FIFTY INCH's Tuning Guide (UPDATE 09/12: GP and Prototype Race Cars)

Out of interest: how do you know the stock ride height?

I don’t. I can just visually see in upgrade preview and on track that my car is lower for street/sport/race (before tuning). Sometimes I wonder if the stock height for some cars is artificially raised to encourage street/sport usage. I also don’t know if you jack up all ride heights with race if that approximates stock settings.

Added ARB calculation example and reasoning for tire pressures.

Good stuff!

Just found this post, I had more questions after my “ride height to spring post”, but this answers them. This is what I was looking for, something to get the initial set done quickly, then mess with the exceptions to the rule later. Your guide will get you to the best setup very quickly! If you want a top 100 car, start here, then do the wacky stuff that defies logic.

Found my old notes for tuning…very bad, very very bad. I think it was written by Russians.

Just trying to get back into the Forza thing and messing with a Fiat X1/9 C class on Sonoma Short. My tune is way off your guide because I’m using the old notes. Now I have a baseline and it will be interesting to see how time I can shave off with your tuning guide.

Thanks Fifty!

After achieving a major milestone and tuned about every car in Forza 6 (at least all I can buy) I’ve updated the guide with the things I’ve learned in the meantime.

Following sections have been updated;

  • Toe (update for cars with extreme low caster)
  • Caster (added very old cars)
  • Ride Height (updated suggested ranges)
  • Aero (equal aero distribution explanation is more precise with regard to used aero kit)
  • Diff (updated suggested starting point for AWD)

Do you have any S class stuff shared, fifty?

Nothing shared, but soon I will share my lobby cars, a few also S class. But these are all oddball cars, not the usual suspects you will find in lobbies.

I quite like different. Just wouldn’t mind trying some of your setups.

Ride height detailed with regards to front and rear ride height.

I updated the Tuning Guide with regard to GP and prototype race cars.

Over the course of the last weeks I’ve found that these ultra high performance cars require a special tuning approach in order to get the maximum of performance out of these cars.

Specifically in these tuning aspects GP and Prototype race cars need to be treated differently than other cars:

  • Camber: due to high forces during cornering modern gp and protoype race cars require very low camber
  • Caster: due to high forces during cornering modern gp and protoype race cars require high caster for extra stability
  • ARBs: due to high forces during cornering modern gp and protoype races require stiffer than usual ARBs to provide extra stability during cornering
  • Damping: due to high forces during cornering modern gp and protoype races require stiffer dampers
  • Diff: probably as a result of all the changes described above gp and prototype race cars must be run with extreme high accel and extreme low decel to avoid understeer

All theses changes have also been reflected in the latest 2.0 version of my QuickTune app.