Grip Racing Tuning Guide

Grip Racing Tuning Guide

Why Time Attack?

The time attack mode is an overshadowed mode in CarX Drift Racing Online that was available from the start of this game but is almost never played.

I think this is because of a popular belief that the physics of this game are not suitable for anything but drifting, but this is not the case.

Following this guide will allow you to experience the time attack mode just like in any other racing game without excessive drifting and also prepare yourself for the upcoming CarX Street game, which won't be as focused on drifting as its predecessor. This guide is useful for keyboard, gamepad and wheel controllers without assists.

In each section of this guide you will find a small spreadsheet with my settings for Voodoo (Viper) tuned for Time Attack mode.

By the way, if you want to know how to adjust your car for drifting, check my other guide.

https://steamcommunity.com/sharedfiles/filedetails/?id=1104486321

Setup: Racing Vs Ultimate

When preparing your car for time attack, your first thought is to compare the stats between the cars in Ultimate and Racing modes.

Racing is better for grip and gives a more predictable handling without excessive sliding. Despite having less power than Ultimate mode, I believe this is actually its main advantage and partially explains why the car spins less. Racing mode also keeps the AWD (4WD) drivetrain for cars that have it by default (in stock mode). The Engine adjustments section is disabled in this mode.

The Racing mode also allows you to make a smaller max. steering angle. I will tell why this is important later in the guide.

The Ultimate mode gives consideraly more power and the ability to increase it even more with Engine tunes. Excessive power does harm performance in time attack mode, as there's no traction control (TC) and functional aerodynamics in the game to make enough use of it.

So after comparing the two modes, it's obvious that you want Racing mode only when preparing your car for time attack. It's also cheaper and is accessible earlier in the game!

Suspension Pt. 1

ParameterFront Springs LengthRear Springs LengthValue7 Cm7 CmParameterFront StiffnessRear StiffnessValue150 KN/m130 KN/mParameterFront BumpRear BumpFront ReboundRear ReboundValue8000 N S/m8000 N S/m10000 N S/m10000 N S/mParameterFront Fast BumpRear Fast Bump
Front Fast ReboundRear Fast ReboundValue15000 N S/m15000 N S/m17000 N S/m17000 N S/m

In this section you will find the adjustments for the following components:

Spring length

Spring stiffness

Damper: slow bump and rebound

Damper: fast bump and rebound

Spring lengthThe spring size determines how low your car is.

Very low settings will not allow your suspension to work properly and you will lose control on weight transfers and when going over bumps.

Very high settings will make your center of gravity higher and increase the body roll of the car in the corner.

When adjusting spring length, you should lower your suspension but make sure that the suspension is still working. Your values will typically range from 7 to 15 cm.

Spring stiffnessThe spring stiffness allows you to control how reactive the suspension will be.

Higher values (stiffer springs) mean very fast response but higher chance of losing the car at the same time, this is because you need to be much more precise with your inputs.

Lower values will make suspension’s response smoother and more forgiving.

As the majority of cars in CarX have their engines on front, it's logical to make the front suspension slightly stiffer that the back one.

I usually use something between 120 kN/m and 180 kN/m depending on the car.

⚠️ If your car understeers, make the front suspension stiffer and/or the rear one softer.

⚠️ If your car oversteers, make the front suspension softer and/or the rear one stiffer.

Damper: slow bump and rebound"Slow" defines weight transfers from driver's input. This includes braking, accelerating, making transitions and so on.

Bump determines how much resistance is applied on suspension’s compression.

Rebound determines how much resistance is applied on suspension’s decompression.

Higher values mean more resistance, slower reaction.

Lower values mean less resistance and faster reaction.

Extremely high values will not allow suspension to compress leading to a traction loss.

Extremely low values will provide the same effect as above, the car body will simply fall down, losing traction.

Generally, you want to find a sweet spot in which the car reacts fast enough to be controllable and smooth. Wrong setup will make it janky and unpredictable.

You can easily test the work of bump and rebound settings (slow and fast) with the help of "Suspension stiffness" slider. Simply drag it back and forth. Slow movements with mouse will correspond to slow settings and fast movements to fast settings. Your goal is the reaction where the car's body remains at the same height and the wheel stays glued to the ground (no traction loss).

⚠️ If the body weight transfer is too fast and results in grip loss, increase the overall stiffness.

⚠️ If you lose grip because of a very slow weight transfer, decrease the overall stiffness.

Damper: fast bump and reboundThe working principle is the same as for the "slow" parameters. The difference is that "fast" parameters work mainly for fast weight transfers, like hitting road bumps and other imperfections.

⚠️ If you drive on bumpy tracks, decrease the overall stiffness.

⚠️ If you find your car jumping around bumps too often, increase the overall resistance.

Suspension Pt. 2

ParameterFront ToeRear ToeValue-0.20.3ParameterFront CamberRear CamberValue-3-1ParameterFront ARBRear ARBValue70 KN/m0 KN/m
Grip Racing Tuning Guide image 95
Grip Racing Tuning Guide image 96
Grip Racing Tuning Guide image 97ParameterCasterValue6ParameterAckerman AngleValue50 %
Grip Racing Tuning Guide image 106
Grip Racing Tuning Guide image 107ParameterMax. Steering AngleValue34 Degrees

In this section you will find the adjustments for the following components:

Toe

Camber

Anti-roll bar

ToeToe is the adjustment of the wheels according to the longitudinal axis of the vehicles. Negative toe means that the wheels are facing "outside" hence why it’s called toe-out, the positive one gives the opposite effect, thus the wheels are facing "inside", alternatively called toe-in.

For time attacks, I would recommend to use zero toe on front and back for less resistance and more speed. Alternatively you can use a slightly negative toe on front wheels like -0.1 or for easier turn-in. Never use positive values for rear wheels, as you will lose traction in every corner.

CamberContrary to drifting, grip racing (time attack) doesn't require you to use huge camber values.

Zero values provide maximum grip on a straight line, while slightly negative values allow for more grip when cornering.

⚠️For the front wheels use values between and -4 degrees.

⚠️For the back wheels use values between + and degrees.

Anti-roll barDo not underestimate the effect of this setting, this is the first thing you want to tune if your car understeers or oversteers.

The anti-roll bar loads the outer wheel more and takes off load from the inner wheel, while forcing the latter up. This allows the car to roll less and reduces the grip on the end of the car where the ARB is installed. Meanwhile, the other end of the car becomes more balanced and starts to have more grip.

If you install a stiff ARB in front, you give more traction to the rear end. If you make your ARB in back is stiffer than in front, you will slide all over the place and the front will be grippier. As we don't want our car to slide, we will typically use stiff front ARB and no rear ARB.

⚠️If you experience understeer, make front softer and back stiffer.

⚠️If you experience oversteer, make front stiffer and back softer.

The caster angle helps to stabilize your car.

With negative caster (- values) it's very easy to steer, but the car can be unstable on high speeds and under braking. This setting cannot be used in the game.

Neutral caster (0) allow for an easy steering and give you more feedback regarding tyres' traction in the corner, but the wheels will be less stable at high speed.

Positive caster (+ values) give stability on high speed corners and can give some extra traction in the corners due to the negative camber effect on front wheels. Higher caster give more resistance when turning the wheel. I usually put 5-7 values on my cars.

This setting is a personal preference.

0% is the maximum positive Ackerman setting (standard);

100% is the parallel Ackerman setting (zero);s below 50% will make your car slower because of useless tyre friction. s between 50% and 100% will provide the best performance. The parallel setting (100%) can work well, especially in tight corners, because the majority of car's weight shifts to the outside wheel.

In the beginning of the guide I mentioned the fact that Racing mode allows for a smaller max. steering angle. Here you want to tune it down as much as the game allows you. The thing is that most racing cars do not use high steering angles, something between 10 and 20 degrees is more than enough. In the game though, cars are adjustable to values around 35 degrees, which is still better than 0. This is because the less degrees you have, the more precision in steering input you will get, no matter what type of controller you use.

Wheels

ParameterFront Rim DiameterRear Rim DiameterValue19 In19 In
Grip Racing Tuning Guide image 142ParameterFront Tyre WidthRear Tyre WidthValue325 Mm355 Mm
Grip Racing Tuning Guide image 149
ParameterFront Tyre PressureRear Tyre PressureValue190 KPa180 KPa
Grip Racing Tuning Guide image 156ParameterFront Wheel AdhesionRear Wheel AdhesionValue120 %120 %
Grip Racing Tuning Guide image 163ParameterFront Wheel TrackRear BaseValue02
Grip Racing Tuning Guide image 170ParameterFront Tyre ProfileRear Tyre ProfileValue30 %30 %
Grip Racing Tuning Guide image 177

In this section you will find the adjustments for the following components:

Rim diameter

Tyre width

Tyre pressure

Wheel adhesion

Track width

Tyre profile

Rim diameterBigger diameters can give you more traction. Smaller diameters can give you more acceleration and more turning precision. Be careful not to make a donk car or a go-kart, values between 18 and 1 inches are the way to go.

Tyre widthThe more the tyre width is, the more traction you get from that tyre.

Usually you want to max both the front and the back tyres' width. Sometimes slightly narrower front tyres can work as well.

Tyre pressureTyre pressure determines how big is the contact patch (the amount of grip).

Under-inflated tyres give too much friction and can slow you down.

Over-inflated tyres decrease grip by having a very small contact patch.

You should find a value that gives you the best results. I would advise for fine tuning these settings between 17 and 4 kPa.

Wheel adhesionA very easy setting to understand, the more adhesion a tyre has with the pavement, the more grip and speed you get from it.

It is possible to present adhesion parameter as following:

9% - Vintage (old/used) tyres;

1% - Steet tyres;

11% - Semi-slicks;

1% - Slicks.We're in time attack, so use slicks (1%).

Track widthTrack width allow for lower center of gravity and better control.

Try to keep these settings uniform across both ends of the car. There's no need to increase one setting over another.

Tyre profileThe smaller the tyre profile is, the more you get control over your car and the more grip there is overall.

Bear in mind, that a very low profile may yield unpredictable results, as there simply won’t be enough tyre wall to absorb car movements. Simply keep it at 3%.

3 %3 %

Transmission

ParameterDiff. Locking RatioValue0.10ParameterFinal DriveValue3.75ParameterGear 1Gear 2Gear 3Gear 4Gear 5Gear 6Value2.261.581.191.00
0.770.66

In this section you will find the adjustments for the following components:

Gears

Adjustable limited-slip differential.

0% is an open differential, which means that both of rear wheels are rotating independently.

100% is a completely locked differential, both of rear wheels are rotating at the same speed.⚠️ The more the differential is locked, the faster you will exit the corners, but the risk of losing traction is higher.

The final drive adjusts the overall length of all gears, without altering the ratios of every gear individually.

Bigger values mean shorter gears, lower values mean longer gears.

Typically this is adjusted according to the track layout, tracks with a lot of tight turns would need shorter gears for faster power output, while long configurations with high-speed sections would require longer gears. In the end you’ll want to find a sweet spot that would suite the majority of tracks.

Adjust this setting first, before tuning the individual gear settings. This setting can be also seen as a final torque multiplier, the bigger the number, the faster is the acceleration.

GearsThe individual adjustment of every gear’s ratio.

Bigger values mean shorter gear, smaller values mean longer gears.

As with the final gear ratio, this is a torque multiplier, hence why shorter gears give more acceleration.

This setting is useful if you find yourself switching gears on corners where it’s not really needed. It is quite hard to adjust, as you need to constantly test the results on track for every gear. I can recommend you to search IRL gear ratios for the desired car (or at least something close in terms of performance). Personally I managed to adjust Voodoo (Viper), simply by finding gear ratios for IRL Vipers.

Brakes

ParameterBrake TorqueValue10000 N/mParameterFront Brake BiasValue62 %ParameterABSValueYesParameterLaunch ControlValueNo

In this section you will find the adjustments for the following components:

The force applied to brakes, the bigger it is, the faster the car will stop. In time attack you go faster when braking.

If you plan on using , max it for the best performance. If you don't want to use , fine tune the brake torque to avoid wheel lockup.

This setting tells the car where to apply the braking force.

More front brake bias will mean that the front wheels will do more to stop the car, than the rear wheels.

Usually you want values somewhere between 55% and 65% for the best performance.

This settings helps you prevent locking the wheels when braking.

If you just want max performance, turn it on and couple it with max. brake torque. Alternatively you can disable it and achieve the same effect with a proper brake pedal work.

This setting is not used in time attack races.

Performance Comparison Pt. 1 (1st - 56th)

Car NamePositionBest TimeClassAccelerationHandling

In this section I will provide my test results for cars tuned with the help of this guide.

I measured performance of all the cars listed below with Racing tune on Parking A circuit using Thrustmaster T150 wheel. The results should be very similar when using a gamepad with assists switched off.

The acceleration and handling are rated subjectively on a scale from 1 to 5 stars. ⭐

Rolla ZR100:47.9405⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Syberia WDC200:49.0794⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Flanker F300:49.5005⭐⭐⭐⭐⭐⭐⭐⭐Wellington S20400:49.5993⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Horizon GT4500:50.2993⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐EVA MR600:50.4393⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Voodoo700:50.8205⭐⭐⭐⭐⭐⭐⭐⭐⭐Spector RS800:50.8595⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Syberia SWI900:50.8603⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Last Prince1000:50.8794⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Atlas GT1100:50.8995⭐⭐⭐⭐⭐⭐⭐⭐⭐Godzilla R31200:51.0002⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Kanniedood1300:51.0004⭐⭐⭐⭐⭐⭐⭐⭐⭐Vanguard1400:51.1205⭐⭐⭐⭐⭐⭐⭐⭐⭐Phoenix NX1500:51.6192⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Fujin SX1600:51.7804⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Karnage 7C1700:51.8395⭐⭐⭐⭐⭐⭐⭐⭐⭐Carrot II1800:52.0005⭐⭐⭐⭐⭐⭐⭐⭐Lynx1900:52.0592⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Eleganto2000:52.1594⭐⭐⭐⭐⭐⭐⭐⭐SpeedLine GT2100:52.3395⭐⭐⭐⭐⭐⭐⭐Piranha X2200:52.4393⭐⭐⭐⭐⭐⭐⭐⭐⭐Asura M12300:52.5804⭐⭐⭐⭐⭐⭐⭐⭐⭐Corona2400:52.5993⭐⭐⭐⭐⭐⭐⭐⭐⭐Mifune2500:52.6402⭐⭐⭐⭐⭐⭐⭐⭐Patron GT2600:52.6605⭐⭐⭐⭐⭐⭐⭐⭐Cobra2700:52.7995⭐⭐⭐⭐⭐⭐⭐⭐⭐Panther M52800:52.8191⭐⭐⭐⭐⭐⭐⭐⭐⭐Falcon FC 90-S2900:52.8193⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Hachi-Roku3000:52.8591⭐⭐⭐⭐⭐⭐⭐⭐⭐Falcon RZ3100:52.8994⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐Hachi-Go3200:52.9191⭐⭐⭐⭐⭐⭐⭐⭐⭐SpaceKnight3300:53.0205⭐⭐⭐⭐⭐⭐⭐Eva X3400:53.0994⭐⭐⭐⭐⭐⭐⭐⭐⭐Samurai II3500:53.2594⭐⭐⭐⭐⭐⭐⭐⭐Wanderer L303600:53.3005⭐⭐⭐⭐⭐⭐⭐⭐Judge3700:53.4594⭐⭐⭐⭐⭐⭐⭐⭐Sorrow3800:53.5203⭐⭐⭐⭐⭐⭐⭐⭐Burner JDM3900:53.6593⭐⭐⭐⭐⭐⭐⭐Solar4000:53.7202⭐⭐⭐⭐⭐⭐⭐⭐Imperior4100:53.7602⭐⭐⭐⭐⭐⭐⭐⭐⭐DTM 464200:53.7993⭐⭐⭐⭐⭐⭐⭐Caravan G64300:53.8402⭐⭐⭐⭐⭐⭐⭐⭐Hunter4400:54.2194⭐⭐⭐⭐⭐⭐⭐Penguin4500:54.2393⭐⭐⭐⭐⭐⭐Hakosuka4600:54.2594⭐⭐⭐⭐⭐⭐⭐⭐Loki 4M4700:54.3395⭐⭐⭐⭐⭐⭐⭐Hornet GT4800:54.3603⭐⭐⭐⭐⭐⭐⭐Hummel4900:54.4594⭐⭐⭐⭐⭐⭐⭐Bandit5000:54.5004⭐⭐⭐⭐⭐⭐⭐Wütend5100:54.6392⭐⭐⭐⭐⭐⭐⭐UDM 35200:54.6604⭐⭐⭐⭐⭐⭐⭐⭐VZ2125300:54.7192⭐⭐⭐⭐⭐⭐⭐⭐Warden5400:54.7394⭐⭐⭐⭐⭐⭐⭐Unicorn5500:54.7404⭐⭐⭐⭐⭐⭐⭐Cobra GT5305600:54.9595⭐⭐⭐⭐⭐⭐⭐

Performance Comparison Pt. 2 (57th - 86th)

Car NamePositionBest TimeClassAccelerationHandling

Zismo5700:55.0595⭐⭐⭐⭐⭐⭐⭐Bimmy P305800:55.0801⭐⭐⭐⭐⭐⭐⭐⭐Midnight5900:55.1793⭐⭐⭐⭐⭐⭐⭐⭐Black Fox6000:55.1802⭐⭐⭐⭐⭐⭐⭐VZ 2106100:55.2591⭐⭐⭐⭐⭐⭐⭐⭐Spark ZR6200:55.3205⭐⭐⭐⭐⭐⭐⭐⭐Interceptor6300:55.3593⭐⭐⭐⭐⭐⭐⭐⭐Grace GT6400:55.6595⭐⭐⭐⭐⭐⭐Kitsune6500:55.6804⭐⭐⭐⭐⭐⭐Glorious XZ6600:55.7204⭐⭐⭐⭐⭐⭐⭐Panther M5 90-S6700:55.8401⭐⭐⭐⭐⭐⭐⭐⭐Rattlesnake6800:55.8604⭐⭐⭐⭐⭐⭐Thunderstrike6900:55.8992⭐⭐⭐⭐⭐⭐Shark GT7000:56.0805⭐⭐⭐⭐⭐⭐⭐⭐Interstate7100:56.4194⭐⭐⭐⭐⭐⭐⭐Magnum RT7200:56.4594⭐⭐⭐⭐⭐⭐Raven RV87300:56.5003⭐⭐⭐⭐⭐⭐Equator D7400:56.5993⭐⭐⭐⭐⭐Inferno7500:56.9393⭐⭐⭐⭐⭐⭐Nomad GT7600:56.9395⭐⭐⭐⭐⭐⭐Flash7700:56.9805⭐⭐⭐⭐⭐⭐⭐Pirate7800:57.0592⭐⭐⭐⭐⭐⭐Hotrod7900:57.0804⭐⭐⭐⭐⭐Dacohosu8000:57.3191⭐⭐⭐⭐⭐⭐⭐Black Jack X228100:59.8795⭐⭐⭐⭐⭐Betsy8200:59.0403⭐⭐⭐⭐⭐⭐Black Jack X1508301:00.2395⭐⭐⭐⭐⭐Cargo8401:00.5203⭐⭐⭐⭐Shadow XTR8501:01.1605⭐⭐⭐⭐⭐Warrior8601:02.0595⭐⭐⭐⭐

Performance Comparison Pt. 3


Grip Racing Tuning Guide image 285
Grip Racing Tuning Guide image 286
Grip Racing Tuning Guide image 287
Grip Racing Tuning Guide image 288
Grip Racing Tuning Guide image 289

Here you will find a small recap on fastest car in each class.

Class 1

Class 2

Class 3

Class 4

Class 5

The End

So, that's pretty much it. If you have any additional info to add, feel free to comment.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2547828993					

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