Ford GT 2017 HE Open Tune plus a brief guide about the Art of Racing

So after playing FH3 for a while, I’ve noticed how I could translate a lot out of the game into written technique, the aim I have for this post is to give people some insight on Racing, people who may know little or a lot, but whom also feel they might learn anything new from any scrap of theoretical knowledge. I’ve seen a lot of “I’ve done this” or “I race on the hardest setting” but usually explain themselves full of bigotry. ‘no offense’

So let’s start getting to the point, those who don’t want a lengthy read, might as well move on, your potential loss though. I didn’t come here to explain something in 5 minutes, I came here to explain something in depth as properly as possible, to those who do actually have an interest to see if they can learn something.

Those who are experienced, I’d love to learn anything new myself, learning to be quicker is always appreciated. Just keep in mind I’ll be talking from scratch basic, as if you didn’t know a thing, simply because there are those who don’t.
The guide; Realistically, will be down to experience, trial and error. Unless you do something, then you’ll never know truly… My competence to the guide is a background in racing on games is about 20 years, played most major and a few minor racing games, arcade, sim, offroad, street. Also have in real life, raced motorbikes (not professionally), have a full driving license with other tutoring on two separate forms of advanced driving and a fair amount of researched interests on the arts gone into controlling a race vehicle, both mechanically and mentally.
I by no means claim I’m a professional, nor do I know the depths of theoretical engineering, but I’ve been asked to write my variation of this, so I plucked all my knowledge on it together and have attempted to give a personal experience and theoretical run through on how I tune and race, while trying my best to explain what goes into these things.

So going back to the game, I hope those reading have some more confidence in what I’ll say, though I will be honest enough to admit if something is wrong. Been playing since FM2, absolutely love tuning and would like to try and explain as much as I can about racing and tuning to anybody interested.

The way I’ll do it is via two examples on FH3 and a reference to the German Nordschleife Track - Those being the open tune and the track/street race called Goliath. Those that are wondering, it is going to be about high-speed racing to the likes of X class, seeing as anything slower falls into many principles anyway, it’s more the practical methods that’d change instead. So how I’ll go about explaining everything that can be pretty hard to put into words is by starting with my personal process towards the car being stock into something tuned and race ready.
Also please heed notice that all my readings of weight and force are done in Imperial and not metric. A solution would be to either convert my numbers to metric or change the settings temporarily to understand.

Let’s imagine we got our Ford GT 2017 HE, all stock, we want it to be good enough to race Goliath, against unbeatable, not only win but be ahead of the pack in 1st for most of the lap including finishing 1st. - Any lap.

Upgrades: Engine swap to 6.5L V12 with Twin Turbo. And upgrade the engine components to max, even the Intercooler (for now) - It’s useful to know it’s max power output, a.k.a the HorsePower and Torque.
Keep it in RearWheelDrive - I do this on the purpose of lateral G Force, the more G’s you pull at a higher speed, then the more your car is going to successfully turn corners. AllWheelDrive is great for launch/Drag racing, but when you’re turning a corner, in AWD, you’re going to have 4 wheels producing outputted torque as all 4 wheels are driven, when cornering that becomes a problem. to explain why that becomes a problem is to explain how RearWD allows the car to turn better.

With two wheels being driven from the back/rear of the car, means you have half the traction ability of a AWD, if the missing half of traction is to the front wheels then a lower amount of surface friction occurs, friction is what gives rubber it’s grip - until too hot. Alongside friction, you also have weight transfer from the RearWheelDriven Torque that allows the vehicle to shift it’s weight into the two turning (front) tyre’s better. - If all wheels are being driven by Torque then the car is going to want to go straight more than turn.
The thing you want to look for is high rear wheel grip (85% - 100%) and medium grip to the front (65% - 95% or above peak grip to about 105% - 115%) Going into those specifics will depend on the car, it’s suspension tuning and weight distribution. For the Ford GT 2017 HE, I find it can take about 115% on the front tyres and ‘just’ comfortably about manage stability in a realistic sense, not a ‘one-off corner’ aspect.

Back to upgrades, the tyre’s should all be as wide as possible. Racing compound and the lightest rims available, my personal choice is the Trackstar 4’s by TSW. Rim size left at 20inch’s/stock.
The wider the tyre, the more of a rubber surface is provided to the road/track, enabling more surface to be traveled per rotation of the wheel. Having lighter rim’s enables the car to be lighter in whole, I’ve established a personal preference to an ideal weight for a car, this seems to be in the 2000ib’s - 2999ib’s for Forza but that might be down to racing style. Too little weight leaves a car more unstable, too much weight leaves a car ‘too stable’ in the sense of response and understeer, sometimes the opposite being too much weight just throws your car sideways. What this usually boils down to is the position of the Engine, the Differential and Torque. Having a car with a frontal engine will give a better stability with weight transfer, but a lower front end response time. What that would translate to is a slower corner entry but a more comfortable mid-corner, But if too much torque is applied then it will turn into oversteer more sooner than if the engine is in the middle of the car. Having a middle centered engine will be the mid ground of all but, compared to front and rear, it makes a difference. In the rear, on a RWD will mean a more stable launch, as the transfer of weight will require more ‘umpth’ in the rear, at the cost of a lighter front. If the front is too light then the car will want to spin out more at the rear, too much on the front and it wont turn soon enough/properly.

The platform and handling is fully upgraded besides the roll cage. Simply because in the game, you’re given more gravity and less friction penalty than in real life, alongside several other minor physics. So adding more uneeded weight and rigidity is pointless, as well as knowing that when you land on your roof in the game, the car is still going to be no different to before - realistically. In other cars that need more rigidity/stiffer chassis, a roll cage works quite well.

Gearing is all Race, the Differential is two-way. Lastly the Aero is both adjustable/race spoiler and bumper. In this game, with endless amounts of camber and bumps in the road, a differential is a must. If you want to corner faster then you want the racing aero.

Now the fun part… - Testing it all out, seeing the performance and ability. I’ll be talking from a Xbox One Controller perspective, seeing as it’s pretty simple to transfer the perspective to a steering wheel. I generally have certain presets for tuning, I’ve based these on learnt methods from past tuning.

Always will the tyre PSi going to front and rear be 28.5 PSi. Why I do that is to allow more contact to the road while allowing less pressure to be heated up. I’ve heard Formula 1 use “surprisingly low” tyre pressures, I don’t have any idea where or what, but you seem to get a rigid enough tyre with enough response to be able to work off from that amount of Pressure. Though let’s also consider how most everyday road tyre’s require 30 - 45 PS (give or take)i. To race on a much lower PSi on slick tyre’s is quite a feat, so it’s a realistic guess. - I could be wrong, seeing as this is also a preference matter, others may prefer to start at 32.5 for instance. What’s important here is to establish methods in what you do.

The Gearing, extend final drive until conceivable top speed. Re-order individual gears from the result, the Ford GT 2017 HE is 7-speed so 7 gears to work with. You should be seeing a Top Speed of roughly 267 - 270mph or 429km/h - 438km/h. - Individual gearing will become a personal preference, be it wide/long gears or short/close gears. The shorter, the more acceleration. I personally prefer long gears, simply as it enables more physical control to be inputted within each gear duration. If too short then your concentration will go more into gearing than actual vehicle control.
Mainly the first two or three gears will be very long. For this car I started my FinalDrive ratio at 3.87, then as time went on tuning I had brought it down to 3.59. 1st gear is 2.09. 2nd gear is 1.30. 3rd is 1.09. 4th is 0.97. 5th is 0.88. 6th is 0.80 and 7th being 0.73.
So I’ve started long/wide and gotten shorter as I’ve gone through the range of gears to try and get a balance of both wide gearing and short gearing. 5th into 6th is about as close as it gets.
There is a reason for long gears at the start, which is that it spreads out the power of transmission gone into the 1st gear. 1st reaches into 90mph. What it does in application is slows down how much goes into first gear, instead it’s like being Stopped still and trying to launch in 3rd gear. It has to take more time to rotate, causing less rotational power into the wheels. Great for reducing the level of wheelspin upon launch and heavy accelerating in 1st gear, with this car being RWD, you need all the usable traction you can get, if you’re launching a car and the wheels just spin you into persistent oversteer then there’s simply too much Torque going into it, lengthening the gear reduces that. Considering this Ford GT has a Torque level of 1,087 ft-ib then it’s going to spin the wheels are a incredibly fast rate. Another method is the reduce the PSi in either the front or rear tyres to allow for more response as the rubber will not be so firm against it’s part of road. Adjusting your differential will also work, though will require balancing to the amount of input going into accelerating - As in, having Right Trigger slammed in full, hoping for the best probably wont help you see much balance going into the function of a differential. Some also might say you don’t need such long 1st and 2nd gears and they may be right, but it’s simply preference as I prefer using the power-band when I’m already in motion with optimum tyre temp. In simple terms the power-band for acceleration is would be what peak grip is to tyre’s, - peak torque and horsepower per gear.

– Other factors will be ride height, rim size and tyre width. Why this is so is because a higher ride height on the rear, for a RWD will drive more into the front, as you can imagine a "" slope is going to push more into the downward+forwards direction. If it’s a “/” slope, being the front higher than the rear, then more traction will be provided by the front, by cornering will become an issue as you’re creating more of a lifting force, think of it as a fighter jet that you never want it to take off, but to ‘gun it’ down any and every road. If your car starts getting lift to it then it’s going to want to go upwards. If it’s an equal height then it’s aerodynamic resistance is going to cut through the air evenly. If your front height is low and the rear is high, then more downforce will be generated, if this was real life, then there’d be a much greater barrier in the amount of downforce generated. But in FH3 you have all the gravity you need, so all it causes is a responsive input with turning, smoother acceleration but as you turn at quicker and quicker speeds, the force of air resistance will be greater with a car pushing itself sideways at a downward angle than it would evenly. - Though this can be inferred/negated somewhat by setting up your front suspension to be softer and the rear suspension to be stiffer, though you’re also going to start costing yourself in stability.

What racing boils down to is Pace. Forget trying to be the quickest solo corner taker going because, then you come into a race situation and forget how to take corner 4 coming out of corner 3 too fast and it will be your own demise, you’ll get fed up and be a noob, trolling those who are racing a better pace. In racing you have to think about the corner/bend coming up after the corner you’re about to take, because within that regard, you need can adjust yourself to exit out in a proper enough fashion to take the next corner just as good. I mean some people might race ‘corner by corner’ and it works fine, but realistically I would advise strongly against it. Input to your vehicle should be very limited, only the most input should be used when either Braking, Accelerating or Oversteer. on straights, in between corner 1 & corner 2 (so to say) it should be minimal, the more you put into steering, the more you’re preventing the full power to drive the car forwards. Tapping on the steering to straighten the skewing is 0.5mph/0.5kmh less than getting your exiting correct. - But don’t think too much about it, it’s easier to take a corner too fast, to then find out what the speed is for the corner, then it’s so much easier to know what to do around the speed of corner, you’re suddenly not overthinking when trying to race.

What matters is knowing your own ability. It’s easier to look at lap times while dividing the race circuit into 4 sectors (mentally), start by learning which parts of a track you’re better at then the other parts. For example Nurburgring Nordschleife, the carousel turn and that general area, including the second and most sharpest hair-pin is a tricky part for me which causes a slower amount of pace, but going through the multiple bends in the last quarter, leading to the minor jump leading into a hard right, I feel I go through quicker than most because I prefer taking those types of corners. Also my suspension is usually better set-up for sweeping bends. But translating those two differences enables me to know that it’s an even outcome for me, knowing that if I feel I missed two apex’s in my bad sectors, then I’m going to make up for it in the other sectors. - The moral I’m explaining is this enables me to remain less pressured at my own mistakes, when up against others or time trialing. If you feel more pressured, then your mind will start clamming up about useless crap you don’t need to worry about, when you start becoming aware of your mistakes too much, you end up throwing yourself into the grass, missing your apex, fish-tailing and then wanting to launch your controller into the mistake… I’ve been there and we want to nip it in the bud before it can even be considered. Especially if Mr. Calm has just accidentally caught you on his front left during the high-speed overtake and all you want to do I feel like he caused the mistake.

I never learnt anything by blaming others, learnt a lot about blaming myself, because then I could try to fix my mistakes. I can’t fix other people’s.

So we’ve established traction, pace and the importance of accepting our own mistakes, hopefully.

Where thing’s start to matter is when it comes to reaction, I’m sure it’s pretty obvious so we’ll break that down, by understanding when to react is the worthwhile part. Once we know when, then we can look at 'how to improve the worthwhile part.

Reaction clearly will boil down to concentration vs distractions. The more willing and focused, then the better chance you have… Just like anything in life right? The best time to react to cornering is the very last moment the road seems straight. On a basic view. Simply because the vehicle has to first take your input and secondly manage that input into the intention you’re placing into the steering. Dynamics will have to change, air resistance - lift vs downforce, weight and gravity, traction vs friction, Rotation speed of the gear you’re in and the rotation of the wheel’s. Bigger wheels will take longer to turn a whole 360 degree’s, but vs response, it can be a quicker option. The Lateral G force you’re pulling by turning at a high speed, due to the weight transfer.

  • These are all things you will feel through the vibrations on the controller/tactile feedback of the vehicle. To me, it’s the beauty of these games is how you can see what really goes into the game, to work with or against the physics rather transparently and in reflection to real life application. But importantly it’s how to read the game telemetry and to get anything back from it realistically.
  • This means that ideally your placement upon entry should be farthest away from the corner as possible. Let’s say it’s a right hander, you want to already be on the far left side, ready to poke to the right, then instantly after ‘poking right’ take the full hard right. Once that’s natural then the next method becomes more useful;

There are ways to utilize all this further. When turning and maintaining a corner, it’s effective more so to repeat to the action as you turn. As in you steer left, keep quickly bumping your left turn: left - straight - left - straight. I mean rapidly. You’ll hear ‘tap tap tap tap’ from the left joystick hitting it’s side, if you want to correct oversteer in a straight line then you tap left from right, rapidly(But that also depends on how far into oversteer for that to work.) Minor oversteer or acceleration oversteer is corrected by quick left right left right or left left right, etc, etc. All depends how the weight is shifting via the feedback. The same applies to real life, you’ll see most professionals apply this, most drag racers apply this and even drifters to prepare for corner entry, but in the opposite way, bearing more than enough each direction to create a minor fish tail. Just remember though that all cars are different.
To explain why this is done about quick fine steering inputs, it’s down to that as a rubber tyre moves forwards, the friction/grip is where it should be. When you suddenly turn this rubber tyre left or right, the rubber will start to bend, while under heat, it will bend more. Bent rubber on a tyre is no good to race, it’s in fact causing more resistance against the road surface, especially if camber is involved (chances are, it is), with an inner, outer and middle part of the tyre, different parts will be at different levels of contact. Secondly your anti roll bars may be too stiff at the front to ‘sweep’ long enough, instead just rock. What gives the tyre more grip is those very repeated inputs to allow the tyre to transfer more straight line grip back into cornering force and weight transfer.This is how to take corners quicker without losing as much peak grip.

Everything should be fluent. If you got a nice vehicle in real life, worth thousands and thousands, you wouldn’t be quickly deciding to ‘rag the hell out of it’ hammering in the gear box and suspension, you’d be heightening the chances of killing yourself… To maintain control of anything, you need to operate everything smoothly, not roughly. If your partner likes it rough then that’s a different matter… Braking and accelerating smoothly, like shooting gun’s, you squeeze the trigger, not yank/pull it like it’s your last 1st set of teeth. You’ll see your vehicle respond ten times better. Racing/Driving roughly leads to mistakes. Smooth = calm & finesse. This allows you to control more of what goes on with your vehicle during a corner, taking yourself off the throttle can make the difference in messing up and a close call, instead of simply panic braking. It will, make the difference in regaining control from oversteer and also in corner entry itself, as pumping the throttle in RWD will allow better response and turning force. Pumping the brake will allow for a quicker stoppage without spinning out from locking the brakes. Holding the Right Trigger slightly in makes launching more easier vs Torque oversteer, also for corner taking, allows a maintained speed through a corner, as in some cases accelerating would cause an oversteer, so not driving even more torque or even possibly boost, keeps adequate grip.This is also something I can talk from real life experience, I’ve learnt the hard way from slipping the back tyre of my second motorbike enough times in wet conditions to understand that not braking or throwing weight and instead just taking gas off the throttle works much better between landing on my ass and continuing in riding. This moral is due to locking the tyre too much into stoppage or over spinning it, quickly becomes a uncontrollable matter, which takes needed experience on how to regain control. Having a go at drifting is a good way to experience what inputs you can make when oversteering.

Going back to the Ford GT on Goliath; As also with using manual gearing, when you are about to enter a easier corner, after the narrow braking, try changing up a gear, this gives a tiny pause in the torque and engine as the gear has disengaged to change into the next, it allows the car to brace into a turn better while giving you plenty of drive as you exit through the rest of the new gear. Depending on the car, you may find braking to the bottom of a gear instead of the top will suit your preference of racing.
In the context I’m referring to; It would be a turn less than or around 45 degree’s, FH3/Goliath is racked with these - You’ll come swinging out of a bend, hard acceleration, down a straight to have to take a fast & hard adjustment left or right. Chances are, being too quick, having to brake resulting in roughly the gold zone, but leaving chance to strongly accelerate into these as the rpm has lowered, providing a better amount of traction. I mean being specific this is about the Ford GT 2017, on FH3, a car which has a wide enough power band to cope with changing up a gear during a corner. Other cars do simply have not enough horsepower & torque to cope with that, instead will just become extremely sluggish. High powered cars wont really see that issue as much as the tendency would be from hard braking into a 90 degree corner at 70mph would become a issue more of throttle control into oversteer, typically applying to the more shorter geared setups involving high torque output.

But it’s also important not to disregard other types of corners here {coughs while looking around}. There are a number of sharper corners requiring more braking, in this circumstance, being about mid-way into the gear will give enough choice on how you want to control the vehicle. After the braking zone, properly done would be to have the throttle open enough to maintain the speed you’ve braked to ( right trigger pressed part-way in), this allows for more stability in the actual action of taking the corner. Once 50% - 80% through the corner - depending on the type of corner, will be the importance to see is the exit and it’s following straight/following area, that is when more acceleration is applied, as less turning input is required. - Providing you’re not met with another turn, straight after exiting, as if it were a chicane or similar, in which case, thinking always 1 corner ahead is useful.
For most other cars, it’s important to have a higher rpm than a lower rpm to utilize the power band and also to maintain adequate friction on the tyres, falling into the usage of tyre pressure, camber and suspension, and about everything else in the vehicle. In my opinion; With racing on a game, it’s more suitable to have everything as close to it’s physical limit as possible whilst ensuring control and stability. The result in my experience is that it makes the level of skill more difficult, but allows for more pace to be invoked mid-race.

  • Continued next post -
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So going to the tune itself… Something that takes hours to develop properly. My assists used for tuning and racing are manual, no clutch, ABS on, normal steering, everything else including rewind, suggested line and damage are turned off. The reason I don’t have it further than that is because it stops becoming a game for me and becomes too realistic. When I’ve had enough of the real world, I like to enjoy game variants where you’re enjoyably going slightly past natural physics boundaries.

Goliath, X Class race, all Ford GT 2017 HE’s. This is going to be the test place for tuning, it’s easier to observe how the car takes corners by the AI, this will enable you to start seeing where the braking zones should be for the car, where it should be positioned in relation to every corner, and lastly you get a healthy sum of money for simply learning what to do with the car at the end of race.
As I’m going around Goliath, I’m mostly having telemetry turned off, what I want to be looking for is how I react with the car:
Am I rushing the gear changes too much? Am I putting ‘too much’ into each entry and exit of the corners? How stable is the car when heavily braking - if it is then could the car need more downforce?(Does it feel/seem too light).
Softer Suspension? Lower tyre PSi? - (I’d be considering the Rear before the front with tyres & car itself)

The more that you can articulate/list of what goes into the car as you control it, the more you can dissect each variation of tuning the car differently. I’ve read somebody else describe tuning as a jigsaw puzzle with each addition of minor tuning building it piece by piece until complete, I’d agree that it’s exactly like that.
For instance, I’ll go back to the Ford GT on Goliath. Midway through the woodland section of Goliath, a second bridge is passed over, I’ve just made the right hander into the small short with this second bridge on, then I continue onto a slight right hand kink onto another straight, I’m accelerating and tapping rightwards on the Xbox controller to this kink and through it, it’s about 190mph on a good exit. What’s coming up is to me personally a horrible part for the car to handle with, it’s a sweeping corner, again a right hand turn. 190mph is going to be too fast, there’s still half of the ‘straight-ish’ part left as it’s starting to dip rightwards, immediately tap the brake probably just around halfway, it’d roughly be a gear change down from 4th into 3rd, about 155mph, what comes instantly now will be corner entry, poking instantly to the right to then go in rightwards properly.
What becomes important to know is as this happens, the recognition of the fact that the road you’re turning on is largely bending downwards from a higher road level but very flat, for the way the Ford GT has been tuned, it’s going to lose a chunk of traction. What happens will be a lifting force attempting to push the front and back left side tyre’s, if I’m accelerating further through this anyway, the chances are I’ll bounce on the road bit by bit, over-shooting the corner into the rock mound. If I hold the trigger halfway in, I’ll be keeping the car at a maintained speed, preventing the further surge of torque to spin my tyre’s more, to cause more friction, causing loss of peak grip. If I choose to take the throttle off completely, and just let it roll, the car will slow down gently by the force of air resistance and the drive-line slowing down, what this would provide is a little less peak grip as less friction is generated, but a lot more can in fact go into corner entry, taking the throttle off even just for a split second before the corner can help in getting the correct angle of entry, sometimes you can be going too fast but not fast enough to need to brake.

So out of that what needs to be observed is why is it a horrible part?
Simply because I feel the car could take it if I could change the tuning setup.
For instance the front wheel camber is set at -(Negative)5.0, the front toe is out by 0.3.
The rear wheel camber is -1.7 and also has toe out by 0.3.

This leads me to explain why I wouldn’t change the setup, mainly it’s because of Pace, for the majority of Goliath, the suspension and handling is comfortable/stable enough to maintain good pace. What could be done to resolve the corner in specific would be to soften the dampening to allow the compression and rebound more ‘spring’ while flying into a dipping flat bend, doing that would allow the car to squat better, possibly allowing the negative camber on the wheels to find it’s balance.
Initially I had the front caster set at the angle of 7.0. Ideal when the Aero is set to max cornering, this translates into 237 ib’s of downforce on the front bumper and 337 ib’s on the rear spoiler. Having these set as high as they are, allow the car to ‘cushion’ nicely throughout the entry, middle and exit of cornering, while having enough cutting ability to turn the car at higher speeds. I’ve even tried taking either aero settings down by 1 point, personally I notice it enough to dislike it. Where as other cars I would dislike full downforce, they end up feeling too heavy, like navigating a brick at high-speed, if for instance I put less into the spoiler on a BMW M5 AWD then I’m going to have the front glued to the track and the rear of the car being much more ‘loose’, ideal for All Wheel Drive racing (in my opinion) As this helps push more through into the front end of all wheel traction while the rear wheels aren’t getting as heavily planted into the road. At the same time it’s also worth noting that there’s typically more ib’s of force on the spoiler, simply put the numbers will always be higher, A lot of why is down to aerodynamics, air is fighting to lift that spoiler up, the car is also cutting through the air, causing a stream of air to also fight against the spoiler, so it has to be able to take more pressure than the front end of a car which already has a chassis and body encouraging downforce on top. The spoiler is on top, far more open to the air resistance.

As time went on I kept noticing a lack of steering response, I decided to throw the suspension into stiff settings while fine tuning the anti-roll bars. It’s easier to see what is doing what when starting the suspension tuning by dampening first. For the front rebound, I’ve got 15.2, for the rear it’s 19.4. So already the handling now is going to be very sensitive, as any movement in the suspension is going to be more sharp, jumping any parts of the road will be pretty touch and go, but the car is going to response early enough to a sudden turn when you’re going at high-speed and have a higher chance of missing the apex correctly. 7.2 for front bump stiffness and 9.7 on the rear, this is in correlation to the way rebound works. To solve my problematic corner, what could be done is to soften the rebound and bump stiffness, allowing more ‘give’ from the suspension when taking a lower speed corner, but doing so will be at the cost of taking higher-speed corners more precisely and stable.

After considering the stiffness of the dampening, the suspension spring stiffness itself. Bearing in mind also how much pressure is going into the aerodynamic downforce (quite a lot for a moderately light car). I started with quite soft settings like that of the stock tune, I found too much understeer and the car rocking mid turn from weight transfer - (This is also an symptom that can reflect with the rest of the suspension - The anti roll bars & dampening). So I went up bit by bit, probably about 1/8th of the slider each time, for both rear and front. While doing this each time, it’s important to look for the balance. Do you need a slighter softer set of front springs, while keeping the rear the same, then continuing with increasing bit by bit until I felt comfortable with it’s response vs tranction. In the end the rear still felt too ‘heavy’ as if the springs were still too soft to transfer the weight hard enough. The front springs were how I wanted them to feel - 1,287.9 lb’s per Inch. At the phase of tuning I’m at, it’s a matter of whether I want them a touch softer or not. The rear springs eventually ran upto just under max on the slider - 1,329.0. This enables plenty of response, but controlling the car properly, will and did become more challenging, but in return, a more responsive vehicle is at your service in both speed and cornering. I do admit the Ford Gt 2017 HE is a bit of a beast on FH3, it surprised me how extremely tuned it can be without being a wreck.

Upon that things felt pretty on point in terms of control, which is the baseline to everything in racing. Without control you’re going nowhere. From here we can look at properly fine tuning more aspects of the car. For example the braking; 112% Amount of pressure while having it balanced 45% from the center. The pressure and balance is literally personal preferance, but what to look for to find any preference is how it feels when braking, when you press your left trigger in, you should be able to recognize whether the vibration feels too harsh or smooth. It’s better to be on that mid-point, where you’re feeling a slight ‘bite’ but not locking the wheels. The same applies in real world racing, slamming on the brakes will just cause you to slide, a (disc) brake stops the wheel by using friction from pads, against the solid metal plate attached to your wheels (that glows red in-game after hard braking). The best way to brake in any circumstance is to gently pulse the brake within it’s operational depth zone, allowing the pads not to heat up too fast. The quicker you do this properly the quicker you’ll stop.
On top of that to slow down even sooner, ever so slightly rock the steering just enough for the tyre’s to keep straight-line grip; although in real life that depends far more on type of tyre’s and treads. It’s the same principle that applies to rocking the steering whilst cornering. Though I stress these things are fine arts that aren’t easy to do properly, making mistakes will lead to a higher chance of losing control compared to simple method, but I encourage people to experiment on the game, or in a safe condition on a real world track, don’t just decide to try it going home from work whilst not expecting something different to happen, everything takes trial, the real thing with no trial leads to accident.
Going back to the braking balance then, again a preference matter, though a tip would be to consider how you brake, if you want the car to brake more straighter then it’s best to keep it as central as possible at 50%. The moment I try the braking balance to the front (51%+) I don’t find much use, it’d be ideal for regaining lost control to a small degree. If the rear needed less then I’d be looking at altering that elsewhere in either the differential or how I’m driving (if going too fast, or wrong angle of corner taking).
I personally wanted a slight angle each time I braked, giving the rear the ability to be deliberately oversteered by braking hard enough. This helps corner entry at high-speed, as you’re helping the car already be in position to take the apex as your braking zone ends. Why I would want oversteer in this circumstance is because the downforce, forces the car to straighten up so quickly, but to remind, I wont change the aero because it doesn’t corner effectively on anything lower than what it’s set at.

By this time I would be looking at the telemetry much more during each test race, watching what the grip on tyre’s did, how the suspension moved, the tyre heat across each segment and the operating tyre pressure present on the screen where the active camber shows, I wasn’t too bothered in the G force telemetry. The things I discovered from it was that on my front tyres, I wasn’t getting enough peak grip, this is what confirmed my curiosity to where I could get more out of the car. To relate whether it was truly down to tyre pressure I looked at the over telemetry screen to see what there were at and they were quite different. 31.5 on the front and 33.0 on the rear. What is needed for racing conditions is typically 32.5. What I had to do is change the front tyre PSi from 28.5 up to 29.0. I changed the rear from 28.5 to 27.5. This is quite a difference in reality but in game it helped give better turning response and a smoother experience in major inputs. During mid race I could see they were more even now.

Things feel smooth, which means it’s easier to manage yourself through the bends. Now what I want out of fine tuning is better acceleration and better cornering. The only way to work out how is to race your tune for a good amount of time. Recognize when you get fatigued and whether you’re making your own mistakes by not being used to your car anymore or whether it really is the car. There’s enough times I’ve altered something one evening, came back the next evening to realize I’ve made something worse not better. So upon learnt experience, it’s better to give your changes time, before you decide whether it’s right or not.
What I discovered in my tune was that the car still rocked gently during mid-corners at high speed, mainly the last area of Goliath, the set of bends leading to the beach. This boiled down to the front anti-roll bars being too stiff. I left the rest of the suspension as it was. I brought the front ARB down to 9.30. The rear just needed a fine tune from stock by a few clicks stiffer - (To give the rear a little bit more movement) it became 11.43.
I’m still judging on whether any of that needs revised further though.

From there though it became a matter of cornering speed. I wanted more edge. So I took out the race intercooler and put the sport one in, I felt that losing 20lb-ft of torque and 28HP didn’t really matter when it saved some weight. Remember it’s still just under 1,500HP and over 1,000lb-ft of torque… Went back to tuning, reset my suspension springs to what they were as Forza automatically adjusts the difference of weight for you, personally I don’t like how it does that but it’s pretty irrelevant when you can set it back again. While here I experimented with ride height. Without losing time on the 0 - 60mph or 0 - 100mph, it became a struggle. I got away with having it at 3.2inches from the original 3.3inches. Anything else would become slower in accelerating or too unstable in handling. Even putting both front and rear at 3.2 meant less stability but a better lateral force, I could work with the less stability, what I done to try to give myself a better edge while keeping a healthy amount of peak grip was by reducing my rear tyre PSi from 27.5 to 27.0. This gave the rear a bit more ability when it came to spots on the racing course that were ‘slipping points’.

The differential came in quite late actually, I liked how it handled without a differential, but with a two-way fitted on, it allowed me more choice in how I could fine tune further. Because I liked stock so much for the differential, I replicated where the sliders were in reference to before the differential. 43% on the rear Acceleration and 11% on the rear Deceleration. From there I only needed to change things by 1% thus far. The deceleration is at 12% instead, simply because the car during deceleration wasn’t decelerating enough, the tyre’s would still be moving at too higher a rate, when it comes to letting go of the throttle and not braking, it’s more easier to observe when putting more into the Deceleration Differential, this also helps for launch when pulsing the acceleration, as you release off the throttle, regaining grip is smoother. On the Acceleration differential I changed that down to 42%.
I done that based on the observation that I wasn’t getting enough of a cornering curve as I moved around a sweeping bend, I would fall in too tightly despite accelerating, suggesting that upon acceleration, my rear wheels were locking up too gently for oversteer but enough to slow me down too much.
This is still something I’m revising though.
Lastly I would notice during certain corners, I lacked the stability to take it smoothly, instead it would take the corner but would give a chance of becoming uncontrollable within an unexpected notice. This was something pretty minor but worth ironing out anyway, the problem was that I had too much negative camber set up for more flatter surfaces, instead I’d just start locking up bouncing very slightly preventing the car to turn-in, enough to cause me to miss the turn and hurtle into a tree. To resolve that, I reduced the front caster down by 0.1. This is now at 6.9. As the front caster multiples camber, the camber on the wheels being extreme, means that 0.1 actually makes a reasonable amount of difference. At the same time it allowed the rear end of the car to not be so ‘straight-line capable’ as it was too capable. This was a matter of balance between the road and the cars outputted camber.

So that is where I am and how I’ve gotten there. For a recap

Tyre’s

Front 29.0 PSi
Rear 27.0 PSi

Gearing

Final Drive: 3.59
1st: 2.09
2nd: 1.30
3rd: 1.09
4th: 0.97
5th: 0.88
6th: 0.80
7th: 0.73

Alignment

Front Camber: -5.0
Rear Camber: -1.7
Front Toe: 0.3
Rear Toe: 0.3
front Caster: 6.9

Anti-Roll Bars

Front 9.30
Rear 11.43

Springs

1,287.9
1,329.0

Ride Height

Front: 3.2
Rear: 3.2
Both sliders moved from highest, as moving sliders all the way to the lowest setting then, moving sliders back up will give different placement and results on what the ride height is.

Damping

Rebound
Front: 15.2
Rear: 19.4

Bump
Front: 7.2
rear: 9.7

Aero

Front: 237
Rear: 337

Braking

Balance: 45%
Pressure: 112%

Rear Differential

Acceleration: 42%
Deceleration: 12%

I appreciate any input to the tune, it’s free to use of course. Whether anybody else enjoys it or not is open to their opinion. Though I request any criticism to be constructive, simply because I’m not going to appreciate ignorance, it’s taken a good 8 hours on and off, writing this up. I understand that it’s my own choice to do this, though I do also expect the respect due from at least trying to explain the theory behind how I race and tune. I understand I said a brief guide, but those who understand what goes into racing can appreciate it’s actually quite a brief explanation that could go 5 times more in depth.

For bonus points though, I would like to add in a few tips for racing or putting yourself through high levels of focus and concentration;
Firstly, a breathing technique should be applied. A roughly 4 second long deep inhalation (strong, controlled breath in) and 4 or 6 seconds exhaling (breath out). All in a controlled manner, what this enables is the brain to receive more oxygen from the blood supply, your heart to beat at a more controlled rate as more oxygen prevents the heart from straining when pumping blood faster during moments of adrenaline, instead if the breathing rate is controlled then everything else stays under better control internally.
Which leads onto the second bonus point, is human emotion. As case studied in Neuropsychology, it is understood that emotions are the response of what is going on around you internally and externally. To obtain a better control, would be recognize when your hands and other parts of your body are tensing up. If you’re somebody who tenses up on the controller too much, it’s better to be aware of what your hands are doing, to practice relaxing the muscles in them while still playing. This helps relax your thought process as you are relaxing your body. If you’re tense, all it’s telling the subconscious is that you’re under stress. If you’re subconsciously more relaxed then your level of performance will increase, concentration and energy levels do not dwindle as quickly.
The last bonus point is perception and muscle memory. Remember that speed is perceived, if you get into a X class car and think the screen/race/pace is too quick, try telling yourself that things aren’t fast, you can learn that from how after racing a fast car for sometime, you’ll perceive that you have better control and ability of input. When you get used to something like a car or motorbike, the things that have helped you ‘get used to something’ is the muscle memory that has developed subconsciously and your perception has adjusted to interpret the experience better.

yikes, what the heck did i just read!

no, just no

I’m curious to why it’s no?

Because suddenly you’re going to surge more, fearing a spin out? (I don’t know because you never explained.)

From experience, it doesn’t work like that. The context is mid-race, not launching between 1st and 2nd. Correct pedal control from a gear shift will NOT be problematic when you’re finishing the braking zone, being at the top of 2nd gear, entering the corner mid-throttle to then change up a gear. We’re here to go quicker, not slower, to do that requires control and being 1 step ahead, allowing the mechanics of the gear box to actually have an effect towards controlling the vehicle.

Edit: Despite the lack of constructive feedback given by that reply, I chose to edit my OP to hopefully explain better how I implied this.

that made a bit more sense,[i think]perhaps you meant downshift,for taking a heavy turn you would always come out ahead getting thru at least 80% of the turn one gear down from what you started in accelerating up to full rpm before upshifting premature, original post you said upshift before entering a corner,which in no case would be correct unless it required no braking beforehand, in some cases there is great benefit to shifting up near the end of a turn but not before,

Indeed I think I didn’t explain it so well initially considering I see what you mean, though I don’t disagree with myself either. As what you say is right too, I find it’s quite circumstantial on the type of corner.

In what you’re meaning, it’d be appropriate on (for example) Hockenheim GP Circuit where there are long braking zones needing a better judgment in what part of the gear you should be in to accelerate into the corners?
Which is a scenario I should’ve covered considering there are these types of corners on Goliath and will edit, depending on your answer to the example choice.

In the context I meant; It would be a turn less than or around 45 degree’s, FH3/Goliath is racked with these - You’ll come swinging out of a bend, hard acceleration, down a straight to have to take a fast & hard adjustment left or right. Chances are, being too quick, having to brake resulting in roughly the gold zone, but leaving chance to strongly accelerate into these. Upon that, getting quicker at taking those corners, It appears to be, that it’s quicker to not even take the throttle off, but to change up gear. Based on the explained principle. - I mean maybe it’s a different mechanical input going on besides the gear change, but it doesn’t really look like that.
A generally related example to use might be after the first section after the roundabout on Goliath, in the Ford GT, about 240mph give or take and it’s a quick left into the strip of the town, by changing from 6th into 7th, this gives me a slight edge as I take the turn, while also giving the tyre’s a moment to breathe as I turn the car. Though I do acknowledge this specific example requires no braking zone, but it might establish better what I was describing.

I mean being specific this is about the Ford GT 2017. I could imagine other cars to simply have not enough horsepower & torque to cope with that, instead just become extremely sluggish. High powered cars wont really see that issue as much as the tendancy would be from hard braking into a 90 degree corner at 70mph would become a issue more of throttle control into oversteer, typically.

I originally thought you were trying to explain short shifting, but it sounds like what you’re describing is to upshift and put yourself in lower rpm, thus having lower hp and torque going to the tires, which is effectively the same as backing off on the throttle. It’s fine if your vehicle has a broad enough power band that the early upshift will keep you in the desired rpm range, but if your vehicles has a smaller power band, due to lack of power or shorter gearing, you’re just going to bog the car and have bad corner exit.

Revised OP to explain that part better; hopefully.

Hi Bro,

Firstly, thank you so much for your sharing.
Those tuning data is perfect for GT 2017.

Before i met this article, my GT 2017 was too understeer to drive. I tried to research and tune up but gotten worse.

It was OK at corner entry, but soon it turned to understeer when i pressed brake during cornering. It was barely turning.
However it feel a little better when i release brake. Every time i have to brake so much for smoothly / security tuning. The result was almost all rivals overtake me easily & quickly

Thanks to your sharing, GT 2017 feels too much better than before.

Besides, do you have any experience in tuning 69 Dodge Charger? May i have your sharing data?

Thanks a lot!