Performance & DYNO Guide[UPDATED 4/4/2020]] - Printable Version +- Need For Speed :: San Andreas (https://www.nfssa.net) +-- Forum: English Forums (https://www.nfssa.net/forumdisplay.php?fid=6) +--- Forum: General Discussion (https://www.nfssa.net/forumdisplay.php?fid=7) +--- Thread: Performance & DYNO Guide[UPDATED 4/4/2020]] (/showthread.php?tid=4376) Pages:
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Performance & DYNO Guide[UPDATED 4/4/2020]] - MisterJohnson - 12-04-2017 General Performance Tuning Guide
Updated 29th of October of 2020 -A very important Note was added: Center of Mass VS Tire Pressure
-New cars added to the list(Picador)
-Counthash has been editted
Intro This post, is much more a guide to unexperienced players, it will advice those who doesn't knows how to tune their cars to make them behave how they would like, so, let's start with basic things and increase the guide's complexity as soon as the basics gets explained.. NOTE: This isn't a guide to help you to earn more RP, cash or win more races (even though it eventually will lead you to it) it all depends on how you drive your car, and your adapt to the performance setting you're using on it What means 3/3/3 , 2/1/3 ?? ?
This is a very basic question, this slang is pretty much used on NFS:SA so let's explain it... Every car has 3 types of upgrades that has 4 upgrading levels, these 3 Upgrade Types may be called: Power Pack (which contains: Engine, Transmission and ECU) Grip Pack(which contains: Tires, Suspension and Brakes) Control Pack(which contains: Weight Reduction, Turbo and Nitro) they have 4 upgrade levels, they are: -Stock -Street -Racing -Pro these levels can be represented respectivelly by the numbers: 0,1,2 and 3 and when you see someone telling you to put your car at 3/0/3, he's telling you to Upgrade the Power Pack and Control Pack to Pro Level and Leave Grip Level just like how it is... What's Understeer and Oversteer?
These are 2 ways that a car can take a corner: Understeering and Oversteering Understeering is the Slower and Safest way to steer your car it's when your car have too much grip, having too much grip, means that your car will go through corners without sliding...but, if your car is too fast, you won't perform the corner, you will end up hitting a wall, that's why you will need to reduce your speed before going through a corner. (That's the common technique to turn a FWD) Oversteer is the Faster and Dangerous way to steer your car it's when you're steering your car and it steers more than it can handle without drifting, means that your car will slide on corners and if you don't control it, it will spin off, but, controling this steering technique will allow you to take corners much faster than understeering (That's how a RWD turns) What's Slicking?
Basically...slicking is roaming to the left and the right to avoid obstacles or take better positions on the road before a corner What's the diference between Short, Long, Open and Tight Corners???
Every Corner has 2 attributes...it's size...and it's Angle the size of it, it's basically the size...how long the corner lasts...normally, the longer the corner, higher the speeds you can take it... Though there's the corner's angle..it determines how closed is the corner...an Open corner is easy to be steered...a Tight Corner Requires more attention... Example of Short Tight Corner: it's any "U" Corner Example of a Long Tight Corner, it's an "Omega-like corner" (This format: Ω, though it's much bigger like Airport 4 Long U turn) Example of a Short Open Corner it's any "L" Corner Example of a Short Tight Corner it's any "V" Corner What should I Upgrade???
This is probably the golden Question, which can be answered with another question: "Depends on what you want to do in your car..." Well...What I can tell you...you could possibly want 4 things...A car to Drift, a Car to use on Porsuits, a Car for Straight Races or a car to Cornering Races... Well...after deciding what you want to do with your car, now we can tell you how you need your car to Behave: Drift Car A Drift car must be Light, have a decent acceleration and of course, it should be a RWD (or a 4WD if you're up for it), installing tires to this type of car is a bad idea, keeping them stock is better, drift cars needs some acceleration. When it comes to the suspension, you will find that a high car tends to lose control easier, a soft suspension will hold back your drifting as much as a rear biased suspension, the best alteranative is to keep a slightly hardened suspension on a low and balanced car. The steering angle should be something that you're familiar with, the common one is a good start, you should make it wide if you know how to control your car and knows what you're doing, if its hazzardous to be controlled, make it narrow... The car weight balance can't be something unknown to you, try to keep it on the center of the car to begin, if you think your car is drifting off too much, put the mass on the rear, if you feel it should drift more, put the mass on the front Porsuit Car A Porsuit Car can't spin off easily, otherwise Cop Cars will Overwheelm you easily on simple colisions, although, it must be really fast, it should be able to take a sudden boost and get rid off a potential arrest, so...grip tires. center of mass turned to the rear, low suspension slightly biased to the front, combined with a wide steering angle is the ideal combination. Straight Races Car You need a car with decent Power, though, priorize top speed if you see that your car is reaching it's limits easily, Grip enough to be able to control at high speeds but not too much because it will understeer and make you lose too much speed on corners, you can always begin by spending as much as you can on power until it reaches the desired score (Always buy Tires first). At the desired score you should start doing tests, you can keep drifty tires and center of mass towards the rear. Then test on many tracks, make tires grippier if you feel like losing it too easily but be careful to not end up making it too grippy. If you feel like taking on corners with more caution and less haste you can push the center of mass to the Front, this way you'll have a good cornering power at high speeds (But be careful, this can backfire) Cornering Races Car You need a very tricky car to perform this kind of race with the best performance it's power/grip must be matched in order to lose less speed before corners, don't spin off during corners and having a good acceleration feedback after a corner, though, too much grip can make you understeer and lose speed, so, if you have to choose between understeer or oversteer, pick oversteer. A slightly high and soft suspension, with a wide steering angle, drifty tires, high downforce, center of mass tilted to the rear, and, if you may take advice, a Stock Engine and ECU, is a great combination for a narrow and curvy races' car Well...now that you know what you want, we need to know Which car you're driving, this way...you will know which upgrades use on each car, well...most of the times...people want a car that can do all these stuff...well...I'll tell you...You can find the balance betwen 2 or even 3 of these cars you want, but, this car for all-kind of races won't be beat a car that have been tuned specificly for the kind of race that they are competing Below...there's the list of cars I've already Drove enough to take notice from some of their advantages and down sides, I will give you some information that can help you to build up a good dyno
Manana Driving Train: Front Wheel Drive (FWD) Weight: Light Grip: Medium/High Power: Low Stability: Medium Weaknesses: Wheel-Locking after braking at high speed Advantages: City Slicking/Cornering...excelent car for beginners Suggestion: Drifty tires, brake bias to the rear, no downforce, wide steering angle, high and suspension biased to the rear Primo Driving Train: Rear Wheel Drive (RWD) Weight: Light Grip: Medium Power: Low/Medium Stability: Low/Medium Weaknesses: Tight control Advantages: Fast Cornering, excellent for experienced drivers that are beggining on NFS SA Suggestion: Don't be afraid of it's tight control, its certainly hard to control, though the benefits are great, so, don't put too much grip on it Futo Driving Train: Rear Wheel drive (RWD) Weight: Light Grip: Medium Power: Low Stability: Medium Weaknesses: High Speed Corners, Lack of Raw Power Advantages: Most Balanced Car you can find for City Racing and Drift Suggestion: Even though its a RWD, it has the same problem of manana, it brakes oddly at high speeds, and won't steer much, so, I suggest you to pick a "stable drifty" build, so you can drift it at high speeds and not get rampaged at low speed corners Intruder Driving Train: Rear Wheel drive (RWD) Weight: Medium Grip: Medium Power: Medium Stability: Low Weaknesses: High Speed Corners, Bumps Advantages: Good acceleration and steering rate Suggestion: A very-high and soft suspension is at demand if you wish to use it on street racing, the high suspension will also help it to release this car's stuck wheels, but once you do it, you must be careful with short corners Previon Driving Train: Front Wheel Drive (FWD) Weight: Medium/Light Grip: High Power: Low/Medium Stability: High Weaknesses: Tight Corners will cause it to Understeer, losing too much speed Advantages: Superior Control over Mid/Long Corners Suggestion: just focus on keeping this car balanced with minor changes Cadrona Driving Train: Rear Wheel Drive (RWD) Weight: Medium Grip: Low/Medium Power: Medium Stability: Low/Medium Weaknesses: Easy to lose Control Advantages: Good for all kind of corners, though you need decent skills to handle it properly Suggestion: it's steering is pretty locked, so, releasing it with a wide steering angle and increase the car height is a good alternative to fix it, though, you should be more careful at corners Fortune Driving Train: Rear Wheel Drive (RWD) Weight: Medium Grip: High Power: Medium Stability: Medium/High Weaknesses: Understeers too much Advantages: Very Reliable on Long Corners, Long Straights and bumpy roads Suggestion: Smoothing it's driving is crucial for a better performance, very similar to cadrona Emperor Driving Train: Rear Wheel Drive (RWD) Weight: Medium/Heavy Grip: Medium/High Power: Low/Medium Stability: Medium/High Weaknesses: Tight Corners Advantages: High Stability at High Speeds Suggestion: Smoothing the driving is also an alternative, though, you'll need to make it super drifty if you're expecting it to have a decent performance Sentinel Driving Train: Rear Wheel Drive (RWD) Weight: Heavy Grip: Medium/High Power: High Stability: Low/Medium Weaknesses: Short/Tight Corners Advantages: Long Straights, Long Corners, Excellent control at high speeds Suggestion: Its pretty stuck, loosen it's rear a bit and soft up it's corners being careful to do not make it uncontrolable at high speeds Blista Compact Driving Train: Front Wheel Drive (FWD) Weight: Low/Medium Grip: High Power: Low/Medium Stability: Low Weaknesses: Bumpy Roads, too much Understeer Advantages: Hardly you will spin, so...force it to the max at corners Suggestion: Sell it Tampa Driving Train: Rear Wheel Drive (RWD) Weight: Medium/Heavy Grip: Medium Power: Low/Medium Stability: High Weaknesses: Tight Corners Advantages: Despite being slipery and not recommended for tight corners, it has a very reliable suspension and stability Suggestion: Raise the suspension, soften it, bias it to the rear, bias the center of mass to the rear and find a balance on the tires, it's not the best, but it can be a really reliable Jack of all trades Stallion Driving Train: Rear Wheel Drive (RWD) Weight: Medium Grip: Low/Medium Power: Medium Stability: Medium Weaknesses: Loses grip at too high speeds, and slides considerably easily on tight corners Advantages: Has some considerable acceleration power Suggestion: Balanced Suspension, rear center of mass, tires between -10 and -5 Phoenix Driving Train: Rear Wheel Drive (RWD) Weight: Medium Grip: Medium/High Power: Medium/High Stability: Medium Weaknesses: Can understeer a lot, and if too much pressed, spins off, so, not much of a good choice for tight corners Advantages: Insane Raw power, good suspension, decent controlability for a muscle Suggestion: High n stiff suspension, Oversteers it as much as you can on long corners so you can keep pushing your speedometer, don't be afraid to let it slide on corners, but make sure it's a controlled slide Sabre Driving Train: Rear Wheel Drive (RWD) Weight: Medium/Heavy Grip: Low Power: Medium/High Stability: Medium/High Weaknesses: Tight Corners Advantages: Good SUspension, will slide, but won't spin off that easily Suggestion: High suspension biased to the rear, rear center of mass, tires between -8 and -2 Picador Driving Train: Rear Wheel Drive (RWD) Weight: Heavy Grip: Low Power: Medium/High Stability: Medium/High Weaknesses: Tight Corners and it's too heavy Advantages: Good Suspension, Hits like a train on porsuits Suggestion: Balanced Weight Distribution, not full drift tires, full top speed, not so high suspension, but soft Flash Driving Train: Front Wheel Drive (FWD) Weight: Light / Medium Grip: Medium Power: Medium Stability: High Weaknesses: Overtightening corners, wide lamp breaker Advantages: short corners which requires agility but not a really wide steering rate Suggestion: Smoothening of the drivability, drifty tires, rear center of mass, low/medium downforce Uranus Driving Train: Rear Wheel Drive (RWD) Weight: LMedium Grip: Low/Medium Power: Medium/High Stability: Medium Weaknesses: Tight Corners and Long Straights Advantages: Long Straights, Long Straights, you can achieve great results by investing less on handling and more on power Suggestion: A Rear center of mass combo with a drifty and smooth setup can make miracles Euros Driving Train: All Wheel Drive (AWD) Weight: Light/Medium Grip: Medium/High Power: Medium Stability: Low/Medium Weaknesses: Tight Corners and Long Straights Advantages: Slicking/Cornering...excelent car for unexperiienced players that wouldn't like to risk too much at corners Suggestion: Make it drifty Sultan Driving Train: Four Wheel Drive(FWD) or All Wheel Drive (AWD) Weight: Medium Grip: Medium Power: Medium/High Stability: Low/Medium Weaknesses: Short Corners (Understeers too much) Advantages: Superior Control over Long Corners, Long Straights and safe to go through a bump Suggestion: Find the thick division between grip and drift and it will become a real street racing monster Mamba Driving Train: Rear Wheel Drive(RWD) Weight: Heavy Grip: Medium Power: Very High Stability: Low Weaknesses: Cornering Advantages: Long Straights Suggestion: Currently, the most overpowered car, with a powerful engine, you need to make up a dyno to control such raw power, luckily, drifty tires with full downforce and weight full backwards leaves you with few personal suspension settings. Personally, just soft it up it's good if you're seeking to maintain a balanced driving style ZR-130 Driving Train: Rear Wheel Drive(RWD) Weight: Light/Medium Grip: Medium Power: Medium/High Stability: Low/Medium Weaknesses: Short and fast corners Advantages: Straights and long corners Suggestion: THe New Unique Body kits can improve it's controlability, but the suspension is still messed up Jester Driving Train: Rear Wheel Drive (RWD) Weight: Medium Grip: Medium/High Power: Medium/High Stability: Medium Weaknesses: If you force it too much, it will exceed it's oversteering and spin off Advantages: Can Take corners real quickly and very reliable at high speeds Suggestion: bend it's steering towards drifting, uninstall ECU, Don't put the center of mass on the rear end, make it something between -8 and -5, not full drift tires Elegy Driving Train: Rear Wheel Drive (RWD) Weight: Medium/Heavy Grip: Medium/Heavy Power: Medium/High Stability: Medium Weaknesses: Short/Tight Corners / Slicking Advantages: Reliable at High Speeds and a good acceleration after cornering (not to mention it's the best drift car you'll find) Suggestion: Center of mass to the rear, drifty tires Super GT Driving Train: Rear Wheel Drive (RWD) Weight: Light/Medium Grip: Low/Medium Power: Medium/High Stability: Low/Medium Weaknesses: None Advantages: It's stock suspension makes miracles, allowing to add more power to it Suggestion: Since it's already slippery, don't use full Drift Tires, add rear center of mass and find the most suitable dyno for yourself between -4 and 4 to the tires Cheetah Driving Train: Rear Wheel Drive (RWD) Weight: Light/Medium Grip: Medium Power: Medium/High Stability: Low/Medium Weaknesses: Dangerous Oversteer and a disaster on bumpy roads Advantages: The Ultimate Car on Quick Cornering Suggestion: drifty Tires, center of mass to the rear, high suspension, slightly softened suspension, full downforce Infernus Driving Train: Rear Wheel Drive(RWD) Weight: Medium/Heavy Grip: High Power: Medium/High Stability: Low/Medium Weaknesses: Bumpy Roads and Short Cornering/Slicking Advantages: The Ultimate car on Top Speed and Top Speed Control,and on cornering too Suggestion: Same as cheetah, It's utmostly powerful form is Without Body Kit Comet Driving Train: Rear Wheel Drive(RWD) Weight: Light/Medium Grip: Medium Power: Medium/High Stability: Low/Medium Weaknesses: Too Light and Requires deep knowledge of handling physics (or pure instinct) to control it after cornering Advantages: Most Balanced car on A Class, with the right tuning and right technique it will become the Demi-God of cornering races Suggestion: Do not install body kit, soft it up to face corners without losing much grip Banshee Driving Train: Rear Wheel Drive(RWD) Weight: Medium Grip: Low/Medium Power: Medium/High Stability: Low Weaknesses: "Awww, what a cute sidewalk..."*Banshee Frontflips*(Needs PRO Suspension), spins a lot Advantages: Has some insane acceleration, with the right tuning and some serious driving techniques it will become the Devil of Cornering races Suggestion: Like most sport cars, soften up it's suspension, though, do not make tires drifty, try center of mass to the front and tires bent towards griping Turismo Driving Train: Rear Wheel Drive (RWD) Weight: Light/Medium Grip: Medium/High Power: High Stability: Low Weaknesses: Long Corners and Tight Corners Advantages: Slicking, Medium Straights and Medium Corners Suggestion: Sell it Bullet Driving Train: Rear Wheel Drive (RWD) Weight: Medium Grip: Medium Power: High Stability: Medium Weaknesses: Slicky roads Advantages: Great overall Steering, Best Top Speed/Acceleration Suggestion: same as Cheetah and Infernus Counthash Driving Train: Rear Wheel Drive (RWD) Weight: Light/Medium Grip: Low/Medium Power: Medium/High Stability: Low/Medium Weaknesses: Tight Corners, spins off easily if you force it on corners Advantages: High Slicking Stability, Long Corners, High Stability at High Speeds Suggestion: Use "Works Motorsports" Bodykit or the Countach one, you don't want any tire more drifty than -5 and on Aerodynamics, you'll want the center of pass towards the rear (but not fully on the rear) and the downforce on zero, YES on Zero, Counthash is stable enough at higher speeds, if you put it on 10, it will understeer to death on long corners Well...at some rate, you're the person that knows your car the best, and you may know what's happening to it that's letting you down (otherwise you're just a car crash test dummy that simply drives expecting the car does everything for you)
but..here lies a question once you start upgrading a car...
What to Upgrade First? Well...We got 3 main aspects to worry about, Grip, Acceleration and Top Speed, well..once you know your car you will know what exactly
you need to upgrade to fix it's flaws but, what to do once your car is balanced?? Well...it all depends on the kind of race and the kind of driver you care... The most Recommended Upgrade is Technically ACCELERATION: -If you suck at corners and can't control your car properly on high speeeds, acceleration is the best for you, you will get a headstart from your
opponents and even recover from corners that you fail completely, Acceleration is what you need, so for acceleration, choose CONTROL PACK(Weight Reduction, Nitro and Turbo) About HANDLING: -If you are a patient, reliable, cold blooded xaolin monk driver, Handling will be the best for you, You like to win races proceeding with caution and completing corners as cleaner as possible, you wait your opponents ahead of you to fail on a hard corner that you drive well enough to not fail, your driving style presses your opponent to make them reach their limit, and once this limit is broken it's when you shine, so, for you, the HANDLING PACK (Tires,Suspension and Brakes) will be the best option
About TOP SPEED: -Top Speed isn't quite the easiest choice, filling up your car with more top speed than ACCELERATION and HANDLING turns you into a precise driver or onto a reckless driver, the difference between these 2 is the amount of races that you win, to drive will a high speed performance, you can't be frightened to roll on corners faster than you should, well...do this with a balanced car it's easy, but with a car overly top speeded you must force the straights to win races, every corner you get on will be risky as you don't have much Handling, also, if you Slow down too much, you won't have enough ACCELERATION power to recover, so, Top Speed spec isn't really recommended, try it at your own risk (Engine, ECU and Drivetrain)
Knowing the Problem, you will be able to solve them upgrading or downgrading your car parts, below, I'll detail the effects I've detected so
far with upgrades:
Power Pack Engine-Increases Car's Raw Power, increases a little acceleration, a lot of Top Speed and decreases a bit of grip
Transmission-Upgrades Acceleration and Top Speed...but Top speed is increased a lot more than accel.
ECU-Increases Accel. and Top Speed Equaly and decreases steering rate harshly since it will hold it from spinning off easily
Grip Pack Tires-Increases a bit of acceleration and overall steering potential Suspension-Makes your Suspension more malleable, giving you some potential to handle the car's weight through corners Brakes-Increases the power of your brakes Control Pack Weight Reduction-Increases some Acceleration at low speeds, reduces Grip a bit and slightly reduces stability at high speeds Turbo-Increases the Car's Acceleration drastically Nitro-Nitro ONE REALLY IMPORTANT NOTE ABOUT NITRO Nitro isn't an upgrade that you should use on all your builds. We all know that nitro gives that insane power outburst for some very needed moments, but, here's the thing: Is it worth? Note #1: On the average, Level 3 nitro uses from 16-19 Score points on your car, a small price to pay for that instantaneous boost, but there's a catch, Not many had noticed, but once you release nitro, it slightly decreases your car's speed for a moment before giving you that boost, so it's safe to presume that, the most efficient way to use nitro, is to use everything at once, and the least effective would be to spam short bursts. Note #2: Also, there's a natural flaw on Nitro, it only lasts for some moments, not the entire race, also, having that in mind, it's safe to presume that nitro becomes less effective depending on the Lenght of the race...On the Long run, you'll be jeopardized because your nitro is on cooldown. Note #3: As a natural consequence of note #2, we can presume that lower nitro levels lasts even less than the max level (PRO upgrade tier) but it takes the same amount of time to Recharge, so, it's not worth to install Street and Racing Nitro Levels (Unless there's not really anything else to install to improve the car's power) Having these 3 informations in mind, the driver should measure whether it's worth or not to install Nitro, or replace it with a Power Part that will boost the car's power during all the race, not just for a moment Dyno
Here's a brief resume of what every dyno setting does: Drivetrain This adjustments changes the size of your drivetrain's gears, smaller gears will spin faster, though, they'll reach their maximum rate of rotations quickly, larger gears will take longer to get speed but will have a higher limit...so... Acceleration = More Acceleration, Less Top Speed Top Speed = Less Acceleration, More Top Speed (OBS: Currently, it's better to leave it as it since it's not worth sacrificing too much of one for a bit of the other) Suspension Stiffness The Suspension Stiffness will determine the gradual force which will be placed upon the tires during a corner. Soft/Loose = A soft suspension will allow you to turn with more stability but your car will take a bit longer to reach it's maximum steering rate, while a stiff suspension Hard/Stiff = will make you steer faster, though, not giving your tires much choice if not, lose grip and slide Suspension Height The suspension Height will directly affect your suspension stiffness and the possibility of getting prejudicated by sidewalks and bumps.. High = your steering will become hardened, become very stable and will get it's steering rate decreased, a gripful choice Low = your car's steering will be softened, will increase it's steering rate but will reduce it's stability during corners Suspension Bias Allows you to decide if you want a higher rear or a higher front (just leave it on the middle if you don't know what you want, FWDs try +2, RWD try -2) Front = your car front will be pumped up, giving you an instantaneous acceleration power, though sticking your car's weight shut, making it understeer a lot on corners Rear = your car rear will be pumped up, retarding your grid but will allow you to have a better out-taking of corners, this setting is Highly recommended for Muscles along with a High Suspension, so they'll be able to take on corners with more steering power and less pressure towards the point it loses the grip, spinning off Steering Angle Changes the maximum angle that your front wheels can turn at lower speeds Narrow = a Narrow angle can make your car turn less, though, not a bad choice if you feel that your car is oversteering too much when cornering on narrow sections Wide = a Wide angle can make your car turn even more, though, can be a bad choice case your car oversteers a lot Tire Pressure Tire pressure makes cars more or less grippy To Drift = The Pressure is elevated, decreasing the tire's contact with the ground, allowing it to slide more To Grip = The pressure is reduced, increasing the tire's contact with the ground, turning it into a more stable car Brake Bias Will determine if your brakes are stronger on the rear or the front To the Front = Your front brakes will be extremely effective, but might make you spin off if used without any wisdom To the Rear = Your rear brakes will be more effective, can be a good choice if your car spins off easily, but this brake decreases speed at a lower rate Center of Mass Will determine where's the center of mass of your ride To the Rear = Will make your car less stable and less likely to recover from a sudden spin off, though it will improve it's turning responsiveness a lot To the Front = Will make your car more stable (specially at high speeds) and easily recoverable from accidental spins, can even make these spins less accidental and more like controlled drifts, but this costs the car's responsiveness during corners, making it less agile on tight corners Downforce Changes the effects of aerodynamics into your car, forcing it towards the ground as the speed increases To the Left = This will allow your car to slide at higher speeds, can be useful if you're trying to run on tracks with corners that should be taken at high speeds but your car is understeering too much and forcing you to reduce the speed too much To the Right = Will increase it's contact towards the ground at high speeds, preventing from a deadly spin off, though, reduces steering rate at high speeds Center of Mass VS Tire Pressure On my latest attempts of Dyno few cars that some think "unbearable to drive" I figured out one common mistake some people do... The "Meta" setting for Center of Mass and Tire Pressure would be -10 for both, but what happens there? You put the tires on -10 (total drift) to improve the steering angle of the car Then you put the car's center of the mass on the rear, so the car won't spin off because the frontal part doesn't has enough mass to subdue the rear's force and cast it aside, causing a spin off. That's nice, a stable car that will steer and won't spin easily. But there's two points I'd like to point out when doing this kind of setting: 1-Makes the driving unnatural and not so confortable and kinda "limits" the car's steering, not allowing it to make a fast and low angle drift on turns that requires it 2-It doesn't works on all cars --------------------------------- 1-Regardless of what people think, braking and full steering a car, isn't always the best way to go through a corner, sometimes, it's worth not braking and let the own's car weight pull it on a low angled drift on a corner, more difficult and not applyable on all situations but saves you some fraction of second on the overall time and if you do the setting mentioned above, you won't be able to do it properly. 2-Some cars doesn't works with that setting, most of them are those cars that people run away from them, form some handling or suspension issue. THe best example I can give it Uranus, which Center of mass is way upfront, even if you bring it all to the Rear, it still will be on the front, so you won't be able to have much drifty tires, so you can't have tires below -5. On the other hand, I can point out Jester, which spins a lot aswell but for different reasons, if you leave the center of mass between -6 and -2 and tires a little more drifty, you'll be able to make smooth corners which you will slide and not lose control of your car, allowing you to take many types of corners and not paying the utmost price for sliding a bit. Generally, you know your own car and your own driving skills better than me, with these insights you'll be able to design a better DYNO for yourself. _________________________________________ Well...I bellieve with this guide, many will learn how to make their cars, the best cars they could be driving, and if you have something to add to this Guide...please PM it to me RE: General Performance Tuning Guide - bartekPL - 13-04-2017 Nice job. Sticking. RE: General Performance Tuning Guide - HanzoITS - 19-04-2017 Jeez. Good job, m8. Thx for help) RE: General Performance Tuning Guide - MatthewChow - 19-04-2017 Well, that last spoiler cleared some doubts. Thanks! RE: General Performance Tuning Guide - Kemosabe - 19-04-2017 One of the best threads. This needs to be sticked. RE: General Performance Tuning Guide - deadboy - 19-04-2017 (19-04-2017, 19:50)Kemosabe Wrote: One of the best threads. This needs to be sticked. (13-04-2017, 20:44)bartekPL Wrote: Nice job. Sticking. It is already, almost for a week now RE: General Performance Tuning Guide - MisterJohnson - 20-04-2017 Check out for new updates, soon to be added: Uranus and Bullet RE: General Performance Tuning Guide - MatthewChow - 21-04-2017 I wonder how long it's gonna take you the Bullet, to get to Uranus. I like Uranus, getting it ready to be my main ride. I still have to make it slide better. RE: General Performance Tuning Guide - RaiYou - 19-05-2017 "4WD or AWD" correcting your explanation on Sultan. Also you could add "Some times it loses grip on his back tires on high speeds" on Blista Compact And futo power Should be considered Low/Medium, cause on max or with decent setup, it accelerates faster as a Cadrona or Previon. Banshee's grip is Medium/High, it's rare to "Spin out" with banshee, I mean Yeah, he flips very easily beucase of the suspension, but that is not a grip issue. RE: General Performance Tuning Guide[UPDATED 27/6] - MisterJohnson - 27-06-2017 Updated 26/07/2017 -Added section: "What to Update First?" Added cars: -Primo, Emperor, Euros, Uranus, Turismo, Bullet |