Motor City Tunes GT6

Ford GT40 Mark I '66
500PP, 338hp, 1280kg
Tuned with G27 with Nixim Brake Pedal Mod and ABS 1

12143855455_b0f21b8906_z.jpg


Tune built for the FITT American Classics Shootout (Super Muscle Class) at Laguna Seca Raceway - January 25, 2014

This is a really fun car to drive. Feel free to abuse it.

Pit Service
No Oil Change
Front Aero A
Rear Wing E
Stock rims
Paint: Spirited Green Metallic

Installed Parts
Sport Hard Tires
Fully Customizable Suspension
Racing Brakes
Fully Customizable Transmission
Fully Customizable LSD
Triple-Plate Clutch Kit

Tune
Ride Height 68/72
Springs 6.25/8.25
Dampers Compression 3/3
Dampers Extension 5/4
Anti-Roll Bars 3/4
Camber 0.0/0.0
Toe -0.12/0.08
Brake balance 4/4

Transmission
Final Gear to 5.000
Top Speed to 124
1st gear 2.400
2nd gear 1.690
3rd gear 1.315
4th gear 1.090
5th gear 0.935
Final gear 3.875

LSD 12/12/14
Power Limiter 95.4%
Downforce 50/110
Ballast 200
Ballast Position -18%
Weight Distribution 44:56
 
Last edited:
Condition 1: Glowing red outside front tire in a medium to low speed corner

Options: Hypothesis is that the front tire is overloaded and past its maximum available grip. To fix this condition, test:
- option 1
- option 2
- option 3
- option 4

Condition 2: Glowing red outside front tire in a medium to high speed corner

Options: Hypothesis is that the front tire does not have enough weight on it and it is just sliding across the pavement. To fix this condition, test:
- option 1
- option 2
- option 3
- option 4

So any ideas yet as to what those options might be to help fix a certain condition?
 
How much of the lap time reduction do you think came from the weight reduction vs. the tuning changes? I may try your tuning changes at the weight level that I built the car to and then try my tune with your weight reduction. Might be an interesting test.

I think it's both the weight and balance.

470pp
92.5%hp limiter
269hp@237lb-ft
1104kg
46:54balance

I made the above changes to your tune (eliminated all ballast/reset hp for 470PP) and I ran 2 laps at the Ascari Seasonal. On the 2nd lap, I ran a 224.265 (good for 4693rd fastest today) on CS tires and SRF, my best lap so far. I hit that first uphill chicane at the start much faster on my third lap but then blew the next left hander, so I can go faster, I am still learning this awesome track. My driving style likes your tune much more at this weight and balance of 46:54. Rear weight balance now allows the car to slide more and rotate off throttle, but in a good way, controllable, comfortable. To correct/save it, you have to get back on the accelerator, so you get the nose pointed where you’d like to go and mat it (carefully). I think you mentioned that you slide or float around this track a lot and I agree that is the way it feels to me. That is why I chose to go light as possible and maintain the rear weight bias. This track lends itself to MR. I think this is a great tune. I don’t think there is any point in putting ballast on my tune as I doubt it will make it faster. I am going to put my tune back on and see how my lap times compare now. I would expect my driving to be a little better every time I get more experience on the track. Hopefully I can learn some more by fine tuning my suspension a bit more. I'll let you know how it goes. Love the AAR, can't wait to see how our tunes compare. (I wont post mine, promise).
 
Love the AAR, can't wait to see how our tunes compare. (I wont post mine, promise).

I don't have a problem with you posting settings in here and commenting on what you thought the changes do. That is kind of the point of my garage anyway is for the community to talk about how to tune better. I would only be upset if someone came to my garage in an attempt to discredit my work. As long as we are talking about how a tune was made better to fit one's driving style, I am cool with it. In fact, I welcome the discussion.

I will be editing my tuning guide and I really hope that people test out the theory and let me know what worked for them and what did not. I think I have a good handle on GT6 tuning now, but there is no way for one person to test all cars, all scenarios. The handling discussion is a big part of my passion for racing.
 
Does your tuning parts guide for the 07 M3 (#4 post) mean you have a tune saved somewhere? Will you please share?! Even just a base line tune would be awesome. The E92 M3 is probably my favorite car so far and your NSX tune for the Ascari seasonal is really really well done.

11812338905_27d43cec89_z.jpg
 
Does your tuning parts guide for the 07 M3 (#4 post) mean you have a tune saved somewhere? Will you please share?! Even just a base line tune would be awesome. The E92 M3 is probably my favorite car so far and your NSX tune for the Ascari seasonal is really really well done.

I do not have a completed tune for the M3. I did work on a BMW M3 GT2 Base Model '11 last night on Daytona Road Course at night. It is pretty solid. I may post that sometime this week. I am working on my tuning guide right now.
 
I got a great deal out of reading your guide, and your thoughtful, informative posts in general led me here to discuss my efforts. Dude, there is no way that anyone could discredit your work. By posting a tune, I'm looking for opinions (and maybe some validation that I'm not all wet) and the kind of back and forth questions that lead us to a better understanding of how to tune with these physics.

Quick update. I tweaked my NSX tune (lowered the ride height fr/rear, added more spring fr/rear, went to a 4/2 (f/r) brake bias and ran a best of 224.050. I maybe had to drive a little more carefully. I guess I'm still learning the track as well. I'm curious to get your impression, I can post the exact numbers later. The kids took over my PS3 with Little Big Planet.
 
Way to go mate :)
I use this since GT4.

From one phase to another
- if you want the circle shape to grow faster, decrease the associated compression damper.
- if you want the circle shape to grow slower, increase the associated compression damper.
- if you want the circle shape to decrease faster, decrease the associated extention damper.
- if you want the circle shape to decrease slower, increase the associated extention damper.

ARoll bars will help you to control lateral weigth transfer aswell.
- if you got a lot of difference in circle shape per train in apex, increase associated ar bar.
- if you got not much difference in circle shape per train in apex, decrease associated ar bar.

Then use LSD and (camber when it'll work fully) to cure what's left.
 
GT6 Tuning Guide by Motor City Hamilton

Prologue
I thought it would be useful to describe the way I approach tuning. I primarily build tunes for my use and maybe do an occasional request. I have no interest in the tuning garage arms race for having the most cars listed in the garage. I also like to spend time with a car before calling a tune finished and posting it (I have a couple dozen tunes from GT5 that I never got around to posting – may have to do that some day). I don’t know how some of the garages can crank out so many tunes in such a short time. I will give Praiano a break from that thinking because every single car I have driven from his garage is near perfection. A few tweaks for my driving style and I am off to the winners circle. I also have respect for the Clueless garage. They crank out like five tunes an hour our something (<--exaggeration) but they do have more tuners over there than the pizza delivery services. Plus I think they are among the nicest, most helpful people on GT Planet. So, in my long winded way, I am saying that if you are looking for a specific car tune, start with them or any of the other garages that you like. I will not be able to keep up with their productivity.

So why are you here? What can Motor City Tunes do for you? I will continue to post tunes for most everything that I drive and will still do an occasional request tune, but I think my role on GT Planet serves a different purpose. I am satisfied with taking on the role of the teacher. In real life I am a strategist and a problem solver. Solving car handling problems fits with these skills. Whatever tune you are using, it is likely that I can help make it fit better for your driving skills. Don’t be shy about asking for advice.

Tuning Goals
The first thing that I do when I use a new car in Gran Turismo is to think about how I plan to use the tune. I thought about it a bit and came up with four different ways that I use cars in Gran Turismo:

1.) Race online. These tunes are never complete. I will try new things all the time. I will have three or four versions of this car for different tracks. These are the ten or so cars that I love and use most. Still building my list of these in GT6 (Honda S2000 Type V ’03, Mustang Boss 302, Honda Takata Dome NSX '03 and Mazda MX-5 NA and NASCAR are the only ones on the list so far.)

2.) F.I.T.T. tuning competition. I try to wring everything that I can out of these tunes in the time allowed (usually three weeks). I will test between 300 and 1000 miles and change as many settings as I can, looking for a little bit extra for the competition track.

3.) A-spec race to beat the AI. If I do not plan to use the car past getting the awards from an A-spec race or A-spec seasonal, I will only spend ten or fifteen minutes tuning. I am finding that in GT6, I have been de-tuning just to make it any type of challenge. In 600PP A-spec races I am picking cars with 400 to 450PP and using harder tires than the AI. A-spec in GT6 is far too easy in my opinion. I will still add suspension and LSD and tune a little, but I don’t add many parts or spend much time refining the tunes.

4.) Time Trial. On most occasions I will just stop by the time trial long enough to get the gold and gain the credits. I will max out the allowed PP, slap on a base tune, get the gold and out. Every so often, PD will post a time trial with a car that I like. If I am planning to use a car more long term, I will hit that time trial hard.

I encourage you to set goals for the car that you are using. If you are just trying to get by with something temporary, grab a base tune from above (once I finish them) and go get the gold and credits. If it is a car that you plan to use long-term, you will want to read every word of the below tuning guide. Test, find what works for your driving style and ask questions in the garage.

Building A Tune From Scratch
I am just going to lay my approach out there. This is how I work through a tune. I do things in this exact order.

Oil Change – Are you tuning a short term car or a long term car? For a short term car, do not perform an oil change. It robs power at the same PP level. Take any car and note the stock PP and HP levels (example: Scirocco R ‘10 at 438PP/252HP). Next perform an oil change and note the new PP/HP levels (Scirocco @ 445PP/265HP). Finally, use the power limiter to re-establish the car’s original PP level (Scirocco needs 94.5 power limiter to equal 438PP). The new HP rating for the Scirocco is now 250, a 2hp drop from stock (or 0.8% lower horsepower). I have tested this on many cars in GT6 and the average drop is a 1% horsepower loss. If you are using a car for a short period of time, do not perform oil changes. There are more efficient ways to gain power for a PP build. If I were entered into a weekly racing series I might consider purchasing a brand new car for each event and enter without an oil change.

Adding parts – I don’t build very many maxed out tunes. Most of the racing that I do has a set PP level and tire selection so this is how I decide what to add.

Weight
I start with considering the car’s weight. I will admit that I have not done extensive testing in GT6 yet around weight, but so far the theories from GT5 seem to be working. I do not have definitive rules on when to drop weight vs. add power. I would say that my method has much gray area. I try to get into a weight range and then move to power. Weight is always thought about first. When I can get a car into the weight ranges listed below, my lap times are always faster than going only with power. This is what I look for:
- Heavy cars need weight reduction to get them between 1400 and 1450kg
- I prefer average cars that are between 1200 and 1250kg
- Lighter cars in stock form do not always need weight reductions, but 1000kg seems to be the magic number

Power
There are some significant changes to the PP and HP gains in GT6 that are making parts selection much more complicated. In GT5 there were some clear winners (low PP gain vs. high HP gain). In GT5 on almost every car, the first power part that I would add is the racing exhaust. Next were exhaust manifold, intake manifold, air filters and ECU, all being really equal on PP/HP efficiency. The least efficient items in GT5 were the catalytic converter, turbo and supercharger. On almost every car that I tested in GT5, this order was really consistent. Not so in GT6. For comparison, I built ten different cars from FF Ford Focus ST to FR BRZ S’12 to MR NSX R to Honda S2000 to Ford GT to Ferrari FXX to Mustang Boss 302, etc. and every single one had a different list of parts that were most efficient PP/HP. In GT6, racing exhaust no longer won hands down and catalytic converter moves from the junk pile to the most efficient part on most cars.

So how do I choose? Below are two examples of popular cars in the GT series. I have listed all of the weight and power parts and their effect on PP and weight/HP. Note that these are done without oil change for the reasons mentioned earlier in this tuning guide. Most of the columns are self-explanatory. The one that may be confusing is “Gain/PP.” For weight reduction parts I have listed weight loss divided by pp gain. All three stages of weight reduction seem to have the same efficiency value per car (18kg per 1pp for the M3). When you scroll down to the power parts under “Gain/PP,” it gets much more interesting. This formula is horsepower gained divided by PP gained. A higher number is more desirable, more efficient. In the column next to the power part gain/pp I have listed a rank based on this efficiency. Below are results for the M3 Coupe '07 @ 525PP and Ford GT ’06 @600PP.

11812338905_27d43cec89_z.jpg


Choosing Parts and Why - M3 Coupe '07 @ 525PP
1. Window weight reduction and carbon hood. It only cost 1PP for both. I will be adding this to every car I tune in GT6 from here forward.
2. Weight reduction stage 3. This car is just too heavy. Stage 3 takes it down to 1340kg and combined with window and carbon hood the car will now be all the way down to 1325. I will probably add ballast and run this car at 1400kg. Ballast will allow me to play with the front/rear balance during tuning.
3. Sports Catalytic Converter. The winning power part, hands down with 3.25 hp per 1 pp.
4. Engine Tuning Stage 3.
5. Semi-Racing Exhaust.
6. Power Limiter 98.2%.
Build is now at 525PP and 491HP.

11812753304_baf92033ce_z.jpg


Choosing Parts and Why – Ford GT ’06 @ 600PP
1. Window weight reduction and carbon hood. It only cost 1PP for both. I will be adding this to every car I tune in GT6 from here forward.
2. Weight reduction stage 3. This car likes around 1200kg. Stage 3 takes it down to 1204kg and combined with window and carbon hood the car will now be all the way down to 1189. I will add ballast instead of using the power limiter. I want to run this car somewhere between 1200 and 1250kg. Ballast will allow me to play with the front/rear balance during tuning.
3. Sports Catalytic Converter. The winning power part, hands down with 4.25 hp per 1pp.
4. Racing Exhaust at 4.0 hp per 1 pp.
5. Isometric Exhaust Manifold at 4.0 hp per 1 pp.
6. Ballast at 24kg.
Build is now at 600pp and 628hp.

Other parts
If you are PP racing, I would always add the Triple-Plate Clutch, Carbon Drive Shaft and Racing Brakes, if available. If I am on a budget and do not plan to use a car long-term, I skip all three of these parts. They provide minimal gains so they are not really worth the money for a sometimes car, but why not take advantage of every little bit if you are racing online or in a time trial.

Chassis stiffness – I am not a fan of. It adds understeer just as it did in GT5. I would use it as a last resort on very difficult MR or RR cars. The Yellow Bird comes to mind. So does the Enzo.

Wings on street cars – I do not add wings to my street car builds. It adds more rear grip and on most cars in the GT series I am trying to do the opposite, gain front grip. In GT5 it also cost PP to add wings so that just robs from the ability to drop weight and add power. Currently in GT6, downforce does not add to PP. I expect PD to change this in the future, but for now, downforce is simply a grip tool. Only add if you need more rear grip. I have read about a programming glitch with wings, but I have not tested for this yet.

Wings on tuner cars – There are many tuner cars that reveal their front grip adjustments when you add a rear wing. I do add the rear wing if it allows for me to adjust the front downforce all the way up and the rear all the way down.

Downforce on race cars – Since adding downforce does not currently add to PP, use as much as you can on race cars for circuit tuning. I will often reduce rear downforce to improve cornering. Also, if I am racing on a circuit with an extremely long straight, I will lower front and rear downforce to around the half-way point. There does seem to be a top speed penalty for max downforce, but it is worth so much in the corners on most circuits.

Downforce on NASCAR at Daytona – I use min/min front/rear for the straight line speed gain.

Flat Floors – I have not had the opportunity to test. I have read that it slows most down in the straights. Too much downforce?

Transmission – You must add all power parts before setting the transmission. I use the flip trick. I like to set it and forget it. Others like Praiano use a similar method but will match the shift points to the engine’s RPM. It is a bit over my head. I should really take some time to have Praiano build a gearbox for one of my tunes so that I can see the difference. A customized transmission is worth more than adding most power upgrades and it doesn’t cost any PP points. The transmission is a must on a car that I plan to use long term. If I am detuning for the A-spec races I will sometimes run the stock gearbox. Also, I like numbers that end in zero or five simply because they look cleaner and they are easier to type into tuning sheets.

Transmission Flip
1.) Final Gear to maximum (all the way right)
2.) Max Speed to minimum (all the way left)
3.) Highest Gear to maximum (all the way right – probably rounded)
4.) 2nd Gear to about 80% left (example: for a range of 1.915 to 2.427 I pick 2.000)
5.) For gears 3rd through highest, make relatively even spacing between gears. I tend to leave a little more space between 2nd, 3rd and 4th than I do between 4th, 5th and 6th. If you look closely at my settings you will see that the gear lines get slightly closer as you move from left to right (1st to 6th).
6.) Set top speed through Final Gear, not Max Speed. Do not touch the Max Speed adjustment at any time past step two. Use the Final Gear setting to achieve just before redline on the longest straight.
7.) Set first gear. If for rolling starts I tend to move this slider to the right and match my even spacing. For standing start racing you will need to test out a few. I have been burned a few times in online racing for having these settings too far left. For standing starts, 1st gear may need to be much further to the right. When you have the launch you are looking for, you will then need to go back and even out all of the gears again.
8.) Further optimize the gearbox for a specific track. You may find that a 2nd, 3rd or 4th gear shift is in a bad spot, mid-corner or right before a braking zone. Re-adjust these gears to optimize for the specific track. For example, if the car wants a 2nd to 3rd gear change just before the exit of a key corner, move the 2nd gear slider to the left and re-adjust the spacing of the other gears. Or, for example, if you are nearing a shorter straight section and find the need to shift from 4th to 5th right before a braking zone, move the 4th gear slider to the left then re-adjust the spacing of the other gears.

Limited Slip Differential - Through my GT6 testing, I am seeing that the LSD works the same as it did in GT5. Here is the description that I wrote in my GT5 garage. This theory is still working very well for me in GT6. Just thought I would share another perspective.

LSD Accel: This setting has one purpose, to manage inside and outside wheel spin. If the inside wheel spins first, raise this setting. If the outside wheel spins first, lower this setting. Most often the tire in need of help will turn red upon throttle application from the corner apex. Sometimes, a car will get loose on you, but neither tire turns red. In this case, put two or three levels harder tires on the car and mash the throttle in the slow, 2nd gear corners and you should be able to find which tire turns red first. Keep adjusting until both drive tires spin at the same time and this setting will be optimized. On a few cars, you will find a situation where one click higher will make the outside tire turn just a little red and one click lower will make the inside tire a little red. On these rare cars, you cannot fully optimize this setting and will need to choose one.In GT6 I am noticing nearly identical settings as I used in GT5 (8 to 20 - never seen a car need higher than this).

LSD Decel: This setting has one purpose, to manage stability under braking, turn-in and when coasting. If your car is loose (oversteer) in these situations, raise this setting. If your car has understeer during these conditions, lower this setting. Nearly all of my under 550PP street car tunes have settings between 5 and 7. On pure race cars like LMP cars, JGTC, FGT, F1, 2J, etc., I run much higher decel settings.In GT6, the setting works the same way, but I am noticing many cars need higher settings than what I used in GT5. For example, on any Miata in GT5 I used a decel setting of 5. I have tested seven Miata in GT6 and they are ranging from 9 to 22 at the moment.

LSD Initial Torque: This setting determines how much power is needed to activate the diff, to make it lock. What this means in GT5 is that a higher number produces more understeer and a lower number produces more oversteer. It is that simple. Since the 2.09 update this characteristic is more pronounced and even more noticeable from apex to exit.

The LSD does not add or subtract acceleration. The LSD cannot send more or less power to the drive train. The LSD can only distribute the given amount of power to each of the drive wheels. I see many on this site confuse the LSD with slipper clutches. This must come from R/C off road racing where slipper clutches are popular. In R/C racing a sipper clutch is added as a bolt on to the drive train and will actually slip as power is applied and grip in the higher revs to keep the rear wheels from spinning. There is still an LSD in those gear boxes and they are not set up to slip. They are set up to do the only job of the LSD, to distribute power from side to side under acceleration and braking. If you set them up to slip, they melt. Same goes for real world, if your LSD slips, it melts. Heat is the #1 enemy of an LSD. This is why we have traction control in the real world and in GT5. Traction control limits power through the drive train to the wheels, not the LSD.

LSD tuning on 4wd – I am not ready to post definitive testing results yet. These are the settings that I ran in GT5. Front 10/12/7 and rear 8/11/8. Much more testing needed here.

Torque-Distributing Center Differential on 4wd – I need to do more testing with this adjustment but this is where I am currently.

On rally tunes for dirt and snow, 50/50 has been the best. I can put the power down best from mid corner to exit with this high front value. Lowering it on dirt/snow can help corner entry and mid corner rotation, but the loss of exit speed kills the lap time. You will have to find other ways to improve corner entry for 4wd cars.

On tarmac tunes – I start out at 50/50 and try to other tuning adjustments first. If I cannot get the car to enter the corner and rotate, I begin to lower the torque split. I don’t like to go below 35/65 as the car begins to handle much more like a FR drive train. What you lose is that aggressive 4wd jump from mid corner to exit. I cannot find a hard, fast rule for this setting so it becomes a bit of trial and error.

Suspension Tuning Introduction

If you started at the top of this tuning guide and did every step up to here, you might be totally satisfied with your tuning improvements and choose to go no further. For GT6, the driving physics have improved so much that every car is more fun to drive than its GT5 version. Much speed improvement and balance improvement can come from the items listed above. Some will be content to add the Fully Customizable Suspension and just use the stock settings. You can do that and still be fast. Everything from here down could be seen as fine tuning.

So let’s talk tuning. Tuning is complicated. In the real world, there are general understandings of what settings can do, but some things work on some chassis and others just do no. I think we have set a pretty high expectation for GT6. We start to develop a basic understanding of what settings generally do and then we jump in a car that bends or breaks all of the rules. What happens next, we start believing in backward settings.


For me to develop my understanding of the GT6 physics, I needed to go back to my real world roots. I re-read my two favorite tuning books, Caroll Smith’s Tune to Win and Don Alexander’s High-Performance Handling Handbook. Five years ago when I race a Honda Civic, we had adjustable shocks. When I transitioned to Spec Miata, we have non-adjustable, sealed Bilstein shocks so the unutilized knowledge began to fade from memory. Once I reconnected with this past knowledge, tuning in GT6 started to make more sense. With a better understanding of real world theory, I would at least know where to start in GT6. It has been a complete guessing game and trial and error for me in GT6 up to this point.

I have been working on a different way to think about tuning in GT6. It involves really focusing in on the problem to solve, then making a list of the possible options at play. It is one thing to know generally that lighter front springs and heavier rear springs can mean less understeer, but to know when to try that vs. other options available is the real key to my new system.

Below I will outline three different levels of detail. I know that some will visit this guide just for some quick understanding of things and others will read every word, make notes and test for themselves.
1. Basic functions of the settings
2. Added detail behind each function
3. Tune problem solving

Basic Functions of the Fully Customizable Suspension

Ride Height
- A lower front end will encourage oversteer
- A higher front end will increase understeer

Spring Rate
- Low front rate/high rear rate will encourage oversteer
- High front rate/low rear rate will increase understeer
- Higher spring rates help reduce pitch and roll, and turn more sharply
- Higher grip tires can handle higher spring rates

Dampers
- Shocks can be used to fine-tune the handling balance of a racecar during transitions, but will not cure a big handling problem
- Should normally be set relative to spring rate (similar distance across slider)
- Extension should generally be set stiffer than compression
- Damper tuning is complex and will be covered in more detail in the section below

Anti-Roll Bars
- Affects lateral rolling movement, not longitudinal pitching movement
- Generally, ARBs need to strike a balance with spring rate, like using soft springs with stiff bars or vice versa
- Stiffer ARBs can transition a small amount of weight from outside tire to inside tire
- Softer ARBs can be useful on bumpy tracks to keep both inside and outside tires more
connected to the track
- Low front rate/high rear rate will encourage oversteer
- High front rate/low rear rate will increase understeer

Camber Angle (-)
- Zero camber is currently fastest in GT6 (1.03 update)
- Adding camber to the front will increase understeer
- Adding camber to the rear will increase oversteer

Toe Angle
- Front toe-in will increase entry turn in, but also reduces mid-corner to exit grip
- Front toe-out will increase mid-corner to exit grip, but also reduces entry turn in
- Rear toe-in will increase understeer
- Rear toe-out will increase oversteer
- Rear toe settings seem stronger, meaning lower increments of movement tend to produce
stronger results than higher increments of movement to front settings

Brake Balance
- Low number equals less braking power, high number equals more braking power
- ABS1 allows for higher settings than using ABS0
- Lock up can occur at lower numbers when using harder tires
- Higher numbers can be used with softer tires as lock up is more difficult to induce
- Higher front than rear will increase stability during trail braking
- Lower front than rear will induce oversteer or turn in during trail braking

Downforce
- Low front rate/high rear rate will encourage understeer
- High front rate/low rear rate will increase oversteer
- Higher downforce will reduce top speed

Ballast
- First, view car in chase view to determine whether red tire is overloaded beyond its grip limit
or is sliding
- For sliding front tires, move ballast forward (negative number), which adds weight to the
front tires and encourages more grip
- For overloaded front tires, move ballast back (positive number), which removes weight from
the front tires, returning them to be within their grip limit
- For sliding rear tires, move ballast back (positive number), which adds weight to the rear
tires and encourages more grip
- For overloaded front tires, move ballast forward (negative number), which removes weight
from the rear tires, returning them to be within their grip limit


Added Detail and Testing of the Fully Customizable Suspension

Ride Height - Do not go too low on ride height. I have been playing with ride height a bit. I need to do more wide split testing, but for most tracks, slammed at either end seems to be bad. I have been tuning Muscle Cars lately. I started at the stock height and just started to lower the rear. Rear stability picked up through most of the turn. I kept adding until I had the balance that I wanted (about ten points apart) so then I started dropping the car by five at both ends. There is a point where the rear got too low and I could immediately sense the loss of grip and a snap oversteer situation. I think that is the point where bottoming out is occurring, though not visible in the replay, so maybe there is another situation. The in-game description mentions that when lowering the car we need to add spring rate to make up for the shorter suspension travel. I think that lowering the car in GT6 also shortens the shock travel. This would take away up travel (i.e., hit a bump and the shock compresses, then on extension the tire stops before the chassis does). This condition would remove the tire from the road or at least unload it and reduce grip. So it may work to encourage rotation. Slam the rear of a car super low, drastically shorten the shock throw, stiffen the spring and lose a ton of up travel. That would cause a wheel to unload, especially the inside rear. Do not go too low on ride height.

Spring Rate- Seems to work similar to real world, but has its limits. What I mean by limits is that if I were to build a Honda Civic with super soft front springs and super hard rear springs, the car would be un-drivable - it would spin in every corner. In GT6, it may still understeer.

Inconclusive results so far on how high to push spring rates. I have found success staying near stock settings when on Comfort Soft and Sort Hard tires. I have done limited testing with higher rates on say Racing Soft tires. I plan to do much more testing with this concept around higher spring rates.

Dampers Compression & Extension - Shocks can be used to fine-tune the handling balance of a racecar during transitions, but will not cure a big handling problem. If changes to dampers seem to produce very little results, there may be something else wrong with your tune. Go back to some of the mechanical settings first, then come back to dampers.

In general, rebound damping controls how fast weight leaves a tire, while bump controls how fast weight goes onto a tire. You can see in the drawings below that the top graphic shows a non-optimized shock, while the bottom picture indicates a properly dampened shock.

12166317754_61bf2713e4.jpg


The true magic of tuning damper settings is in controlling weight transfer throughout the corner. By manipulating weight transfer, handling can be changed slightly. When a tire turns red in GT6, it means one of two things. Either that tire is overloaded beyond its available grip level or it is sliding or skimming across the pavement. The first thing that I look for is to view the car in chase view to determine which condition may be causing the red tire. For example, if my outside front tire is turning red during mid-speed sweeping corners and the weight seems to be leaning more rearward, the car needs more weight pushed onto the front tires. Another example involves a red outside front tire in a slower, 180 degree corner where the car’s weight seems to be leaning forward, over the front axles. In this case, the front tire is being pushed beyond its grip limit and less weight needs to transfer to the nose of the car. Dampers can be used to help solve these two tuning problems and more. I share much more detail on dampers in the Tune Problem Solving section below.

Anti-Roll Bars - I must admit that I need to do more testing around ARBs. I have been using settings near the stock settings of 3/3 and just adjusting a split to induce oversteer or understeer. That has been working very well, but I wonder if there is even more speed to be found. I have not tested heavy springs with soft bars or soft springs with heavy bars.

Camber Angle - Camber in GT6 has been programmed oddly. Zero camber currently has the most grip. I start with zero front and zero rear. I try to use every other tuning tool available, but if I cannot get a car to rotate, I add rear camber. If I cannot get the rear to stay planted, I add front camber.

Toe Angle - I tend to set rear toe first. Rear toe seems to have a stronger effect and front seems to be more of a fine tune. On most FR, MR and RR cars I will generally have between 0.05 and 0.25 positive toe. Some rare cars, like American Muscle, will need negative rear toe. FF and 4WD cars almost always need negative rear toe and I generally set between -0.05 and -0.35. I am looking for a good rotation around the apex of the corner. A lower number produces more rotation and a higher number provides more stability.

Then I move on to front toe. Front toe is simply used to balance the corner, to gain a similar level of turning ability at entry, through the middle and out to corner exit. Positive front toe provides more turn-in ability and negative front toe produces more front grip from mid-corner through corner exit.

Brake Balance - I use ABS1. I also use the NIXIM brake pedal mod on my G27 pedals. It provides three levels of feel; soft at first, medium pressure through the middle and finally hard pressure at the bottom. If you are still using the stock brake spring on a G25 or G27, the NIXIM is worth every penny.

I try to set the overall levels first; 5/5 or 4/4 or 3/3, etc. On comfort soft tires I am noticing settings between 2/2 and 4/4. With sport hard tires I use 3/3 to 5/5. With sport soft tire and higher, settings can be between 5/5 and 7/7 or 8/8. I pick the number set using three inputs. First is by turning up the TV volume and listening for tire squeal or lock up under hard braking. For rally cars on dirt, PD did not program tire squeal. Rather, they programmed the engine noise to stop completely as an indication that the tires are locked up. Second is by watching for red tires in the tire indicators. Third is by noticing how deep my foot is into the brake pedal. If I can barely get on the brakes and lock up occurs, I lower both numbers. If I am fully deep into the pedal I will raise brake balance.

Next I set the front/rear split. Not all cars need a split. The challenge to setting this split is that PD has not given us very good indicators in GT6. A wheel turns red and we do not know if the wheel is red due to being overloaded or under loaded. Thus the trial and error nature of the game and the tendency for people to think settings are programmed backward. I will change to chase view to better see the car’s weight transition. Generally, if the car is loose under braking, the rear brake balance is too high. Most often with this condition there are no red tires present, just the noticeable over rotation during trail braking. As for red tires on the front during braking, the red indicator can be notifying us of one of two conditions. Front condition one - overloaded front tires. For this, lower front brake balance and/or raise rear. Front condition two – sliding front tires. For this condition, the front tires need more weight on them so raise front brake balance and/or lower rear.

Downforce - I play GT6 to road race. I do not drag race, nor do I do top speed runs. Someone else can test that. What I am more concerned with is the fastest corner speed possible. Corner speed wins road races. I do not add downforce to street cars on street tires. I try to use mechanical grip first. Plus, most street cars in GT6 understeer. I will almost always use max front downforce on race cars. I will use max rear downforce if I can get the car to mechanically turn well. If not, I reduce rear downforce until I find a desirable amount of corner rotation.

Ballast - I am not really sure why some tuners think that using ballast is cheating. I received a PM from a fellow tuner saying that none of my tunes were worth anything because I used ballast. I think that is such a short sided view. PD programmed it in the game, we use it in real life and it really, really works well in GT6. So why would I want to avoid using it… to go slower?


Tune Problem Solving
See this section in post #11 or click the link below.
https://www.gtplanet.net/forum/threads/motor-city-tunes-gt6.291066/#post-9020421
Thanks for sharing your knowlidge, the time and effort you put into it. I have been playing gt5 but never got into tuning my cars. Now with gt6 i kind of got the taste for it but did not have the knowlidge to make anything of it. With your posts I learned a lot of understanding how to make a car better. Still have a lot to lurn, but having big fun doing it. This takes the game to a whole knew level. So thanks a lot for getting me on my way. Cheers
 
NSX Type R '02
470PP, 289hp, 1250kg
Paint: Lime Green Metallic

12006208275_28ee33098d_z.jpg


Tuned with G27 with Nixim Brake Pedal Mod and ABS 1


Tune built for the Acura NSX Super Lap Seasonal at Ascari - January 15, 2014

About the track, I am really liking the Ascari track. It seems to have most corners that you will see on other circuits. This is quickly becoming my favorite track to tune on. I will probably come back to this seasonal this weekend and make effort to drop my times further.

About the tune, I still do not think this tune is perfect. There is more speed there somewhere. In this seasonal I don't get the feel that the car is digging into the pavement. Rather, the car floats across the surface in a light drift. To be fast in this seasonal you are going to have to get accustomed to this drift and tune your car to be in a more controlled slide. If you want to change this drift balance to better fit your driving style, start with moving the ballast. Move to the front to get the front to slide more and move to the rear to get the rear to slide more. If this still isn't enough to fit your driving style, feel free to stop by the garage and ask question. I am always willing to help.

About driving aids, I built this tune without using driving aids then went back with SRF and Active Steering in order to drop my times. Two things. First, the balance of the tune really did not change when I added SRF and again when I added AS. SRF seems to act like the next softer tire. I expected AS to allow for me to build a more tail happy tune and allow the AS to catch it. The issue is that the AS, even set to strong, will catch the car, but little catches seem to be faster than big slide catches. So I went back to the original, no aids tune and went the fastest.

Second about driving aids. Some may try to discredit the tune or my lap time on the basis that I used driving aids. If you do not want to use aids, as mentioned above, the tune balance seems the same no matter which aid I turned on. As for my choice to use them, that is really my choice. I think of it this way. During the traction control era of Formula One, did some teams choose not to use it on the principal of being more authentic? If one team did, how did they perform, how many wins did they get, how many new fans did they acquire? The rules were set for the seasonal and if it is faster to use aids, I am going to do so for the seasonal. When I race online I look for rooms racing on sport tires, a reasonable PP level and only ABS1 allowed.

Pit Service
No Oil Change

Installed Parts
Comfort Soft Tires
Fully Customizable Suspension
Racing Brakes
Fully Customizable Transmission
Fully Customizable LSD
Triple-Plate Clutch Kit
Weight Reduction Stage 1
Carbon Hood
Window Weight Reduction

Tune
Ride Height 100/100
Springs 5.50/7.50
Dampers Compression 2/2
Dampers Extension 3/3
Anti-Roll Bars 3/3
Camber 0.0/0.0
Toe -0.05/0.25
Brake balance 5/4
LSD 14/12/32
Ballast 110
Ballast Position -25
Weight Distribution 48:52
Power Level 95.0%

Transmission
Final Gear to 5.500
Top Speed to 124
1st gear 3.000
2nd gear 2.100
3rd gear 1.645
4th gear 1.355
5th gear 1.155
6th gear 1.015
Final gear 4.300
Well done on the NSX Hami. I haven't been on for a couple of weeks and this was my first foray back into the game. Managed a respectable 2:20.08 after 5 laps with ABS1 and no other aids. Low 19's or better would be possible for me I think if I put some effort into it. Tried changing a few things but only made myself slower. It's great as is:tup:👍


EDIT: Looks like ranking 1000-2000 is my target without SRF. In the S2000 Seasonal with your tune I was 1600 something. In this one so far 1350ish.
 
Last edited:
KTM X-Bow Street '12
540PP, 279hp, 800kg
Paint: Spirited Green Metallic

12006504933_aa5d102e93_z.jpg


Tuned with G27 with Nixim Brake Pedal Mod and ABS 1


Tune built for the KTM X-bow Street Super Lap Seasonal at Eiger Nordwand- January 15, 2014

This is the first time that I have driven the X-bow. It is a really fun car to drive in stock form. It did need some tuning, but in my opinion, not much. You can still lose rear grip in some of the high speed corners, but if you plan ahead and are ready for it, you can really carry the speed through the corners.

Pit Service
No Oil Change
Front aero for looks
Stock rims

Installed Parts
Sport Hard Tires
Fully Customizable Suspension
Racing Brakes
Fully Customizable Transmission
Fully Customizable LSD
Triple-Plate Clutch Kit
Engine Tuning Stage 1
Isometric Exhaust Manifold
Weight Reduction Stage 3

Tune
Ride Height 75/75
Springs 4.25/8.00
Dampers Compression 3/3
Dampers Extension 3/3
Anti-Roll Bars 3/3
Camber 0.0/0.0
Toe -0.10/0.12
Brake balance 6/5
LSD 11/11/11
Ballast 50
Ballast Position -32
Weight Distribution 42:58
Power Level 99.5%

Transmission
Final Gear to 5.500
Top Speed to 112
1st gear 2.850
2nd gear 2.000
3rd gear 1.540
4th gear 1.265
5th gear 1.085
6th gear 0.970
Final gear 4.550
Another fine piece of work:tup:👍. I made a couple of adjustments to suit my driving style as I found it a bit too safe for me:

Rear Toe -0.02
LSD 15/10/10

I managed a decent 1:06.00 on a real magic lap that was a couple tenths clear of the previous 2 or 3 laps and then couldn't touch it for another couple of laps so that was it for me.

Another thing I did was lower the FGR to 4.300 and shifted earlier to keep it in the power band. I made a couple of other changes at the same time but I think that alone made up a few tenths advantage.
 
@Motor City Hami I've been having issues with some cars on banking. Cars that have no problems on flat tracks have strange and seemingly random oversteer in the middle of banked curves.

I first had problems with the R8 LMS and Z4 GT3, which would suddenly snap sideways in the middle of the Karussell with no real change to throttle or steering input. I thought the bumpy track was causing the rear wheels to jump, so I lowered the rear shock jounce, and it helped a little, but not much. They behave well everywhere else on the 'ring.

I've also had problems staying at full throttle with a couple cars on the bankings of Route X, but the weirdest one is at Daytona. My R8 LMS can be at full throttle all the way through the banking, but when I exit Turn 2 or 4, I have to let off the throttle or it will fishtail. I have no problem with this car anywhere else (except the Karussell).

Any ideas?
 
@Motor City Hami I've been having issues with some cars on banking. Cars that have no problems on flat tracks have strange and seemingly random oversteer in the middle of banked curves.

I first had problems with the R8 LMS and Z4 GT3, which would suddenly snap sideways in the middle of the Karussell with no real change to throttle or steering input. I thought the bumpy track was causing the rear wheels to jump, so I lowered the rear shock jounce, and it helped a little, but not much. They behave well everywhere else on the 'ring.

I've also had problems staying at full throttle with a couple cars on the bankings of Route X, but the weirdest one is at Daytona. My R8 LMS can be at full throttle all the way through the banking, but when I exit Turn 2 or 4, I have to let off the throttle or it will fishtail. I have no problem with this car anywhere else (except the Karussell).

Any ideas?

So real life first. Banking in real life likes lots of camber and caster and a little stiffer springs/damping or ride height. In GT6 caster adjustments do not exist and camber is useless. I would first try raising the ride height a little, then try a little harder springs on both ends. I notice with NASCARs at Daytona, the higher I went with ride height and the stiffer I went with springs/dampers, the faster the car got. On a track like High Speed Ring, it looks like a pretty flat track, but low ride heights can catch you out there.

The above is just a hunch so let me know if any of those items help. I admit that I am still learning in GT6 too. Thanks for asking my opinion.
 
Toyota 86 GT '12
450PP, 264hp, 1150kg
Tuned with G27 with Nixim Brake Pedal Mod and ABS 1

12231318356_82c1ab4632_z.jpg

Tune built for the Toyota 86 GT Super Lap Seasonal Event @ Trail Mountain - January 29, 2014

I am in love with this tune. If you know anything about real world tuning, this setup will drive your mind crazy. I had to ignore my own real world tenancies and just listen to what the 86 GT wanted in game. This car has massive understeer in stock form. I pulled out all of the tricks to get this to rotate correctly. I simply followed my newly published GT6 tuning guide and it lead me to this wonderfully handling machine. Only three of my friends currently faster than me (@GTP_CargoRatt who is a master at time trials, @praiano63 a tuning phenom who is usually half-a-second faster than me and @Johnnypenso who puts done amazing times without SRF). I am happy with placing a top 500 ranking and being close behind these three friends. I can run this tune on top of my ghost all day long.

One really odd thing about this tune. Look at the picture above. I did not think that this tune was super low or super soft so I was really surprised when I went to photo mode. After this, I did go back, raise ride height and increased spring rates to around the middle. The car was worse. So I returned the springs to slightly higher than I had them and raised ride height around ten numbers. Went a bit faster with a more predictable car <-- win. Tune below. Feel free to comment on whether it worked for you or not.

Pit Service
No Oil Change
Front Aero A
Stock rims
Paint: Sterling Silver Metallic

Installed Parts
Sport Hard Tires
Fully Customizable Suspension
Racing Brakes
Fully Customizable Transmission
Fully Customizable LSD
Triple-Plate Clutch Kit
Carbon Drive Shaft
Engine Tuning Stage 2
Sports Computer
Sports Exhaust
Sports Catalytic Converter
Weight Reduction Stage 1
Carbon Hood
Window Weight Reduction

Tune
Ride Height 110/120 (100/110 in photo above)
Springs 5.15/6.25 (5.10/6.00 in photo above)
Dampers Compression 2/5
Dampers Extension 5/3
Anti-Roll Bars 2/5
Camber 0.0/0.0
Toe -0.11/-0.05
Brake balance 5/5 (barely used the brakes with this tune)

Transmission
Final Gear to 5.500
Top Speed to 112
1st gear 3.300
2nd gear 2.300
3rd gear 1.775
4th gear 1.450
5th gear 1.225
6th gear 1.075
Final gear 4.100

LSD 10/14/5
Power Limiter 98.4%
Ballast 22
Ballast Position 15%
Weight Distribution 52:48
 
Last edited:
Toyota 86 GT '12
450PP, 264hp, 1150kg
Tuned with G27 with Nixim Brake Pedal Mod and ABS 1

12231318356_82c1ab4632_z.jpg

Tune built for the Toyota 86 GT Super Lap Seasonal Event @ Trail Mountain - January 29, 2014

I am in love with this tune. If you know anything about real world tuning, this setup will drive your mind crazy. I had to ignore my own real world tenancies and just listen to what the 86 GT wanted in game. This car has massive understeer in stock form. I pulled out all of the tricks to get this to rotate correctly. I simply followed my newly published GT6 tuning guide and it lead me to this wonderfully handling machine. Only three of my friends currently faster than me (@GTP_CargoRatt who is a master at time trials, @praiano63 a tuning phenom who is usually half-a-second faster than me and @Johnnypenso who puts done amazing times without SRF). I am happy with placing a top 500 ranking and being close behind these three friends. I can run this tune on top of my ghost all day long.

One really odd thing about this tune. Look at the picture above. I did not think that this tune was super low or super soft so I was really surprised when I went to photo mode. After this, I did go back, raise ride height and increased spring rates to around the middle. The car was worse. So I returned the springs to slightly higher than I had them and raised ride height around ten numbers. Went a bit faster with a more predictable car <-- win. Tune below. Feel free to comment on whether it worked for you or not.

Pit Service
No Oil Change
Front Aero A
Stock rims
Paint: Sterling Silver Metallic

Installed Parts
Sport Hard Tires
Fully Customizable Suspension
Racing Brakes
Fully Customizable Transmission
Fully Customizable LSD
Triple-Plate Clutch Kit
Carbon Drive Shaft
Engine Tuning Stage 2
Sports Computer
Sports Exhaust
Sports Catalytic Converter
Weight Reduction Stage 1
Carbon Hood
Window Weight Reduction

Tune
Ride Height 110/120 (100/110 in photo above)
Springs 5.15/6.25 (5.10/6.00 in photo above)
Dampers Compression 2/5
Dampers Extension 5/3
Anti-Roll Bars 2/5
Camber 0.0/0.0
Toe -0.11/-0.05
Brake balance 5/5 (barely used the brakes with this tune)

Transmission
Final Gear to 5.500
Top Speed to 112
1st gear 3.300
2nd gear 2.300
3rd gear 1.775
4th gear 1.450
5th gear 1.225
6th gear 1.075
Final gear 4.100

LSD 10/14/5
Power Limiter 98.4%
Ballast 22
Ballast Position -15%
Weight Distribution 52:48

I actually just logged out after doing about an hour long session with my own tune. Sitting at 1'33.869 and still leaving a good chunk of time out there. I will certainly give your tune a try first thing tomorrow and let you know how it goes. I've got a pretty good feel for the car with the tune I'm using now, so I should be able to tell any differences in handling right away.

Thanks for the kind words and the shout out Hami, really appreciate it. Glad to see you getting more involved in the TT's also. 👍 Now if I can just get you to register for the WRS, my job will be complete. :sly: Anyways, hope to see you there one day. Keep up the great work with your garage, you seem to have the tuning down to a fine art for GT6, you're doing a phenomenal job.:bowdown:
 
Toyota 86 GT '12
450PP, 264hp, 1150kg
Tuned with G27 with Nixim Brake Pedal Mod and ABS 1


I am in love with this tune. If you know anything about real world tuning, this setup will drive your mind crazy. I had to ignore my own real world tenancies and just listen to what the 86 GT wanted in game. This car has massive understeer in stock form. I pulled out all of the tricks to get this to rotate correctly. I simply followed my newly published GT6 tuning guide and it lead me to this wonderfully handling machine. Only three of my friends currently faster than me (@GTP_CargoRatt who is a master at time trials, @praiano63 a tuning phenom who is usually half-a-second faster than me and @Johnnypenso who puts done amazing times without SRF). I am happy with placing a top 500 ranking and being close behind these three friends. I can run this tune on top of my ghost all day long.

One really odd thing about this tune. Look at the picture above. I did not think that this tune was super low or super soft so I was really surprised when I went to photo mode. After this, I did go back, raise ride height and increased spring rates to around the middle. The car was worse. So I returned the springs to slightly higher than I had them and raised ride height around ten numbers. Went a bit faster with a more predictable car <-- win. Tune below. Feel free to comment on whether it worked for you or not.

Pit Service
No Oil Change
Front Aero A
Stock rims
Paint: Sterling Silver Metallic

Installed Parts
Sport Hard Tires
Fully Customizable Suspension
Racing Brakes
Fully Customizable Transmission
Fully Customizable LSD
Triple-Plate Clutch Kit
Carbon Drive Shaft
Engine Tuning Stage 2
Sports Computer
Sports Exhaust
Sports Catalytic Converter
Weight Reduction Stage 1
Carbon Hood
Window Weight Reduction

Tune
Ride Height 110/120 (100/110 in photo above)
Springs 5.15/6.25 (5.10/6.00 in photo above)
Dampers Compression 2/5
Dampers Extension 5/3
Anti-Roll Bars 2/5
Camber 0.0/0.0
Toe -0.11/-0.05
Brake balance 5/5 (barely used the brakes with this tune)

Transmission
Final Gear to 5.500
Top Speed to 112
1st gear 3.300
2nd gear 2.300
3rd gear 1.775
4th gear 1.450
5th gear 1.225
6th gear 1.075
Final gear 4.100

LSD 10/14/5
Power Limiter 98.4%
Ballast 22
Ballast Position -15%
Weight Distribution 52:48
Look a nice tune Hami, but Cargorat run SRF on ... For the moment ,i´m leading a few 0,0XX from Johnny without SRF too. :cheers: I have a nice setting too that i´ll publish tomorrow night , i use some ballst and minimum weight .
Good luck for the shootout too.
 
So real life first. Banking in real life likes lots of camber and caster and a little stiffer springs/damping or ride height. In GT6 caster adjustments do not exist and camber is useless. I would first try raising the ride height a little, then try a little harder springs on both ends. I notice with NASCARs at Daytona, the higher I went with ride height and the stiffer I went with springs/dampers, the faster the car got. On a track like High Speed Ring, it looks like a pretty flat track, but low ride heights can catch you out there.

The above is just a hunch so let me know if any of those items help. I admit that I am still learning in GT6 too. Thanks for asking my opinion.
It can be completely fixed with ride-height alone, so bottoming out is definitely the problem. I guess stiffer springs and shocks should help too.

Not sure why I thought softer shocks helped me at the Karussell... maybe I was just driving slower/more carefully after losing the rear end on the first lap.
 
Last edited:
Toyota 86 GT '12
450PP, 264hp, 1150kg
Tuned with G27 with Nixim Brake Pedal Mod and ABS 1

12231318356_82c1ab4632_z.jpg

Tune built for the Toyota 86 GT Super Lap Seasonal Event @ Trail Mountain - January 29, 2014

I am in love with this tune. If you know anything about real world tuning, this setup will drive your mind crazy. I had to ignore my own real world tenancies and just listen to what the 86 GT wanted in game. This car has massive understeer in stock form. I pulled out all of the tricks to get this to rotate correctly. I simply followed my newly published GT6 tuning guide and it lead me to this wonderfully handling machine. Only three of my friends currently faster than me (@GTP_CargoRatt who is a master at time trials, @praiano63 a tuning phenom who is usually half-a-second faster than me and @Johnnypenso who puts done amazing times without SRF). I am happy with placing a top 500 ranking and being close behind these three friends. I can run this tune on top of my ghost all day long.

One really odd thing about this tune. Look at the picture above. I did not think that this tune was super low or super soft so I was really surprised when I went to photo mode. After this, I did go back, raise ride height and increased spring rates to around the middle. The car was worse. So I returned the springs to slightly higher than I had them and raised ride height around ten numbers. Went a bit faster with a more predictable car <-- win. Tune below. Feel free to comment on whether it worked for you or not.

Pit Service
No Oil Change
Front Aero A
Stock rims
Paint: Sterling Silver Metallic

Installed Parts
Sport Hard Tires
Fully Customizable Suspension
Racing Brakes
Fully Customizable Transmission
Fully Customizable LSD
Triple-Plate Clutch Kit
Carbon Drive Shaft
Engine Tuning Stage 2
Sports Computer
Sports Exhaust
Sports Catalytic Converter
Weight Reduction Stage 1
Carbon Hood
Window Weight Reduction

Tune
Ride Height 110/120 (100/110 in photo above)
Springs 5.15/6.25 (5.10/6.00 in photo above)
Dampers Compression 2/5
Dampers Extension 5/3
Anti-Roll Bars 2/5
Camber 0.0/0.0
Toe -0.11/-0.05
Brake balance 5/5 (barely used the brakes with this tune)

Transmission
Final Gear to 5.500
Top Speed to 112
1st gear 3.300
2nd gear 2.300
3rd gear 1.775
4th gear 1.450
5th gear 1.225
6th gear 1.075
Final gear 4.100

LSD 10/14/5
Power Limiter 98.4%
Ballast 22
Ballast Position -15%
Weight Distribution 52:48
Can you confirm ballast position of -15, that gives me 53:47. +15 gives 52:48.
 
Look a nice tune Hami, but Cargorat run SRF on ... For the moment ,i´m leading a few 0,0XX from Johnny without SRF too. :cheers: I have a nice setting too that i´ll publish tomorrow night , i use some ballst and minimum weight .
Good luck for the shootout too.

And your point is? :confused: I always run with SRF on in the Seasonal TT's, just like most everybody else on the leaderboard. I'm not trying to be some elitist or hero here by running without SRF, I'm just trying to be competitive with the rest of the leaderboard that is using SRF. As soon as they disable it or come up with some other solution, I will be glad to run without it. Sounds like you're calling me out just because I'm using it, which I really don't like. I've been called a cheater and everything else just because I use it and I'm really getting tired of it. Look at my WRS Registry ranking.....I obviously don't need it to be fast. ;)
 
And your point is? :confused: I always run with SRF on in the Seasonal TT's, just like most everybody else on the leaderboard. I'm not trying to be some elitist or hero here by running without SRF, I'm just trying to be competitive with the rest of the leaderboard that is using SRF. As soon as they disable it or come up with some other solution, I will be glad to run without it. Sounds like you're calling me out just because I'm using it, which I really don't like. I've been called a cheater and everything else just because I use it and I'm really getting tired of it. Look at my WRS Registry ranking.....I obviously don't need it to be fast. ;)
Calm down Cargo? I´m just answering MCH that is talking about his friend list ranking. I just say that if you drive SRF at this moment, you just can´t compare the 2 times.
Obviously ,you´re free to drive and have fun the way you want. Who am i to contest this. I´m a free man too.
That´s all. No problems.Take care.

EDIT: Till PD will not install a filter to make the difference between SRF ON/OFF , we´ll have to do this ourself.
 
Last edited:

Latest Posts

Back