Viper's tuning bible (first draft)

viperbeatsvette

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Australia
Gold Coast/QLD
viperbeatsvette
im not a fanboy
im not trying to steal slumps thunder, but sometimes different wording can make something easier to understand.

Okay, so to start this I should cover some of the basics in ¼ mile drag racing.
It is NOT all about top speed. It is about average speed and reaction time.

When tuning for the ¼ mile there are a few major and minor factors that should be taken into thought. The major factors include: Maintaining the powerband, finding the right medium between spin and bog for launch (will explain later), and shifting at the right time.
Tuning aspects for AWD differ majorly from RWD which also majorly differs from FWD. I personally do not have a great deal in FWD tuning but I can give some assistance.
Suspension:
key:
red = awd
blue = rwd
green = fwd
you want to maximise launch potential as this sets the AWD ahead from its competitors. To do this with suspension you need to have a low front and higher back.
Spring rates can differ per car but a general rule of thumb is to have between 10 and 15 on the front and 11 and 16 on the back. As I have said before this is a general rule of thumb. Many people have successful unorthodox tunes.
Dampers don’t have a world of difference in drag racing, but my general rule for AWDs in dampers is to have 10 on the front, 6 on the back.
antiroll bars have very little effect on drag cars in GT5 and therefore just leave them as is.
there’s more than one way to skin this cat. You can either tune for best possible launch, or you can tune for best possible acceleration. Each car differs greatly. Normally a low front and high rear will give you exceptional launch, where as a slightly higher front can increase top end acceleration with a slight lack in launch compared to the low front. Some cars naturally launch better than others and some accelerate faster than others so it’s really about finding the right balance for the car. (different tensions will be added later)

for front wheel drives you want to minimise loss of frontal traction. This has to be in affect minimising rear crouch. Commonly this means low front and high back, springs low at front and high at back.
Transmission:
Transmission is possibly the most complex and important part to a good drag tune. There are almost infinite ways to customise this tool to create fast tunes.
At first when I learnt about ¼ mile drag racing id just change my top speed with the slider to 15mph higher than I would hit at the end of the strip. This was to comfortably hit te range whilst not losing too much acceleration. I still use this technique often, but adjust each individual gear.
To tune a transmission properly you need to have a look at the power-band graph in the settings. You want to adjust gears accordingly.
Red: cars with longer powerbands (in the revs range)
blue: cars with shorter powerbands (within rev range) (ie a car that maxes hp at 7k rpm but can hit 9k)

bold: 4wd
italic:fwd
normal:rwd
Transmission flipping: (insert link explaining)
a 4wd in most cases will launch off first gear. So that means in many cases you can run in auto.
As I mentioned before you want to add 15mph to the trap speed as your max.
so when you flip transmission, raise 6th gear to fully right on the bar, and then make the top speed in the top right corer 15 above your trap speed.
After these steps do the following.
1st gear, fully left on the bar
2nd gear leave as is
3rd gear, ¾ to the right
4th and 5th gear fully right

this is only a rule of thumb, sometimes a 4wd car will bog under these conditions and 1st would need to be shortened slightly (moved to the right).

to first understand what gear is needed to launch in a rwd you have to look at the power to weight ratio and power band. If the car is vtec like the amuse s2000 gt1 turbo and the lower revs have minimal power use first. If the car has a power to weight ratio of 580hp per tonne (1000kg) or 0.58 then normally it will be a second gear launcher.
In second gear launching cars the following steps must be taken.
firstly flip the transmission and raise 6 fully right and set the top speed approximately 15mph over trap speed.
After doing so put 1st gear fully right, 2nd fully left, now put 4th and 5th fully right. Once this is done adjust 3rd to make 4 5 6 all line up perfectly with their minimum points seen on the graph. If you cannot do this drop 4 and 5 a little bit until you find this line up.

Blue: a similar technique is required here. But what you need to do is work out the ratio between peak power and redline. IE if the peak is at 6k and the redline is 7k. divide 7 by 6 and times that number by the trap speed + 15mph. for gear shifting with these cars shift between 200 and 600 rpm past the peak power (depending on how the power drops afterwards).
most cars will have a 1st gear launch with a quick shift to second to avoid excessive spinning. I normally set my transmission similar to a 4wd but with a higher max speed (like 180mph) and normally only run to gear 5 by the end of the ¼.
 
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Nice way of explaning things, but I thought flipping the transmission was Final gear to the right and top speed to the left, not 6th gear to the right and top speed to the left, correct me if i'm wrong.
 
MrMVP
Some things you got down for FF is wrong.

As I introduce I have little knowledge on FF. if you could pm me some corrections is be glad to fix them and acknowledge you at the end :)
 
Viperbeatsvette
As I introduce I have little knowledge on FF. if you could pm me some corrections is be glad to fix them and acknowledge you at the end :)

Please guys give feedback and tell me what I should talk more on. I don't want this to die haha
 
You could talk about how ported GT4 cars don’t always respond the same way as premium ones?
 
You've had that snake in your boot for quite a while now.. planning on keeping it as a pet?
 
Exactly like slumps lol. Your trying way to hard lately. Couldn't you have put a little effort of a different title name? You should've asked him to edit this in his current sticky.
 
Here's part of my Tuning Guide: (Still in the Making)

--------------------------------------------------------------------------
--------------------------------------------------------------------------
MY GT5 1/4 DRAG TUNING INSTRUCTIONS - HOW-TO TUNE A CAR!
(By: Jth_101)

Welcome to my Drag Tuning Instructions (Simple Version)
How-To tune a Car for the 1/4 Drag in GT5


**WARNING** ****These Tuning Tips Instructions are coming off of my knowledge, and my Theories, other people may have better-to-understand instructions/theories, than mine. ****

Index:
1. We'll talk about the Suspension - What does everything mean?
- Ride Height
- Spring Rate(s)
- Dampers - Extension & Compression
- Anti-Roll Bars

Suspension
First we will discuss "Ride Height":

Ride Height is a basic method to get your car to either go faster (3000K Method) or to get a better launch (1/4 Drag). For cars like the: S7, or the Speed 12, ect that have insane spin when launching, you would put your ride height for the Front as high as possible and the Rear to as high as possible as well. Why do we do this? Just to simply get the weight of the Car to go towards the back wheels, (Driving wheels) - to get a better Launch. However; if you're using Cars like: Viper, Enzo, ect you would set it up with your Front Ride Height all the way to Minimum (- 20 for example), and Rear Ride Height to high as possible. Simply because you are not looking for a better launch, you're looking for better Top-End. Having the Front Ride Height as Low as possible will get you better Top-End because you are having less Air-Resistance - simple, right? That's just basic knowledge that you WILL need in order to get a decent Trap Speed/ 1/4 Time.

Secondly, we will discuss "Spring Rate(s)":

Spring Rates basicly just judges whether your car will bog or not, and controls how the weight will transfer. So basicly, Less value on Spring Rates, (Ex.: 5.0) will cause more weight to transfer. Higher value on Spring Rates, (Ex.: 20.0) will cause less weight to transfer. So, essentially if you're using a car like the Enzo Ferrari, you would want Spring Rates value for the Rear to be 5.0, for more weight transfer to the driven wheels (RWD Car). But, cars that have excessive Wheel Spin, you would want Higher Spring Rates in the Rear, and Lower in the front. Why? Because you want as much Weight to be transfered over the the driven wheels, so you loosen up the front (where all the weight is) and tighten up the Rear, to get the best Weight transfer as possible. {Cars like the Speed 12 and the S7, cars like that usually have a lot of Wheel Spin because most of the weight is in the front, which would be usful for a FWD Car, but not a RWD Car.} For AWD Cars, you would, in almost all cases, want the Spring Rates to be Maxed out on both Front and Rear, basicly because you want your car to be balanced out, as all the 4 Wheels are being driven all at once. Again, that's just basic knowledge that you WILL need in order to get a decent Trap Speed/ 1/4 Time.

Thirdly, We'll discuss about Dampers:
 
Awesome work my little apprentice Haha na in all honesty bro great work on explaining how things work mate very easy to understand :)
 
beetwo
Couldn't you have put a little effort of a different title name? You should've asked him to edit this in his current sticky.

re-read the OP. I have stated sometimes a different method of explaining can help.

So asking slump to edit his own thread is pointless.

And I didn't make this thread to please you as an individual bee. So please don't complain. I made this so people could understand more of the methods and how cars work so we have less people asking for tunes and more people trying to work for themselves.

Blank101
Here's part of my Tuning Guide: (Still in the Making)

--------------------------------------------------------------------------
--------------------------------------------------------------------------
MY GT5 1/4 DRAG TUNING INSTRUCTIONS - HOW-TO TUNE A CAR!
(By: Jth_101)

Welcome to my Drag Tuning Instructions (Simple Version)
How-To tune a Car for the 1/4 Drag in GT5

**WARNING** ****These Tuning Tips Instructions are coming off of my knowledge, and my Theories, other people may have better-to-understand instructions/theories, than mine. ****

Index:
1. We'll talk about the Suspension - What does everything mean?
- Ride Height
- Spring Rate(s)
- Dampers - Extension & Compression
- Anti-Roll Bars

Suspension
First we will discuss "Ride Height":

Ride Height is a basic method to get your car to either go faster (3000K Method) or to get a better launch (1/4 Drag). For cars like the: S7, or the Speed 12, ect that have insane spin when launching, you would put your ride height for the Front as high as possible and the Rear to as high as possible as well. Why do we do this? Just to simply get the weight of the Car to go towards the back wheels, (Driving wheels) - to get a better Launch. However; if you're using Cars like: Viper, Enzo, ect you would set it up with your Front Ride Height all the way to Minimum (- 20 for example), and Rear Ride Height to high as possible. Simply because you are not looking for a better launch, you're looking for better Top-End. Having the Front Ride Height as Low as possible will get you better Top-End because you are having less Air-Resistance - simple, right? That's just basic knowledge that you WILL need in order to get a decent Trap Speed/ 1/4 Time.

Secondly, we will discuss "Spring Rate(s)":

Spring Rates basicly just judges whether your car will bog or not, and controls how the weight will transfer. So basicly, Less value on Spring Rates, (Ex.: 5.0) will cause more weight to transfer. Higher value on Spring Rates, (Ex.: 20.0) will cause less weight to transfer. So, essentially if you're using a car like the Enzo Ferrari, you would want Spring Rates value for the Rear to be 5.0, for more weight transfer to the driven wheels (RWD Car). But, cars that have excessive Wheel Spin, you would want Higher Spring Rates in the Rear, and Lower in the front. Why? Because you want as much Weight to be transfered over the the driven wheels, so you loosen up the front (where all the weight is) and tighten up the Rear, to get the best Weight transfer as possible. {Cars like the Speed 12 and the S7, cars like that usually have a lot of Wheel Spin because most of the weight is in the front, which would be usful for a FWD Car, but not a RWD Car.} For AWD Cars, you would, in almost all cases, want the Spring Rates to be Maxed out on both Front and Rear, basicly because you want your car to be balanced out, as all the 4 Wheels are being driven all at once. Again, that's just basic knowledge that you WILL need in order to get a decent Trap Speed/ 1/4 Time.

Thirdly, We'll discuss about Dampers:

Nice work mate, itd make more sense to make this a thread or finish it a bit more so it doesn't end up dead like mine did :P
 
I don't mind.

.....btw, I know my guide needs huge updates, but I can't find the motivation to move my a$$ :yuck:
We'll see....
 
Ride Height is a basic method to get your car to either go faster (3000K Method) or to get a better launch (1/4 Drag). For cars like the: S7, or the Speed 12, ect that have insane spin when launching, you would put your ride height for the Front as high as possible and the Rear to as high as possible as well. Why do we do this? Just to simply get the weight of the Car to go towards the back wheels, (Driving wheels) - to get a better Launch. However; if you're using Cars like: Viper, Enzo, ect you would set it up with your Front Ride Height all the way to Minimum (- 20 for example), and Rear Ride Height to high as possible. Simply because you are not looking for a better launch, you're looking for better Top-End. Having the Front Ride Height as Low as possible will get you better Top-End because you are having less Air-Resistance - simple, right? That's just basic knowledge that you WILL need in order to get a decent Trap Speed/ 1/4 Time.

I just want to say on the few cars I have tuned for the 1/4 mile this can be the other way round in my experience, the RX7 spirit R in particular will launch better with a dropped front end, and will gain speed in the top end (past the 1/8th mile) with a raised front end.
 
I've noticed a few instances where the video game doesn't resemble real cars. The differential lockers for instance don't effect straight launches in the game. The ride hight is probably another part of the game that doesn't resemble real life.
 
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