AssassinTuners HKS CT230R Tuner Shootout Release Tune.

XDesperado67
So what's the rules for the challenge?
I might try fixing up a tune for it depending on the rules/goals.:sly:

Just take out the Tunes and feel em out and or post a link to a HKS Evo Tune of yours you would like added to the crew. It's just a look at different outlooks on this TT monster.
 
I just got done grinding 20M and a ton of Helmets from the new seasonals. Gunna kick back, watch some TV, then I'll hit up this HKS230 later tonight.

As for ruining garages... That's laughable.
People who actually read the threads, read them because they enjoy the banter, and enjoy it twice as much when it's argumentative.
The rest of the world, clicks on the first page, get's sent directly to the tune they need, and never see, nor care, about any posts that occur in between.

@XDes: No rules. Max HP. Race Softs, create the best tune you can.
Any driver who volunteers will test the car at a track of their choice and pit it up against any other tune presented.
 
Alright cool. Just picked one up and getting ready to put on my Harvey Wallbanger persona as I try to get it tuned for the Supercar Eifel race!:sly:
Let's see how many walls I eat before I get a tune I'm happy with.:D
 
Adrenaline
I just got done grinding 20M and a ton of Helmets from the new seasonals. Gunna kick back, watch some TV, then I'll hit up this HKS230 later tonight.

As for ruining garages... That's laughable.
People who actually read the threads, read them because they enjoy the banter, and enjoy it twice as much when it's argumentative.
The rest of the world, clicks on the first page, get's sent directly to the tune they need, and never see, nor care, about any posts that occur in between.

@XDes: No rules. Max HP. Race Softs, create the best tune you can.
Any driver who volunteers will test the car at a track of their choice and pit it up against any other tune presented.

Quite the cash grab, nice grinding what's the item of interest? The Ferrari, X2010, or something else (the Jag maybe)?

In regards to the Shootout, The Heat is on. Hopefully some more Testers jump on board to join us.
 
Last edited:
Quite the cash grab, nice grinding what's the item of interest? The Ferrari, X2010, or something else (the Jag maybe)?

In regards to the Shootout, The Heat is on. Hopefully some more Testers jump on board to join us.

None really, I just wanted the Helmets. But since I had an excess of cash, I bought a bunch of cars from the OCD that I'll probably never use, then capped my bank again, just in case. Gunna finish dinner, then heading to Deep Forest I suppose, since you mentioned it earlier.
 
None really, I just wanted the Helmets. But since I had an excess of cash, I bought a bunch of cars from the OCD that I'll probably never use, then capped my bank again, just in case. Gunna finish dinner, then heading to Deep Forest I suppose, since you mentioned it earlier.

C'mon blad. I also want video of the first lap with my car, nobody will call you Fastdrenaline afterward. :lol:
 
Lol yea, I remember my first lap in your car, RJ. I also remember thinking why it was so slow and so loose....And how did you know I like loose cars? I don't seem to remember talking about that in my first review...
 
HKS CT230R


Default...
This car sucks. Sorry. I was quickly reminded why I've sold this car twice before. It seems as if it has potential, I suppose, but with the stock setup underneath it, the understeer is absolutely horrendous. My Enzo handles better than this car, which is crazy. My first 3 laps at Deep Forest was getting situated. 6 of the next 7 laps, were all 1:08.xxx. I was getting all there was to get from this car. My best 3 laps were as follows:
4) 1:08.576
7) 1:08.581
9) 1:08.576 (Yes, identical)

Clearly, it's time to move on. I'd say there was about 2 tenths to be gained on the default tune, but honestly, no one should care, because I can't imagine anyone wanting to drive it that way.

I'll be going through the tunes as they roll in, so obviously that puts Assassin's tune up first. Right off the bat, Assassin's tune frightens me. Each setting that I'm changing, is probably the opposite of what I would have personally done. A car that already understeers, increasing rear downforce? Leaving Positive Rear Toe? Stiffening the LSD up on 5/6 of the settings? Higher front brake bias than rear? The only things I actually agreed with, was the stiffer 'front' sway, and lower rear ride height and a slightly closer to 50/50 torq dist. I've always been in the belief that if you aren't using 50/50 you're leaving something on the table, by using the Torque dist as a crutch to reduce understeer, rather than the suspension. But... I've been wrong before, so I applied everything and hit the track, side by side with my default ghost.

On the track, I couldn't really feel much difference between Assassin's tune and the default tune. Due to the above comments I made, I feel like Assassin has some contradicting values in his tune. The only slight difference I could pick up on, was that on corner exit, this tune had a touch better angle into the straights.
Best 3:
7) 1:08.500
9) 1:08.099
10) 1:08.268

Next in line is Praiano.
Praiano's tune also has a few values I find odd for a car that naturally understeers. Again with the positive rear toe, he's using level ride height, matching sways, again a ton of downforce on the rear of the car and the LSD seems to be started in the right direction, but I still disagree with the Initial and DeAccel Values. I've got a bad feeling this may understeer the worst of the 3 so far, but at least the brake balance and - front toe will help the car enter the corners.

The entry advantage kind of played out here for Praiano. I was able to dive into the corners and then it helped me stay tight through the center and gave me a decent run on exit. It didn't get off the corners quite as well as Assassin's, but through the first 2 sectors of this track, there's barely any straight away speed, meaning that entry wins out. But on the 3rd sector exit speed shows it's strength. Twice I was 2 tenths ahead of the Assassin ghost, but screwed it up on the second to last turn, sliding off into the grass on exit, because of this car's understeer. Eventually I got the car to stuck and pulled the best lap to date. I'm confident this is the fastest of the 3 so far, but the lap times won't really show it, with the exception of 1 lap, due to driver error (I blame the car).
Best 3:
1) 1:08.720
4) 1:08.585
9) 1:07.839

RKM...
I've heard rumors about the oversteer, I really, really hope they're true. As mentioned earlier, a few things struck me as odd about RKM's tune, but overall it visually appears to have the best handling ability of all 4 tests. I immediately notice that finally someone didn't use some crazy high rear downforce on this car. Thank you! Negative Rear toe, another plus for this car. On the other hand, the sway bars seem extremely odd and RKM has gone with a super stiff spring setup, which in recent tests has been the opposite from what I've gotten from them. As expected, since he is the one who showed me the light, RJ has gone with a 50/50 split. I think that anytime you use a 4WD car, you should aim to keep the split as close to 50/50 as possible without sacrificing handling abilities. The LSD is pretty extreme, but this car seems to have plenty of grip, so why not exploit it. I did the same thing to the FTO ST car, so I assume it will work well here as well. Although, the initial still seems a bit high, about double what my first guess would have been. The 3rd most exciting thing about this tune, is the LSD DeAccel at 5. Why in the world, anyone would have it higher than 5 on this car, is beyond me. I have my own thoughts and theories on LSD's that I won't get into, but in short, for this car, the lower the better. Enough speculating, lets see if RJ kills me on the first lap as he's threatened. Doubting my skills to handle a loose car, I'll be eager to prove him wrong!

Looks can be deceiving... To be brutally honest, it feels as if RKM has forced rotation into the car, by just removing rear grip, rather than trying to increase front grip. The rear wan't to slide around, but at the same time, the nose is still plowing on throttle. I've consistently run into understeer on exit from RKM, which can usually be traced to RJ's tendency to focus on corner entry. Now, in online races, I think this is a benefit to a tune, but in time trails, focusing on exit is where the best laps will come from. And some may think it's odd to use a slower driving style, to benefit you online, but online driving into the corner harder and deeper than your opponent is what will end up winning most of the time, despite the fact that it's actually faster to enter slow and exit faster. Anywho, back on topic. RKM tune will easily put you into a 4 wheel slide, rear end first. Unfortunately all this does, is seem to drag the front tires in the same direction, and even when used in moderation, it visibly over stressed the outside front tire. Which brings me back to my main point, that it feels as if rear grip was just sacrificed to simulate front grip. However, pay attention boys, RKM's tune easily had the best 'center'. This is where I feel the LSD DeAccel comes into play. The RKM tune could easily coast through the center of the turn and stay tighter than any of the other tunes. But, that was short lived, because as soon as you get to the gas the nose starts plowing and the rear no longer feels like it's going to swing anywhere, it's just playing follow the leader. Adapting your style to accommodate the RKM tune, you can back your corners up, enter easier, roll smoothly through the center and then get a solid exit. Doing this is what resulted in my best lap time for this tune, but not of the entire session. The only 'oversteer' that I really felt this tune had, was on hard entry, the car felt like it wanted to spin, but you could tell that it wasn't actually going to come around, it just tosses you into a small drift that's easily manageable, but kills corner speed and forward momentum.
Best 3:
1) 1:08.397 (Yes RJ, my first lap was one of the fastest 3)
5) 1:08.102
10) 1:08.265

I'm gunna spend about 15 minutes, trying to make a tune, not for this shootout, but just to see if my above complaints, hold any truth to them. If I can run a decent lap, I'll shoot them over to Onboy, and let him take my version of 'loose' for a spin and see what he thinks.
 
Heh.

Mine probably would be quicker with a smidge more rear downforce but less rear spring. Need a PS3, yo. :lol: That said it's avoiding the slides completely when it's fast (doable but difficult). Definitely need to throw another together because I lost. And that is unacceptable! :lol:
 
Well that was a review which crashed my phone, so thank you adrenaline, and now you've done yours, I'll do mine when I get back home, expect this to take 3-4 hours....
 
I'll have a late entry tune up in about 5 hours when I get home from work. Sorry ran out of time before work to get it finalized and posted.
 
Wow Adrenalin quite the write up, thanks for taking the time to run the Tuners Evo's and posting your review. Good Job.

My Tune definitely takes some getting used to, it takes a little bit of time to realize just how far the limits have been pushed, and how much more rotating it will do after it appears to have reached it's limits. Understeer? Turn the wheel more, it keeps rotating, I love it!

This car is a monster but it's already a monster when we bought it. Next Shootout we need to set up a PP limit on SS Tires & limit it to cars under X amount or something like that.
 
Yes my friend , this car is a train, like most of the EVO, this morning i've take the car for the first time after i have tune it, it's not the kind of driving i enjoy, and i try to follow yours observation point by point.
Less rear downforce
Negative rear toe
less rear sway
little bit higher rear ride hight.

Seems a lot ? No! it didn't change anything! just desequilibrate the car , a few better out of corners but nothing evident. A train is a train.

The only thing i've done that i think give some more handlng to it, is the spring balance, syntonized with the new weight balance given by the game at the weight adjustment Body?chassis section.

Only this modif take out 2 decimo sc on my "non Alien time" 1'09"100. hihihi.

Job time real live. See you later people. Bye.
 
Woah…um……tell me, how should I be reading that? With a angry, aggressive tone or a annoyed and irritated one? I'm serious, because from reading that, it seems adrenaline has pissed someone else off again!! And now I'm wondering if I should post my shootout and my thought on your car as well…………
 
Woah…um……tell me, how should I be reading that? With a angry, aggressive tone or a annoyed and irritated one? I'm serious, because from reading that, it seems adrenaline has pissed someone else off again!! And now I'm wondering if I should post my shootout and my thought on your car as well…………

Oh no no no, don't think that. I think my english don't allow me to comunicate with all the semantic i would like.
No i'm not angry or agressive in my purpose, Adrenaline is right on all his points, i just say that the car is not the kind i like to drive, i didn't drive it after tuning it for my pleasure, that it's a train for me and that all the modifications that must work on any other car don't bring anything because this car is a train.
Don't worry my friend, it's everything ok, Adrenaline is a very sharp tester and i always like his objective point of view.
Only a semantic /communication little problem.
Have a good day.

EDIT: when i'm talking about Alien, i refer myself like i've said several time, at Adrenaline "Aliens" laps time. Because i'm not able to do so and that's why i call this "Alien" lap time, just a joke.(perhaps brasilian joke ,without signification in english)
 
Oh, sorry, misunderstood you there…whoops! Well, I'm just about done with mine, should be posting it in a few minutes…
 
HKS CT230R-

Stock:
A very good car. I remember the first time I drove this, and I couldn’t believe how much grip it had! You could fling it into corners at seemingly insane speeds and it just grips without trouble. It’s fast too. With a lap of 1:06.084 on the TGTT, it’s just 2 seconds down from my one, with a (as of now) unposted RKM setup. The car is very sure-footed, and has almost idiot-proof handling. Couple that to the 4WD grip and the close ratio gearbox and it’s not hard to see why this car holds the lap record at Tsukuba.


Lap time- (Tested on TGTT)
1:06.084 (Racing soft tyres, stock otherwise)
Top speed achieved on back straight-
156mph

AssassinTuner-
This tune seems to ‘enhance’ the CT230R’s abilities, but I don’t feel comfortable with it. This is partly due to me, having driven a CT230R for over 1000+ miles with an unchanged setup, it’s hard to adapt to a car with completely different handling characteristics. This is also partly due to the fact that I’m used to a very loose CT230R. This one though, this goes the other route. Grip. Grip that verges on overkill. It will not stop gripping, I swear I’d grow scared of the limits before it’d stop gripping. But it’s because of this…monstrous grip, that it leaves me feeling slightly uncomfortable. I don’t know its limits. What I can say though, is that if you focus, it will eat everything alive. A 1:04.714 was my best time, barely a 0.5 of a second off the RKM CT230R, and that’s an undefeated car running on this track. Gripes? Well, it does understeer slightly with the huge grip and that picnic table of a wing nailed on the boot. When cornering, it’s best to feather the throttle as opposed to mashing it down with an Iron Fist. Do that, it’ll understeer. Control the power, and it’ll stick to the track like gum sticks on the sole of your shoe.



Lap time-
1:04.714 (Racing soft tyres, AssassinTuner’s setup)
Top speed achieved on back straight-
157mph


RKM-
I’m not even using my PS3 at this point and I can tell you how it drives. As you brake for the first corner on the TGTT, the back end will wriggle free and you’d be rather sideways, smoke pouring from the three tyres except for the inner front on, which should be running on the white and red lines, not that far away from the cones. Exiting the first corner, the car should be able to pull itself back in line and not fall off the track. Entering Chicago (seconds corner), it should have a hint of understeer throughout the bend, ploughing wide on exit, just trimming the cones. It should then accelerate to roughly 145-150mph before braking into the hammerhead. Here, there should be grip until you exit, where it should understeer slightly, requiring some throttle modulation, or to short shift into 3rd to get more torque, to get it right. Through the Followthrough, it will enter at a slightly slower speed than one would expect due to the understeer, but it’s a barely noticeable loss in speed. Flying pass the tyre wall, it should be doing 147+mph, and get the line right, expect to see 160mph flash up just before braking hard into the penultimate corner. It should grip to the track like glue throughout, and the same with the last corner, and you’d cross the line. With a time of roughly 1:04-1:05. Spending over 2000 miles with a car on one unchanged setup will have this affect on you. And I swear that all came from memory. I’ve done at least 500 laps here in this car, online and off. So I should know this tune’s downsides by heart. The rear end does not tolerate sudden off road excursions. Do that, the tail will snap free. It does not react well if you treat it like a little girl, all flowery and gentle. Have some guts to wrestle it into the bends, let the back kick out and then let it pull itself back in line, and then power out. This is how I’ve adapted to this car’s faults. So safe to say, because I’ve had this tune on this car for this long, I’ve grown to overlook minor faults. I do think some rear downforce (some, as in 1-5 clicks, not overkill amount, more ≠ best) will be beneficial for online usage, as the car handles like a greasy weasel online, especially on cold or worn tyres. Lap time? A new record for me. 1:04.175. And it’s not a fluke either, I was consistently running 1:04.21x to 1:04.24x’s until lap 8, where I started to run out of talent. And this does not tolerate that. Which is also another reason I like it. It requires time and skill to adapt and get the most out of it.


Lap time-
1:04.175 (Racing soft tyres, RKM setup)
Top speed achieved on back straight-
158mph


Praiano-
This one’s hard to comment on. On the surface, it seems drive very well, high levels of grip when you need it, and then some small hints of oversteer (small as in barely noticeable, just small vibrations from the DS3) to remind you that you’re driving a car, don’t fall asleep. But then you drive a few more laps in this and you realise a few problems. 1, unless you take the fastest, best line, it will understeer. 2, it’s quite an uneasy car to drive now, you don’t feel quite as confident, you’re not too sure of what’s going to happen if you turn at that given moment. And lastly, it ran the slowest time so far. A time in the low 1:05’s. Which is forgivable, considering this tune was made for the ‘Ring, but the relatively compromised setups RKM and AssassinTuner made also ran quicker times. I’m sure it could crack the 1:04 mark, but catching up to AssassinTuner and RKM, quite another story. It may just be because I just got out of the hyper-loose, hyper bonkers CT230R RJ made, but I just get the feeling that this is verging on being too unforgiving if you do not obey the concept of the ‘fastest driving line’. As I found out on lap 4, entering the second to last corner, I decided to use a line which was only used as a last ditch attempt at an overtake. You take a line that’s closer to the left of the track as opposed to staying right when you see the corner coming, brake hard to coax the tail out, use whatever momentum was left to dive in front of the leader as he fumbles about looking for the braking point, and then try to save the car from flying off the track. This is a method which has worked countless times, but also has a high risk of messing up. For Praiano’s, it was the latter. It got the line and the drift right, but then promptly regained grip and plowed on into the barriers lined up on the end of the track. Now, I know that you may be thinking that just because I couldn’t pass it on a corner which was risky in the first place doesn’t prove anything other than my timing was appalling. But it’s also a test of how controlled a car is when you have it sideways at a high speed. This also has a tendency to understeer. It’s slight, but the gap that results is often just big enough for another car to scrape through. It requires quite a different driving style. You have to be precise. Not inch precise, but good enough to follow the racing line, and constantly. And since I’m a monkey behind the wheel, I’m not fit to drive this car to its limits. So if you don’t like what you’re reading here, and chances are you might not, blame the little monkey who wrote this. Me.


Lap time-
1:05.021 (Racing soft tyres, Praiano’s setup)
Top speed achieved on back straight-
157mph

----------------------------------------------------------------

1st- 1:04.175 (RKM)
2nd-1:04.714 (AssassinTuner)
3rd- 1:05.021 (Praiano)

(All the lap times here was the fastest from 8 laps)
 
..........
Strange that Praianos tune is the fastest when driven by Adrenaline, but the slowest in the hands of Onboy. Seems that it depends on the driving style.
 
I have to learn this track, i don't know why but i didn't enjoy it the few times i drove on it....
So i don't know what to say, you are probably right. Most of you like this track, i have to insist and discover why...
Thanks for the review.
 
dr_slump
..........
Strange that Praianos tune is the fastest when driven by Adrenaline, but the slowest in the hands of Onboy. Seems that it depends on the driving style.

It always depends on driving style & Track selection. Also getting used to the chassis makes a big difference. My tune is really not suited to Deep Forest but does rather nicely there I'm glad to see. I wish one of the next testers would have a go over at Nubergring GP/F. I feel that this car is more suited to that type of Track.

The abilities and limits of this Evo are abnormal it takes a bit of re-learning how to push it to them and beyond. Once you do though it's sure to have a comfortable spot on the leader boards of the Tracks it's taken to.
 
Well, the Top Gear Test Track is a questionable one. Some love it, some hate it. I like it for the show and the fact that all times posted are actually relevant to my online racing. Some hate it because that say it's too flat, too dull, too boring, so it's really about what track style you like…
Edit: I think I know someone who tests their cars there…unfortunately, he's got school and other things to do as well, so he might not have the time to write reviews like us……still, I'll ask him and see if he's interested.
 
Onboy123
Well, the Top Gear Test Track is a questionable one. Some love it, some hate it. I like it for the show and the fact that all times posted are actually relevant to my online racing. Some hate it because that say it's too flat, too dull, too boring, so it's really about what track style you like...
Edit: I think I know someone who tests their cars there...unfortunately, he's got school and other things to do as well, so he might not have the time to write reviews like us......still, I'll ask him and see if he's interested.

I haven't spent too much time at TGTT, it's too short for my liking. I could see myself spending more time there, it's very technical, especially the "Hammer Head". I do like punishing run offs and unforgiving track limits. TGTT seems uncertain of what to do. If you hit the grass there is an invisible wall (WTF?!?!?) some corners are odd that they red flag the line other corners you can almost ignore the track lines. Deep Forest it is near impossible to get red flagged at anywhere except for a few spots. I've hit walls, slid on the grass with all 4's, even had a total wreak and still no red flag, but at a few spots the slightest knick triggers it.

I got to admit Deep Forest is growing on me. I've run a few laps there and it's quite a Roller Coaster Ride. Not a Track I feel is suited to the HKS Evo, but perfect for a less Time Attack oriented Evo. I'm definitely going to spend some more time there in the future, I think it would be a Hot Spot for a Evo Vs WRX battle.
 
Onboy's results don't surprise me at all, I think it's mostly track, because this car doesn't really allow much variation in driving lines, just due to it's natural feel.

On flat tracks, RJ's swinging rear end will allow the car to get through the corners better.
Without the corner banking, Praiano's exit issues that I mentioned are magnified.
Assassin's tune is the middle ground of the 2 extremes and lap times agree.

@Praiano, I completely understood what you meant, you don't have to worry there.
In fact, after the test, I applied all of the settings I thought should work best, and even with all of that, the car still just plows. I was able to run a new best of 1:07.6xx, but I still hated the way the car drove.
P.S. Alien is well understood as a compliment here on GTPlanet, so thank you. Unfortunately I'm not actually among the aliens of GTP, it's usually reserved for the D1 Gold WRS guys.

@Assassin Tuner, you mentioned 'just turn the wheel more', I'd like to ask what (if any) aids you use. Because this technique shouldn't usually work. For me, turning the wheel more, just stresses the fronts, turns them bright red and I lose all grip, sending the car straight into a wall.

As for the people praising this car, I'm sorry to inform you, but you are greatly mistaken.
At this 610-620 PP range, the list of cars that outperform, is rather long, including a few street cars.
 
Adrenaline
Onboy's results don't surprise me at all, I think it's mostly track, because this car doesn't really allow much variation in driving lines, just due to it's natural feel.

On flat tracks, RJ's swinging rear end will allow the car to get through the corners better.
Without the corner banking, Praiano's exit issues that I mentioned are magnified.
Assassin's tune is the middle ground of the 2 extremes and lap times agree.

@Praiano, I completely understood what you meant, you don't have to worry there.
In fact, after the test, I applied all of the settings I thought should work best, and even with all of that, the car still just plows. I was able to run a new best of 1:07.6xx, but I still hated the way the car drove.
P.S. Alien is well understood as a compliment here on GTPlanet, so thank you. Unfortunately I'm not actually among the aliens of GTP, it's usually reserved for the D1 Gold WRS guys.

@Assassin Tuner, you mentioned 'just turn the wheel more', I'd like to ask what (if any) aids you use. Because this technique shouldn't usually work. For me, turning the wheel more, just stresses the fronts, turns them bright red and I lose all grip, sending the car straight into a wall.

As for the people praising this car, I'm sorry to inform you, but you are greatly mistaken.
At this 610-620 PP range, the list of cars that outperform, is rather long, including a few street cars.

I only use ABS set to 1 never anything else. I drive with the DFGT.

What I mean is when I'm holding the corner tight at the limit. Where most cars are on the line of understeer from over input, this tune will rotate more if you keep turning the wheel. The thing you need to get used to is bringing the wheel back fast enough on exit. So when you feel like it's understeering, turn the wheel more, it will rotate. Try it on The Nurb F1 Track :D . It's also tough because you have to be precise when centering the wheel.
 
Back