Thanks for the nods of kudos
Duke and
RK 
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In GT4 there is an even greater cloud of obscurity over what the settings do and what the numbers mean than there was in GT3

!
All the real world tuning 'rules' that I've learned over the years still seem to apply ...
most of the time

.
Like
RK I too have found occaisions on certain tracks with certain cars where I've had to break the rules to get the car to work and it is much harder to tell whether what you've done has actually helped or hindered the handling because, as in RL, any set-up is a compromise so you'll find some corners are better after a suspension change and some are worse : pulls-hair-out :

.
A prime example is my notes on setting up a Cerbera for Seoul.
Here is the extract:
"Trying to set her up for Seoul is, er, soul destroying

. Can't get her to behave properly; it's as if the streets were diesel slicked.
Messing with the Dampers makes me think that PD have got it slightly wrong. I find increasing the Front Rebound makes corner entry understeer reduce, increasing the Rear Rebound makes corner exit understeer increase and reducing the Rear Bound made exit understeer worse!
Decided that this was an artifact of springs that were too soft for this flat track. Returned to my old rule-of-thumb of the Bound & Rebound adding up to the Spring Rate and got much better, more sensible results from the Dampers."
From that point I went rambling on about how when I tried the same thing at New York it didn't work ...
The idea I'm trying to get across is that nothing is fixed in suspension tuning. Everything is a variable and that comes through in the game. I'm finding, as I twirl more spanners on GT4 cars, that I'm needing to take account of things I could largely ignore in GT3 e.g. drive-train type, the cars 'class' and large variations in tyre characteristics.
As ever, it comes down to the driver/mechanic and their individual style; plus, altho' much vaunted as a simulation, GT4 is still just a game and doesn't model suspension dynamics in real time.
So, if tuning it 'properly' and logically doesn't work, try weird and wonderful stuff and see what happens (including implementing the theory that rather than measuring resistance, as they do in RL, the Damper numbers indicate speed of elastic response).