Hey! There has been a bunch of posts in here... GTPlanet has not been notifying me by e-mail...
Crazygst - With that particular car, I would try a Speed setting of around 90mph, and a stiffness of 24-25. I have not looked specifically at this car, but there are some cars, that GT5 does not have a wide enough range in for to apply the settings it wants. In those case, I just get it as close as possible, and try it out from there.
Kawigreen23 - All the spring rates, front and rear, are based on how much "weight" is getting applied to them, then modified by the navigating speed of the corner. So front spring weight is based off of the weight, the weight distribution, downforce, and speed of the car.
The purpose of the speed setting is to try to sync up the oscillation of the front and rear suspension. Lets say you hit a bump at 20mph, then the same bump at 80mph, the suspension rates of the front and rear would have to be closer at 80, then at 20, to get both the front and rear suspension to finish their oscillations at the same time. Getting a cars front and rear suspension to finish processing a bump at the same time is key in properly balancing a car.
So in general, you want to set the speed at a speed where you are navigate the lion's share of your corners at, which will be different for not only each car, but also for each track. Say Daytona, yo would want something around 200mph or more, but at Laguna Seca you may want around 70mph for the same car.
For Downforce, what these numbers are doing is essentially adding extra weight to the car, but not increasing weight transfer, be it side to side, or front to rear. How much "weight" depends on Downforce*Speed. So again, speed is crucial here, if your speed numbers do not accurately represent the speed you are navigating most your corners at, the tune can come out very lop sided. You very well may run into a track, that has many low speed corners, and one very high speed corner, in this situation you need to find the best balance between the corners for your driving style and the car.
I have considered adding in some code, where if certain values were out of what would be considered a acceptable range (say speed at 10 mph, or 350mph), that the program would automatically fix the numbers to put them in range, or if the suspension values came out too soft for any car in the game to use, it would automatically bump up the stiffness until it was in a predefined range, but I don't want to take away a person's ability to "play" with the calculations.