- 567
- aGrenadeShark
- aGrenadeShark
GT5 Transmission tuning guide.
EDIT: Updated 7/13/2011. Tuning section added back in
This guide is going to cover everything you need to know to properly setup your transmission to get the most out of the Power curve of your vehicle. This guide is mostly directed at people who are looking for that extra 1.5 seconds in a 60 second straight line sprint. This will not make your cars blow away the competition.
This guide has multiple parts and will most likely need to be rewritten by someone in the community who cares more about layout and quality design then me. This is a summation of everything I have learned from reading other guides, in game testing and actual real life racing experience.
Layout:
Part 1. Engine Power Curve Theory
Part 2. Power Curve in relation to transmission
Part 3. Practical use of said information
Part 4. Tuning your transmission
Part 5. Excel calculator to make things a bit easier (not easy).
Part 1. Theory
Why is it important to tune your transmission to go hand in hand with the Power Curve of your car? The answer to this is simple and complex at the same time. On some cars it isn't. On others, it is. The first thing we need to understand is what is a cars power curve and what does it mean? Basically, a power curve is the combination of HP and TQ values over a given RPM range expressed graphically. An easier explanation of this is to look at your tuning menu on any given car. See the orange and green lines that are graphed in the bottom right corner of your screen? That's your engines power curve.
What makes up a good power curve? Well it all depends on your purpose for a car. Two differing examples of what exists in the real world are shown in Exhibit A.
On the left, you have a car that has a TQ curve that intersects the HP curve at about mid RPM range of the given engine.
On the right, you have a car that has a TQ curve that intersects the HP curve at a high RPM range.
Given that these two cars produce the same absolute HP and TQ numbers, we can see that the car on the left will have more low end TQ and the car on the right will have more high end TQ. This means that basically the car on the left will accelerate faster at low RPMs and the car on the right will accelerate better at high RPMs.
The second part of the power curve to look at is where it peaks at and what happens after the peak. Generally speaking, you want to look at the HP number after it crosses TQ (5252 rpm) on the graph. Take exhibit B.
We have 4 graphs with varying HP curves. If all these curves have the same basic HP peak, the one on the bottom left will be the fastest car (all other things being equal). The reason for this is because of a number of reasons.
First of which is that the horsepower stays at its maximum all the way to the rev limiter. This is good because physics tells us that a car cannot accelerate any faster than its peak power in a gear suitable for the speed it's going. In other words, you should never shift to the next gear if your car is currently at its HP peak. It is only once your car has dropped from its peak horsepower that it may be advantageous to shift gears. This is due to the effects of gearing on the power curve and will be talked about later.
Secondly, a car with a flat power curve will accelerate smoothly and be easy to tune. A car that has large spikes in its power curve is very "peaky" and will accelerate very hard for very short periods of time. This causes problems with traction , gearing and even suspension tuning. Long story short. If at all possible, you want your power curve to continue increases all the way up to rev limiter, or be flat and not dropping at the rev limiter. Granted, most production vehicles don't meet this criteria so you have to work with what you have.
Ex. 2 cars. One making 300 hp from 6000-9000 RPMS with a 9000 the rev limiter will more times than not be faster than a car making 310 HP from 7500-8000 RPMS with a 9000 rev limiter. More on this later as well.
Part 2. Power curve in relation to the transmission.
So you tuned your car to get the best possible power curve out of it. Great! Next step we need to do is figure out how you can use the transmission to get the most out of your power curve. There are a lot of factors in making this decision and I am going to cover a few.
1. Traction.
There is no amount of power that is beneficial beyond the maximum traction capacity of your tires (drifting and extreme example excluded). You can't accelerate faster than traction will allow. This is a very important concept and is the one of the first things you shoulder consider when tuning your transmission.
2. What speed range will you be covering?
A car that does 200 mph will not necessarily be fast on a track where the top speed is 120 mph. Gearing your transmission for the track in question is a very high priority. In other words, making sure your car uses every gear to a given top speed will generally result in a faster lap time. There are many exceptions to this rule. One being that shifting too often will slow you down more than it will speed you up. Another being that optimal gearing accounts for the power curve of your engine, not just the speed of the track. If you set your final gear ratio too high (bigger number), you can end up with the opposite effect of what you are trying to accomplish.
3. Power curve in relation to transmission gearing.
You have to account for the RPM range that the engine is most efficient in compared to the RPM range that any given set of gearing will change that RPM. If your engine falls flat after 8000 RPMs and you have a 10k rev limtier, having an extremely short gear set (higher final gear ratio) could cause you to operate mostly above 8000 RPMs. This will have a detrimental effect on acceleration compared to a gear set that would optimize the 6000-8000 RPM range of that same engine.
In summary, you have to account for both speed of the track and the power curve of your engine to figure out exactly how much to change your gearing for any given track. Remember, tall gearing (lower numbers) means a larger range of RPMs will be covered in each gear and short gearing (bigger numbers) means a small range of RPMs will be covered in each gear.
Part 3. Practical use of said information.
In real life, high amounts of TQ at low RPMs translates to real world performance. You can feel the TQ off the line as you speed away from a red light. In racing and in this game, this is not necessarily the case. Let's take any given launch on any given race in GT5. You mash on the accelerator and wait for the timer to say GO! Your car immediately starts to move forward and you either bog down a bit and drop RPMs or sit on the rev limiter and slowly increase speed as your car gains traction.
Either way, your car does not spend almost any time in a low RPM range off the line. The only time this would occur is if you bog down so heavily due to low power and too much traction. It's not all that common. What is more common though is you burn out your tires off the line.
Now, as we are moving through the gears we notice something. A very high percentage of all racing that occurs in this game occurs at the top end of the RPM range. If your car has a 8000 RPM rev limiter, you can be sure that most of your racing will be spent between 4500 and 8000 RPMs. Even as you go into a turn you downshift into the appropriate gear which raises your RPM back into the 4500+ range. There are very few situations in GT5 where having high amounts of power at low RPMs will be more beneficial then high amounts of power at high RPMs. Even on tracks with extremely slow curves, moving into 1st gear should put your car up enough in the RPM range that low end power will be basically useless.
So what does all this information mean to me? How can I apply this to making me faster in game?
In this game (and I say game, because it's not necessarily indicative of the real world), Power at high RPMs matters more than Power at low RPMs. A good example of this situation is a tuned down muscle car. Sure, it has 450ft/lbs of TQ at 2000 RPMs! This same car has a 7000 RPM rev limiter and makes closer to 200 ft/lbs of TQ at the rev limiter. That means its only making 266.57 HP @ 7000 RPMs. Now let's take our small engine car and compare it. Sure, it only makes 147ft/lbs of TQ @ 2000 RPMs. But, it makes 300 HP @ 7000 RPMs. That means it makes 225.09 ft/lbs of TQ @ 7000 RPMs. That means this same car will out accelerate that muscle car at the same RPM given the same gearing!
This happens in real life as well. The same reason you see Supra's, Civic's, Evo's and other small engine cars outrunning equivalent muscle cars at higher speeds is due to high end TQ production of the engine versus the low end TQ production of similar muscle cars. This is not always the case and there are examples from both ends of the spectrum. In this game, you are better off having a car that performs like a civic in real life then a 69 Camaro. This is especially evident once you start tuning the cars and find the big displacement vehicles power curves falling flat at high RPMs and the small displacement vehicles power curve getting flatter and bigger as the RPM rises. Again, this is not always the case, but in this game, power up top matters more than power down low.
Part 4. Tuning your transmission. EDIT: Updated 7/13/2011
A couple of things need to be said first to help get you through the process of tuning your transmission.
The power drop off of your car towards the redline will help you decide when to shift. Remember though, that the effects of gearing become less and less apparent when you are in higher gears. What we can take from this is that in many cars, even though there is a drop off in your power curve towards the redline, the effects of gearing in 1st-3rd will generally overcome said drop and it will be still worth shifting at or near the redline.
Another consideration needs to be our shift points and the RPM we want to be in the next gear when we do shift. If your car starts making power around 6200 rpms, there is no reason to be at 7000 rpms already when you have shifted into that gear. This is the single greatest mistake in my opinion, people who tune transmissions make. They detune their car too greatly and do not modify the transmission to make use of the available power.
Being that I have not posted a tuning calculator, many of my methods are going to require you to guestimate. The first two things you should guestimate is the RPM you want to be at in the next gear and your shift RPM.
Example. Car A makes 286 hp @ 7200 rpms with a 9500 redline. It has a flat powerband up to 8900 rpms. It has substantial drop off of power after 8900 rpms. This means that in reality, we will be working with 1700 rpms in our transmission tune. But, knowing the effects of gearing, we will have 2500 rpms to use in 1st gear, 2300 in 2nd, 2100 in 3rd. This is because of the effects of gearing on the lower gears overcomes in most cases the power drop off. Your car may vary. If your HP line drops straight down after the peak, only go to the redline in 1st year and drop back to the power drop off in the next gears.
So, basically our car is going to look like this:
1st-2nd shift will occur at 9500 redline
2nd-3rd shift will occur at 9300
3rd-4th shift will occur at 9100
4th-5th shift will occur at 8900
So, knowing these ratios we can tune the transmission. What we need to find out first is the top speed of our car. So, we setup the transmission to our theoretical top speed. You can test this quite well at daytona speedway in offline mode. The way I tune, i Like to have about 500-1000 rpms left after I hit my top speed in my top gear. Remember, that the in game MPH that is listed is only your maximum top end with no wind resistance. Your in game speed will be quite lower. Let's say that through all our testing, we decided that 196 mph gets us to our top speed (or as much as we can get on daytona speedway) and leaves us with 500-1000 rpms left for draft.
Great, you are past step 1. We now know our 5th gear ratio. As we progress we will always try to keep this ratio exactly the same. So if you are running a 4.0 final gear and a 1.0 5th gear, your multiplier is 4. If we change our final gear to 2.0 and our 5th gear to 2.0, we still have the same ratio of 4. This is important to keep track of as the gearing will likely change to completely new numbers, but the ratios will stay the same. The in game MPH calculator on the transmission is a good indicator of the ratio. If you keep that number the same via your 5th gear, you will have basically the same ratio. Long story short, if the car felt like it was its best when the setting was at 196 mph top speed, we will keep it that way regardless of the rest of our tuning.
So theoretical car A has a final gear ratio of 3.047 and a final gear of 1.132 with a listed top speed of 196mph. We will work backwards from here.
Gear high/ Gear low * shift point = new RPM in next gear
We know our shift point will be 8900 from 4th gear to 5th gear. So:
Where 1.132 is our 5th gear ratio
Where X is 4th gear
8900 is our shift point in 4th gear
7200 is where we want to be when we shift into 5th gear.
1.132/x * 8900 = 7200
So x = 1.399
In other words, we want our 4th gear ratio to be 1.399. We do the same equation for the rest of the gears.
1.399/x * 9100 =7200
x= 1.768
Thus far we have
5th gear ratio : 1.132
4th gear ratio: 1.399
3rd gear ratio: 1.769
1.769/x * 9300 = 7200
x = 2.285
2.285/x * 9500 = 7200
x = 3.015
So in total, we end up with:
5th gear ratio: 1.132
4th gear ratio: 1.399
3rd gear ratio: 1.769
2nd gear ratio: 2.285
1st gear ratio: 3.015
One thing to reference here is this method could create a very long first gear. This could make the starts of your races less than pleasant. Feel free to shorten up your first gear to help you get off the line. It will only effect the 1-2 shift and you generally don't make that shift many times on a race track.
Let's test our theory to make sure the math worked. Say we are shifting from 2nd to 3rd and want to end up at 7200 rpms in 3rd gear.
So. 1.769/2.285 * 9300 = x
x = 7200.
At this point, the first thing you are going to find out is that sometimes, the transmission calculator in game just doesn't allow the values you want to put in. No worries! There are solutions to that as well. This is a complicated process that can only be figured out with a bunch of practice. The good news is, I have never found a car I couldn't make the values fit into! As long as you are using realistic shift points and new gear rpms, you should be able to get it to work.
How you do this is by adjusting the Top speed ratio up and down a notch or two, then messing with the final gear ratio. After that, you mess with your 5th gear ratio to get it back to the 196 mph or whatever top speed you wanted. With practice, you will see that it is predictable and you will be able to know exactly which way to adjust the top speed number and your final gear number to make this work.
Another tip is that you can expand your shift RPM in lower gears if you need to. Example: You normally shift at 8500 and want to end up at 7200. Well if you cannot get the gearing to fit in the transmission tuning menu, try shifting at 8500, but ending up at 6800-7200. This is what real cars do. My method tries to extrapolate the absolute best out of a car. But, if you just cannot get a gear set to work, don't worry about ending up a bit lower then your expected new rpm in the next gear. Do whatever it takes to make it fit (within reason).
This is the method I use to create unbeatable acceleration cars. If you are having some problems, just post your questions and I will help as much as I can.
Part 5. Tuning Calculator. Coming Soon.
Update: Being I was never able to accurately model the in game transmission on my spreadsheets, I can only give out the equations and the methods I use to make tuning decisions.
EDIT: Updated 7/13/2011. Tuning section added back in
This guide is going to cover everything you need to know to properly setup your transmission to get the most out of the Power curve of your vehicle. This guide is mostly directed at people who are looking for that extra 1.5 seconds in a 60 second straight line sprint. This will not make your cars blow away the competition.
This guide has multiple parts and will most likely need to be rewritten by someone in the community who cares more about layout and quality design then me. This is a summation of everything I have learned from reading other guides, in game testing and actual real life racing experience.
Layout:
Part 1. Engine Power Curve Theory
Part 2. Power Curve in relation to transmission
Part 3. Practical use of said information
Part 4. Tuning your transmission
Part 5. Excel calculator to make things a bit easier (not easy).
Part 1. Theory
Why is it important to tune your transmission to go hand in hand with the Power Curve of your car? The answer to this is simple and complex at the same time. On some cars it isn't. On others, it is. The first thing we need to understand is what is a cars power curve and what does it mean? Basically, a power curve is the combination of HP and TQ values over a given RPM range expressed graphically. An easier explanation of this is to look at your tuning menu on any given car. See the orange and green lines that are graphed in the bottom right corner of your screen? That's your engines power curve.
What makes up a good power curve? Well it all depends on your purpose for a car. Two differing examples of what exists in the real world are shown in Exhibit A.
On the left, you have a car that has a TQ curve that intersects the HP curve at about mid RPM range of the given engine.
On the right, you have a car that has a TQ curve that intersects the HP curve at a high RPM range.
Given that these two cars produce the same absolute HP and TQ numbers, we can see that the car on the left will have more low end TQ and the car on the right will have more high end TQ. This means that basically the car on the left will accelerate faster at low RPMs and the car on the right will accelerate better at high RPMs.
The second part of the power curve to look at is where it peaks at and what happens after the peak. Generally speaking, you want to look at the HP number after it crosses TQ (5252 rpm) on the graph. Take exhibit B.
We have 4 graphs with varying HP curves. If all these curves have the same basic HP peak, the one on the bottom left will be the fastest car (all other things being equal). The reason for this is because of a number of reasons.
First of which is that the horsepower stays at its maximum all the way to the rev limiter. This is good because physics tells us that a car cannot accelerate any faster than its peak power in a gear suitable for the speed it's going. In other words, you should never shift to the next gear if your car is currently at its HP peak. It is only once your car has dropped from its peak horsepower that it may be advantageous to shift gears. This is due to the effects of gearing on the power curve and will be talked about later.
Secondly, a car with a flat power curve will accelerate smoothly and be easy to tune. A car that has large spikes in its power curve is very "peaky" and will accelerate very hard for very short periods of time. This causes problems with traction , gearing and even suspension tuning. Long story short. If at all possible, you want your power curve to continue increases all the way up to rev limiter, or be flat and not dropping at the rev limiter. Granted, most production vehicles don't meet this criteria so you have to work with what you have.
Ex. 2 cars. One making 300 hp from 6000-9000 RPMS with a 9000 the rev limiter will more times than not be faster than a car making 310 HP from 7500-8000 RPMS with a 9000 rev limiter. More on this later as well.
Part 2. Power curve in relation to the transmission.
So you tuned your car to get the best possible power curve out of it. Great! Next step we need to do is figure out how you can use the transmission to get the most out of your power curve. There are a lot of factors in making this decision and I am going to cover a few.
1. Traction.
There is no amount of power that is beneficial beyond the maximum traction capacity of your tires (drifting and extreme example excluded). You can't accelerate faster than traction will allow. This is a very important concept and is the one of the first things you shoulder consider when tuning your transmission.
2. What speed range will you be covering?
A car that does 200 mph will not necessarily be fast on a track where the top speed is 120 mph. Gearing your transmission for the track in question is a very high priority. In other words, making sure your car uses every gear to a given top speed will generally result in a faster lap time. There are many exceptions to this rule. One being that shifting too often will slow you down more than it will speed you up. Another being that optimal gearing accounts for the power curve of your engine, not just the speed of the track. If you set your final gear ratio too high (bigger number), you can end up with the opposite effect of what you are trying to accomplish.
3. Power curve in relation to transmission gearing.
You have to account for the RPM range that the engine is most efficient in compared to the RPM range that any given set of gearing will change that RPM. If your engine falls flat after 8000 RPMs and you have a 10k rev limtier, having an extremely short gear set (higher final gear ratio) could cause you to operate mostly above 8000 RPMs. This will have a detrimental effect on acceleration compared to a gear set that would optimize the 6000-8000 RPM range of that same engine.
In summary, you have to account for both speed of the track and the power curve of your engine to figure out exactly how much to change your gearing for any given track. Remember, tall gearing (lower numbers) means a larger range of RPMs will be covered in each gear and short gearing (bigger numbers) means a small range of RPMs will be covered in each gear.
Part 3. Practical use of said information.
In real life, high amounts of TQ at low RPMs translates to real world performance. You can feel the TQ off the line as you speed away from a red light. In racing and in this game, this is not necessarily the case. Let's take any given launch on any given race in GT5. You mash on the accelerator and wait for the timer to say GO! Your car immediately starts to move forward and you either bog down a bit and drop RPMs or sit on the rev limiter and slowly increase speed as your car gains traction.
Either way, your car does not spend almost any time in a low RPM range off the line. The only time this would occur is if you bog down so heavily due to low power and too much traction. It's not all that common. What is more common though is you burn out your tires off the line.
Now, as we are moving through the gears we notice something. A very high percentage of all racing that occurs in this game occurs at the top end of the RPM range. If your car has a 8000 RPM rev limiter, you can be sure that most of your racing will be spent between 4500 and 8000 RPMs. Even as you go into a turn you downshift into the appropriate gear which raises your RPM back into the 4500+ range. There are very few situations in GT5 where having high amounts of power at low RPMs will be more beneficial then high amounts of power at high RPMs. Even on tracks with extremely slow curves, moving into 1st gear should put your car up enough in the RPM range that low end power will be basically useless.
So what does all this information mean to me? How can I apply this to making me faster in game?
In this game (and I say game, because it's not necessarily indicative of the real world), Power at high RPMs matters more than Power at low RPMs. A good example of this situation is a tuned down muscle car. Sure, it has 450ft/lbs of TQ at 2000 RPMs! This same car has a 7000 RPM rev limiter and makes closer to 200 ft/lbs of TQ at the rev limiter. That means its only making 266.57 HP @ 7000 RPMs. Now let's take our small engine car and compare it. Sure, it only makes 147ft/lbs of TQ @ 2000 RPMs. But, it makes 300 HP @ 7000 RPMs. That means it makes 225.09 ft/lbs of TQ @ 7000 RPMs. That means this same car will out accelerate that muscle car at the same RPM given the same gearing!
This happens in real life as well. The same reason you see Supra's, Civic's, Evo's and other small engine cars outrunning equivalent muscle cars at higher speeds is due to high end TQ production of the engine versus the low end TQ production of similar muscle cars. This is not always the case and there are examples from both ends of the spectrum. In this game, you are better off having a car that performs like a civic in real life then a 69 Camaro. This is especially evident once you start tuning the cars and find the big displacement vehicles power curves falling flat at high RPMs and the small displacement vehicles power curve getting flatter and bigger as the RPM rises. Again, this is not always the case, but in this game, power up top matters more than power down low.
Part 4. Tuning your transmission. EDIT: Updated 7/13/2011
A couple of things need to be said first to help get you through the process of tuning your transmission.
The power drop off of your car towards the redline will help you decide when to shift. Remember though, that the effects of gearing become less and less apparent when you are in higher gears. What we can take from this is that in many cars, even though there is a drop off in your power curve towards the redline, the effects of gearing in 1st-3rd will generally overcome said drop and it will be still worth shifting at or near the redline.
Another consideration needs to be our shift points and the RPM we want to be in the next gear when we do shift. If your car starts making power around 6200 rpms, there is no reason to be at 7000 rpms already when you have shifted into that gear. This is the single greatest mistake in my opinion, people who tune transmissions make. They detune their car too greatly and do not modify the transmission to make use of the available power.
Being that I have not posted a tuning calculator, many of my methods are going to require you to guestimate. The first two things you should guestimate is the RPM you want to be at in the next gear and your shift RPM.
Example. Car A makes 286 hp @ 7200 rpms with a 9500 redline. It has a flat powerband up to 8900 rpms. It has substantial drop off of power after 8900 rpms. This means that in reality, we will be working with 1700 rpms in our transmission tune. But, knowing the effects of gearing, we will have 2500 rpms to use in 1st gear, 2300 in 2nd, 2100 in 3rd. This is because of the effects of gearing on the lower gears overcomes in most cases the power drop off. Your car may vary. If your HP line drops straight down after the peak, only go to the redline in 1st year and drop back to the power drop off in the next gears.
So, basically our car is going to look like this:
1st-2nd shift will occur at 9500 redline
2nd-3rd shift will occur at 9300
3rd-4th shift will occur at 9100
4th-5th shift will occur at 8900
So, knowing these ratios we can tune the transmission. What we need to find out first is the top speed of our car. So, we setup the transmission to our theoretical top speed. You can test this quite well at daytona speedway in offline mode. The way I tune, i Like to have about 500-1000 rpms left after I hit my top speed in my top gear. Remember, that the in game MPH that is listed is only your maximum top end with no wind resistance. Your in game speed will be quite lower. Let's say that through all our testing, we decided that 196 mph gets us to our top speed (or as much as we can get on daytona speedway) and leaves us with 500-1000 rpms left for draft.
Great, you are past step 1. We now know our 5th gear ratio. As we progress we will always try to keep this ratio exactly the same. So if you are running a 4.0 final gear and a 1.0 5th gear, your multiplier is 4. If we change our final gear to 2.0 and our 5th gear to 2.0, we still have the same ratio of 4. This is important to keep track of as the gearing will likely change to completely new numbers, but the ratios will stay the same. The in game MPH calculator on the transmission is a good indicator of the ratio. If you keep that number the same via your 5th gear, you will have basically the same ratio. Long story short, if the car felt like it was its best when the setting was at 196 mph top speed, we will keep it that way regardless of the rest of our tuning.
So theoretical car A has a final gear ratio of 3.047 and a final gear of 1.132 with a listed top speed of 196mph. We will work backwards from here.
Gear high/ Gear low * shift point = new RPM in next gear
We know our shift point will be 8900 from 4th gear to 5th gear. So:
Where 1.132 is our 5th gear ratio
Where X is 4th gear
8900 is our shift point in 4th gear
7200 is where we want to be when we shift into 5th gear.
1.132/x * 8900 = 7200
So x = 1.399
In other words, we want our 4th gear ratio to be 1.399. We do the same equation for the rest of the gears.
1.399/x * 9100 =7200
x= 1.768
Thus far we have
5th gear ratio : 1.132
4th gear ratio: 1.399
3rd gear ratio: 1.769
1.769/x * 9300 = 7200
x = 2.285
2.285/x * 9500 = 7200
x = 3.015
So in total, we end up with:
5th gear ratio: 1.132
4th gear ratio: 1.399
3rd gear ratio: 1.769
2nd gear ratio: 2.285
1st gear ratio: 3.015
One thing to reference here is this method could create a very long first gear. This could make the starts of your races less than pleasant. Feel free to shorten up your first gear to help you get off the line. It will only effect the 1-2 shift and you generally don't make that shift many times on a race track.
Let's test our theory to make sure the math worked. Say we are shifting from 2nd to 3rd and want to end up at 7200 rpms in 3rd gear.
So. 1.769/2.285 * 9300 = x
x = 7200.
At this point, the first thing you are going to find out is that sometimes, the transmission calculator in game just doesn't allow the values you want to put in. No worries! There are solutions to that as well. This is a complicated process that can only be figured out with a bunch of practice. The good news is, I have never found a car I couldn't make the values fit into! As long as you are using realistic shift points and new gear rpms, you should be able to get it to work.
How you do this is by adjusting the Top speed ratio up and down a notch or two, then messing with the final gear ratio. After that, you mess with your 5th gear ratio to get it back to the 196 mph or whatever top speed you wanted. With practice, you will see that it is predictable and you will be able to know exactly which way to adjust the top speed number and your final gear number to make this work.
Another tip is that you can expand your shift RPM in lower gears if you need to. Example: You normally shift at 8500 and want to end up at 7200. Well if you cannot get the gearing to fit in the transmission tuning menu, try shifting at 8500, but ending up at 6800-7200. This is what real cars do. My method tries to extrapolate the absolute best out of a car. But, if you just cannot get a gear set to work, don't worry about ending up a bit lower then your expected new rpm in the next gear. Do whatever it takes to make it fit (within reason).
This is the method I use to create unbeatable acceleration cars. If you are having some problems, just post your questions and I will help as much as I can.
Part 5. Tuning Calculator. Coming Soon.
Update: Being I was never able to accurately model the in game transmission on my spreadsheets, I can only give out the equations and the methods I use to make tuning decisions.
Last edited: