Gran Turismo 7 Custom Race thread

  • Thread starter 05XR8
  • 2,967 comments
  • 450,720 views
I was super excited for Sophy AI's integration into custom races. Hopefully, we'll see the list of cars compatible with Sophy keep up with the rate of the cars being added in updates; I'd hate for Sophy AI to be a bottleneck in the process of having more races in future GT games.

Gran Turismo® 7_20250407172536.png


Even on Hard difficulty and Professional AI, I found Sophy AI to be disappointingly slow and rather odd in some areas of the track. Upon inspecting the replay, I realised that, for whatever reason, Sophy AI gets on the brakes incredibly slowly when slowing for a corner. It starts with about half the brake pedal, increasing gradually to only about 75% brake input at most. They do this not only in road cars like the 993 RS CS, but also in racecars like the RX-Vision GT3. That means that they have to brake for corners much earlier than the player, making them easy pickings in huge braking zones. I do find that they're weirdly eager to divebomb the player with their weak braking from a few car lengths back, perhaps with the Max Verstappen mentality of "I made the apex first, I therefore have the right to force you wide past that. Cede or we crash." I'm not sure if that's just a skill issue on my part, but I found it really rather rude.

I also notice that they're programmed to never cross the white lines of the track, even with the inside wheels, despite the white lines not denoting track limits at Deep Forest. It really is a shame, as I was hoping that Sophy could be used as a reference tool to gauge how much of the track we as players can extend, especially for tracks with bizarre limits like Le Mans.

Gran Turismo® 7_20250407172543.png


Another disappointing aspect of Sophy is that it seems to be locked to the game's automatic shifting instead of being able to shift cars as per the individual machines' power curves and gear ratios. Put Sophy into a diesel Atenza, and they will rev it out before upshifting, losing heaps of ground to the player. Again, I was hoping that Sophy could be used as a reference tool to gauge when to shift cars with esoteric power curves and gear ratios, like the Nismo 400R for example.

That said, most of my complaints vanished when @Jayzedyy recommended I put Boost on Weak for Sophy races. I was driving the Mustang Gr.3 with BoP on, and I got absolutely eaten alive and spat out, even though I could cut corners more and brake quicker than the AI. It forced me to reevaluate my own driving, and to cut more into my comfort buffer zones just to stay with them. It engrossed me like GT7 never had before, and I am a little hooked! With Sophy AI's purported scalability, I really do hope that we players get more than three different levels of difficulty to choose from, ideally maybe from a scale of 1–10, so that more players of different skill levels can find the engagement I found in Sophy.

Here's Jay's video of Sophy with Weak Boost and BoP On:

 
“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?
Thank you so much!! Clear on everything now. Lol I really appreciate you and Dayzura taking the time to explain what to do!!
 
Hi and sorry for the late reply - been busy and haven't logged in lately!

To clarify things for you - after you have purchased all the parts listed in the guide video, apply the base setup in the video to ALL cars including your own. This is crucial to achieving the desired outcome for these cars, as the setup aligns the cars with basic IMSA Mazda MX-5 Cup series regulations (as best as I could find) and was the goal of this custom setup.

The basic series regulations I followed were:
181hp maximum capacity
2475lbs minimum weight (2474 was as close as I could get ingame)
102mm minimum ride height

Other items I aligned in the setup were:
Gears matching as closely as I could manage to real world examples.
Balanced the car to have a 50/50 weight distribution, by moving the ballast, as the real world car achieves close to that (from what info I could find)

So once you have the correct parts, the base setup brings all the cars within regulation specifications. The rest of the settings bring a decent balance to the cars for the AI and for the player. I suggest making small changes to each individual AI car after the base setup has been applied - camber, toe, anti-roll would be a good place to start, small changes between the cars for performance variety, maybe add a little ballast to some, and reduce hp on a few cars (to somewhere between 175 and 181).

If you want to adjust your car (after applying base setup) but stay within the regulations, only use Racing Hard tires, don't adjust the gears, don't go below 2474lbs, don't go above 181hp, and don't go below 102mm ride height. If you want to slow yourself down to better match the regular AI, slowly add ballast and/or slowly reduce power (ECU or restrictor) until you find a good balance with the AI. (this isn't needed with Sophy)

Hope that makes sense!
Thank you very very much for the guide and all the extra info!!! I really appreciate it!!!
 
For the umpteenth time I need an FF Sport sedan. I’m dying over here with all these hatchbacks and coupes. We’ve got to be due for one. I mean, been three years. Last FF sport sedan we got in the GT series was the Civic Type R ‘08 from GT5!
For sure the car industry have changed and the game reflects that, but holy smokes and gee whiz, throw me a bone, PD. I’ve got touring cars to build! :lol:
 
I ran a race in the go karts against GT Sophy, a 20 lap event around Sardena B.

I ran FM3 to take me to past lap 10 so I could do it on a one stop.

As the race progressed, the opposition suddenly slowed on lap 9. I thought to myself, 'huh, that's strange, why didn't they pit....'

Then it came time for me to make me stop (having lapped everyone who had run out of fuel)

I dove into the pits and then learned that PD didn't include the ability to refuel...even after so many years the game has been out.

Huge bummer as I enjoy the aspect of managing fuel throughout a race, learning to lift and coast in certain moments to eek out the fuel milage etc.

Oh well...couldn't rely on PD to think about all the cars they added to the game, that people may actually try to use them...
 
Did a bunch of custom races with the Eunos Roadster around 134hp / 500pp in the past and had it tweaked so that I could somewhat enjoy the races with the regular AI. Decided to throw the cars into a Sophy race tonight to see how it would go. All of the cars make the same power, but the AI cars range in weight from 2,002 to 2,039 pounds. They're on RH tires and I am on SS. We've had a few physics changes since the last time I ran them so in some of the corners they were quite tail happy, but the 5 lap race I did at Road Atlanta was CHAOS. :lol: And amazing. Twice I had a AI car drop a tire at the chicane and lose control and cause a small pileup. I felt like I was in real Spec Miata racing. 4 wide down the back stretch, cars all spread out. Definitely going to get the settings on the cars in line with the new physics and give this a go again...

sophy.png
 
Dumb question that I KNOW HAS BEEN ANSWERED…




Will the AI run tires other than their stock tires from the dealership? I want to run a group 4 and group 5 multi class grid, but not sure if the AI can run RH tires on my pseudo-group 5 cars
 
Dumb question that I KNOW HAS BEEN ANSWERED…




Will the AI run tires other than their stock tires from the dealership? I want to run a group 4 and group 5 multi class grid, but not sure if the AI can run RH tires on my pseudo-group 5 cars
They run on RH if it's a road car that you have then equipped with RH, and they will run on RH if they are Group B, Group 4, or Group 3 cars.

Group 2 and Group 1 cars run on RM as they come from the factory with them. Any other racing car that doesn't come with Racing Hards, their default tyre is what the AI will run.

And all AI on racing tyres, in racing cars, will swap to Racing: Soft when they're switching from wet tyres to dry tyres.

Not sure about their tyre choice from wet to dry when they're in road cars but also start on RH tyres.

My hunch is that they'd switch back to their factory defaults for wet weather but not sure what would happen once the track has dried up. I need to test that.
 
Did some racing from the latest Gtplanet video. Was amazing, maybe gonna do specific sort of famtasy liveries for this series with matching numbers.

Video:
View attachment 1444509

I've been playing around with those spec cars, since that video randomly appeared on my Youtube recommendations. Added some more cars to the mix just to flesh out the grid a little more. Like the older '07 Swift (which makes a fantastic noises) and a couple of MX-5's and more Civics.

Only issue I find is that the AI switch to Comfort Softs and Mediums for the races. Still a good time though.
 
Still tweaking the MX-5 races, but had one tonight that was AMAZING. Still playing around with specs but the AI cars are still 134hp and range from 2,002 to 2,039 pounds on RH tire. My car is ~141hp and I added the weight of a roll cage and an average male driver to the car in ballast to make it roughly 2300 lbs. On SS tire the racing is incredible depending on the circuit.

Here's the shared replay if you want to watch the whole thing. Best laps were probably lap 4 to lap 8.


And here's a snippet of laps 4 and 5.

 
I've been playing around with those spec cars, since that video randomly appeared on my Youtube recommendations. Added some more cars to the mix just to flesh out the grid a little more. Like the older '07 Swift (which makes a fantastic noises) and a couple of MX-5's and more Civics.

Only issue I find is that the AI switch to Comfort Softs and Mediums for the races. Still a good time though.
Yes, I've added a DS3 (surprised it wasnt in the vid actually) to it, as well as the 07 Swift. Also tried the Ford Focus but it outperformed the rest so removed it again.
 
Been working on an All-Japan GT300 grid. With boost on weak, I can confidently say that this is the tightest custom race grid I have ever put together. All cars are tuned as close to their real performance as possible, and feature "lore-friendly" versions of real 90s GT300 designs to keep with the spirit of the many Special Event liveries PD have created.
1964663798c8-screenshotUrl.jpg
196466387fd44-screenshotUrl.jpg
1964663943b38-screenshotUrl.jpg

1962c9804fd73-screenshotUrl.jpg
1963135b60d45-screenshotUrl.jpg
1964609442021-screenshotUrl.jpg
 
They run on RH if it's a road car that you have then equipped with RH, and they will run on RH if they are Group B, Group 4, or Group 3 cars.

Group 2 and Group 1 cars run on RM as they come from the factory with them. Any other racing car that doesn't come with Racing Hards, their default tyre is what the AI will run.

And all AI on racing tyres, in racing cars, will swap to Racing: Soft when they're switching from wet tyres to dry tyres.

Not sure about their tyre choice from wet to dry when they're in road cars but also start on RH tyres.

My hunch is that they'd switch back to their factory defaults for wet weather but not sure what would happen once the track has dried up. I need to test that.
no matter sophy or not sophy, correct?
 
zjn
no matter sophy or not sophy, correct?
Yes, it’s the same for regular AI and Sophy. Although Sophy isn’t available in wet weather yet, so what they do there of course isn’t known yet, though I would expect it to be the same as regular AI
 
Hi, I'm late to the Sophy party and I got a question about the weak boost: does it affect the player as well when we're behind the AI or just them?

Thanks.
 
Hi, I'm late to the Sophy party and I got a question about the weak boost: does it affect the player as well when we're behind the AI or just them?

Thanks.
Yes. Just the AI.

Edit: Been a while since I started a race from Pole Position. SOPHY got the angry face when I pulled a gap of 1.157 at Interlagos. Build the gap through the infield and SOPHY would push hard hanging the tail up to close the gap. :lol:
20970404528562826.jpg


Again, so good to revisit many race series like the N2 AE86 grid.
 
Last edited:
Can confirm the RCZ is also OP.

Think we need more under powered FF hatchbacks in the game now, to have a properly full grid of those spec cars. 😅
I feel that way about many car categories tbh. Most of the highlights are there, but needs more "meat" in terms of options to properly fill out a grid. Gran Turismo is built on the "also-rans" of car history after all :)


I feel this is especially true on the lower end of the power scale, with many of the front wheel drive sedans and hatchbacks that made up the bulk of previous cars lists notably absent. And then the classic selection is a bit scattershot as well, many cars not having proper sparing partners(2 70's GT-R's yet no Celica?)
 
Last edited:
One hour of Tsukuba
IMG_6075.jpeg


Div.3 Under 2L cars was tight for the first 20 minutes. Overall lead E30 starting first lap of traffic.
20970229320165835.jpg


Forty-two minutes and only having moved up to 18th(20th was fading in the group). 2L+ cars making second time through lapped traffic and me trying not to lose position off the racing line.
20969895112611852.jpg

20970111941501598.jpg


Final time for 2L+ coming through as time winds down and front tyres are worn.
20970223230862745.jpg


Couldn’t hold on to final step of the podium on the last lap.
Defending for the final two laps finally scorched the left front heading into turn 1, desperation divebombing T4(ran wide on exit) and failed late brake as SOPHY shuts the door at penultimate corner. Front left was shot to Gundungaland™️ through saishū kōna.
20970928192831511.jpg
20970243061077608.jpg

20970895346639045.jpg
20969896078558276.jpg
 
That's maybe a bit out of context, but can someone help me to avoid the error CE-107891-6 when installing the latest GT7 Update? I'm running the PS5 Upgrade of the PS4 disc and it happened during the latest 3 updates, leading to reinstalling the whole game, which takes ages and resets all the saved custom race settings
 
Ran a 10 lap race at Suzuka with my GT300 grid. Boost on weak, fuel x5, tire wear x8. Sophy AI of course.
I can see why a Porsche 964 won the inaugural GT300 championship, because once it took 1st, it was over. My front tires were dead after driving it HARD to catch the top 4. I'll happily settle for 2nd.
196597fad4a91-screenshotUrl.jpg
196597fb93c39-screenshotUrl.jpg
196597fc68732-screenshotUrl.jpg
196597fd53741-screenshotUrl.jpg
196597f8e4b6-screenshotUrl.jpg

196597f9b4f16-screenshotUrl.jpg
 
Last edited:
I'm refining my custom race generator.
It basically goes through a list of details (race type, weather, ....), each can be given a specific weight, and provides a race spec for me.

Here is couple of output examples

1745334545467.png


1745334570139.png


Some config details like Time speed X4, boost weak among others are set and constant

Do you see any other config detail worth to be added?

I'm struggling with tyre and fuel wear. It's easy to pull up random numbers, but it's harder (at least form me) to figure out how those numbers will relate to the specific race they will be applied to.
 
Back