More Things To Tune!

Ok here is some more I was thinking about

for each Ecu to put in the car it would have its own set of tuning capability's

Apexi SAFC 2, Fuel Managment Unit:
- a simple fmu to adjust fuel levels and achieve the righ AFR to make the car safe at low boost (10psi) and does not have any timing controls


Greddy e manage / ultumate, any piggy back unit:
- still keep the factory ecu, being able to tap into it and having more functions and tuning then a FMU, tune fuel and timing controls and more...


AEM EMS, stand alone unit:
replace the factory ecu with a stand alone and have full tuning capability's over the engine and get the engine to do more example: 2-steps, built-in boost controls, diffrent maps for 15psi or 30psi...


It would aslo be sweet to programe a two-step with the stand alone units
take a look at this and you will se what I mean :)
http://media.putfile.com/2-steps-78

now for the people that want to brag about the 2step sure its not really an essential but it is for large turbo'd cars that cant preduce boost right away, and its something that is nice to have when your boared!

Ok thats all I have in my mind
 
I've read this thread with some interest. I understand the principles of how an engine works, but if you asked me to tune an engine at the level some posters are proposing, I would give you an engine with serious drivability issues, and if GT5 has the damage modelling, a good chance of blowing up.
I do wonder if a better way would be to have some more fixed tuning options.

As an example GT4 currently has up to 4 levels of NA tuning (Including the stock engine). When I've looked at the power/torque curves in the settings, they don't appear to change with the various levels, just an increase in all values at all points of the range. In fact the only visible change appears to be from the addition of a supercharger. Adding a turbo to an NA car also does not appear to make much diffrence.

I would like to see a negative aspect to tuning. In the NA example this would mean that there would be a loss of some torque/power at low revs with the increase at higher revs. This would make driving in the right gear more important.

I would suggest that for each tuning level, we could have a few mappings to make some modifications to the delivery.

Similarly for Turbo's, I would like to see more lag for the bigger Turbos (think Option Z in GT4), with a return to the GT1 option of changing boost maps for each turbo level to eliminate some of the lag.

I would like to see tuning to have both positive and negative aspects. If damage is implemented we could see clutches burning out, brakes overheating etc if not upgraded to match. I would like also to see weight added to components. Big components in the engine bay should increase the weight in that area, and so change handling. Bigger wheels and/or brakes should increase the unsprung weight of a car and so affect handling.

I don't think any of this needs to be to complicated for the average gamer to adjust, but it might stop some of the add power to win aspect of a lot of GT races.

My worry with adding lots of intricate tuning options as suggested, is that the results may not be worth the effort, and a lot of people will ignore them, where as a simpler system to allow a larger variety in the feel of tuned cars may be taken up by people.

I'll finish by pointing out that I can see some good points to some of the tuning ideas expressed in this thread. If GT5 is on line, very fine tuning to optomise a car may be what is required at the highest level, particularly if the race format allows restrictions as in real life e.g capacity, air restrictors etc. This would make the race about set up skill as well as driver skill.
 
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