In-depth tuning guide aimed at new players/non-drivers

  • Thread starter Slamfinity
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Slamfinity
I'm having a lot of trouble understanding how to tune my car, I didn't have this trouble 10 years ago on the PS2 but after several severe head injuries, I seem to have lost all understanding, I'm also finding it difficult to understand any guides out there because none go in-depth enough with the numbers aspect or accompany it with great examples that anyone can understand, it also seems like information on how to alleviate certain problems such as huge understeer in a 4wd car for example, can be alleviated easily / efficiently. Therefore it would be greatly appreciated, and I'm sure not just by myself, to have a more in-depth guide to the all important tuning section of gt6.
 
Those guides pretty much have everything you would want. However getting FF or 4wd cars to rotate is beyond my understanding even though I can tune a RWD car amazingly well. It would be kind of useful for newer players or probably even a lot of experienced ones to have a guide that tells them how to fix oversteer and understeer issues more in depth. Like corner entry, mid corner or corner exit. At that point your messing with not only the suspension but the LSD and the brake bias to have perfect rotation
throughout the whole corner no matter what input you feed it. The guys that take that into mind when they tune a car are really the ones that know what they are doing. However driving style then becomes an issue. But then again to be the fastest you have to adjust your driving style. There is only one fastest way around the track :)
 
Those guides pretty much have everything you would want. However getting FF or 4wd cars to rotate is beyond my understanding even though I can tune a RWD car amazingly well. It would be kind of useful for newer players or probably even a lot of experienced ones to have a guide that tells them how to fix oversteer and understeer issues more in depth. Like corner entry, mid corner or corner exit. At that point your messing with not only the suspension but the LSD and the brake bias to have perfect rotation
throughout the whole corner no matter what input you feed it. The guys that take that into mind when they tune a car are really the ones that know what they are doing. However driving style then becomes an issue. But then again to be the fastest you have to adjust your driving style. There is only one fastest way around the track :)
💡👍 mm that is a great idea will work on making that video today, i will try to make it as simple as i can,
 
Those guides pretty much have everything you would want. However getting FF or 4wd cars to rotate is beyond my understanding even though I can tune a RWD car amazingly well. It would be kind of useful for newer players or probably even a lot of experienced ones to have a guide that tells them how to fix oversteer and understeer issues more in depth. Like corner entry, mid corner or corner exit. At that point your messing with not only the suspension but the LSD and the brake bias to have perfect rotation
throughout the whole corner no matter what input you feed it. The guys that take that into mind when they tune a car are really the ones that know what they are doing. However driving style then becomes an issue. But then again to be the fastest you have to adjust your driving style. There is only one fastest way around the track :)
Writing a guide for specific situations is all but impossible given the variance between cars and the new suspension/physics model. I'm noticing more and more that the cars are a lot more individual than they were in GT5, some normal solutions work on some cars but others require a completely different and often unconventional solutions even if the cars appear similar in style, balance and proportions.
Its tricky to write a guide with concrete solutions because it only takes one flaw or abnormality and suddenly the vultures are circling, pecking holes in your work and ignoring the good points while focussing on the bad. Unfortunately this is the way of the internet, you either have to be 100% correct or prepared to defend your point for the rest of eternity lol
 
I'm just saying things like adding weight to the rear will help rotate the car throughout the entirety of the corner, but can get tricky if you add to much so suspension work combined with rear weight can keep the car in check. Adding rear brake bias will help on initial turn in, if your have to brake mid turn or for double apex corners. Negative rear toe (in my opinion) helps with mid corner and exit rotation but not quite as much to do with initial turn in. And then the LSD accell and deccel values can be used to limit (to a point) the amount of rotation entering and exiting corners) the changes will effect all cars relatively the same but some need help in certain areas of the corner. Being able to break it down and tackle the problem would help a lot of people that don't fully understand that.
 
I'm just saying things like adding weight to the rear will help rotate the car throughout the entirety of the corner, but can get tricky if you add to much so suspension work combined with rear weight can keep the car in check. Adding rear brake bias will help on initial turn in, if your have to brake mid turn or for double apex corners. Negative rear toe (in my opinion) helps with mid corner and exit rotation but not quite as much to do with initial turn in. And then the LSD accell and deccel values can be used to limit (to a point) the amount of rotation entering and exiting corners) the changes will effect all cars relatively the same but some need help in certain areas of the corner. Being able to break it down and tackle the problem would help a lot of people that don't fully understand that.
I understand what you are saying but its a logistical nightmare, a lot of these things require a decent understanding of how a car works in terms of physics and mechanics. The amount of background information you have to fill in so that the solution can be applied across the spectrum is huge, I've thought about it before and frankly that's more of an undertaking than I'm willing to take on. GT5 was simpler to write guides for because you could make fairly extreme changes and not encounter any irregularities, in 6 its a lot more sensitive and there is always an element of gain and loss. Solving one problem frequently creates another. Explaining all the possible connotations of these changes is frankly too much.
Look at it this way, if I was to explain how weight transfer can be used to rotate a car during cornering to someone who had a good understanding of weight transfer physics and suspension dynamics it would take a paragraph or two to give them the basic idea. If I was to explain it to someone with no technical knowledge I would first have to explain the basics of suspension function, mechanical grip generated by different tyre compounds, applied physics and science, weight change dynamics, cornering process etc. etc.
The game is a lot more complicated now but people still want simple answers
 
I understand what you are saying but its a logistical nightmare, a lot of these things require a decent understanding of how a car works in terms of physics and mechanics. The amount of background information you have to fill in so that the solution can be applied across the spectrum is huge, I've thought about it before and frankly that's more of an undertaking than I'm willing to take on. GT5 was simpler to write guides for because you could make fairly extreme changes and not encounter any irregularities, in 6 its a lot more sensitive and there is always an element of gain and loss. Solving one problem frequently creates another. Explaining all the possible connotations of these changes is frankly too much.
Look at it this way, if I was to explain how weight transfer can be used to rotate a car during cornering to someone who had a good understanding of weight transfer physics and suspension dynamics it would take a paragraph or two to give them the basic idea. If I was to explain it to someone with no technical knowledge I would first have to explain the basics of suspension function, mechanical grip generated by different tyre compounds, applied physics and science, weight change dynamics, cornering process etc. etc.
The game is a lot more complicated now but people still want simple answers

you my friend understand the world of gran turismo very well, i think everyone need to inform them self with tuning guides just like the one i provide on gt6club.homestead.com, or other source, to have a basic idea, concept , or a structure to understand any simplify advice on how to tune, even a tune from a friend so you can personalize it to where you are comfortable with, since everyone has different driving styles
 
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Hybriding taught me a few things that aren't apparent unless you also hybrided. I think it's important to know these things as sort of background information when you tune.

First, all cars come with a certain grip level pre-programmed. The reason an 02' NSX doesn't handle like a 93' NSX (just pulling numbers out of a hat, specifics aren't important) is the 02' comes equipped with more grip. Trying to tune a 93' to make it as fast as an 02' simply isn't possible in most cases.

Second, not all cars are on the same compound tire, and some cars even have different compounds front and rear. There are hidden C and V rated tires that some cars are equipped but they show up as only "Sports Hard" or whatever tire you chose. You also cannot change that, unless of course you hybrid. When you get frustrated with a car because you can't make it do what you want it to do, it isn't always you, sometimes it's stuff you can't see.

Third, every car comes with a preset ability to rotate around a corner. It's a function of the two things above, plus the weight distribution. Since there are multiple combinations of 1, 2, and 3, and you can't see 1 and 2, you can find cars with identical stats that just don't handle the same as each other. Again, it's not a tuning issue, it's a function of stuff you can't see.

Most of my tuning involves making a car rotate and then fine tuning from there. You can't control 1 and 2 but you can control 3 to some degree with ballast. The easiest way to get cars that really understeer to rotate is with rear ballast and vice versa, front ballast for those that over rotate. It's fast, it's easy and it works and I'd highly recommend going down this route for those that don't want to spend hours fine tuning one car.

In my experience, most cars I've driven in GT6 (mostly MR's and FR's and all street cars on SH or less) on custom and stock suspension are pretty good handling wise and don't need major adjustments. Standard stuff like 0/0 toe and camber are a good starting point. LSD tuning is a must for most cars and often just the addition of a little ballast will do the trick and you can tune cars in just a few minutes and a few corners and be pretty good. In my experience anyway:lol: Then use the suspension adjustments according to the guides above to fine tune entry/exit/mid-corner and you're off to the races...literally..:lol:

Please don't anyone pop any buttons about cars that are hard to tune, yes some are, but most aren't that difficult in my experience.
 
Hybriding taught me a few things that aren't apparent unless you also hybrided. I think it's important to know these things as sort of background information when you tune.

First, all cars come with a certain grip level pre-programmed. The reason an 02' NSX doesn't handle like a 93' NSX (just pulling numbers out of a hat, specifics aren't important) is the 02' comes equipped with more grip. Trying to tune a 93' to make it as fast as an 02' simply isn't possible in most cases.

Second, not all cars are on the same compound tire, and some cars even have different compounds front and rear. There are hidden C and V rated tires that some cars are equipped but they show up as only "Sports Hard" or whatever tire you chose. You also cannot change that, unless of course you hybrid. When you get frustrated with a car because you can't make it do what you want it to do, it isn't always you, sometimes it's stuff you can't see.

Third, every car comes with a preset ability to rotate around a corner. It's a function of the two things above, plus the weight distribution. Since there are multiple combinations of 1, 2, and 3, and you can't see 1 and 2, you can find cars with identical stats that just don't handle the same as each other. Again, it's not a tuning issue, it's a function of stuff you can't see.

Most of my tuning involves making a car rotate and then fine tuning from there. You can't control 1 and 2 but you can control 3 to some degree with ballast. The easiest way to get cars that really understeer to rotate is with rear ballast and vice versa, front ballast for those that over rotate. It's fast, it's easy and it works and I'd highly recommend going down this route for those that don't want to spend hours fine tuning one car.

In my experience, most cars I've driven in GT6 (mostly MR's and FR's and all street cars on SH or less) on custom and stock suspension are pretty good handling wise and don't need major adjustments. Standard stuff like 0/0 toe and camber are a good starting point. LSD tuning is a must for most cars and often just the addition of a little ballast will do the trick and you can tune cars in just a few minutes and a few corners and be pretty good. In my experience anyway:lol: Then use the suspension adjustments according to the guides above to fine tune entry/exit/mid-corner and you're off to the races...literally..:lol:

Please don't anyone pop any buttons about cars that are hard to tune, yes some are, but most aren't that difficult in my experience.
What is hybriding? I hear the term mentioned but I don't fully understand the concept.
That's very interesting about the built in grip limits though, I have suspected it in the past that some cars just don't have as much grip at the rear as others (S13 would be a prime example), but I've never looked at the actual programming.
 
Hybriding taught me a few things that aren't apparent unless you also hybrided. I think it's important to know these things as sort of background information when you tune.

First, all cars come with a certain grip level pre-programmed. The reason an 02' NSX doesn't handle like a 93' NSX (just pulling numbers out of a hat, specifics aren't important) is the 02' comes equipped with more grip. Trying to tune a 93' to make it as fast as an 02' simply isn't possible in most cases.

Second, not all cars are on the same compound tire, and some cars even have different compounds front and rear. There are hidden C and V rated tires that some cars are equipped but they show up as only "Sports Hard" or whatever tire you chose. You also cannot change that, unless of course you hybrid. When you get frustrated with a car because you can't make it do what you want it to do, it isn't always you, sometimes it's stuff you can't see.

Third, every car comes with a preset ability to rotate around a corner. It's a function of the two things above, plus the weight distribution. Since there are multiple combinations of 1, 2, and 3, and you can't see 1 and 2, you can find cars with identical stats that just don't handle the same as each other. Again, it's not a tuning issue, it's a function of stuff you can't see.

Most of my tuning involves making a car rotate and then fine tuning from there. You can't control 1 and 2 but you can control 3 to some degree with ballast. The easiest way to get cars that really understeer to rotate is with rear ballast and vice versa, front ballast for those that over rotate. It's fast, it's easy and it works and I'd highly recommend going down this route for those that don't want to spend hours fine tuning one car.

In my experience, most cars I've driven in GT6 (mostly MR's and FR's and all street cars on SH or less) on custom and stock suspension are pretty good handling wise and don't need major adjustments. Standard stuff like 0/0 toe and camber are a good starting point. LSD tuning is a must for most cars and often just the addition of a little ballast will do the trick and you can tune cars in just a few minutes and a few corners and be pretty good. In my experience anyway:lol: Then use the suspension adjustments according to the guides above to fine tune entry/exit/mid-corner and you're off to the races...literally..:lol:

Please don't anyone pop any buttons about cars that are hard to tune, yes some are, but most aren't that difficult in my experience.

To add to what he said, which explains a lot, there is still a lot about tuning that is personalized.

For example, sometimes there is a behavior that could be fixed in many different ways. An example would be over steer on exiting a corner. You can adjust the LSD acceleration to change how the power is coming down. that would give you more understeer by moving wheelspin to the inside tire, which would retain grip on the outside.

Another way would be stiffening the front springs and dampers. This would keep more weight on the rear tires which would raise the threshold where you start to lose grip. This would also start to show understeer as well but not as severely as changing the LSD would. This also allows you to still oversteer with the throttle if you want.

The first example would be a car for beginners, they would drive it and think that it was so much easier to drive because it's not spinning out all the time. Then as they became better drivers they would start complaining that it's slow and understeers. Put them in the second car and they would like it better because they still have less oversteer than factory but have more control over the car when coming out of the corner.

Basically that was the long way of saying that there is no 1 way to tune because it depends on the tuner preferences style and the driver preferences and skill level.

I do have to say though, using a tune that you know is fast but you are having trouble with it, don't give up or try to change it right away. When you try different driving styles and it clicks in your brain and you "get it"... that tune just made you a better driver. THAT FEELING IS AWESOME ! :)
 
What is hybriding? I hear the term mentioned but I don't fully understand the concept.
That's very interesting about the built in grip limits though, I have suspected it in the past that some cars just don't have as much grip at the rear as others (S13 would be a prime example), but I've never looked at the actual programming.
In GT5 (and all the other GT's) the game save data was broken into and it became possible to modify grip levels, downforce, swap drivetrains, parts etc. You could basically build any kind of car you wanted.
 
In GT5 (and all the other GT's) the game save data was broken into and it became possible to modify grip levels, downforce, swap drivetrains, parts etc. You could basically build any kind of car you wanted.
Ahh ok, so hacking to use a lamens term. I've seen the effects but never looked into it, i'm not a fan, its cool if used responsibly but that is asking a lot of the vast majority of users.
 
Hi AngHell ( nice nickname...;) ) , my best compliments to your tunes. All cars have great handling, although sometimes a bit nervous but recover easily. Tested offline on my favorite tracks, Deep Forest, High speed ring, Grand Valley, and so on. Tonight I'll do some online races in the category 500pp which for me is the most difficult .I prefer races from 600pp and beyond. Have you a tuning for the Ford GT 05 w / stripes? In GT5 was a great car but Gt6 seems less effective.
Too bad that my steering wheel is not great, the TRUSTMASTER Ferrari 430 cockpit, certainly less than the Logitech but slowly I'm used to.

Many thanks again and congratulations for your videos, you're a great driver as well as a skilled tuner
Bye

Massimo
 
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