Motor City Tunes GT6

Motor City Tunes for GT6


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Welcome to Motor City Tunes for GT6. For those of you who are familiar with my tuning garage from GT5 (link --> https://www.gtplanet.net/forum/threads/motor-city-tunes.167421/) you will find it easy to navigate this GT6 garage.

About me:
I was introduced to racing at a very young age. Many of my earliest memories are from the race track with my father.

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I have raced BMX, slot cars, remote controlled cars, auto-cross, Sports Car Club of America road racing and of course racing video games. It doesn’t matter what I race, I have always loved two things. First is the thrill of the drive. I have spent countless hours trying to hone my driving skills. I have become a student of driving. I study it like a driving instructor would. My second love is the love of the tune. I read whatever I can on the subject and I am not afraid to make changes, even obscure ones, in an attempt to find more speed. When it comes to tuning, I think more like an engineer. The combination of these two focuses of thought truly makes me feel more connected to the cars that I drive. I believe that my constant improvement in the seat and continuous learning of the machine allows me to finish higher on the podium than I really should.

GT6 Quick Tunes
This section is for those who find tuning a hassle and would just like to race. Start with these settings and fine tune from there, if you so desire.

FR
Ride Height Front +15 over minimum
Ride Height Rear +10 over minimum
Springs Front 1/3 from left across the slider
Springs Rear 1/3 to 1/2 from the left across the slider
Dampers Compression Front 3
Damper Compression Rear 4
Dampers Extension Front 7
Damper Extension Rear 4
Anti-Roll Bar Front 3
Anti-Roll Bar Rear 4
Camber Front 0.0
Camber Rear 2.0
Toe Front -0.10
Toe Rear 0.05
Brake balance 5/4
LSD 10/12/10

FF
Ride Height Front +15 over minimum
Ride Height Rear +10 over minimum
Springs Front 1/3 from left across the slider
Springs Rear 1/2 to 3/4 from the left across the slider
Dampers Compression Front 3
Damper Compression Rear 7
Dampers Extension Front 9
Damper Extension Rear 4
Anti-Roll Bar Front 2
Anti-Roll Bar Rear 7
Camber Front 0.0
Camber Rear 2.5
Toe Front -0.25
Toe Rear -0.15
Brake balance 4/5
LSD 7/12/5
Usually perform weight reduction then add ballast to the rear

4WD Tarmac
Ride Height Front +20 over minimum
Ride Height Rear +10 over minimum
Springs Front 1/3 from left across the slider
Springs Rear 1/2 from the left across the slider
Dampers Compression Front 3
Damper Compression Rear 5
Dampers Extension Front 9
Damper Extension Rear 4
Anti-Roll Bar Front 3
Anti-Roll Bar Rear 7
Camber Front 0.5
Camber Rear 2.5
Toe Front -0.15
Toe Rear -0.10
Brake balance 4/5
LSD Front 12/15/10
LSD Rear 10/12/8
Torque Split 40:60

4WD Rally Dirt/Snow
Ride Height Front (high) 1/2 to 3/4 from left across the slider
Ride Height Rear (high) 1/2 to 3/4 from left across the slider
Springs Front (soft) 1/4 from left across the slider
Springs Rear (soft) 1/4 from the left across the slider
Dampers Compression Front 3
Damper Compression Rear 2
Dampers Extension Front 4
Damper Extension Rear 4
Anti-Roll Bar Front 1
Anti-Roll Bar Rear 1
Camber Front 1.5
Camber Rear 1.5
Toe Front -0.15
Toe Rear -0.00
Brake balance 3/3
LSD Front 12/15/7
LSD Rear 10/12/5
Torque Split 50:50

MR & RR
Ride Height Front +10 over minimum
Ride Height Rear +15 over minimum
Springs Front 1/3 from left across the slider
Springs Rear 1/3 from the left across the slider
Dampers Compression Front 4
Damper Compression Rear 3
Dampers Extension Front 5
Damper Extension Rear 5
Anti-Roll Bar Front 4
Anti-Roll Bar Rear 3
Camber Front 0.5
Camber Rear 0.0
Toe Front -0.05
Toe Rear 0.15
Brake balance 5/4
LSD 12/12/25
Usually perform weight reduction then add ballast to the front

just tried a few cars on the quick tunes and I've got to say they are superb. dunno why I hadn't tried them sooner. very well done. cheers bro
 
I've been buying up anything you that have a tune for and remotely interests me. Do you take requests? The Shelby Cobra Daytona is such a cool vehicle and you seem to like muscle, Fords too. ;)

In your opinion, does wheel size do anything in this game?

Requests. No. Not anymore. I have not played GT6 since October. I am currently breaking down the physics of Project Cars and Forza 6.

Wheel size. In my opinion, there is not handling or gearing difference between wheels sizes. It is purely cosmetic.
 
Cool, I look forward to it.

Can you suggest a car/tune for the Historic Racing Car Cup. I'm so sick of this race. Every GT game has the obligatory 2J/Toyota 7 rabbit chase these days. I want something to just get it over with in a hurry and would prefer to not have to buy either of those old oddities.

I cannot remember what I used for this race. I agree with you about the annoyance of the GT rabbit chase. It is actually in each and every career mode race and the seasonal events. It is just more pronounced in some races like the Historic Car Cup. I probably ran the 2J just to finish it quickly and be done with it.
 
I cannot remember what I used for this race. I agree with you about the annoyance of the GT rabbit chase. It is actually in each and every career mode race and the seasonal events. It is just more pronounced in some races like the Historic Car Cup. I probably ran the 2J just to finish it quickly and be done with it.
That GT rabbit chase thing is a complete & utter insult to the intelligence of anyone with half a brain.
If there's even a hint of that in future editions of the game, which I'll find out by reading reviews, PD won't be getting another red cent out of my pocket.
It used to be that you could pick a car knowing your opposition and have a damn good race, clueless AI excepted. Now, I spend most of my time doing time trials and making comparisons against my own ghost laps.
 
That GT rabbit chase thing is a complete & utter insult to the intelligence of anyone with half a brain.
If there's even a hint of that in future editions of the game, which I'll find out by reading reviews, PD won't be getting another red cent out of my pocket.
It used to be that you could pick a car knowing your opposition and have a damn good race, clueless AI excepted. Now, I spend most of my time doing time trials and making comparisons against my own ghost laps.

This past summer, I played GT1, GT2, GT3, GT4, GT5 and GT6. I was writing an article describing the tuning differences between the game versions. I found a handful of cars and a few tracks that have been in every title and built the car to as close as the same, down to the rims used, as I possibly could be. The rabbit chase has been in Gran Turismo since GT1. I have extremely high doubts that GT will change this AI race style for GT7. I wish they would make it a slider between a spread out field and a tight pack. That would satisfy everyone.

I was playing project cars last night. The career mode is set up more like real world where you practice, qualify then race one or two sessions. I had qualified 5th for race one and 1st for race two. In race one, from 5th, I had to work to get through the pack. There were areas of the track where I was fastest and other sectors where each of the top four cars were faster. The AI passed each other and were not afraid to pass me back in their fast sections of the track. It was very, very real world like. The front car jumped ahead enough to win, but not because he was the rabbit, but because of the four car race happening behind him. It was one of the most fun races of the night. I was super excited to finish 2nd. In race two, from the pole, I blew the start with a missed shift dropping me to fourth. I had to work by the three ahead of me one at a time and made the pass for the lead on the last corner of the last lap. In GT6, it is easy to dive bomb the breaking zone on the outside and pass three cars in one corner. That doesn't happen in Project Cars. You win some and you lose some, even when running perfect, mistake free lines, just like real life.
 
This past summer, I played GT1, GT2, GT3, GT4, GT5 and GT6. I was writing an article describing the tuning differences between the game versions. I found a handful of cars and a few tracks that have been in every title and built the car to as close as the same, down to the rims used, as I possibly could be. The rabbit chase has been in Gran Turismo since GT1. I have extremely high doubts that GT will change this AI race style for GT7. I wish they would make it a slider between a spread out field and a tight pack. That would satisfy everyone.

I was playing project cars last night. The career mode is set up more like real world where you practice, qualify then race one or two sessions. I had qualified 5th for race one and 1st for race two. In race one, from 5th, I had to work to get through the pack. There were areas of the track where I was fastest and other sectors where each of the top four cars were faster. The AI passed each other and were not afraid to pass me back in their fast sections of the track. It was very, very real world like. The front car jumped ahead enough to win, but not because he was the rabbit, but because of the four car race happening behind him. It was one of the most fun races of the night. I was super excited to finish 2nd. In race two, from the pole, I blew the start with a missed shift dropping me to fourth. I had to work by the three ahead of me one at a time and made the pass for the lead on the last corner of the last lap. In GT6, it is easy to dive bomb the breaking zone on the outside and pass three cars in one corner. That doesn't happen in Project Cars. You win some and you lose some, even when running perfect, mistake free lines, just like real life.
I've still got GT5 but haven't played it since GT6 came out. Besides, my GT5 is the complete vanilla version without a single update. I've been tempted to revisit it just for the tracks I created without the need to go online.
Some of the best races I've had in the past playing 2-player, have been with me finishing 2nd & I've heard that plenty of times over the years in the real world.

If Project Cars keeps on going the way it's going by listening to its audience & making constant improvements, there's a very good chance that'll be the next franchise to get my dollars.
As far as I'm concerned, PD have done themselves no favors at all over the last 2 years. My 15 year loyalty to the brand has just about been eroded & a lot is riding on how GT7 is released.
 
I too, have been enjoying Project Cars and the closer to real world feel on the tracks. I have been struggling with the FFB settings of the G29 in order to make it as close to GT6 as possible. I found those settings right for me. In PC each car also has it's own FFB settings for you to deal with after getting the wheel right for the game and the driver. I have been hoping that you would post some tunes for PC since I always used your tunes in GT5 & GT6. I am glad to hear that you have an interest in Project Cars and I am sure you will give it your masterful attention to tuning.
 
I was playing project cars last night. The career mode is set up more like real world where you practice, qualify then race one or two sessions. I had qualified 5th for race one and 1st for race two. In race one, from 5th, I had to work to get through the pack. There were areas of the track where I was fastest and other sectors where each of the top four cars were faster. The AI passed each other and were not afraid to pass me back in their fast sections of the track. It was very, very real world like. The front car jumped ahead enough to win, but not because he was the rabbit, but because of the four car race happening behind him. It was one of the most fun races of the night. I was super excited to finish 2nd. In race two, from the pole, I blew the start with a missed shift dropping me to fourth. I had to work by the three ahead of me one at a time and made the pass for the lead on the last corner of the last lap. In GT6, it is easy to dive bomb the breaking zone on the outside and pass three cars in one corner. That doesn't happen in Project Cars. You win some and you lose some, even when running perfect, mistake free lines, just like real life.
It's funny how close racing, no matter what the outcome, will always put a smile on a drivers face. What you described is how all racing sims/games should be in my opinion. The rabbit system is boring and with each GT game it gets closer and closer to Mario Kart. GT6 gave us the power boost mushroom with the ability to install nitrous... maybe GT7 will give us the turtle shells to fire at those rabbits!:dopey:

Happy New Year
:cheers:
 
I too, have been enjoying Project Cars and the closer to real world feel on the tracks. I have been struggling with the FFB settings of the G29 in order to make it as close to GT6 as possible. I found those settings right for me. In PC each car also has it's own FFB settings for you to deal with after getting the wheel right for the game and the driver. I have been hoping that you would post some tunes for PC since I always used your tunes in GT5 & GT6. I am glad to hear that you have an interest in Project Cars and I am sure you will give it your masterful attention to tuning.

I started a Project Cars garage here... https://www.gtplanet.net/forum/threads/motor-city-tunes-project-cars.339265/ but have not taken it very seriously yet. So far, tuning in Project Cars has not produced dramatic gains. Tuning seems to make cars more comfortable to drive fast, which is where the lap time gain comes from. Most cars are pretty good right out of the garage.
 
This past summer, I played GT1, GT2, GT3, GT4, GT5 and GT6. I was writing an article describing the tuning differences between the game versions. I found a handful of cars and a few tracks that have been in every title and built the car to as close as the same, down to the rims used, as I possibly could be. The rabbit chase has been in Gran Turismo since GT1. I have extremely high doubts that GT will change this AI race style for GT7. I wish they would make it a slider between a spread out field and a tight pack. That would satisfy everyone.

I was playing project cars last night. The career mode is set up more like real world where you practice, qualify then race one or two sessions. I had qualified 5th for race one and 1st for race two. In race one, from 5th, I had to work to get through the pack. There were areas of the track where I was fastest and other sectors where each of the top four cars were faster. The AI passed each other and were not afraid to pass me back in their fast sections of the track. It was very, very real world like. The front car jumped ahead enough to win, but not because he was the rabbit, but because of the four car race happening behind him. It was one of the most fun races of the night. I was super excited to finish 2nd. In race two, from the pole, I blew the start with a missed shift dropping me to fourth. I had to work by the three ahead of me one at a time and made the pass for the lead on the last corner of the last lap. In GT6, it is easy to dive bomb the breaking zone on the outside and pass three cars in one corner. That doesn't happen in Project Cars. You win some and you lose some, even when running perfect, mistake free lines, just like real life.

Didn't one of the early versions of the game have qualifying?

It seems simple for PD to make this a better franchise but they've gone in the wrong direction on a couple things. No more Standard Cars (Simple Interior) even if it means less cars. Qualifying would fix the worst of the rabbit chases by allowing us to run more competitive vehicles in them. And they ABSOLUTELY need to end the micro-transaction and all the nonsense comes with it. I purchased Xbox 360 only to play whatever iteration of Forza it came with in 2010 and shortly put it back in the case. Insanely expensive vehicles, the intense grind and draconian punishment for modding some credits into my gamesave finished it for me. Turn 10 hasn't gotten a dime or a second of time from me since.

This is the first time I've even heard of Project Cars but it sounds exciting! I'll have to try it out.
 
Didn't one of the early versions of the game have qualifying?

It seems simple for PD to make this a better franchise but they've gone in the wrong direction on a couple things. No more Standard Cars (Simple Interior) even if it means less cars. Qualifying would fix the worst of the rabbit chases by allowing us to run more competitive vehicles in them. And they ABSOLUTELY need to end the micro-transaction and all the nonsense comes with it. I purchased Xbox 360 only to play whatever iteration of Forza it came with in 2010 and shortly put it back in the case. Insanely expensive vehicles, the intense grind and draconian punishment for modding some credits into my gamesave finished it for me. Turn 10 hasn't gotten a dime or a second of time from me since.

This is the first time I've even heard of Project Cars but it sounds exciting! I'll have to try it out.

Project Cars has the physics and tuning spot on. The driving experience is incredible with a wheel. I have not tried with a controller. Project Cars does have its issues like clunky menus, having to back out to get to simple settings like abs and traction control, random game crashes. It is not a perfect game, but the driving and career mode is incredible.

Forza has changed with Forza 6. Money is easily available in the game. I love that all cars can be freely painted with race graphics. I do like the idea of collecting or earning cars if attainable. Forza got the community, menus, and everything that surrounds the game done really well. The game play is pretty good. I give it around an 8 out of 10 for the racing experience.
 
It used to be that you could pick a car knowing your opposition and have a damn good race, clueless AI excepted. Now, I spend most of my time doing time trials and making comparisons against my own ghost laps.

In GT6 Career Mode I tend to de-tune the cars by 100 to 150 PP just to make it more challenging. There is a lot of passing done in the braking zones on the outside. More fun, but still annoying to be truly racing only the lead one or two cars.
 
Project Cars has the physics and tuning spot on. The driving experience is incredible with a wheel. I have not tried with a controller. Project Cars does have its issues like clunky menus, having to back out to get to simple settings like abs and traction control, random game crashes. It is not a perfect game, but the driving and career mode is incredible.

Forza has changed with Forza 6. Money is easily available in the game. I love that all cars can be freely painted with race graphics. I do like the idea of collecting or earning cars if attainable. Forza got the community, menus, and everything that surrounds the game done really well. The game play is pretty good. I give it around an 8 out of 10 for the racing experience.

I enjoyed those things about Forza (3?) as well. I also felt that they did better job at making more cars and a more eclectic group of cars competitive. I have no idea whether it was more realistic or not. Aside from some Skyline magic, GT has always seemed to favor lightweight cars above all. The sports car world hasn't gone in that direction. GT6 seems much better about this or maybe I've just improved at driving the bigger ones.

I wish I could grind seasonals but other than that, the lack of credits hasn't hurt GT6 for me. It isn't nearly as bad in this regard as the version of Forza I played. I had never considered modding a gamesave on the last gen systems until that point. It's good to hear that Forza has improved on this front. Maybe I will pick up an Xbox One when the prices drop.

Project Cars sounds amazing. It will probably be my next gaming purchase. Do they have anything like Seasonals that I am missing out on in the meantime?
 
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Video here.

Wow! What a time warp that was. It must be over 10 years since I've driven a go-kart & that was a mate's 15hp 100cc 2-stroke. It'd have to be closer to 15 years since I've done the indoor 4-stroke thing.
I'm guessing that was the final? They perform like around what I remember a 5hp kart to be. Tight little track with not a lot of high speed stuff so a lot of stop'N'go stuff with no opportunity to keep your momentum. Not what you want to deal with when your carrying a weight penalty.
Cracking effort though 👍
 
Those are some pretty awesome results and it looks like a blast! Jalopnik is a great read too. I never quite got what it was about but I always knew i liked it! 👍 for MCH and the Hoonigans
I was signed up to receive the Jalopnik newsletter emails and enjoyed them.
All of a sudden they stopped for some reason so I tried to sign up again but there's nowhere to do that now on the website :confused:
 
I was signed up to receive the Jalopnik newsletter emails and enjoyed them.
All of a sudden they stopped for some reason so I tried to sign up again but there's nowhere to do that now on the website :confused:

The website seems to have changed format to a blog since I was last there. Maybe you need to sign up with its blog service Kinja?
 
RUF CTR "Black Bird" '87

23824900563_0d6d8414c7_z.jpg


PP: 550
HP: 539 HP
TORQUE: 461
WEIGHT:1,110 kg
WEIGHT DIST: 44:56
TIRE(S): Sport Soft Tires

GT Auto:
Improved Body Rigidity Installed
Rims: OZ Racing Ultraleggera painted Panther-Black Metallic
Body paint: Panther-Black Metallic
Brake caliper paint: Sassy Grass Green

SUSPENSION: Full Custom // Brakes: Racing
RIDE HEIGHT - 106/102
SPRINGS - 5.00/7.25
COMP - 3/2
EXT - 7/6
ARB - 4/2
CAMBER - 0.0/0.0
TOE - (-)0.08/(+)0.16
BRAKES - 7/3

TRANS: Full Custom (install all power upgrades first!)
FINAL TO - 5500
TOP SPEED TO - 137 mph
1ST - 2.300
2ND - 1.600
3RD - 1.240
4TH - 1.010
5TH - 0.850
6TH - 0.740
FINAL - 4.150

LSD: Full Custom
INITIAL - 14
ACCEL - 7
DECEL - 35

CLUTCH TYPE: Triple-Plate Clutch Kit
CARBON SHAFT: standard

POWER PARTS:
ENGINE TUNING - Stage 2
COMPUTER - Standard
EXHAUST - Racing Exhaust
MANIFOLD - Standard
CATALYTIC CONVERTER - Standard
INTAKE TUNING - Standard
SUPERCHARGER/TURBO - Normal
POWER LIMITER - 100.0%

WEIGHT REDUCTION - Stage 3
CARBON HOOD - Installed
WINDOW WEIGHT - Standard

DOWNFORCE - 0/0
BALLAST - 46 kg @ (-)48%

DRIVER NOTES:
I got nothin! Just mash the throttle and hope for the best.
 
RUF CTR "Black Bird" '87

23824900563_0d6d8414c7_z.jpg


PP: 550
HP: 539 HP
TORQUE: 461
WEIGHT:1,110 kg
WEIGHT DIST: 44:56
TIRE(S): Sport Soft Tires

GT Auto:
Improved Body Rigidity Installed
Rims: OZ Racing Ultraleggera painted Panther-Black Metallic
Body paint: Panther-Black Metallic
Brake caliper paint: Sassy Grass Green

SUSPENSION: Full Custom // Brakes: Racing
RIDE HEIGHT - 106/102
SPRINGS - 5.00/7.25
COMP - 3/2
EXT - 7/6
ARB - 4/2
CAMBER - 0.0/0.0
TOE - (-)0.08/(+)0.16
BRAKES - 7/3

TRANS: Full Custom (install all power upgrades first!)
FINAL TO - 5500
TOP SPEED TO - 137 mph
1ST - 2.300
2ND - 1.600
3RD - 1.240
4TH - 1.010
5TH - 0.850
6TH - 0.740
FINAL - 4.150

LSD: Full Custom
INITIAL - 14
ACCEL - 7
DECEL - 35

CLUTCH TYPE: Triple-Plate Clutch Kit
CARBON SHAFT: standard

POWER PARTS:
ENGINE TUNING - Stage 2
COMPUTER - Standard
EXHAUST - Racing Exhaust
MANIFOLD - Standard
CATALYTIC CONVERTER - Standard
INTAKE TUNING - Standard
SUPERCHARGER/TURBO - Normal
POWER LIMITER - 100.0%

WEIGHT REDUCTION - Stage 3
CARBON HOOD - Installed
WINDOW WEIGHT - Standard

DOWNFORCE - 0/0
BALLAST - 46 kg @ (-)48%

DRIVER NOTES:
I got nothin! Just mash the throttle and hope for the best.
What the hell? It's not lime green :odd: :P :D ;)
 
It does have lime green brake calipers. You can only see a slight glimpse of that in the photo. I just had to go with the Black Bird name.
I wouldn't keep the canary yellow look either.
Not sure if you know but there's a guy in Japan that obviously wasn't satisfied with his Yellowbird's power or yellow hue. He painted it black and dialed the thing up to 700bhp! Guess what it's called now?
 
Hi Mr. Hamilton, hi everybody:

I’m studying in deep your tuning guide and I’m improving very much, thank you for your effort.

In your guide you follows a path to write its parts: weight, power, wings, downforce… continues with transmission and LSD, and finally: the great chapter “suspension”.

Inside this part: Ride Height, Spring Rate, Dampers, ARB, Camber, Toe, Brake Balance, Ballast...

When you start “toe”, you say that it is one of the firsts things you tune because it has stronger effects on the car.

On the other hand, I’ve read on several threads that you must tune all the things whenever you leaves the “transmission” tune to the end…

What order do you recommend me?

1. Weight,
2. Power,
3. LSD,
4. (Suspension),
a. RH,
b. SR,
c. Rear Toe,
d. Camber,
e. Front Toe,
f. Dampers,
g. ARBs,
h. Ballast,
i. BB...
5. Transmission…

At least, at first tune.

Or maybe that’s wrong and you would do it in other order?
It really doesn’t mind what order you follow while you leave the transmission to the end?

Thank you for your time and your help.
 
What order do you recommend me?

I always start with weight reduction then power to achieve the desired PP level.
Next is always the transmission.
Third is always the LSD.
After this, it depends upon the information I receive from the car handling. This step is mostly trial and error. Dampers are very important in GT6. I do spend very much time tuning dampers.
 
I always start with weight reduction then power to achieve the desired PP level.
Next is always the transmission.
Third is always the LSD.
After this, it depends upon the information I receive from the car handling. This step is mostly trial and error. Dampers are very important in GT6. I do spend very much time tuning dampers.
Very true about the dampers. My order is about the same...

Weight & power parts to PP level desired.
Put on stockish setup.
If there is weight to be balanced, try to get closer to a 50/50. (But depends on car behavior)
Transmission... A few different predetermined setups, testing each one.
LSD... Still have lots to learn, but Hami's interpretation is my fail safe.
Front springs & Front Ride Height
Front Compression
Rear Extension
Front ARB
Rear springs & Rear Ride Height
Rear Compression
Front Extension
Rear ARB
TOE
Camber
Brake Balance
Do you have a preferred tuning order for dampers Hami?
 

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