I'm a Victim of Captured handling

2,809
United States
LoomRock, CA
GTP_LeftyWright
I am now to the point that I am trying to make this car fly the corners and the way that I would like the car to handle and what I have to work with, leaves me with little alternatives. I am met with no where to go, I mean that when I try to trim the way the car deals with undulation, there is no where to turn. It doesn’t push when I need the traction to give way and the suspension doesn’t have any rebound or compression dampening adjustments WTF.

I feel like I am the only one who knows how to adjust the suspension for a car that is suppose to deal with a drivers desires. I am mystified how a game that is suppose to deal with multi million dollar race cars can not have, as an adjustability, the tire pressure, or rebound and compression damping for the shocks. I mean when you say “SUSPENSION “ you should have the ability to actually adjust the suspension, not the spring rate or the length of the shocks aka the ride height. Man if I could actually twik the suspension I could make this thing Fn fly.
 
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I've no idea what so ever how to tweak a cars setup so it doesn't bother me at all. I just use the engineers quick setup tbh
 
I understand where you're coming from Lefty. I've had some luck changing a few things with the tuning options the game gives you, but I agree it could have more depth. I recall many many hours spent driving various cars around the Nurburgring in GT4, testing out various suspension setups I came up with. I felt proud of myself, after I spent a week on the RUF BTR, and finally got a setup for it that allowed me to get nice consistently fast lap times. I think F12010 is still a blast, but I'm eagerly awaiting GT5 all the same.
 
LeftyWright69,
While I appreciate the problem of know so much that you are aware of what is missing. I personally, as I know others are (Lofasz above for example) am completely overwhelmed by what is tunable.
Today I came to the forums looking for tuning tips as Singapore is making me crazy....er.
Coming up empty handed on the tips.
Anyone wanna be generous with their time and give us general setting ideas for tracks? Right now I would settle for Marina Bay as a sample ;)
-Christopher
 
Doesn't the tuning change automatically from circuit to circuit? I mean, not perfect, but enough that you're in the ballpark?

Anyway, I agree, the system is fairly daunting. I, too, just use the quick set-ups. I would LOVE to see a return of the engineer system from F1:CE. It was really straight-forward and you really knew what was going on when you changed settings.
 
Doesn't the tuning change automatically from circuit to circuit? I mean, not perfect, but enough that you're in the ballpark?

Yes if you use the setups that are where the crew chief is located, those are well rounded for each track but if you don’t go that way the cars are just in the middle of everything and worthless. So you either learn to adjust by the function of the result or you will always be held hostage to what someone else did for you. For me it only makes sense to adjust my car considering that I have studied the cause and effect of what makes a car work and wish I had more adjustability in the suspension. The car just plateaus out and my choices are difficult to find those little things that don’t step on some other part of the car.
 
I think the things like adjusting the suspension and tire pressure would be something the Engineers would do after looking at telemetry. They may not really change anything in this game, but the point is that it's not something that is in the driver's control. Just be lucky you can actually adjust other stuff, because in real life, you can do little more than adjust the downforce balance.
 
I think the things like adjusting the suspension and tire pressure would be something the Engineers would do after looking at telemetry. They may not really change anything in this game, but the point is that it's not something that is in the driver's control. Just be lucky you can actually adjust other stuff, because in real life, you can do little more than adjust the downforce balance.

Ah Peter, does the lobby feature make you a race promoter? Is picking your tire and pit stop strategy make you a crew chief? Does the adjusting of the suspension make you a technician? Dude of course these things can separate you from the competition just like your ability to adjust the down force on the fly but that hasn’t got anything to do with my frustration concerning the inability to trim the cars so everything works together.
 
LeftyWright69,
While I appreciate the problem of know so much that you are aware of what is missing. I personally, as I know others are (Lofasz above for example) am completely overwhelmed by what is tunable.
Today I came to the forums looking for tuning tips as Singapore is making me crazy....er.
Coming up empty handed on the tips.
Anyone wanna be generous with their time and give us general setting ideas for tracks? Right now I would settle for Marina Bay as a sample ;)
-Christopher

I got you, the key to this track is softness, there are many curbs and you want a suspension that will be the most forgiving when the track upsets the balance. Because its a city track you don’t really want to hit those walls so you want decent turn in, not so much oversteer and certainly not understeer into the wall. The aero is not as much a factor here from the low overall speeds. That said here is what i use, it is soft, responsive, tames wheelspin and keeps the attitude neutral. I must add that trailbraking must be used along with downshifts to get your apex properly.

Aerodynamics (Goal here is for the car to hold the line properly at speed, really only the last corner, but if your car is going off line after the suspension takes care of the inital turn-in then this will correct that, keep in mind a downshift at the proper time will seal your turn instead of shifting before turn-in try it as you start to turn-in)
Front Wing Angle: 5
Rear Wing Angle: 2

Braking(Goal here is to not have the rear oversteer because of too much bias but also have aggressive slow-down. Why anyone would use anything other than high pressure with ABS is unknown to me so if you have ABS this is a must, if no ABS, figure it out yourself)
Balance: F 54% - R 46%
Pressure: High
Brake Size: Standard

Balance(The setting here make sure the back is stable under braking and turn-in, you could play around with it being 50/50 but i am more consistent with my style set here. The roll bar is to make it soft but because the rear is lower you will get better turn response without it disrupting the car over curbs)
Ballast Distribution: F 40% - R 60%
Front Anti-roll Bar: 5
Rear Anti-roll Bar: 4

Suspension(Keep this high, I might even bump this up in height 1 level each, goal is to not bottom out on bumps or over curbs which get straddled a lot. Stiffness is set at 4 to keep it somewhat firm but adds some lean and room for error in your lines)
Front Ride Height: 3
Rear Ride Height: 4
Front Spring Stiffness: 4
Rear Spring Stiffness: 4

Gearbox(The 2nd gear should be the main change it is to limit the gear changes in the final sector when going into the tunnel section) I don't see any reason to go to fast as the likely hood of cooking the wheels and oversteering increases more than the benefit of the time gained. I do however bump it up to fast for the 1st lap or in need of catching up. However what you will find is that after the 1st lap you will generally be far ahead of anyone else because your car is far more manageable) I am not at home so i do not know the ratios or speeds but I know exactly what I do on this screen.
Gear 1: 2 ticks up
Gear 2: 2 ticks up
Gear 3: 1 tick up
Gear 4: same
Gear 5: same
Gear 6: same
Gear 7: same
Engine
Throttle map: Normal

Alignment(I am not home to have the actual measurements, but again I know this like the back of my hand since I have to set it every race and don't have enough time to save it)(Goal here is to have the car be predicable and get to your apex quickly, but have the rear hold off the oversteer. This, in combination with the weight dist, springs and rollbars should cement the neutral handling of the car)
Camber front: 1 tick left
Camber rear: 1 tick left
Toe front: 2 ticks left
Toe rear: 1 tick right

The most important factor I can state in relation to slowing down and hitting your apex, is gear change speed and timing. I cannot stress this enough. I started off downshifting in a rhythm as the car slowed down as everyone does but found I could reduce my braking zone by almost 20% by quickly downshifting through the 1st 2 or 3 gears very fast, much faster than I would think the engine could handle. This would get me slowed down very fast, Ithen match the last 1 or 2 downshifts, to my turn in to the apex so that it sort of rotates the car around. This really allowed me to set my car to a nice neutral stance, instead of trying to make the setup create my turn-in. It helps make the times extremely consistent and the car extremely predictable, that is the key to winning. A car can be extremely fast but if it is not able to do so consistently, then what is the point?
 
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So Jenius I'm curious as far as time goes, what is the prof in the pudding? What is the position of your time or someone who will say that they use your setup, their position on the TT leader board for Marina Bay?
 
Jenius (love the spelling),

Thanks a ton for taking the time to put all this down. Really surprises me sometimes, the generosity given to a faceless stranger on these forums (faceless unless you are LeftyRight, that is really his face, look at his profile pics. Priceless avatar.)

I actually managed to get through Marina Bay today, qualified for the pole in the rain through pure dumb luck. It was dry for the race, crashed into the one of the upright in the second to last underpass and finished 10th. Doh!

Regardless, my major malfunction was my inverse understanding of understeer. Thought I wanted less, but I wanted more. So I kept adjusting suspension and braking the wrong direction.

Fortunately, your break down above will surely aid myself and others who stumble upon this greatly in quest of finding better setups for each race.

Regards,
Christopher
 
So Jenius I'm curious as far as time goes, what is the prof in the pudding? What is the position of your time or someone who will say that they use your setup, their position on the TT leader board for Marina Bay?

I don't know, I guess I can run times and post them, all I can tell you until then is trust me, I have no doubt on any track, given an hour I could be top 100 so I am very good. I am not saying it will make you a wizard automatically on the track, what I can say is it will make the car predictable and more consistent and therefore will make you faster and thats all you can ask for. Sure I can give you a setup for the absolute fastest time when running perfect lines or I can give you this setup, which has me winning over 60% of the time because I can get away with mistakes and still be in the race.
 
Undoubtedly, it is beneficial to hear from different drivers their tuning philosophies and use the information in application to ones own driving skills and individual technique.

Would be nice if more folks would weigh in with their own.

I'm such crap at this that I won't even bother.

Kaffeine out!
 
Undoubtedly, it is beneficial to hear from different drivers their tuning philosophies and use the information in application to ones own driving skills and individual technique.

Would be nice if more folks would weigh in with their own.

I'm such crap at this that I won't even bother.

Kaffeine out!

Buddy Kaffein, the art of setting your car up is something that has to do with logic. If the car pushes then open up the rearend. If the car is lose then add more push, or take out loseness. Aero only works w/ high speed and camber gives you the low speed bite.
 
Buddy Kaffein, the art of setting your car up is something that has to do with logic. If the car pushes then open up the rearend. If the car is lose then add more push, or take out loseness. Aero only works w/ high speed and camber gives you the low speed bite.
Lefty,
I understand that there are correct lines through every turn. I also believe that there are different ways of hitting these lines or apexes. As many of us turn in too early or too late or spend more time on the curbs (kerbs in the UK) than we should, knowing what characteristics do what can only benefit a beginner such as myself.

So the OP (you) started off with a lament that you could not truly affect everything necessary for someone with your experience and skill, and with a couple posts down the chain it devolved into "How To, Settings for Newbs Class 101". Sorry to highjack.

I appreciate that though there must be empirical settings for courses to be run correctly, there are not a lot of us who can use them. Yet we can all certainly aspire to such ability, thus my appreciation for different schools of thought.

Kaffeine
 
Lefty,
I understand that there are correct lines through every turn. I also believe that there are different ways of hitting these lines or apexes. As many of us turn in too early or too late or spend more time on the curbs (kerbs in the UK) than we should, knowing what characteristics do what can only benefit a beginner such as myself.

So the OP (you) started off with a lament that you could not truly affect everything necessary for someone with your experience and skill, and with a couple posts down the chain it devolved into "How To, Settings for Newbs Class 101". Sorry to highjack.

I appreciate that though there must be empirical settings for courses to be run correctly, there are not a lot of us who can use them. Yet we can all certainly aspire to such ability, thus my appreciation for different schools of thought.

Kaffeine

I kind of like how the game presents the settings because honestly a drivers input into the car is probably around this level. Only engineers would get into the settings on the level many games present on a regular basis. I think the developers have stayed true to this, they stated, as did their resident F1 specialist, as do their in game tips, that when a car arrives on a race weekend it is more or less ready to roll, and through the weekend tweaks are made to suit the conditions and driver preference. That, I believe is what you see here, so while yes it is not up to the level of what we have been used to keep in mind every aspect of this game is supposedly the "drivers" perspective and a multimillion dollar driver shouldn't have to get into every particular of how a car works, they just need to be able to convey their need to the team and let them earn their money as well.
 
I am now to the point that I am trying to make this car fly the corners and the way that I would like the car to handle and what I have to work with, leaves me with little alternatives. I am met with no where to go, I mean that when I try to trim the way the car deals with undulation, there is no where to turn. It doesn’t push when I need the traction to give way and the suspension doesn’t have any rebound or compression dampening adjustments WTF.

I feel like I am the only one who knows how to adjust the suspension for a car that is suppose to deal with a drivers desires. I am mystified how a game that is suppose to deal with multi million dollar race cars can not have, as an adjustability, the tire pressure, or rebound and compression damping for the shocks. I mean when you say “SUSPENSION “ you should have the ability to actually adjust the suspension, not the spring rate or the length of the shocks aka the ride height. Man if I could actually twik the suspension I could make this thing Fn fly.

Keep in mind all the settings are relative to the track. A car coming to Monaco is already setup for that track, and any suspension settings are using that as a barometer, so a car height of "5" I believe is different depending on what track you are at and so on and so forth.
 
I just started a thread on the subject. The idea being to get loads of input so we could all get as much out of the game as possible.
 
It's amazing that the OP is ticked off a bit about more suspension tweaks. If I'm not mistaken we came this close -><- to having no suspension tweaks and from what I understand suspension "feel" in the game at all. In one of the vids they wanted to put it in but it wasn't quite right and they took it out. Then I believe that guy Ant who raced in real life helped/insisted it be put back in and worked on.

Guys, I do understand what you're saying though. But for a first release game there's always a little slack to be given. Now next year I'll put feet to the fire. Like I do with GT and Forza. Right now this is a great first effort from these guys. Infact this is one of the better first efforts in general. I've played some real dogs in my time. Some first and last.
 
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