What upgrade parts do you buy to make your car as competitive as possible?

If you use manual with clutch you lose very little time shifting. If you use no clutch or auto then clutch may be better.

I would love to see people’s laptimes during testing of a cam build and no cam build around one of the medium tracks.

Edit: a lot of the top tuners’ builds that I know of do not use cam, clutch or flywheel. There is a reason why they are quick - because they have tested various combinations and worked out what is best.

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I would say first thing I do is upgrade the tires, then 2 way diff, then breaks. After that it really depends on the car and I try and avoid aero cause I find it upsets the look of most cars

Cam shaft depends on the motor… 90% of the time the cam shaft costs to many pi to get value. To test just build 2 versions one with cams one without. Keep the build the same except for the motor parts and most of the time the non cam motor will be fastest.

Best reasoning for this is the game uses speed as a main pi filler so if u can avoid putting speed in the car and just get power u avoid losing pi while going accel.

This is the way I have seen it - the cam does provide a noticeable performance increase (and for not too many credits) but hits you hard as far as PI is concerned - and it seems to be because of the rev range extending significantly.

Eduardo - which cars do the cams reduce torque?

I am not the best person to explain that - watch the torque curve when you add the cam.

Also a comparison of what a cam does versus say race displacement upgrade results in some differences.

The cam gets most of its hp gain from rev increases.

The displacement gets its hp gain from torque increases within the existing rev range.

So in comparison a cam results in less torque than other upgrades.

Swerve explains it well. Other engine upgrades help acceleration better than the cam does.

  1. Engine swap
  2. Centrifugal supercharger
  3. Upgraded supercharger (if shooting for more accel)
  4. Race differential
  5. Race front and rear sway bars
  6. Race aero front and rear
  7. Race springs

After that its seeing how much pi is left and i’ll put on
8. First or second tires (rarely if ever use race)
9. First or second weight reduction
10. Rear tire width
11. Lightest rims
12. Upgraded rim size

Next i’ll see what else I can fit on the car like
13. Intake/exhaust
14. Something other than exhaust that lightens weight if exhaust uses too much pi
15. Other rim size/engine upgrades or rear tire width to get to top pi
16. Brakes
17. Driveline

After testing i’ll consider:

  1. Race brakes
  2. Upgraded transmission
  3. Roll cage
  4. Higher tire upgrade
  5. Race weight reduction
  6. More power.

Also as Worm has said,never use flywheels! Don’t believe him,check the 0 60 and 0 to 100 times,they will be slower adding flywheels.

And its simple with cams,they give you HP,but torque is what gets you moving. Cams may be good for a long high speed track but short to med tracks torque is your friend,not HP. And as Swerve said CF super charger is the way to go!

Race brakes, suspension, sway bars, diff and forza aero are the only parts I always use. 90% of the time I will also go full weight reduction. The only parts I never use are clutch upgrades and go-faster bodykit. I’ll also only ever use a flywheel when there’s no other way of spending leftover PI. The best motor parts imo are usually ignition and exhaust. The best bolt-on is usually the centrifugal supercharger if it’s available. Cams can work with some engine/transmission combos, but they are rarely called for and can usually be substituted by something better anyway. Everything else is up for grabs and depends on the car and class and what you’re trying to do with it. It’s always a juggling act between speed, acceleration, grip and handling.

I’m not great at upgrading or tuning, but I know a thing or two. My credentials can be found in most D and C class leaderboards, where I race 90% of the time.

I’ll start with the essentials, then I’ll list the Highly Recommended parts (stuff you need to get if PI can afford it), then the “Filler” parts, and then the no-no’s. (Avoid the no-no’s like the plague, war, and The Twilight Saga all combined.)

Brief summary for those that don’t want to read this: Overall competitiveness is determined by practice, power-to-weight and balance.

Essentials:

  1. Racing Suspension.
  2. Front Racing Anti-Roll Bar.
  3. Rear Racing Anti-Roll Bar.
  4. Racing 2-Way Diff.
  5. Front Tire Width Upgrade.
  6. Rear Tire Width Upgrade. (Front and rear tire width upgrades are essential on 98% of all cars that start at least one class down from your target-tuned class. Older cars especially, with very, very, very little exception. Tire width upgrades, especially on sub-A class cars, remove the need of racing compound tires, and even racing brakes in most applications, and when paired with the low-profile rim upgrades (if done correctly, so keep an eye on the dyno screen when upgrading the rim profile), it only enhances that affect further.)

Highly Recommended:

  1. Racing Lightweight Kit. (Rule #1: if your PI can afford it, you get this without question.)
  2. Front and Rear Aero. (Depending on application, and car class.)
  3. Centrifugal Supercharger, upgrade to racing stage-three if PI can afford it. (Gives any engine the powerband of a race car, and is especially noticeable in the V-Tec and LS engine swaps).
  4. V-Tec or LS1 Engine Swaps. V-Tec for handling applications, and LS1 for speed applications. (Always use a centrifugal superchargers with both applications if possible.)

“Filler” Upgrades (for filling up any discrepancy in PI):

Power:

  1. Any Centrifugal Supercharger Upgrade. (After a centrifugal supercharger swap, this is a must-do. It is the singularly most affective race-focused power upgrade you can possibly do, and if your PI can afford it; upgrade this fully.)
  2. Racing Fuel Injection/Carburetor. (Most effective power-for-PI upgrade for ANY ENGINE besides a centrifugal supercharger.)
  3. Racing Exhaust. (Reduces weight, adds power. Very effective, and it makes your car sound better as a bonus!)
  4. Racing Air Filter. (Little PI, reduces weight, adds power. Super effective upgrade when paired with upgrades listed above.)
  5. Valves. (Not-too noticeable upgrade, but unlike the following upgrades; it doesn’t act as a double-edged sword.)
  6. Ignition. (Filler. Adds power, no weight advantages.)
  7. Air intake. (Filler. Adds power, no noticeable weight advantages.)
  8. Piston Upgrades. (This is a double-edged sword. It is a super effective upgrade - if you have the skill to keep the revs high, and the throttle on. Like an old-school scroll “boom-boom” turbocharger; this upgrade negates power with a slight but noticeable lag. Only do this if you absolutely need it or have the courage and skill to utilize it, and it is better utilized in cars with a rev-range in access of 8-10K RPM.)
  9. Camshaft. (This negates the effectiveness of a centrifugal supercharger by raising the RPM closer to the rev limiter. Doing this reduces the time the centrifugal supercharger can remain at peak boost. Especially noticeable with the LS1 swap with a centrifugal supercharger. To see the results for yourself; build two identical LS1 swapped, centrifugally supercharged 396 Novas, and install a cam in one, and install the first 4 upgrades I listed above to a similar power figure, and then go to the 1/4 mile drag strip, and see the results for yourself.)
  10. Radiator/Cooling. (Adds a little top-end speed. Doesn’t affect acceleration. Negatively affects handling. Use this to raise top-end speed, or to deduct PI from a heavy car. Use with extreme caution.)

Chassis:

  1. Roll Cage. (Only upgrade AFTER lightweight kit has been installed. Only install if it alters the front-to-rear balance by a minimum of 1%. Do not upgrade further if higher-spec roll cages fail to noticeably affect front-to-rear balance. This is about power-to weight-to-balance, and the trade-off is only ever worth it if the balance affect is greater than the loss you take in the power-to-weight ratio.)
  2. Brakes. (Use conservatively. In the rare case that wider tires, and low profile rims fail to boost the brake rating to the same or higher ratings than the handling, then use this. Braking late is key to offensive overtakes, and if you can’t brake better than you can steer; you’ll loose. Brake upgrades cost too much PI to fully upgrade though, so if you can get away with the same or .1 better point under braking compared to handling; then you’re good.)

Drivetrain:

Gearbox. (Use street or sport gearboxes if absolutely needed, and if the car is geared horribly (370z, as an example) then a racing gearbox is… Meh. If it ain’t broke though; don’t fix it. If the stock gearbox can reach the same top speed as a sport or racing gearbox can, then nothing else matters; not the amount of gears, not the lack of tuneability, not the slower shift times. Nothing. Sometimes, fewer gears is actually a pro, like when exiting an unstable high-speed corner when the limited power acts as traction control of sorts, while riding the meat of the torque band. You can spend the extra PI you saved on gearboxes too, on more PPOOOWWWAAAHHH upgrades, and more PPOOOWWWAAAHHH upgrades help boost top speed slightly and will make up that acceleration gap.

Driveline. (Filler, but lightweight rims do a better job. Use as a last resort.)

Tires:

Street, Sport, or Racing Compound Tires. (Generally not necessary unless you have an un-drivable 550+bhp on tap, with limited tire width upgrades. Traction control and or a steady finger can usually rectify this though, so it’s redundant 95% of the time. No excuses; if I can handle a 994 bhp C-Class Mercury Cougar Eliminator on 185 section tires, on 15 inch rims, without any assists, then so can you! Practice, practice, practice, all in the name of speed.

Rims. (Choose your rims as your last upgrades (unless you’re building a handling-focused car). Remember to choose function over form, and pain the rims a dark color to hide their terribleness.)


No-no’s (Avoid these upgrades like the plague, war, and the Twilight Saga combined):

Clutch. (The take a horrendous amount of PI for no performance gains whatsoever.)
Flywheel. (Worsens PI and performance.)
Oil Cooling. (Worsens the power-to-weight in every car it’s installed in.)
Street and Sport Suspension. (No adjustability, bad out-of-the-box setup for racing. Avoid at all costs.)
Street and Sport, Front and Rear Anti-Roll Bars. (No adjustabikity, bad out of the box setup for racing. Avoid at all costs.)

I’ve recently taken the plunge into FM5 and the XB1, and I had to change some of my build and tuning principles I developed in FM4. Before I get to that, builds and tunes are highly personal and at their best when tuned for the drivers ability and style. Some drivers like a looser oversteer natured tune, while some like a tighter grippier tune. Then there are those in between. It also really depends on the car. Some cars are naturally more compliant than others.

PSA: It probably doesn’t need to be said, but never use the auto upgrade function please. It’s like playing slots on a house rigged machine. It will take all of your credits and never pay out.

Here is my usual routine:

  • Pick a class
  • Do I have a particular track in mind? Is is a track that favors speed or handling? Is this for career or lobbies?
  • Pick a car that I feel would work well in that class
  • Based on past experience, the base category scores, and (if needed) a test drive in the car in it’s stock form, I will come up with a plan for upgrades.

If I test drive the car first, what I am looking for is…

  • how well it accelerates
  • speed of shifts & gear ratios (does it drop below power band on shifting)
  • Handling (is it loose or tight? does it have a lot of throttle over-steer/under-steer? Does it set in corners? does it roll excessively?), how are the brakes (do the front brakes lock up easily? Does it get sketchy braking from higher speeds?)
  • What is the overall “feel” of the car? What does it need?

Once I’ve picked a car, I begin upgrading parts based on my initial testing. This list below is usually how it goes, but I will always move right to left while upgrading

Conversions:
If the car is going to need a conversion, I start here…

Race Aero:
Note: if a lighter hood is available, I will choose it as long as it looks good. For the other parts outside of hood, race front and race wing, I really only ever apply for looks. The PI loss/gain is negligible.

  • For S class and up, ~95% of my tunes use race aero (except for Drag and fun tunes).
  • For A Class ~75%
  • for B Class ~50%
  • I only use it in D or C class as needed.

Tires & Rims:

  • I will choose tires depending on the PI headroom I have, but I will usually end up with either Sport or Race compound.
  • Tire width depends on how much additional power I am pushing through the car and how adequate the stock width is. If I’m only adding 15% or less HP, I usually won’t upgrade width unless they are really skinny.
  • Like most, I will go with the lightest rims, but I will play with the rims if I need 1 or 2 additional PI points back when adding engine parts.
  • I will upgrade rims to get to get a side-wall aspect ratio between a 30 to 50 side-wall height. Why? I don’t like the look of huge rims with a strip of rubber around them, and maxing out the rim size doesn’t always equal a performance benefit. I will even leave the stock rim size depending on the car.

Drive-train:

  • I use manual 99% of the time and only switch to manual w/clutch when racing a slow shifting car using stock drive-train or when drag racing.
  • I usually go with race Clutch and Tranny as well as a 2-way diff.
  • I will start with a race drive-shaft, but like with rims, I will adjust this if I need the PI room.

Suspension:

  • Whenever possible I put on Race Brakes, Springs and ARBs. At least Sport, but usually race…
  • For roll cage, it all depends on the car. I might throw on a full roll-cage to bring the PI down if I need it for engine parts.
  • For weight reduction, I will go Race if I have the PI room, but I aim to leave at least 25-50 PI for engine parts (if it’s tight)

Engine:
These are in the order of how I usually apply the parts. This can vary depending on the PI headroom I have.

  • Exhaust
  • Air filter & Intake (if NA)
  • Flywheel (try to get to at least sport on all my builds)
  • Pistons
  • Valves
  • Cam, Displacement, Fuel & Ignition
  • Turbo/SC
  • Inter-cooler
  • Cooling

I could write a novel on building and tuning cars in FM4/5. Bottom line is it takes time to get it down. Especially when it comes to tuning.

Speaking of tuning, I use two things to get a a decent base tune along with some base settings I like to use for the alignment.

  • The first is I put together and spread sheet (and a web app) which uses the Xtreme skills formula with provisions for using a multiplier to get a balanced suspension base tune.
  • The second is Forzatune 5, by Feuerdog (iOS and Android app). The suspension tune is a pretty good base tune, but the gearbox tune is what I use it for mostly.
  • After that, it’s test drive… tune… test drive… tune… and so on… Until I am happy…
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Best upgrade Drag tyre, oil cooler, intercooler, fly wheel, cam shafts, awd conversion, clutch, steet suspension,arb.

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+1

Why? Seems to be most of the things that the remainder of the thread has generally agreed not to do.

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Just a joke man… everything he listed don’t do

AKRA1X just wants everyone else to be slow so he wins more races lol