop off it’s too easy against sophy in SOME tracks, others tho it’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. 😅Is it possible to FURTHER restrict my car WHILE having bop on? There’s a couple of tracks where it’s too easy.. even with bop on, boost on weak, professional diff, etc.. even with bop off it’s too easy against sophy in SOME tracks, others tho it’s great and very competitive.
The pre-race-lobby downtune trick should still work with Sophy as it does with Reggy, no?Is it possible to FURTHER restrict my car WHILE having bop on? There’s a couple of tracks where it’s too easy.. even with bop on, boost on weak, professional diff, etc.. even with bop off it’s too easy against sophy in SOME tracks, others tho it’s great and very competitive.
Thanks for the reply my man, I should’ve explained more, so I’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?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 👍🏽 I tried that but didn’t like the whole “all cars separated with huge gaps after 2 or 3 laps” thing.. I like all cars sort of bunched up like the real GT3 races, thanks again friend.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. 😅
My word look at thisThe 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 “98 on the power restrictor” ends up being your go-to to match Sophy to your preferred difficulty, as an example.
Maybe you’re done at this point. Just build a habit of flipping back to your original tune sheet before you get out of the car. I’m actively realizing it’s worth trying to launch a fresh race using this ‘balanced’ tune sheet once you find it. I haven’t done this in a long time. From payout exploits like the one on Daytona, we know the game evaluates “how hard it’s going to be for the player/tune vs. these AI/tunes” when you launch a custom race and subsequent (pre-race-lobby) tune adjustments don’t cause any reevaluation. I once determined that Reggy seemed to evaluate its ‘difficulty’ in a similar way (idk if i was right), and thus built my habit accordingly. It’s been a reaaaally long time since I tried going straight-up (or really, straight-down) against Reggy; I always start at the ‘AI’ level and then downtune to my ‘user’ 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 you’re ALWAYS in the same car in your grid, that may not matter, and won’t land one Sophy driver in a relative lemon (the reason you can’t rely entirely on method 2).
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.
That’s for wet weather. AI will change to RS as circuit is drying.So sophy ai when pitting and changing tires, they change to hards (staying on hards) ? Wasn’t there a bug where they start with hards (as always) then when changing, change to softs? Did that get fixed?
Oh thank god.. cheers for the infoThat’s for wet weather. AI will change to RS as circuit is drying.
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.
@pritchyTim , if I use Dayzura’s set up for all the mx5’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!!@cfiore99 I still love me some regular AI! Writing to insist you flip to a “user” 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 I’ll fiddle with the transmission to give me a little more zip out of corners, otherwise you can create ‘samey’ 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. It’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.
I’m actually loving switching back and forth as I go through @Theufcveteran’s career mode - having two different AI drivers per car creates a lot more position shuffling across a season of races!
I think you are conflating two different conventions:@pritchyTim , if I use Dayzura’s set up for all the mx5’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!!
I follow everything, switching to my detune sheet right before I go race, the part above is the only thing I don’t get. Do I need to switch back to the regular tune immediately after the race? Thank you so much. This is invaluable info since I don’t have Sophy. Dayzuras tunes for the si have ECU at 98 and power restrictor at 97. Should I leave those there for tge ai or set them both to 100%. Sorry for all the questions!!! Thank you again for your time! I really appreciate the help.I think you are conflating two different conventions:
1) Dayzura is tuning the AI grid such that they don’t all drive identically and thus battle each other
2) In order to fine-tune difficulty againt the AI, a player can make tune adjustments during the pre-race screen.
2a) Because Reggy (non-Sophy) AI only uses 98% throttle, this method is important for ensuring a fair fight in those races.
In neither case do you need to have any awareness of how to tune cars aside from knowing how to open the tune sheet
So, in your case, I assume you’ll be taking your MX-5 grid all across America, at the very least. When you race at Road Atlanta, against Sophy, just hop in the car and drive! When you go to Watkins Glen, not only will you have to rebuild/save the custom race, you will need to downtune your own car during the pre-race screen else you’ll effortlessly cruise to the front with the in-built advantage (weird game design; we do our best!). Because you’ll want to do this at Watkins Glen, NOT do this at Trial Mountain (Sophy-eligible), and then do this at Daytona (Reggy AI only), it is best practice to simply save this ‘downtune’ as its own tune sheet. This way, you flip to it quickly as you launch a race, and flip back away from it quickly before getting out of the car. I often use the premade races to do this, they give you easy access to a ‘car settings’ screen when you finally exit your custom race.
The exact downtune will differ between you and me because we drive at different abilities. It also depends on the car and circuit. Some grids require I drop below 90 to make it fair - others see me falling behind at 95 (power restrictor numbers, assuming the ‘original/AI’ tune is set at 100). Play around with it for the first few corners and then just exit / adjust until you lock in on something that feels good.
If you ever go back to Race Settings from the pre-race screen, make adjustments therein, and then “go race,” you’ll have effectively reset everything to whatever your active tune is, so bear that in mind. If I notice I need to change grid order/lap count/weather/etc., I’ll flip to my ‘original/AI/fullpower’ (i should have named this haha) tune sheet, make the race settings adjustments, then flip back to my ‘user/downtune’ sheet once I’m back in the pre-race screen.
Probably more description than needed, but hope it’s cleared up. For avoidance of confusion, I never purposefully launch a Custom Race with my car’s tune already at a disadvantage to the AI’s, Sophy or otherwise. Quicker drivers than I am may need to play differently!
Would you know how I would be able to restrict my car further while bop is “on” ?I think you are conflating two different conventions:
1) Dayzura is tuning the AI grid such that they don’t all drive identically and thus battle each other
2) In order to fine-tune difficulty againt the AI, a player can make tune adjustments during the pre-race screen.
2a) Because Reggy (non-Sophy) AI only uses 98% throttle, this method is important for ensuring a fair fight in those races.
In neither case do you need to have any awareness of how to tune cars aside from knowing how to open the tune sheet
So, in your case, I assume you’ll be taking your MX-5 grid all across America, at the very least. When you race at Road Atlanta, against Sophy, just hop in the car and drive! When you go to Watkins Glen, not only will you have to rebuild/save the custom race, you will need to downtune your own car during the pre-race screen else you’ll effortlessly cruise to the front with the in-built advantage (weird game design; we do our best!). Because you’ll want to do this at Watkins Glen, NOT do this at Trial Mountain (Sophy-eligible), and then do this at Daytona (Reggy AI only), it is best practice to simply save this ‘downtune’ as its own tune sheet. This way, you flip to it quickly as you launch a race, and flip back away from it quickly before getting out of the car. I often use the premade races to do this, they give you easy access to a ‘car settings’ screen when you finally exit your custom race.
The exact downtune will differ between you and me because we drive at different abilities. It also depends on the car and circuit. Some grids require I drop below 90 to make it fair - others see me falling behind at 95 (power restrictor numbers, assuming the ‘original/AI’ tune is set at 100). Play around with it for the first few corners and then just exit / adjust until you lock in on something that feels good.
If you ever go back to Race Settings from the pre-race screen, make adjustments therein, and then “go race,” you’ll have effectively reset everything to whatever your active tune is, so bear that in mind. If I notice I need to change grid order/lap count/weather/etc., I’ll flip to my ‘original/AI/fullpower’ (i should have named this haha) tune sheet, make the race settings adjustments, then flip back to my ‘user/downtune’ sheet once I’m back in the pre-race screen.
Probably more description than needed, but hope it’s cleared up. For avoidance of confusion, I never purposefully launch a Custom Race with my car’s tune already at a disadvantage to the AI’s, Sophy or otherwise. Quicker drivers than I am may need to play differently!
“Need” is probably a strong word, but yes. This is so you can do another race in the future with expected (balanced) behavior.Do I need to switch back to the regular tune immediately after the race?
Leave those there, if you want to use Dayzura’s method for one-make balancing.Should I leave those there for tge ai or set them both to 100%
I don’t believe you can - BoP invalidates active tune sheets so even if you could touch something I can’t imagine it would do much. Only way to do this is to set the AI cars’ tunes to match the current BoP and turn BoP off.how I would be able to restrict my car further while bop is “on”
I think I heard something like this this before I’ll have a look around thanks bro 👍🏽“Need” is probably a strong word, but yes. This is so you can do another race in the future with expected (balanced) behavior.
Leave those there, if you want to use Dayzura’s method for one-make balancing.
It should help to separate your thinking about Dayzura’s tunes from my “user tune sheet” concepts. They are different things and work independently of one another (using both is good, don’t get me wrong).
I don’t believe you can - BoP invalidates active tune sheets so even if you could touch something I can’t imagine it would do much. Only way to do this is to set the AI cars’ tunes to match the current BoP and turn BoP off.
There are tables online for you to reference but I think it may also be possible to use the Lobby feature to set up a BoP-enabled race and view/copy the tune for offline use. Maybe I’m making that up?
Hi and sorry for the late reply - been busy and haven't logged in lately!I follow everything, switching to my detune sheet right before I go race, the part above is the only thing I don’t get. Do I need to switch back to the regular tune immediately after the race? Thank you so much. This is invaluable info since I don’t have Sophy. Dayzuras tunes for the si have ECU at 98 and power restrictor at 97. Should I leave those there for tge ai or set them both to 100%. Sorry for all the questions!!! Thank you again for your time! I really appreciate the help.
Do you mean in any general race with Sophy? I nearly always have fuel and tire wear on, so I haven't noticed that kind of strange behavior. I'll try with what you've said next time I play and see if I notice anything weird.In sophy custom races, With fuel off and tyres on, they pit and change tyres (hard tyres) WAY to early..
And even with the fuel it’s confusing.. in a race with fuel on and tyres off, I’d be at the back of the grid, and by the time the entire grid pit (over a couple laps) I’d find myself at the front of the grid.. seems like sophy is messing up somewhere, does anyone else experience this? In the mean time I’m just going to turn both off.