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1 | 9/25/25 - Version 4.8 | |||||||||||||||||||||||||
2 | GT Integrale: Welcome / How To | |||||||||||||||||||||||||
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10 | Link to main documentation: | Main Forum Post / Other Doc Links | ||||||||||||||||||||||||
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12 | Hello and thank you for finding this. I am so grateful to UFCVeteran for his magnificent work pulling together Integrale, may its inspiration and immersion last you dozens if not hundreds of hours to come! - pritchyTim | |||||||||||||||||||||||||
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19 | Playing in GT7 | |||||||||||||||||||||||||
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21 | You're going to need a lot of credits and cars to play this game to its fullest extent, as it's on you and your GT7 wallet to build the game around yourself. That said, it's all in the name of fun so make it what you need/want it to be! • Gather all opponent cars in "Last Used" sort for quicker gridbuilding. • Use GT7's premade races to quickly access the race shop for each car in your grid (power restrictor / ballast / tires) • Don't actually sell cars, use "favorite/unfavourite" to move in/out of your GT Integrale garage. • Build all events on a single saved grid to preserve driver names/nationalities - give them personalities (your 'sold' cars, favorite makes, tuning preferences, livery/color schemes)! • Know how to Custom Race (see below) | |||||||||||||||||||||||||
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33 | Using This Document | |||||||||||||||||||||||||
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35 | Career Home The next tab is streamlined to require minimal input from you - jot down what you spend on cars and upgrades, tally their damage incidents and event entries, what you sell them for, and your finishing grid positions in the dark-grey-background cells. Feel free to hide completed events' rows as you go. License events pay out a little differently and are reflected up top. Payouts are pulled from the hidden "Aux" table, should you want to make any modifications to make this your own. Post-purchase car upgrade expenses are the most tedious to track. I used a running formula of upgrade/aero/oil costs added together one at a time (e.g. =4500+5000+1200+350…). The spreadsheet doesn't really support 'grinding' or finishing an event multiple times to improve your payout, so you have to tally any excess winnings in the extra cell at the top. For me, it kind of worked out that I didn't need to, as I lucked into a handful of GT7's fortunate roulette prizes along my journey. The length of the seasons make it more forgiving to take a loss here and there, adding to the immersion. Where a league-specific ECU %age is shown, note that this is intended only for non-Sophy races. Championship Tracker Each event series can be tracked, one at a time, using this tab. Where Career Home tracks the high-level progression across all events, this tab is for more granularly tracking points across a series. It ended up being the tab I kept open most of the time as I moved from race to race. There are more detailed instructions on the tab itself, but it follows the similar rule of only wanting inputs in dark-grey-colored cells. The tedious one on this tab is the Season Pts tally. After every series, add each driver's series total to their season total, and THEN delete the finishing and fastest lap entries. In case it wasn't intuitive, Z->A and A->Z sorting are both very useful for organizing grids according to finishing position, mid-season tally, etc. I'll suggest you NOT do alternating (reverse-finish) grid sorting as it tends to average out the AI drivers' points across a season, leaving you with an enormous advantage. Seeing only a few drivers rise to the top makes it easier to care about them. Rivals This is a place to display your current league-mates and any notes you may optionally intend to keep (in the hidden 'Aux4' sheet) on them. Some drivers may prefer particular types of cars or tuning approaches, livery styles, etc. It may enhance your immersion to give them personalities and/or specific cars, to have them progress through the career in parallel. Don't touch this sheet, it's designed to pull dynamically from the Championship Tracker and whatever you've punched in on the 'Aux4' tab. --- The other tabs don't need much explaining. I have included an updated version of Dieselton's Car Roster (with default tire!) in here to assist your journey, I also have passively kept a 'report card,' grading the AI's ability across GT7's various circuit layouts. It isn't spectacularly applicable to this career mode, but may serve the inspired Custom Racer in the future. | |||||||||||||||||||||||||
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69 | About Custom Races | |||||||||||||||||||||||||
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71 | It still isn't perfect, but Custom Race is the greatest feature in the franchise. It's somewhat hidden and is riddled with nonintuitive hurdles to work around, and until Sophy 2.1, many of us didn't know how to use it properly. Longer races and player under-/overcuts expose an underlying rubber-band system that favors the player, non-Sophy AI (I call him Reggy, pronounced Reggie) cars only use 98% throttle that demands the player self-downtune to compete fairly, AI have no pit strategy or weather forecast, and AI cannot equip any nondefault tire compounds except RH. Still, by being aware of and working to minimize these issues, you can create beautiful, competitive single player races to almost any (some cars can't be Sophy-driven) specification. Some must-know tips for Custom Racing: • Professional AI • Boost=Weak for the best contest • Boost Off for better payouts • Balance grids using power/weight ratio (primarily) and PP (secondarily) • Grid starts can lead to good 2x2 opening laps • I turn collision penalties off as the AI will abuse you • I tend to keep my races to a single stint to minimize rubberbanding • I probably don't mention this enough in here, but play however you have the most fun • Right on the D-pad skips through the Weather dropdown list faster • Force Sophy to drive incompatible cars by driving that car yourself (pre-save grid elsewhere) • Swap your tune sheet in the pre-race lobby against Reggy (see below) • AI tuning sheet tires: Default or RH only (they will have IM/W even if you don't buy) • AI will equip RS after pitstop on drying track (even if you don't buy) • Consider an overtuned "rabbit" (safety car, redbull, tomahawk - name it "Leaderboard:") to run ahead of the pack and snap the rubber-band (can't track fastest lap though) The game assesses payout and relative AI difficulty based on the PP difference between your current tune and those of the AI drivers *at the time of launching the race*, which can be leveraged to ensure a fair contest versus the non-Sophy AI (you can also use this to increase payouts or add your own handicap against Sophy). Duplicate your tune sheet and slightly lower the dupe's power to create what I refer to as the "User" tune sheet (in replica grids, it helps to give all cars an "AI" and "User" tune in case you want to hop in a different car). Only flip to it after loading up the race. To create your "User" tune for each car, drop power restrictor by 5-10 points and lower transmission top speed by 10kph, to make up for your loss in acceleration. It can vary by track and car, feel free to make this your own beyond my baseline. Of course, it's important to remember to flip back to the original tune sheet once you're done! | |||||||||||||||||||||||||
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100 | Changelog | |||||||||||||||||||||||||