Gran Turismo 7 Update 1.57 - March 2025

  • Thread starter Mathaios_C
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many great colours
No purple though, so:

Drag Race No GIF by Robert E Blackmon
 
I really like the new Aston Martin, a pleasure to drive, many great colours included Aston Martin Racing Green (🤩), cool looking Aero Parts as well.
It is nice to drive, but it's very quiet...at first I was thinking I got that pit-stop-bug, where the engine sounds get muffeled after exiting from the pits
 
Bummer about the Michelin tires, their shape and branding added a ton of authenticity to the game. I hope PD at least keeps the shape of the tire because it was much better than the defaults., now I can go back to use Bridgestone logos again, Michelin logo on tires prevented me from that and cars with Bridgestone as a sponsor with Michelin tires

Not for me, now I can go back to use Bridgestone stickers again, I didn't like Michelin was everywhere, messed up many PD made liveries.
 
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Did a quick test this morning and will go back and try again later with boost set to weak to see how it compares.

I recreated my favorite custom race at Suzuka with cars ranging from 560-650. I use a 600pp car. I start 13th out of 20. Prior to having Sophy AI available I usually get to the lead by lap 4 and cruise to a 12+ second win.

With Sophy AI I got to lead on lap 5 and won by 2 seconds. Overall its a big improvement but not perfect. I did feel like Sophy is more predictable and less erratic which is a welcome change. I also passed, got passed back, and had to do more battling to get to the lead which is a lot more fun. Overall I would say the race was more lifelike now. Definitely more lively and intense.

A couple things I noticed was that I gained most time and completed most passes mid corner by simply just rolling and carrying far more speed through the corners than Sophy. We were pretty well matched on straights and corner entry. I also noticed that with my range of cars throughout the grid from 550-650 the 650 cars did not stay at the front or make their way to the front. I saw a couple cars around 575 actually make their way to the top 3 from starting closer towards 8-10th. Not what I expected.
I just redid this race twice with boost turned to weak. I finished 4th and 2nd. I even adjusted my cars setup between races and did not have the speed. I had to small bobbles in the second race that probably cost me 2-4 seconds and that was the difference at the end.

That was an intense race and battle!!! So much better.

Tried a third time with boost weak after giving myself about 5 more pp and still could not win. Slapped on some better tires which put me up to 20pp over my first race with the boost turned to weak and won by 1.3 seconds.
 
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So what's the point of offering the boost option if you're still going to get rubber banding?
There's nothing wrong with offering a realistic (or beta-level) difficulty mode for those who want difficulty.
Remember, the goal is to make it appealing to most players. The idea of adding another feature or features has to pass the tests of:
  • How difficult is it to implement?
  • How often is it likely to be used?
Rubber banding - while we may not care for it (I'm not a big fan either) definitely lowers the barrier to entry from most players, both new and old. The "boost" option helps to regulate the amount of rubber banding but does not eliminate it.

The overwhelming majority of players (not just Gran Turismo players here) prefer things to be "easy/easier to win" from a gaming experience.

Just look at the number of posts on this forum in regards to "credit grinding at the big four" and/or "every car should be available at the start of the game / at least for a test drive." The easier it is to "win" the better for most players.

With that understanding, a rubber band structure makes sense. It allows many/most the chance to win in (almost) any race vs. the A.I. in a reasonable car and - for those of us who are not a fan of the rubber band effect - we still have the option to find a more difficult car for the task.

That is much easier to implement / will be used far more often than the option of turning off rubber banding and/or going against a full on Sophy.

For those who would state "Revengel, you are huffing Gran Copium. Just put in a toggle switch to stop rubber banding" I would state the following:

There are not enough folks who would use it to make it worth the expense/effort to implement it.


Remember, we on this forum are some of the best and most frequent drivers in Gran Turismo.

Try to look at it from the perspective of someone who isn't one of us.


Again, this is just my opinion.
 
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A fully tuned Kangoo is a fun ride! Loved it on the Brands Hatch, looking forward to seeing its monoclass weekly race.

However, its 600PP rating is quite outrageous. (Well, maybe with the right gear ratios, it could be somewhat capable for 600PP, but I'm yet to discover the settings... đź« )
 
Remember, the goal is to make it appealing to most players. The idea of adding another feature or features has to pass the tests of:
  • How difficult is it to implement?
  • How often is it likely to be used?
Rubber banding - while we may not care for it (I'm not a big fan either) definitely lowers the barrier to entry from most players, both new and old. The "boost" option helps to regulate the amount of rubber banding but does not eliminate it.

The overwhelming majority of players (not just Gran Turismo players here) prefer things to be "easy/easier to win" from a gaming experience.

Just look at the number of posts on this forum in regards to "credit grinding at the big four" and/or "every car should be available at the start of the game / at least for a test drive." The easier it is to "win" the better for most players.

With that understanding, a rubber band structure makes sense. It allows many/most the chance to win in (almost) any race vs. the A.I. in a reasonable car and - for those of us who are not a fan of the rubber band effect - we still have the option to find a more difficult car for the task.

That is much easier to implement / will be used far more often than the option of turning off rubber banding and/or going against a full on Sophy.

For those who would state "Revengel, you are huffing Gran Copium. Just put in a toggle switch to stop rubber banding" I would state the following:

There are not enough folks who would use it to make it worth the expense/effort to implement it.


Remember, we on this forum are some of the best and most frequent drivers in Gran Turismo.

Try to look at it from the perspective of someone who isn't one of us.


Again, this is just my opinion.
You’re 100% correct and I agree with you… and I am not a game developer.

But there must be a way to not implement this and have a true “off” function. Because Off currently does not mean Off.

For rubber banding to work, the code mode is clearly looking at the lap times/gap to the real player. I’d love to know the architecture around this and if it relates to anything else in the game - because surely removing this aspect from the AI lap modelling would be quite simple (with the caveat here I’ve never seen the game code)
 
What did they change on the M3?
I'll find out tonight. I bought 4 of them when it was first released a couple of updates ago. What I do know, they modeled their in game version after the 1997 model year. I own a 98 M3 Coupe, and unless my E36 M3 history is off, the wheels are wrong on their car. Not the design per say, (at least nothing I've noticed so far), but the width of the rear tire/rims should be wider than the front. My M3 has staggered width front/rear wheels. I believe BMW started doing that starting in late 1997.
 
Lastly, NO GRID START when using Sophy, unlike the normal custom race :banghead: . It's not the end of the world, but still.

They have to fix physics/performance in the 0-100kph range first if you ask me. Have you tried 0-100 acceleration in a Ford GT40 Mk1?
Or in the new Hyundai Ioniq? Just two examples that come to mind. Both too slow. Cant even do a burnout the old Ford… is that accurate?
 
That is much easier to implement
I think balancing an AI so that it allows itself to be overtaken according to the player's progress in a race is much more complex to do than an AI so that it uses its car's performance without taking the player's position into account.
This is what most PC sims from small studios.

Raceroom, for example, offers adaptive AI and difficulty modes (and the AI is excellent).



With that understanding, a rubber band structure makes sense.
Not with sophy.
I don't see the point of working on a revolutionary AI if so is restricted because it's prevented from fighting for its position because the player is in his last turn.

You might as well stick with the basic AI that can be overtaken.


Sorry about my english i use a translator.
 
I think balancing an AI so that it allows itself to be overtaken according to the player's progress in a race is much more complex to do than an AI so that it uses its car's performance without taking the player's position into account.
This is what most PC sims from small studios.
Developing AI is a very difficult process in general. There are choices that need to be made as one trains an AI just as there are decisions we make as we learn to drive in a game. Questions like "do I protect my position" and "should I dive into the corner at this driver" are questions we resolve around the track. Some of us avoid contact. Others seek it out.

Max Verstappen for example, too often seeks to create a situation where either his target yields or they both crash.

I am not a fan.

Not with sophy.
I don't see the point of working on a revolutionary AI if so is restricted because it's prevented from fighting for its position because the player is in his last turn.

You might as well stick with the basic AI that can be overtaken.
For this, one of the greatest things about Sophy is how dynamic the driving is during the race itself. The best parts about Sophy are not how difficult it is to defeat the AI but rather how well it drives and competes vs. pretty much any other AI out there.

The rubber band allows the average driver to compete for a win.
Sorry about my english i use a translator.
No need to apologize! I'm just happy about the conversation . . . and even happier now that I know you are putting extra effort into our chat!
 
A fully tuned Kangoo is a fun ride! Loved it on the Brands Hatch, looking forward to seeing its monoclass weekly race.

However, its 600PP rating is quite outrageous. (Well, maybe with the right gear ratios, it could be somewhat capable for 600PP, but I'm yet to discover the settings... đź« )
I built one fully tuned(all NA motor- it’s got the sound, so cool), 17” wheels, standard body, slammed super touring style. I’m going to buy the other 14 colors and they’ll be my BTCC cars until we get a proper FF sedan from 1988-2001.
IMG_5981.jpeg


I want one. My wife said, “Oh, that’s nice. Go for it.”. :)

Edit: Found one. Six hours away from me. ;)
 
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I built one fully tuned(all NA motor- it’s got the sound, so cool), 17” wheels, standard body, slammed super touring style. I’m going to buy the other 14 colors and they’ll be my BTCC cars until we get a proper FF sedan from 1988-2001.
View attachment 1439250

I want one. My wife said, “Oh, that’s nice. Go for it.”. :)
will anyone post pictures of all the variations of the Kangoo that they can get modified in GTAuto?
 
Good afternoon.

After this last update, the FFB on my Thrustmaster T-GT2 feels different, and for the worse.

The strange thing is that I only notice it in the Daily Races. Even stranger, if I'm doing qualifying, the FFB feels normal, but in the race, it seems like some FFB functions become inactive.

It's especially noticeable in the corners, as the car now feels like it's driving on ice—really strange.

Has anyone else noticed this?
 
Good afternoon.

After this last update, the FFB on my Thrustmaster T-GT2 feels different, and for the worse.

The strange thing is that I only notice it in the Daily Races. Even stranger, if I'm doing qualifying, the FFB feels normal, but in the race, it seems like some FFB functions become inactive.

It's especially noticeable in the corners, as the car now feels like it's driving on ice—really strange.

Has anyone else noticed this?
 
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