Motor City Tunes Project Cars

Formula Gulf FG1000

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I did not change much from stock on this car. It is a very well handling car from the race engineer. Posting this just so that I can remember the little that I did change. I expect to revisit this car in the future. It was a fun ride.

Wheel
Tuned with G920
FFB 26 Master Scale, 1500.0 Arm Angle

Tires & Brakes

1.22 Front Left Tire Pressure (Bar)
1.22 Front Right Tire Pressure (Bar)
1.09 Rear Left Tire Pressure (Bar)
1.09 Rear Right Tire Pressure (Bar)
100% Brake Pressure
66% Brake Balance
7% Traction Control Slip

Aerodynamics & Chassis
15.0 Front Downforce (speed/corning)
12.0 Rear Downforce (speed/corning)
0.0 Weight Jacker (cm)
50.0% Lateral Weight Bias (left/right)
56.1% Longitudinal Weight Bias (front/rear)

Alignment
9.9:1 Steering Ratio
7.9 Left Caster Angle (degrees)
7.9 Right Caster Angle (degrees)
-3.6 Front Left Camber Angle (degrees)
-3.6 Front Right Camber Angle (degrees)
-3.0 Rear Left Camber Angle (degrees)
-3.0 Rear Right Camber Angle (degrees)
-0.1 Front Toe-In Angle (degrees)
0.2 Rear Toe-In Angle (degrees)

Suspension
32 Front Left Ride Height (mm)
32 Front Right Ride Height (mm)
49 Rear Left Ride Height (mm)
49 Rear Right Ride Height (mm)
157 Front Left Spring Rate (N/mm)
157 Front Right Spring Rate (N/mm)
210 Rear Left Spring Rate (N/mm)
210 Rear Right Spring Rate (N/mm)
45 Front Sway Bar (N/mm)
30 Rear Sway Bar (N/mm)

Dampers
10 Front Left Bump Stop (mm)
10 Front Right Bump Stop (mm)
20 Rear Left Bump Stop (mm)
20 Rear Right Bump Stop (mm)

4900 Front Left Slow Bump (N/m/s)
4900 Front Right Slow Bump (N/m/s)
4900 Rear Left Slow Bump (N/m/s)
4900 Rear Left Slow Bump (N/m/s)

1400 Front Left Fast Bump (N/m/s)
1400 Front Right Fast Bump (N/m/s)
1400 Rear Left Fast Bump (N/m/s)
1400 Rear Left Fast Bump (N/m/s)

5600 Front Left Slow Rebound (N/m/s)
5600 Front Right Slow Rebound (N/m/s)
5600 Rear Left Slow Rebound (N/m/s)
5600 Rear Right Slow Rebound (N/m/s)

3290 Front Left Fast Rebound (N/m/s)
3290 Front Right Fast Rebound (N/m/s)
3290 Rear Left Fast Rebound (N/m/s)
3290 Rear Right Fast Rebound (N/m/s)

Differential
NA

Gearing
Final Drive 4.75
1st Gear 4.17
2nd Gear 3.18
3rd Gear 2.61
4th Gear 2.25
5th Gear 2.02
6th Gear 1.87
0.01 Peak Speed Sensitivity

Engine
30 Fuel Load
30 Qualifying Fuel Load
5 Brake Mapping
70.0 Restrictor (mm)

Circuits
Dubai Autodrome GP
Dubai Autodrome International
 
Lotus Type 49C Cosworth

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This car is fun, but a bit of a handful on corner exit. It likes to snap loose if you are at 100% throttle from the apex. This car is true to the old driving technique which calls for the driver to imagine a string attached between the steering wheel and the throttle pedal. The more you unwind the wheel, the more throttle you can apply. I think there may be some more fine tuning available on the LSD? A fun, but sometimes frustrating car.

Wheel
Tuned with G920
FFB 26 Master Scale, 1500.0 Arm Angle

Tires & Brakes

1.20 Front Left Tire Pressure (Bar)
1.20 Front Right Tire Pressure (Bar)
1.07 Rear Left Tire Pressure (Bar)
1.07 Rear Right Tire Pressure (Bar)
90% Brake Pressure
48% Brake Balance
100% Brake Duct
6% Traction Control Slip

Aerodynamics & Chassis
7.0 Front Downforce (speed/corning)
7.0 Rear Downforce (speed/corning)
0.0 Weight Jacker (cm)
50.0% Lateral Weight Bias (left/right)
62.0% Longitudinal Weight Bias (front/rear)

Alignment
9.9:1 Steering Ratio
3.0 Left Caster Angle (degrees)
3.0 Right Caster Angle (degrees)
-1.4 Front Left Camber Angle (degrees)
-1.4 Front Right Camber Angle (degrees)
-0.4 Rear Left Camber Angle (degrees)
-0.4 Rear Right Camber Angle (degrees)
-0.2 Front Toe-In Angle (degrees)
0.3 Rear Toe-In Angle (degrees)

Suspension
75 Front Left Ride Height (mm)
75 Front Right Ride Height (mm)
85 Rear Left Ride Height (mm)
85 Rear Right Ride Height (mm)
17 Front Left Spring Rate (N/mm)
17 Front Right Spring Rate (N/mm)
26 Rear Left Spring Rate (N/mm)
26 Rear Right Spring Rate (N/mm)
14 Front Sway Bar (N/mm)
20 Rear Sway Bar (N/mm)

Dampers
15 Front Left Bump Stop (mm)
15 Front Right Bump Stop (mm)
15 Rear Left Bump Stop (mm)
15 Rear Right Bump Stop (mm)

2100 Front Left Slow Bump (N/m/s)
2100 Front Right Slow Bump (N/m/s)
2400 Rear Left Slow Bump (N/m/s)
2400 Rear Left Slow Bump (N/m/s)

1800 Front Left Fast Bump (N/m/s)
1800 Front Right Fast Bump (N/m/s)
2100 Rear Left Fast Bump (N/m/s)
2100 Rear Left Fast Bump (N/m/s)

3450 Front Left Slow Rebound (N/m/s)
3450 Front Right Slow Rebound (N/m/s)
2820 Rear Left Slow Rebound (N/m/s)
2820 Rear Right Slow Rebound (N/m/s)

2700 Front Left Fast Rebound (N/m/s)
2700 Front Right Fast Rebound (N/m/s)
3300 Rear Left Fast Rebound (N/m/s)
3300 Rear Right Fast Rebound (N/m/s)

Differential
38% Limited Slip Acceleration Lock
45% Limited Slip Deceleration Lock
40 Limited Slip Preload (N-m)
0.01% Viscous Lock
75.00% Radiator (closed/open)

Gearing
Final Drive 3.09
1st Gear 3.08
2nd Gear 2.28
3rd Gear 1.76
4th Gear 1.47
5th Gear 1.26
0.01 Peak Speed Sensitivity

Engine
20 Fuel Load
12 Qualifying Fuel Load
4 Brake Mapping
35.1 Restrictor (mm)

Circuits
Hockenheim Classic
Rouen Les Essarts
Silverstone Classic
 
SMS Formula C

2627130-projectcars_14522129668_2645c7b504_o_1407494021.jpg


Love, love, love this car. Only made minimal changes to better balance the car.

Wheel
Tuned with G920
FFB 26 Master Scale, 1000.0 Arm Angle

Tires & Brakes

1.10 Front Left Tire Pressure (Bar)
1.10 Front Right Tire Pressure (Bar)
1.06 Rear Left Tire Pressure (Bar)
1.06 Rear Right Tire Pressure (Bar)
85% Brake Pressure
52% Brake Balance
75% Brake Duct
7% Traction Control Slip

Aerodynamics & Chassis
12.0 Front Downforce (speed/corning)
12.0 Rear Downforce (speed/corning)
0.0 Weight Jacker (cm)
50.0% Lateral Weight Bias (left/right)
55.0% Longitudinal Weight Bias (front/rear)

Alignment
10.5:1 Steering Ratio
6.0 Left Caster Angle (degrees)
6.0 Right Caster Angle (degrees)
-3.0 Front Left Camber Angle (degrees)
-3.0 Front Right Camber Angle (degrees)
-1.9 Rear Left Camber Angle (degrees)
-1.9 Rear Right Camber Angle (degrees)
-0.0 Front Toe-In Angle (degrees)
0.2 Rear Toe-In Angle (degrees)

Suspension
37 Front Left Ride Height (mm)
37 Front Right Ride Height (mm)
48 Rear Left Ride Height (mm)
48 Rear Right Ride Height (mm)
80 Front Left Spring Rate (N/mm)
80 Front Right Spring Rate (N/mm)
90 Rear Left Spring Rate (N/mm)
90 Rear Right Spring Rate (N/mm)
65 Front Sway Bar (N/mm)
25 Rear Sway Bar (N/mm)

Dampers
10 Front Left Bump Stop (mm)
10 Front Right Bump Stop (mm)
10 Rear Left Bump Stop (mm)
10 Rear Right Bump Stop (mm)

4400 Front Left Slow Bump (N/m/s)
4400 Front Right Slow Bump (N/m/s)
4400 Rear Left Slow Bump (N/m/s)
4400 Rear Left Slow Bump (N/m/s)

1100 Front Left Fast Bump (N/m/s)
1100 Front Right Fast Bump (N/m/s)
1100 Rear Left Fast Bump (N/m/s)
1100 Rear Left Fast Bump (N/m/s)

4400 Front Left Slow Rebound (N/m/s)
4400 Front Right Slow Rebound (N/m/s)
4400 Rear Left Slow Rebound (N/m/s)
4400 Rear Right Slow Rebound (N/m/s)

2200 Front Left Fast Rebound (N/m/s)
2200 Front Right Fast Rebound (N/m/s)
2200 Rear Left Fast Rebound (N/m/s)
2200 Rear Right Fast Rebound (N/m/s)

Differential
20% Limited Slip Acceleration Lock
20% Limited Slip Deceleration Lock
20 Limited Slip Preload (N-m)
0.01% Viscous Lock
75.00% Radiator (closed/open)

Gearing
Final Drive 3.44
1st Gear 3.16
2nd Gear 2.30
3rd Gear 1.76
4th Gear 1.47
5th Gear 1.25
6th Gear 1.12
0.01 Peak Speed Sensitivity

Engine
14 Fuel Load
10 Qualifying Fuel Load
2 Brake Mapping
78.1 Restrictor (mm)

Circuits
Donington Park GP
Oulton Park International
Snetterton 300
 
Mustang Boss 302 R1
I
04-boss-302r-barber-2011.jpg


Wheel
Tuned with G920
FFB 26 Master Scale, 1500.0 Arm Angle

Tires & Brakes

1.60 Front Left Tire Pressure (Bar)
1.60 Front Right Tire Pressure (Bar)
1.50 Rear Left Tire Pressure (Bar)
1.50 Rear Right Tire Pressure (Bar)
95% Brake Pressure
55% Brake Balance
75% Front Brake Duct
8% Traction Control Slip

Aerodynamics & Chassis
0.0 Front Downforce (speed/corning)
0.0 Rear Downforce (speed/corning)
0.0 Weight Jacker (cm)
50.0% Lateral Weight Bias (left/right)
54.0% Longitudinal Weight Bias (front/rear)

Alignment
13.5:1 Steering Ratio
4.9 Left Caster Angle (degrees)
4.9 Right Caster Angle (degrees)
-2.2 Front Left Camber Angle (degrees)
-2.2 Front Right Camber Angle (degrees)
0.0 Rear Left Camber Angle (degrees)
0.0 Rear Right Camber Angle (degrees)
0.1 Front Toe-In Angle (degrees)
0.0 Rear Toe-In Angle (degrees)

Suspension
95 Front Left Ride Height (mm)
95 Front Right Ride Height (mm)
98 Rear Left Ride Height (mm)
98 Rear Right Ride Height (mm)
113 Front Left Spring Rate (N/mm)
113 Front Right Spring Rate (N/mm)
61 Rear Left Spring Rate (N/mm)
61 Rear Right Spring Rate (N/mm)
75 Front Sway Bar (N/mm)
14 Rear Sway Bar (N/mm)
220.1 Left Trackbar (mm)
220.1 Right Trackbar (mm)

Dampers
25 Front Left Bump Stop (mm)
25 Front Right Bump Stop (mm)
25 Rear Left Bump Stop (mm)
25 Rear Right Bump Stop (mm)

8100 Front Left Slow Bump (N/m/s)
8100 Front Right Slow Bump (N/m/s)
3200 Rear Left Slow Bump (N/m/s)
3200 Rear Left Slow Bump (N/m/s)

2400 Front Left Fast Bump (N/m/s)
2400 Front Right Fast Bump (N/m/s)
2510 Rear Left Fast Bump (N/m/s)
2510 Rear Left Fast Bump (N/m/s)

14400 Front Left Slow Rebound (N/m/s)
14400 Front Right Slow Rebound (N/m/s)
6250 Rear Left Slow Rebound (N/m/s)
6250 Rear Right Slow Rebound (N/m/s)

4700 Front Left Fast Rebound (N/m/s)
4700 Front Right Fast Rebound (N/m/s)
2500 Rear Left Fast Rebound (N/m/s)
2500 Rear Right Fast Rebound (N/m/s)

Differential
65% Limited Slip Acceleration Lock
20% Limited Slip Deceleration Lock
20 Limited Slip Preload (N-m)
0.01% Viscous Lock
50.00% Radiator (closed/open)

Gearing
Final Drive 4.09
1st Gear 2.99
2nd Gear 1.60
3rd Gear 1.21
4th Gear 1.00
5th Gear 0.82
6th Gear 0.67
0.01 Peak Speed Sensitivity

Engine
30 Fuel Load
30 Qualifying Fuel Load
4 Brake Mapping
75.1 Restrictor (mm)

Circuits
Bathurst
Dubai Autodrome International
Sakitto International
 
I am enjoying your tunes. It is really great to see your postings in Project Cars. How do you find this game compared to GT6? Outside of navigating the menu, to me, it equal to GT6 with an edge in the car notes. Thank you for your work
 
I am enjoying your tunes. It is really great to see your postings in Project Cars. How do you find this game compared to GT6? Outside of navigating the menu, to me, it equal to GT6 with an edge in the car notes. Thank you for your work

Thanks. I am glad that you are enjoying these early tunes. As for Pcars, below are my thoughts.

Physics and driving - best racing game that I have ever played.

Tuning - I don't think I have found the sweet spot yet, but so far, the cars are pretty good in stock form and minor changes make them more comfortable. I do miss the challenge of GT6 where if you get a tune right, it is worth 2+ seconds a lap on the track. Not everyone can tune to that level in GT6, nor is that realistic to the real world. So tuning is kind of a draw between the titles for differing reasons. Project Cars is very much more real world and the gains come in smaller increments so tuning can take longer to really nail it. With GT6, you know within a lap or two if your new tune settings made an impact. Some settings do almost nothing and some are so non-real world wacky, but if you can get past that, the challenge is fun.

Career mode - Mostly in favor of Project Cars. I love the race for a team thing and get email invites to drive for others. I love the practice, qualify then race setup. The AI stay more grouped together and are not afraid to pass you back multiple times in a race. In GT6 it seems that once you clear an AI driver, his skills drop by 25% and all he does is disappear in your mirror. Plus, the GT Series has always favored the rabbit where one or two cars jump out to a huge lead - you are really only racing against two cars with a bunch of terrible breaking zone drivers in your way.

My Garage - Pcars has a plus and a minus. I like that you can drive any car right from the start of the game. I like the multiple race liveries provided for each car. Everything is open, but it does not feel like it is "my garage." It just feels like borrowing a car to race with. If it were "my garage" then the game would either allow me to always pick the green car or recognize that I always pick the green cars and organize the garage content accordingly. I wish that we could select the cars to be present in "my garage" and have better sorting abilities. I also do kinda miss winning a race and winning a car like the older days of GT and in Forza. Collecting cars and really feeling my achievement in the game just by opening the garage door is pretty cool in those titles. Forza 6 has the formula right between working hard to achieve and being able to afford expensive cars.

Menus and game navigation - sucks in Pcars. It's all there and probably uber adjustable, but you just need to figure out what it is and what it changes. The game is really incomplete when it comes to in game descriptions of settings, even in the controller options menu. And things like traction control and ABS should be adjustable in the career mode within the individual race, not all the way back out three screens and into controller options. I drive with no assists in Pcars, but every so often end up in a single weekend race in an unfamiliar car with lots of power. It would be nice to easily add a click of traction control for that one event and move on. I describe Pcars navigation as clunky.

The best measure of which game I like best is in the amount of time I am spending playing them. Right now it's this:
Project Cars 70% of the time
Forza 6 at 20%
Battlefield 4 at 10%
GT6 at 0%
 
Just an idea - could you somehow indicate what default values you have changed in setup or write down what was default value. Thanks.
 
Thanks. I am glad that you are enjoying these early tunes. As for Pcars, below are my thoughts.

Physics and driving - best racing game that I have ever played.

Tuning - I don't think I have found the sweet spot yet, but so far, the cars are pretty good in stock form and minor changes make them more comfortable. I do miss the challenge of GT6 where if you get a tune right, it is worth 2+ seconds a lap on the track. Not everyone can tune to that level in GT6, nor is that realistic to the real world. So tuning is kind of a draw between the titles for differing reasons. Project Cars is very much more real world and the gains come in smaller increments so tuning can take longer to really nail it. With GT6, you know within a lap or two if your new tune settings made an impact. Some settings do almost nothing and some are so non-real world wacky, but if you can get past that, the challenge is fun.

Career mode - Mostly in favor of Project Cars. I love the race for a team thing and get email invites to drive for others. I love the practice, qualify then race setup. The AI stay more grouped together and are not afraid to pass you back multiple times in a race. In GT6 it seems that once you clear an AI driver, his skills drop by 25% and all he does is disappear in your mirror. Plus, the GT Series has always favored the rabbit where one or two cars jump out to a huge lead - you are really only racing against two cars with a bunch of terrible breaking zone drivers in your way.

My Garage - Pcars has a plus and a minus. I like that you can drive any car right from the start of the game. I like the multiple race liveries provided for each car. Everything is open, but it does not feel like it is "my garage." It just feels like borrowing a car to race with. If it were "my garage" then the game would either allow me to always pick the green car or recognize that I always pick the green cars and organize the garage content accordingly. I wish that we could select the cars to be present in "my garage" and have better sorting abilities. I also do kinda miss winning a race and winning a car like the older days of GT and in Forza. Collecting cars and really feeling my achievement in the game just by opening the garage door is pretty cool in those titles. Forza 6 has the formula right between working hard to achieve and being able to afford expensive cars.

Menus and game navigation - sucks in Pcars. It's all there and probably uber adjustable, but you just need to figure out what it is and what it changes. The game is really incomplete when it comes to in game descriptions of settings, even in the controller options menu. And things like traction control and ABS should be adjustable in the career mode within the individual race, not all the way back out three screens and into controller options. I drive with no assists in Pcars, but every so often end up in a single weekend race in an unfamiliar car with lots of power. It would be nice to easily add a click of traction control for that one event and move on. I describe Pcars navigation as clunky.

The best measure of which game I like best is in the amount of time I am spending playing them. Right now it's this:
Project Cars 70% of the time
Forza 6 at 20%
Battlefield 4 at 10%
GT6 at 0%
Thank you for your very quick and complete reply, with which, I completely agree. Hopefully the shortcomings will be addressed in the near future and PC will be 100%.
 
Hami. Are these tunes for PC, PS4, XONE, or does it matter? Enjoyed your tunes in GT-6, but haven't played since I switched to PC in December. Does it make a difference that I use a T500rs. P.S. Dearborn rules, Edsel Ford class of '67.
 
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Hami. Are these tunes for PC, PS4, XONE, or does it matter? Enjoyed your tunes in GT-6, but haven't played since I switched to PC in December. Does it make a difference that I use a T500rs. P.S. Dearborn rules, Edsel Ford class of '67.

Sorry that I am late to respond this summer. Just moved across town and the racing rig was packed away until tonight.

I own the PC version and the XBOX version and see zero difference in the way cars handle or how they respond to tuning.

I played for an hour tonight and knocked a bit of the rust off the driving skills. Tuned the Renault Clio touring car a bit. Project Cars is such a deep experience. This is the closest to real world that I have driven.
 
Renault Clio Cup

Back after a bit of hiatus (moving to a new house, new job and new school for the kid takes time). I bought the PC version of Project Cars and started a new career mode. The Clio Cup car is a real handful. It's not much fun to drive straight from the race engineer. Well behaved under braking, but very loose just past the apex... out of control loose (oversteer). I spent time playing with settings in an effort to calm the car on exit without killing corner entry. Below is my set final up.

Driving tip: Brake a little earlier than needed to get lined up with the apex. Begin applying throttle (not mashed, just roll into it) before clipping the apex.

Wheel

Tuned with G920

Tires & Brakes

1.76 Front Left Tire Pressure (Bar)
1.76 Front Right Tire Pressure (Bar)
1.68 Rear Left Tire Pressure (Bar)
1.68 Rear Right Tire Pressure (Bar)
97% Brake Pressure
45% Brake Balance
50% Brake Duct

Alignment
15.0:1 Steering Ratio
-4.5 Left Caster Angle (degrees)
-4.5 Right Caster Angle (degrees)
-2.7 Front Left Camber Angle (degrees)
-2.7 Front Right Camber Angle (degrees)
-2.0 Rear Left Camber Angle (degrees)
-2.0 Rear Right Camber Angle (degrees)
+0.6 Front Toe-In Angle (degrees)
+0.9 Rear Toe-In Angle (degrees)

Suspension
52 Front Sway Bar (N/mm)
15 Rear Sway Bar (N/mm)

Dampers
29600 Front Left Slow Bump (N/m/s)
29600 Front Right Slow Bump (N/m/s)
5850 Rear Left Slow Bump (N/m/s)
5850 Rear Left Slow Bump (N/m/s)

5000 Front Left Fast Bump (N/m/s)
5000 Front Right Fast Bump (N/m/s)
3750 Rear Left Fast Bump (N/m/s)
3750 Rear Left Fast Bump (N/m/s)

12000 Front Left Slow Rebound (N/m/s)
12000 Front Right Slow Rebound (N/m/s)
13300 Rear Left Slow Rebound (N/m/s)
13300 Rear Right Slow Rebound (N/m/s)

8550 Front Left Fast Rebound (N/m/s)
8550 Front Right Fast Rebound (N/m/s)
6000 Rear Left Fast Rebound (N/m/s)
6000 Rear Right Fast Rebound (N/m/s)

Differential
LSD Acceleration 100%
LSD Lock 10%
LS Preload 100N-m

Gearing
Final Drive 3.79
1st Gear 2.26
2nd Gear 1.72
3rd Gear 1.37
4th Gear 1.13
5th Gear 0.96
6th Gear 0.82

Engine
15 Fuel Load
10 Qualifying Fuel Load
4 Brake Mapping
55.1 Restrictor (mm)
 
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