Gran Turismo 7 Custom Race thread

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Hey everyone,

I've been spending a lot of time with creating custom races with fully custom-built grids (ETCC from the '70s, classic DTM from 1990, JGTC 1996 grids, etc.) recently. With Sophy AI in the mix, these races have become incredibly fun.

Now that I’ve got the racing side figured out, I’m looking to take the visual experience to the next level too – especially since I’m playing in VR. The standard races in the game weren’t always challenging, but some of them had absolutely stunning environmental transitions: foggy early mornings, golden hour sunsets, nightfall creeping in mid-race, or dramatic cloud cover that shifted with the time. I’d like to recreate that kind of atmosphere in my custom races.

Do you have any favorite weather/time-of-day setups that really impressed you or looked especially good in VR? I'd really appreciate any recommendations!


I think I would only need the following things, if you want to share specifics:
  • Track:
  • No. of Laps:
  • Time of Day:
  • Variable Time Speed Rate:
  • Weather at Start:
  • Custom Weather:
  • Weather at Finish:

Looking forward to seeing what you’ve got! Thanks in advance.
 
Finally splashed some Credits to tune up a DTM custom race. I think I overdid them a bit though, but on the other hand the Alfa 155 is also a 400+ bhp machine.

Anyhow the 190E is really hard to drive so was wondering if anyone has updated tunes? I now race in the Alfa or one of the Nissan. When I have money I can replace most of them so i have a pure 155/190E/M3/Cosworth grid, but now its just testing to see which models are able to keep up (also for a generic Group A custom race)


View attachment 1446300
190E's ride height is set far too low with the customizable suspension. It'll cause the wheels to get stuck on the fenders.
 
Hey everyone,

I've been spending a lot of time with creating custom races with fully custom-built grids (ETCC from the '70s, classic DTM from 1990, JGTC 1996 grids, etc.) recently. With Sophy AI in the mix, these races have become incredibly fun.

Now that I’ve got the racing side figured out, I’m looking to take the visual experience to the next level too – especially since I’m playing in VR. The standard races in the game weren’t always challenging, but some of them had absolutely stunning environmental transitions: foggy early mornings, golden hour sunsets, nightfall creeping in mid-race, or dramatic cloud cover that shifted with the time. I’d like to recreate that kind of atmosphere in my custom races.

Do you have any favorite weather/time-of-day setups that really impressed you or looked especially good in VR? I'd really appreciate any recommendations!


I think I would only need the following things, if you want to share specifics:
  • Track:
  • No. of Laps:
  • Time of Day:
  • Variable Time Speed Rate:
  • Weather at Start:
  • Custom Weather:
  • Weather at Finish:

Looking forward to seeing what you’ve got! Thanks in advance.
Short answer no, because different tracks allow only specific settings subset, which are also different is Reggie or Sophie are used.

I like to get a random starting time (with a spreadsheet I have created), and keep all ? in the wheater selection, or force a specific condition in only one of the ? boxes (again spreasheet).

I also set time X5 which looks a good compromise to have the weather chaging in my typical 30mins races without looking too much unrealistic
 
Hey everyone,

I've been spending a lot of time with creating custom races with fully custom-built grids (ETCC from the '70s, classic DTM from 1990, JGTC 1996 grids, etc.) recently. With Sophy AI in the mix, these races have become incredibly fun.

Now that I’ve got the racing side figured out, I’m looking to take the visual experience to the next level too – especially since I’m playing in VR. The standard races in the game weren’t always challenging, but some of them had absolutely stunning environmental transitions: foggy early mornings, golden hour sunsets, nightfall creeping in mid-race, or dramatic cloud cover that shifted with the time. I’d like to recreate that kind of atmosphere in my custom races.

Do you have any favorite weather/time-of-day setups that really impressed you or looked especially good in VR? I'd really appreciate any recommendations!


I think I would only need the following things, if you want to share specifics:
  • Track:
  • No. of Laps:
  • Time of Day:
  • Variable Time Speed Rate:
  • Weather at Start:
  • Custom Weather:
  • Weather at Finish:

Looking forward to seeing what you’ve got! Thanks in advance.
I have also been building a 70’s touring car grid. Would you mind sharing yours?
 
Finally splashed some Credits to tune up a DTM custom race. I think I overdid them a bit though, but on the other hand the Alfa 155 is also a 400+ bhp machine.

Anyhow the 190E is really hard to drive so was wondering if anyone has updated tunes? I now race in the Alfa or one of the Nissan. When I have money I can replace most of them so i have a pure 155/190E/M3/Cosworth grid, but now its just testing to see which models are able to keep up (also for a generic Group A custom race)


View attachment 1446300
If you need more power for the RS 500, the Group B engine swap is great. However, the engine sound is not as high pitched as the standard engine.

As for the 190 E, I’m running less aggressive front/rearcamber. Used to have them at -5/-4. Aero front and rear are Type A and rear wing is Type B.
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IMG_6089.jpeg

IMG_6091.jpeg
 
Hey everyone,

I've been spending a lot of time with creating custom races with fully custom-built grids (ETCC from the '70s, classic DTM from 1990, JGTC 1996 grids, etc.) recently. With Sophy AI in the mix, these races have become incredibly fun.

Now that I’ve got the racing side figured out, I’m looking to take the visual experience to the next level too – especially since I’m playing in VR. The standard races in the game weren’t always challenging, but some of them had absolutely stunning environmental transitions: foggy early mornings, golden hour sunsets, nightfall creeping in mid-race, or dramatic cloud cover that shifted with the time. I’d like to recreate that kind of atmosphere in my custom races.

Do you have any favorite weather/time-of-day setups that really impressed you or looked especially good in VR? I'd really appreciate any recommendations!


I think I would only need the following things, if you want to share specifics:
  • Track:
  • No. of Laps:
  • Time of Day:
  • Variable Time Speed Rate:
  • Weather at Start:
  • Custom Weather:
  • Weather at Finish:

Looking forward to seeing what you’ve got! Thanks in advance.
What do you know about this one, @Theufcveteran? Your Integrale events have given me some AMAZING scenes! Was it much more thoughtful than “x5-8 time multiplier with non-S01 weather settings?”

Are circuits’ easter eggs time-bound? Bathurst has a ‘roo hopping along the back straight around midday, yesterday I noticed the Goodyear blimp above turn 12 at Trial Mountain - maybe it’s always there? Dawn starts at Nürb24 show some interesting lights in the background landscape as you exit Bit-Kurve as you finish the GP sections’s second sector… ultimately I know so little but it’s an interesting topic to explore / solve!
 
You use these tunes against the stock Alfa 155? Or do you detune them?
Don't currently own one. When I used to, I detuned the Alfa to about 270-280 BHP, minimal aero. Can’t recall if I messed with the differential. However, what I’ve done with the Gr.4 4WD 4-door sedans(Genesis, WRX, Atenza) and 4WD road car to touring car builds(Evo III, IV, Celica) are these differential settings:

Front: 10/30/10
Rear: 5/5/5
Front Toe: 15
Rear Toe: 0

Makes it drive a bit more like an FF.
 
What do you know about this one, @Theufcveteran? Your Integrale events have given me some AMAZING scenes! Was it much more thoughtful than “x5-8 time multiplier with non-S01 weather settings?”

Are circuits’ easter eggs time-bound? Bathurst has a ‘roo hopping along the back straight around midday, yesterday I noticed the Goodyear blimp above turn 12 at Trial Mountain - maybe it’s always there? Dawn starts at Nürb24 show some interesting lights in the background landscape as you exit Bit-Kurve as you finish the GP sections’s second sector… ultimately I know so little but it’s an interesting topic to explore / solve!
Thanks mate, glad you liked them ^_^

I wanted to set a specific tone for the start and finish of the race, with the time multiplier intended to have a visible progression of time/weather within the race distance. Usually I would start with about x8 for 3/4 lap races IIRC, and go down to x7 for 5-6 laps.

I think for 10 lap races it was around 5-6x.

The longer the race, the shorter the time multiplier - unless, the race started at dawn or sunset and I wanted the sun to rise or set in that race. Those races would have a higher multiplier to ensure that would happen.
 
If it isn’t too much trouble, can you custom race regulars post up some more tunes? Looking to make a BTCC and GT300 grid 😎
 
This Vantage is amazing at 700PP. Apart from one mistake this was a flawless race. Even got the Clean Bonus, netting me over 300k for just 2 laps.
 
I'm sure Sophy is great with a full grid, but I'm having a lot of fun setting up 1v1 duels or four-car grids too.

Currently trying to balance the Radical, Mono, X-Bow and Project 2&4 to make a lightweight sports battle template. Tried it at 650PP, which works but you have to drive the 2&4 (it can't reach 650 without better tyres). I got them all down to 600, detuning the Mono, but it's not quite as balanced as I'd like. Needs further investigation.

I'll say this much though - custom race Sophy has 99% ended my impetus to go into Sport Mode (other than TTs).
 
Nice! Pretty much the same as me but i also used the camaro z28 and the skyline hardtop as a fake ford escort
i also used the Roadster Shop Rampage to replicate Robert Eberhardt's Camaro '76, but it didn't fit into the grid well, so I removed that. I am happy with these cars, I just need to find good tuning for the BMW and the Porsche. Sophy AI can't handle them well for some reason.
 
Formed a little EF Cup team series. I've made 10 liveried cars of similar performance and just "repeated" them to complete the 20 car line-up. So basically like 2 car teams. lol Fun race today at Road Atlanta for a 10-lapper. Funny thing is when I overtook Sophy in 2nd it was like the car gave up and I had a more than 1 second gap even before the next turn. And we were having a good battle too. Ended up second. Next up: RBR.
Michelin Raceway Road Atlanta __1 (7) by 2cam16, on Flickr
Michelin Raceway Road Atlanta __2 (7) by 2cam16, on Flickr
Michelin Raceway Road Atlanta _ (19) by 2cam16, on Flickr
 
when i do custom races i use the 26.2/the mileage by the track to get the laps needed to get the ticket +1 the shorter the track the more laps needed the longer the track the fewer the laps needed meaning the fewest laps i can do is 2 at 13.1 mile+ tracks the most laps is 47 at northern isle.
 
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I have a question about boost, I tried several endurances races with GT Sophy (50+ minutes), it's great fun.
Last one, I bought several Escort Cosworth, tuned them so it would be slightly different (some a few pounds heavier, some with a little more aero, and so on).
I tried with boost off and realistic slip stream.

At some point, due to different stategies of pit stops, I was first with ~15 seconds ahead. I was really surprised to see the second car flying back to me (only the second, third and later cars remained far from me). Like rubber-banding effet, but with boost off I thought it wouldn't happen. Checking the replay, the second car was incredibly fast up until it catched up me, then I couldn't follow me, until the last big straight (bathurst).

Was I mistaken ? or maybe a bug ?
 
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I have a question about boost, I tried several endurances races with GT Sophy (50+ minutes), it's great fun.
Last one, I bought several Escort Cosworth, tuned them so it would be slightly different (some a few pounds heavier, some with a little more aero, and so on).
I tried with boost off and realistic slip stream.

At some point, due to different stategies of pit stops, I was first with ~15 seconds ahead. I was really surprised to see the second car flying back to me (only the second, third and later cars remained far from me). Like rubber-banding effet, but with boost off I thought it wouldn't happen. Checking the replay, the second car was incredibly fast up until it catched up me, then I couldn't follow me, until the last big straight (bathurst).

Was I mistaken ? or maybe a bug ?
It's a bug.
Boost = weak means no boost. Boost = off means strong boost.

It's a difference of night and day yeah. With boost to weak sophy is really harder to beat.
 
Is this normal? The nonsensical AI rubberbanding wasn't activating as per usual (boost was off, but it still normally activates anyway once you get in 1st), and I actually started building a lead. Granted, 2nd closed the gap by lap 14, but it was actually realistically paced (forgot to snap a pic, but his fastest lap was only .900 faster than me). Perhaps I just got lucky to avoid the Mario Kart AI boost?
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Let me start by saying I am in no way close to being one 1/10th as awesome as what @Theufcveteran has created. That individual is a freaking legend.


I wanted to share a custom race I've been working on . . . and enjoying the hamfat out of. How much? To the tune of only doing one Daily Race C last week (that's a big deal as it was a track I LOVE) and I now feel like I have a good list of cars.

I call it the Sophy 590 Cup.

Why is it named that? Because it's me vs. 19 other Sophy controlled cars, and all cars are between 588.00 and 590.00 PP. I've used Spa as a base and it is glorious fun.

First, have some regulations & settings:
    • All cars must be on SH tires. This does limit the number of cars Sophy would have available. She has no Shelbys nor Ford GT40s. I'm genuinely sad about that one. This includes your car too.
    • All Cars must be between 588.00 and 590.00 PP. That is a hard cap. This means no Lambos (all the SH are above 600PP and/or on Comfort tires as default) and no Ferraris (same deal) but also presents the player with the chance to experiment with different tunes & setups:
      • Cars can have various levels of tuning. My field includes cars that range from bone-stock to heavily modified and everywhere in between. You have more options as a player (e.g. one car I use is an engine swapped, heavily modified Pantera) but you have tons of options for Sophy as well. I personally stayed away from power restrictor and/or running the CPU at less than 100%, and I don't use a ballast. It all presents a better challenge and requires more skill IMHO.
    • All races have heavy damage. This can work for and against the player. Some cars can be ultra-aggressive while others not so much. This also cuts down on the urge to use another car as a cornering assist.
    • 5x Tire Wear, 3x Fuel. With the fuel level set to 3x you have to keep in mind your consumption. This also goes for all the other cars. Just because they're quicker than yours does not necessarily mean they'll finish ahead of you. This comes into play later when I get into laps, but tire wear (and of course fuel) are things.
    • 4x Time acceleration. It's just for the look. As there's no weather change (no rain at least) that's not an option here.
    [*]

This race combo was developed with Spa as a template; I already had a custom race for this track using Reggie. Same fuel, tire and time multipliers. With this curated list of cars, I now present the laps. Again, this was developed using Spa as a base.

  • Standard: 10 Laps. This creates a 25-ish minute race at Spa. Some cars have to pit and others don't. Five cars - and sometimes six - are able to finish a 10 lapper without pitting. (One race last night had me on the bumper of the leader just exiting the final chicane when the leader ran out of gas. 20 yards short of the line. I'll take it.
  • Enduro: 21 laps. My "base" cars are able to do 10 laps and cross the line with less than 5% fuel. Doubling this and adding a lap means fuel is that much more important. This should be around 55 or so minutes long.
  • Super Enduro: 42 laps. Bring a lunch. Two hours plus. The bigger jump isn't just at random; the earliest a car would pit for fuel (with my tuned group) is seven laps. At this point, being able to stretch out that 10 lap range can require one fewer pit stop. That's also true for some of the cars that have about an 11-lap range, so keep that in mind.
  • Super Enduro Plus: 54 laps. This is a full afternoon of work. Feel free to get your friend(s) to come over and you can trade off stints. 11 lap range cars have an advantage at this level, but that's beside the point. The point is fun.

If there's interest, I can post the tunes of my car list as they do vary.

A quick key:

Stock means just that, other than perhaps a sports air filter.

Lightly modified means perhaps a spoiler or small bolt-on parts (e.g. an air filter, maybe some brake work, etc.) but reversable.

Medium modified goes farther than an upgrade or two. Some can be undone but not necessarily all of it (e.g. a widebody can't be undone but it's not a major PP change.)

Heavily modified means just that: major work, likely a couple levels of weight reduction, an engine and/or other things that cannot be undone.

Here's what I currently use, along with a couple other cars that certainly should be considered as they fit in regulations. The fuel numbers are (again) based on Spa and while I don't have the PP numbers for each car (currently not at home) they are all in the narrow range of 588.xx to 590.00 range:

THE FIELD:

  • Nissan Performance Z '23. Normally pits around lap 9. Moderately modified (IIRC)
  • RE Amemiya FD RX-7. Also a lap 9 pitter. Lightly modified.
  • TVR Tuscan Speed Six '00. Lightweight and can go 10 laps w/o pitting for fuel. Heavily modified.
  • Porsche 911 Carrera RS Club Sport '96. Currently it's the car to beat at Spa, but that is due in part to the starting position. Can go 10 laps. Heavily modified.
  • Nissan Sylvia Speck-R Aero '02. 10 laps without a pit. Heavily modified.
  • Toyota GR Supra '19. Consistently the second place car at Spa. Also 10 laps and also heavily modified.
  • Honda NSX Type R '02. 10+ laps out of this one. Heavily modified.
  • Chevrolet C7 Corvette Stingray. Of late, this is the third-place car commonly. Lightly modified and will do 9-10 laps. It's right on the edge.
  • Ford Mustang GT Premium Fastback '15. 9 laps and medium modifications.
  • BMW M4 Coupe' '14. 8 laps and medium modifications.
  • Maserati Gran Turismo S '08. 8 laps on average and heavy modifications.
  • Alfa Romeo 8C '08. 9 laps and heavily modified.
  • Porsche 959 '87. 7-8 laps and medium modifications.
  • Dodge Viper SRT Coupe '06. 8 laps and lightly modified.
  • Mercedez-Benz SLS AMG '10. 8 laps and lightly modified. This is normally the second quickest car in the race.
  • Nissan GTR Premium Edition T-Spec '24. 7 laps on average and stock.
  • Mercedes-AMG GT S '15. 7-8 laps on average. I have this in two flavors: Stock and Lightly Modified. Each are within .35 PP of one another.
  • Chevrolet C8 Corvette Stingray. This is the bully. Careful into turn 1 and the final chicane. 8 laps and lightly modified.
  • Audi R8 4.2. The fastest car on the track. Luckily, this car does pit on lap 9 (sometimes 8) but if it wasn't for fuel, this thing would be gone. Medium modifications.
Additional Cars to consider. These didn't make my cut, but I didn't spend enough time with them and/or they had an issue.
  • Ford Mustang Shelby GT. Would sometimes need to pit twice in a 10-lap race around Spa. Lightly modified.
  • Honda NSX '17. 8 laps but just never had the pace. Lightly modified.
  • Aston Martin DB11 '16. 8 laps and very lightly modified.
  • Lexus LC 500 '17. 8 laps and medium modification. Did not have the pace for me.
This is by no means an exhaustive list . . . it's just what I tried. Again, due to the fact Sophy uses the default tires for the car (for now at least) there are a ton of cars I'd love to have Sophy use but can't. E.G. my two whips of choice: Ferrari 512 BB '76 and DeTomaso Pantera '71. Each heavily modified and the Pantera has a Coyote swap. I can drive these, however. All cars have to be on SH tires.

Here's how I set up the grid/play if you want the suggestions:

  • I start at the back of the grid as listed above.
  • The idea is I have to weave my way up the field so that I am at least in striking distance by the time the last lap comes around. If I just putt around and wait for the other cars to pit, I'll be too far away to catch the leaders.
  • I'm using an H-pattern shifter which allows for some fuel savings.

Series set-up:

  1. Create the custom grid using what I have above. This will allow you to quickly set up this race at additional tracks.
  2. Save the grid. You can certainly adjust the grid order if you find an imbalance (or just feel like it!)
  3. Pick your track. The game will let you know it's inputting details from another track and that's ok.
    1. Get totally random option: roll a D20 where you number the Sophy tracks 1-19 and 20 is dealer's choice.
  4. Adjust the number of laps, if desired.
    1. Random option: Roll a D4. 1 = Standard, 2 = Enduro, etc.
    2. If you got a crazy long track (Nurburgring 24, I'm looking at you) be sensible and adjust the laps to what you feel comfortable with. This is about fun.
  5. ENJOY!
You can make a series out of it by picking 2-3 tracks in each region or whatever suits your fancy at the time. This way you can pretend it's a world tour of some kind.

Or just keep running this at a track you love.

As always, hopefully some of you find this helpful and you enjoy battling Sophy.

- Revengel
 
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Formed a little EF Cup team series. I've made 10 liveried cars of similar performance and just "repeated" them to complete the 20 car line-up. So basically like 2 car teams. lol Fun race today at Road Atlanta for a 10-lapper. Funny thing is when I overtook Sophy in 2nd it was like the car gave up and I had a more than 1 second gap even before the next turn. And we were having a good battle too. Ended up second. Next up: RBR.
Michelin Raceway Road Atlanta __1 (7) by 2cam16, on Flickr
Michelin Raceway Road Atlanta __2 (7) by 2cam16, on Flickr
Michelin Raceway Road Atlanta _ (19) by 2cam16, on Flickr
I'm wondering how this kind of race setup performs against a random opponent or a one make one in terms of repeatability.

In other words, if you setup a race with choosen opponents and don't mess with the rest of the field (meaning start 20th and park the car leaving only AI race), has the race result some variance, or it repeats itself over and over?
 
zjn
In other words, if you setup a race with choosen opponents and don't mess with the rest of the field (meaning start 20th and park the car leaving only AI race), has the race result some variance, or it repeats itself over and over?
That is a capital idea. I may have to try this and see just what happens using my 590 race. Lately the same couple of cars are at the front . . . but they start near the front so that's not a surprise.

Might have to try this out at dinner tonight.
 
zjn
I'm wondering how this kind of race setup performs against a random opponent or a one make one in terms of repeatability.

In other words, if you setup a race with choosen opponents and don't mess with the rest of the field (meaning start 20th and park the car leaving only AI race), has the race result some variance, or it repeats itself over and over?
Interesting thought. Will have to try this too with one of my customs.
 
zjn
I'm wondering how this kind of race setup performs against a random opponent or a one make one in terms of repeatability.

In other words, if you setup a race with choosen opponents and don't mess with the rest of the field (meaning start 20th and park the car leaving only AI race), has the race result some variance, or it repeats itself over and over?
In non sophy custom races you will get different results, if you run the same race over and over again...at least this is my experience
 
So I just did a 30 minute Gr.3 race at La Sarthe. All cars were mine. Race was a good one and came down to me winning the race on the last lap with Roxy the Porsche 911. Anyway,that's besides the point. I noticed this weird thing happen. I was watching the map while racing and was wondering why there were two cars lagging way behind in the last few laps of the race. The replay showed this:

So weird. Fuel was good, tires were good. What, they just decided to both call it quits? :lol:
 
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