LSD Setting, What Are Your Opinions?

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KonKongg
Hi everyone,

LSD settings seem to be baffling a lot of people and that would include myself because of the following; my point is that differences are hard to tell unless they're extreme and I'm finding that a lot of people are loosening their diff's initial toque to the lowest! I will stress, that I do not understand the function of a 'limited slip' diff if people begin loosening it to the bare minimum - might as well just leave it stock! Sure a lower initial torque will offer better turn-in and coasting, but the problem area becomes apparent as soon as you accelerate mid-corner.

A conventional differential will channel power to the inside wheels only during a corner, leaving the outside wheel effectively coasting. This hinders performance because the outside wheels don't work to propel the car out of the corner, hence resulting in under-steer through mid. The purpose of an LSD is to provide torque to both driving wheels through a corner thus rectifying the under-steer.

The problem I see with some tunes is that people reduce initial torque to the lowest, and increase the acceleration sensitivity by as much as 10%. I don't mean to bash, but this means the car will becomes less predictable on acceleration through undulating bends due to the on/off throttle motion that is the nature of the track.

Although increasing the initial torque hinders turn-in, the return through mid-corner outweighs the loss and will give you better predictability and ultimately more grip too!

What are your views on this?

*constructive replies please*
 
pretty much on the same strategy you are. Normally, I adjust the initial torque until I am comfortable and don't mess with the accel settings until final tweaking & usually that means lowering it a bit. I don't bother adding it (or making the first adjustment to it if the car came equipped) until I've tuned the suspension to give me more over steer than I want, then I go to the LSD and bump up the I.T. until my over steer is where I like...

Different for everyone, but that's how I do it
 
I'm a member of the soft LSD crowd. By that I mean soft initial with moderate acceleration and deceleration somewhere in between the two. I used to have a 240SX in real life which I raced in both open diff and LSD equipped configurations. I think it's important to realize that the differentials in GT don't emulate real life by a long shot. In real life if you hit the throttle mid-corner in an open diff car the inside tire spins like mad and it makes a lot of smoke and the car goes nowhere. I can't say this has has ever happened to me in GT, either by design or a quirk in the physics engine. Every car just seems to either hook up and go or smoke both tires, LSD or not. Therefore one of the primary benefits of the LSD are essentially null and void. I also think statements like "the LSD decreases understeer" are unfortunately overly simplistic. On a RWD car an extremely tight LSD will cause understeer up until a certain point, after which it induces snap oversteer. I agree with you that a big discrepancy between the initial and the accel and decel settings is a bad thing and can lead to unpredictable behavior. However, I think the solution is to lower the accel and decel, not raise the initial. On a side note, the fact that you can set the accel and decel lower than the initial should be considered a glitch. It is simply not possible in real life and should never be done for any reason.
 
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I have run a few tests using the same car with LSD settings at the extreme for each individual setting and both ends of the range. After 20 runs with each setup I saw absolutlely no difference in my lap time and was left wondering if I felt a difference at all in cornering.

I can only conclude the effect is so slight it probably doesn't matter at all.
 
I'd just like a more thorough explanation of each LSD setting, in regards to this game.

All most of us care about in this game, are cause and effect. Results rule realism.
By my testing, if I step on the gas out of a corner in my ZR1, and the wheels spin, and the car goes for a loop, I've found that lowering the Initial AND the Acceleration LSD, equate to more traction. Why, how, rhyme or reason have no bearings to me. I'd like them to, but unfortunately they don't. I just know it works.

If you guys can explain why and how, as relative to GT5 and not real life, then I'd love to read it. Or link me to a non PDF or XLS format, and I'd be happy to sit and read it, in it's entirety.

What all of us moron, non tuners (in game and out) would really like to see is something simple like so:

If the car does X on acceleration, Lowering the Y will result in Z
If the car does A on DE-acceleration, Lowering the B will result in C
If the car does X while coasting, Lowering the Y will result in Z, Raising the Y will result in G.
If the car does A while coasting, Lowering the B will result in C, Raising the B will result in D.

I understand, that the above will only be accurate for a certain percentages of changes, that every aspect of the game, will be based on a Sin curve.

Meaning if we look at a graph, with a big "U" shape on it, that lowering X will make it better, better and better, until it reaches that peak of that U, whereupon adjusting it further, will result in a negative effect, back down the slope.

It won't always be constant, the sweet spot will vary car to car, track to track, drivetrain to drivetrain. I'm not expecting you to have the exact number, and I won't hold any of it against you, if for some reason, I find an exception to the rule. Just point me in the right direction and let me continue searching, with the most basic form of understanding possible.

Scenario 1: As I accelerate out of the corner, the car gets VERY loose, and want's to spin out.
Lowering the initial -5 will make this condition better or worse?
Raising the Accel +5 will make this condition better or worse?

Scenario 2: On corner entry, I coast in and through the apex, but the car has an understeer issue.

Raising the initial +5 will make this condition better, or worse?
Lowering the De-Accell -5 will make this condition better or worse?

Is 5 at a time, to large of a jump? What increments do you recommended to begin with?

If you can answer these 3 questions, I guarantee it will clear up a lot for the majority of people, who are probably in the same boat as me? Maybe I'm more ignorant than most, but I'm sure as hell not afraid to ask someone smarter and more knowledgeable than me, to spell it out Kindergarten style! :D
 
It depends alot on your personal driving style to say what the "best" setting is...

If you have problems with oversteer lower the first 2 settings,
if you have problems with braking adjust the last setting.

Thats what i experienced and adjusting accordingly gave me the best results.

For example:

The Furai gave me oversteer problems... LSD: 35/35/25
The RUF CTR is a 4x4, my torque split is 50/50 so the first value is alot lower... LSD: 5/45/30

Hope that helps ;)
 
I have run a few tests using the same car with LSD settings at the extreme for each individual setting and both ends of the range. After 20 runs with each setup I saw absolutlely no difference in my lap time and was left wondering if I felt a difference at all in cornering.

I can only conclude the effect is so slight it probably doesn't matter at all.





I don't doubt this for one second. People can say what they want, and Kaz can say whatever makes the game sound like the best product, but I honestly don't think the tuning in this game comes down to the specificity that we all enjoy believing it does. There's fun in pretending the 10ths of adjustments we're making are really doing a lot, but honestly most of the settings affect the same basic characteristics of how the cars drive on this game.
 
Personally I've found that the Initial Torque and Acceleration settings don't work very well.

According to this game raising the Initial Torque and Acceleration settings should create under steer, or more grip when accelerating at corner exit or in general when applying throttle.

However to me it feels like I'm putting TCS on, the TCS feels like driving on ice while power is being restricted. The whole point of taking TCS off and adjusting the LSD to me is because it allows you retain traction while avoiding the temporary reduction of power TCS results in on corner exits or general throttle application.

I might be going crazy but whenever I apply throttle on a car that has a high Initial Torque or Acceleration setting the car will accelerate as if it's on ice (Fishtail and slide) as opposed to under steering to the outside of the corner.

To work against this effect I have been running slightly softer spring rates and running a lower Initial Torque and Acceleration, probably twenty or below which I think allows the cars to handle more honestly and predictably.

In regards to the LSD Deceleration settings I have not had any issues with it.
 
I prefer a drop or two on the back of a stamp when I'm locked up.

Seriously though there is almost no benefit in this game 80% of the time I'm using the factory lsd. In GT5 an aftermarket lsd at or above base settings may as well be a spool.
 
What are your views on this ?
My views are that, on these forums, tuners confond LSD and toe. They put some toe, trying to solve problems with it (and creating a lot of new) only with this setting. And then when they try to setup their entering-curves and out-of-curve stability all of it give strange results with toe use like inner tires loosing grip getting back grip to fast or that kind of problem. Toe is evil and is a very specific answer to one kind of problem, not a generic one, people just don't get that.

I'm not a LSD master, but I try to use it whenever I can and I think I understood the whole of it.
On some cars, that is difficult (Yellowbird for exemple, but also some cars like "let's put max LSD because well, it doesn't create problems" like my Citroen GT) but on most it will give you a few precious 0.1 seconds in and out of your corners, without barely problems.

The other problem tuners have apart from toe is their driving aids use. Of course, you can just put 59/50/50 on cars with driving aids, or 6/6/6. You won't see the difference.
What is the purpose of a tune with driving aids anyway. Just put some big badass turbo on it and that's done. LSD give too fine results to be seen with their use.
 
I have run a few tests using the same car with LSD settings at the extreme for each individual setting and both ends of the range. After 20 runs with each setup I saw absolutlely no difference in my lap time and was left wondering if I felt a difference at all in cornering.
LMAO

Of course ! At extreme values the LSD have just no effect.
 
I'd just like a more thorough explanation of each LSD setting, in regards to this game.

All most of us care about in this game, are cause and effect. Results rule realism.
By my testing, if I step on the gas out of a corner in my ZR1, and the wheels spin, and the car goes for a loop, I've found that lowering the Initial AND the Acceleration LSD, equate to more traction.
You've got it right.

Why, how, rhyme or reason have no bearings to me. I'd like them to, but unfortunately they don't. I just know it works.

Explaining LSD can be very long especially for 4x4. On top of that, there's a few ways and effects that melts to explain this and both "schools" gives results. That's why people don't understand it fully because they see effect from school 1 with school 2 and don't understand.

School A (like ABC school) aka the most important things to understand :
Initial : the strength of your differential, the power they give to your wheel when they locks. Controls the understeer/oversteer (few = understeer, lots = oversteer)
Accel : the moment, or the minimal strength before LSD locks at acceleration (few = not often, a lot = often)
Deccel : the moment, or the minimal strength before LSD locks at deceleration and engine braking (neutral gaz/brake) (few = not often, a lot = often).

In school A when the LSD locks depending on accel/decel values, it gives you an oversteer/understeer regulated by the initial torque value.

This explanation covers 90% of LSD uses and functionalities.

But...

School D (aka the Downside school, or The Dark School Of Despair, Don't You Dare ?) :
Initial : the strength of the constraint given to your wheel. The more of it, the more impetuous your car will be and the less your LSD locks (because you have to apply a bigger strength to your wheels at one moment to lock it)
(few = LSD lock very often but very soft (given School A), lots = LSD locks not often, but very strongly (again, given School A)).
Accel : the spinning probability when your LSD locks when you accelerates (few = few spins so your two wheel turn the same = less grip in turn, more in straigth lines and quick corner (school A main effect), lots = lots of free spin so your two wheels don't turn at the same speed = less grip in long curves or quick corners (quick corners is school A main effect), more in mid curves, less in straigth lines)
Deccel : same as accel but when decelerating.

Quick cornering will always be School A main effect, because the strength differences you put to your wheel is very strong anyway (strong braking, strong turning, strong accel), enough to lock any LSD unless you're in Citroen 2CV (not enough power to activate it).

This is something you want to avoid in your setups, unless you know exactly what you are doing. If you come that way, it's the Dark Side. It's very specific to some cars. And sometime no LSD (stock's 0/0/0) is good. Like on the 2CV for example, because the true good setting would be something like 2/1/20 and 5/5/20 is too far from that.

(btw yeah I tuned a 2CV, yeah I used it online, yeah I won the race :D). I love the "dodoche" like we nickname her in France. When I was a boy people around gave them because they couldn't sell them. Now this car became a collection model, it cost 15/20k euros :)

Scenario 1: As I accelerate out of the corner, the car gets VERY loose, and want's to spin out.
Lowering the initial -5 will make this condition better or worse?
Raising the Accel +5 will make this condition better or worse?

I use he school A to answer to this. Unless you reached extremes values (7 or 55), you won't see much of school D results and effects.

- Lowering the initial will make the car less willing to quit the surface of the earth so it's "better" for the pilot. But initial also plays a role when decelerating so if you're happy with how your car decelerate, don't touch it.
- Raising the accel +5 will say to the car "clear for orbit". In this scenario, it's "worse" for the pilot.

Now please note I used comas, because in hand of a talented pilot, they will know how much pressure they can give to the gaz at corner exit, and still profit from a high LSD while in mid-curves. High initial will be profiting driving wheel players, low LSD will be profiting DS3 players. I use DS3 so my LSD perception is biased by my lack of precision on the accel/decel control. And I have no clutch which could mess a lot with your LSD too.

Also high initial/accel LSD helps a lot in quicks corners. If you tune this perfectly, with a good suspension, your car will "autoturn" : the weigth of your car will suffice to lock te LSD and turn your car at your place. Check my Abt Audi TT a few laps around the Nür to see what I mean, or the Scuderia around this or that track, or, if you have big underwears, my Yellowbird in drift challenges without driving aids around Suzuka or Eiger.

Scenario 2: On corner entry, I coast in and through the apex, but the car has an understeer issue.

Raising the initial +5 will make this condition better, or worse?
Lowering the De-Accell -5 will make this condition better or worse?
- Initial +5 will be better under school A. But it will touch your out-of-curve results.
- Lowering -5 will be worse under school A. Low decell = high stability in corner entries but low while in curve.

By the way : these scenario are very good to tune the basics of a fine-tuned LSD. But it won't cover everything. You have a quick cornering scenario too, and a corner entry scenario to cover aswell. That's why I use Rome and Highspeed ring (invert High speed ring, at the end of the tunnel, have an excellent corner entry scenario and the whole track is an excellent scenario 2).

For extreme mid-curve scenario, you have Daytona.
For extreme quick cornering scenarios and scenario 1, you have London I guess.

Suzuka is very interesting. It's a all-scenario track, you should use it a lot for LSD setups.

Is 5 at a time, to large of a jump? What increments do you recommended to begin with?
I use +/-4, not +/-5, because you can divide 4 by 2 to fine tune it ! Then move to +/-2 then +/-1 :)
If I want to move fast, I use +/- 10.

I should give a LSD pattern, but re-discovering school D last week messed it.
Depending on the traction of your car, LSD can be set at mean values.

The basic pattern of 10/40/20 isn't good to work with.

Most FF will be around 30/10/40
Most MR will be around 8-15/40/20
Most FR will be around 10-20/20/40. Some FR acts like MR because the transmission to the rear is very heavy (my Jaguar have even a RR LSD since her engine weigth nothing compared to the transmission unit).
Most RR will be with a school D 5/5/10 or even a opened LSD like 5/5/5 if you have big spinning problems, or alternatively on some very stable RR (does it exist ?), you could go up to 10/20/20.

4RM depends where is the engine (well, the weight in fact) is and what is your torque distribution. Their integral transmission parts canb be very heavy, so the engine is not really a true indicator.
I came with a formula, that is "almost" right but forgot school D, and I gave it some days ago, but it's not yet polished with school D. I used a refined version I will post now for my CTR2 and it's pretty working. I have to remove a few points of accel front/rear though.

This is only for road setups. I forgot how to tune a rally LSD for 4RM (I was one of the few to try to tune rally cars in GT4 in another forum). But the good thing is my PS2 with GT4 and my 700 cars save is back online and my old darkside highly experimental Speed 12 setup still "works" somehow in GT5 :D... So nothing is lost.

Basically, you have to see your torque repartition. Let's say it's 30%/70%.

You start to use a pattern.
Front : it should be something like x/30/y
Rear : something like 25/30/z

x = 70% (coming from your rear torque repartition) * your front initial 25 + your front initial 25. In this exemple, it gives 0.7*25+25 = 42.5. Try 42 with rear weigth 4RM, try 43 on balanced or front weigth 4RM.

y and z depends a lot on your car.
y * your rear drivetrain = z.
In this exemple, with 3/4 brake settings, 0.7y = z.
With 4/3 brake settings, y is more like equal to z (and fun is out, I think).

On some 4RM, the car is very stable so you want a lower y and z, like 7/10. On other you can go until "extreme" decel values like 21/30. And on a few special car, you will go to 42/60 (Citroen GT) but don't slow down with a wheel in the grass.

The accel 30/30 can be moved also depending on first school D problems you'll get or where your weight is (Rear like 20/20, front like 40/40). The more you'll have without school D problem the more it'll be good.

Now all of these are only pattern, not final results. Some car will have a very special chassi that could derogate to all these rules.
You start from there and move sligthly values until you have it "rigth". I recommend only touching the front or rear LSD, not both unless you know exactly what your are doing (it require a few succesfull 4RM setup :) ).

Don't forget tuning an LSD can't be made under 1 hour of driving. Any player that would say the opposite are either newbies or very talented and gifted people. And people that's would use tuning generator, esp for LSD, are complete morons thinking it would give good results. these pattern are to be refined. Slowly, and by feeling and driving experience. No computer program can give you that.

Also, my ZZII LSD is quite bull**** as it is now. I reworked it to an ok version but still unhappy with an understeer problem at the high speed turn in Nür's long straigth line (=> grass turn). The others are ok.

And don't forget that LSD should be fine tuned only after your suspension is definitive. You can use pattern before.
LSD also comes after definitive brakes (decel) and aero (initial/decel, sorry I just can't see accel dependance, it's too fine for me).
Also, the gearbox have a very huge effect on some initial/accel setting (short gearbox must use low initial/accel setting, wide gearbox = more values of intial/accel to play with). I'd say 4 clicks of difference.

For aero, I'd say 3 clicks of differences, brakes 4 up to 8 clicks, and suspension is too fundamental to find something correct when it's not definitive. Camber play also a big role in LSD setting (4-8 clicks at least).

Toe dependancies... Toe like suspension is fundamental too. Toe also completly destroys your LSD readability and perception of oversteer/understeer. You should always tune toe last getting back to LSD is something is wrong, then toe then LSD etc. The very first thing you should do before removing driving aids is putting 0/0 in toe on any setup. Toe use makes abrupt grip/don't grip things in your tires that can force you to fundamental changes in your LSD, and you'll never know if it's the LSD or the toe.

I don't like toe, plus I'm a **** at tuning it. :)

For Toe/Camber dependency on Initial/Accel/Decel, I'd suggest playing with the E-Type Jaguar setup. More camber on the rear and you should lowering your initial/accel but there you can't, LSD is open. More camber at the front and you can put more accel/decell, but try that and you're spining around at corner exit. Like for the Yellowbird, I learned a lot on LSD there (and on Ride heigth/suspension but that's another story).

Currently, I'm working on perfectly understanding school D, and discovered a school S (aka Secret school) last few day, but it may be only guesses/superstitions/ignoring stuff. I put effects in it like engine hiccups, LSD, "counterturning retaliation" (try a stock maxed out Yellowbird to see what I mean : not all of this is given by the suspension.) and LSD loosing effect with too low/high values (not only because of School D annihilating what School A gives : there still things I can't explain.) Maybe all of this are bugs when the game calculates things and found round values (esp for engine hiccups)... It may be School A from/to School D transition effects... But I'd like to be at least 50% sure.
(edit - engine hiccups is turbo lag, nothing to do with LSD).

I also understood the school M (Midcurve school) but I just can't really explain it, because I use "feelings" for that school. The patterns used are to give good results for that school too. It mean accel or decel won't do anything to your car while in highspeed ring's curves for exemple. My Veyron is a perfect LSD of this but trying to acheive this result will gives you understeering cars (the Veyron can't turn **** anyway :D and this setup's ride heigth is to be re-worked anyway). At last it became a good car to put on Highspeed ring.

Just to say, there's a lot of effects I don't explained here. And I may have put BlueShift's bull****s too :)

Also, the more you read and tune, the more you'll understand. It may be the second most difficult setting to understand (the most difficult to theorize, for me, is and always will be the dampers, esp damper's school S :) ). I'd recommend as usual the part two of Scaf's tuning guide. It explain school A very good and he gives hints for school D.
 
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I can't say this has has ever happened to me in GT, either by design or a quirk in the physics engine. Every car just seems to either hook up and go or smoke both tires, LSD or not.

If you purchase some of the classic domestics such as the 69 camaro and racing modify it, you will have extreme inside wheel peel upon cornering and acceleration, it is very car / tire dependent. Similar to real life the effect is exaggerated with comfort tires.

Also it is more exaggerated on tracks such as eiger reverse, give it a try.

Also the LSD is very car dependent and track dependent in GT5 I find.

Further if you set the settings to both extremes you are not going to have a lap time increase, you basically are hindering handling both ways although 60 on everything is a good drift setting.

I have spent several hours playing with just LSD tuning on several cars in the game and find some cars a good LSD tune has given me 2+ seconds off my lap times by allowing me to accelerate out of corners faster and sooner, and turn in faster. Yet other cars there is a very minimal difference.

Example cars of where LSD has given me a large time decrease off the top of my head;
Caterham Fireblade
RX7 / Mustang / Fiat Seasonal Events

It is hard to give a solid recommendation for settings as I find every car reacts totally different, and then every drive train layout (FF,FR,MR,RR) reacts differently yet again, and driver style varies even more.
 
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Thanks for your insight blueshift! Thats one heck of an exhausting list and explanation. My understanding of the LSD is much clearer now!

Cheers
 
DTS
(...) although 60 on everything is a good drift setting.
I don't agree because of "school D". Your initial torque to 60 will act too violently to have a smooth drifting setup.
I can be wrong but I'd put 5/5/5 for drifting "normal" cars or 5/60/60 if you want to powerdrift anywhere in the middle of a straigth line, but never 60/x/x, that's too dangerous for the pilot : you'll bang a lot of wall like that.

x/60/60 will allready act like if you're in rain or on the grass, 60/60/60 will act like when you're in rain, on the grass with a 2000bph car and a drunk pilot :)
 
My understanding of the LSD is much clearer now!
Or I messed it all, that's only my perceptions and guesses mate :)

You would want to hit F5 because I always edit my posts. I edited school A/D descriptions and FF pattern as I messed up there.

Editing this one in 5, 4, 3, 2...

:)
 
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