Good evening/night/morning/day/afternoon/bad
sir/madam/alien/animal.
This
page henceforth shall
be otherwise known,
and also referred to
as, the Gran Turismo
Four Quarter Mile Tuning
Guide web page. It is
within your legal rights
and obligations to familiarise
yourself with the informations
contained on this web
page, whilst taking
into consideration that
i'm struggling to think
of extraordinarily long
words to make myself
soundsmrt smart.
Maybe that's why i remember
being about a metre
taller than all my classmates
at school, i must have
kept being held back
a year until they finally
gave up. I winnar!
Good evening/night/morning/day/afternoon/bad
sir/madam/alien/animal.
Hmmm,
just got a feeling of
de-ja-vu.
Anyway!
Here it is! The moment
you've all been waiting
for! Whether you knew
it or not! There is
another exclamation
mark at the end of this
sentence! This one too!
After the first version
of this guide was 'lost'
(dog ate it?) it was
started again and is
now bigger and better
than the first one!
Some of the stuff here
may be slightly over
some peoples heads and
feets but once you read
it all you start to
see things falling into
place (this is where
the hardhats i sent
out to you will come
in handy). Good luck
on the drag strip, you'll
need it! Unless you
don't, then you won't.
But you might.
GT4 DRAG RACING TUNING
GUIDE
By Andy R (which, like
his GT3 version, is
completely devoid of
anything funny i've
written. If you are
as upset as i am about
this, i still have some
gooey chocolate, cookie,
cake and lolly ice cream
left if you want to
share?)
Welcome
to another installment
of the GT Tuning guide
for the 1/4 mile.
With
GT4 we now have a proper
drag-strip for testing
of our cars, instead
of some random test
track, which is quite
a nice touch. It is
equipped with a Christmas
tree for takeoff and
a time board at the
bottom of the track.
All very nice, but what
about the physics of
the cars involved? Well,
this time Polyphony
Digital have outdone
themselves. GT4 is the
most realistic simulation
of car physics ever,
at least in my mind. What
this means for
us is that with the
correct tuning we can
get the closest results
to what would actually
happen if you ran a
particular car down
the track, with any
number of modifications.
Before we dip into the
tuning guide settings
I thought i'd discuss
a few new performance
options that are now
available for use to
use while doing or GT4
1/4 mile racing.
|
SUPERCHARGERS |
|
These
compressors run of a
cars crankshaft
using a rubber belt
or pulley, and are used
to force in more air
than an engine can normally
draw in through normal
means. This creates
boost, thus
the engine is supercharged.
In the GT4 scheme of
things superchargers
can provide awesome
boost response down
low and in the midrange
of, but are generally
inefficient at higher
revs (where the boosted
air gets hotter), and
they also use engine
hp to spin in the first
place. Even though a
turbocharged setup will
generally out-power
the supercharger up
top, there is nothing
in the game to make
low-rpm torque like
a supercharger - not
even nitrous (although
both go together nicely!).
As
example, my SS Commodore with its 5.7L V8 makes
245kW standard, and generally feels a bit limp
below 4000rpm, after which it hammers. Add the
supercharger onto it and it makes 340kW with no
other modifications.
This
is a good power increase
in general (95kW), but
its the torque
increase down low that
makes it worthwhile
- 510Nm stock (peaking
at 4200rpm), vs. 753Nm
supercharged (peaking
at only 2850rpm!). To
really see the increase,
have a look at the power
and torque charts (in
garage) to see what
a supercharger does
for your torque curve!!
You'll find that a soft,
peaky engine can
suddenly fry tyres like
a big capacity V8 when
given a bit of supercharged
boost.
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|
NITROUS
OXIDE |
|
Nitrous
(Its not called NoS
which is a brand name
damn Fast and Furious
movies!) is a clear
gas (held in a pressurised
state in a bottle) that
can be injected into
a petrol motor along
with extra fuel to create
an extremely powerful
burn in the cylinders.
This nitrous hit
is adjustable, and can
be tailored to provide
more power assistance,
but at a reduced duration
- the bottle empties
faster when more is
used.
As
with real life, Nitrous
adds hp (which gives
mph gains) but in general
it is best in its ability
to make massive torque
gains (which give low
ET's - if you don't
wheelspin). Nitrous-fed
cars can suddenly take
off in higher gears
(to give nice fast launches)
without bogging down,
which makes for some
huge time reductions,
and the general hp increase
will see good mph (speed)
gains.
The
real highlight of Nitrous though is what it can
do to a Turbocharged car. In reality (and GT4
it seems!), the turbocharger on an engine is driven
via exhaust gasses being expelled from the car,
and the speed that the turbocharger can turn at
is dictated by this restriction. As a general
rule, the faster the turbo can spin the more pressurised
air it can force into an engine (boost), and the
more power and torque can be created.
Nitrous
itself contains a massive amount of oxygen molecules
in its chemical make-up, and therefore when it
is injected into an engine (with more fuel to
keep the air/fuel mixture in check) it can generate
huge amounts of exhaust gasses, even at low rpm.
What this means is that turbochargers can be made
to provide massive boost outputs at lower rpm
levels where normally they would be lagging, and
the final hp output of the engine can be increased
over 100%, even on a full house modified
engine.
Time
for an example or two
1997
Supra RZ, bog stock
- I won this car - so its brand new - gave it
an oil change, it now has 355 hp (most others
that make 325 - 330ish). I ran it as it came except
I gave it full slick tyres, and the best I could
get was a 13.03 at 110mph. After installing Nitrous
Oxide (set to 70 hp) I ran again, culminating
in a 11.48 at 132mph. The expected gain for a
70 hp increase would have been around 118mph,
yet the car ran 132mph - this indicates somewhere
in the region of 590hp is being generated
And
for a more extreme example, I have a;
Lancia
Delta S4 rally car, 1985 model
- The Lancia has a 2L DOHC turbo 4 cylinder, and
with a stage 4 turbo it makes a very strong 590
hp. As its a 4WD it hooks up well with full
slicks and is good for running a 9.77 at 147mph.
However, as most 4 cylinders have the ability
to run a 100 hp nitrous boost, the little 2 litre
is suddenly given a massive power increase, and
with enormous wheelspin and 3rd gear
takeoffs the Lancia runs 7.882 at an insane 203mph
(330kph!). The mph indicates somewhere in the
region of 1250 hp out of the 2L engine
Now
onto the setup part
of the guide.
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|
SUSPENSION
SETUPS - GAINS TO
BE MADE |
|
Depending
on the make, model and
age of a car in GT4
you can see either a
small gain or a massive
gain when changing and
tuning the suspension
for drag racing. The
reason behind this comes
down to what the standard
suspension/tyres/weight
bias and power delivery
is like to start with,
and thus how effective
the vehicle is putting
power down already.
To
explain, a late model Mazda RX-7 can run a low
10 second quarter mile with its standard suspension
setup (factory stock) when given all other mods.
It does this due to its wide tyres, its 50:50
front to rear weight bias and its smooth power/torque
curve that rises in a fairly linear manner (a
nice rising curve as the revs go up).
Conversely,
I have a 1969 Corvette which sports similar power
and weight bias to the Mazda but cannot match
its times on standard suspension, even with all
other mods being done This is due to the Corvette
being equipped with narrower tyres and the fact
that the modified (supercharged) V8 delivers a
massive amount of power and torque early in the
rev range, making the car wheel-spin too much,
and hard to balance on the throttle.
For
all my GT4 drag cars
I have adopted a setup
that will return results
no matter what - they
are as follows:
FOR
FR, RR, MR CARS |
SPRING RATE |
-
Front |
As
light as possible |
-
Rear |
Between
standard and mid-way |
RIDE HEIGHT |
-
Front |
All
the way up |
-
Rear |
Standard |
DAMPENING |
-
Front |
10
Bound |
1
Re-bound |
-
Rear |
8
Bound |
6
Re-bound |
CAMBER |
-
Front |
Usually
stock (2 degrees) |
-
Rear |
0
degrees |
TOE |
-
Front |
0
degrees |
-
Rear |
0
degrees |
SUMMARY |
-
This setup asks
the car to transmit
as much weight as
possible to the
rear, where it can
be used to pin the
rear tyres to the
track - hopefully. |
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FOR
FWD CARS |
SPRING RATE |
-
Front |
Between
standard and mid-way |
-
Rear |
As
high as possible |
RIDE HEIGHT |
-
Front |
Standard,
or slightly lower |
-
Rear |
All
the way up |
DAMPENING |
-
Front |
1
Bound |
10
Re-bound |
-
Rear |
10
Bound |
1
Re-bound |
CAMBER |
-
Front |
0
Degrees |
-
Rear |
0
Degrees |
TOE |
-
Front |
0
Degrees |
-
Rear |
0
Degrees |
SUMMARY |
-
This configuration
tries to stop the
forward momentum
of the car from
transferring too
much weight to the
rear - keeps the
nose down and the
car angled forwards
over the front wheels.
Works well when
ballast is added
over the front of
the car. If the
vehicle makes large
torque or power
it may be necessary
to retain a lower
spec flywheel (to
slow the torque
delivery) or launch
in higher gears. |
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FOR
4WD/AWD CARS |
SPRING RATE |
-
Front |
Mid-way |
-
Rear |
Semi
hard (75%) |
RIDE HEIGHT |
-
Front |
Stock |
-
Rear |
Slightly
higher than stock |
DAMPENING |
-
Front |
4
Bound |
4
Re-bound |
-
Rear |
4
Bound |
8
Re-bound |
CAMBER |
-
Front |
0
degrees |
-
Rear |
0
degrees |
TOE |
-
Front |
0
degrees |
-
Rear |
0
degrees |
VCD |
-
Torque Split |
50/50 |
SUMMARY |
-
This is a combination
of the FR and FWD
setup - we want
to keep the front
AND the back of
the car from rising
or falling too much,
as this costs traction
at either end of
the car. In all
cases its
advisable to do
all available weight
reduction mods,
and if needs be
replace this weight
with ballast (which
can be placed over
any area of the
car to aid traction). |
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|
TRANSMISSION
AND DRIVECHAIN CHOICES
- WHAT TO RUN? |
|
Depending
on a few factors you
should pick wisely when
it comes time to buy
transmission/ drive-train
parts. This goes for
all parts except for
clutches (triple plate
always) and differentials,
which can be any of
the 4 types available
(no difference in a
straight line).
Flywheels
- The more torque you generate, the quicker the
engine will be able to rev, and possibly wheelspin.
Makes big torque engines hard to balance on the
throttle, especially when trying to setup the
revs for launching off the line.
Gearbox
- Fully Custom box -
no matter what!! Spend
that 10,000cr and make
your car run any amount
of gears over the 1/4
mile that you want -
my 1969 Corvette runs
a three speed setup
(monster torque) whereas
my S2000 runs a tightly-packed
6 gear setup (low torque).
Carbon
driveshaft
- Same principle as
the flywheel (less rotating
mass means faster acceleration),
but I generally make
this one change to all
my cars, as it only
becomes a factor once
you launch the car -
it does not affect the
vehicle before you takeoff.
The gains will be larger
for low torque cars
that struggle to accelerate
with a standard shaft,
whereas for some supercharged
V8's you cant
tell the difference.
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|
BALLAST
FOR TRACTION - ADD
SOME MORE!!! |
|
For
all the vehicles in
GT4 that are only powered
by one set of wheels
(i.e. everything except
for 4WD) its crucial
to add some form of
ballast to provide extra
grip (traction). This
weight is used to pin
the tyres to the road
surface more effectively
and will help you to
launch a vehicle that
would otherwise wheel-spin
copiously.
The
amount of weight you add will be dependant on
a few factors, but generally speaking I run my
rear wheel drive cars at about 80-120kgs of ballast,
and my front drive cars closer to 200kgs of ballast.
The reason for the difference is that when a RWD
car accelerates a lot of weight is transferred
to the rear - a front drive car conversely has
weight taken off its drive wheels, hence the maximum
amount of weight is needed.
Some
cars will benefit a lot more than others by having
weight added. Large capacity/supercharged or torque
productive cars can be made to launch extremely
fast where normally they spin the wheels, and
for hi-rpm /low torque cars they can be geared
shorter in the lower gears to provide faster launches.
The
only real downside to
all this is that weight
can cost Mph (speed),
in that you will generally
see a 3-5mph loss for
every 100kgs you add
into your car. However,
this is offset by the
fact that most modified
street cars in GT4 cant
get enough traction
- there isn't enough
tyre to transmit the
power they put down,
and in some cases you
may actually see a gain
in speed due to the
vehicle being able to
transmit full power
to the ground earlier
on. This is especially
relevant for cars using
nitrous, where the hp
and torque gains are
mainly lost through
wheelspin.
Please
see my example below for the reasoning behind
this.
Pontiac
GTO Coupe, 770 hp
- The Pontiac
has a considerable torque
peak in its rev range,
around the 3500rpm area
that makes the car prone
to wheelspin in the
lower gears. With all
normal 1/4 mile mods
and adjustments done
the car runs 10.62 @
140mph over the quarter
mile
I then added
90kgs, which brought
times down to 10.30
@142mph, and finally
170kgs which gave me
9.97 @ 141.
Traction
is the biggest factor
in getting a modified
car down the strip quickly.
When you add ballast
over the driving wheels
you are attempting to
make the tyres rotate
at the same rate as
the ground beneath them,
hence the vehicle accelerates
at a faster rate.
Without ballast (even
when running super slick
tyres) a high-powered
car can wheel-spin most
of the way down the
track.
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|
WEIGHT
REDUCTION - GOOD
OR BAD? |
|
In
my previous guide for
GT3 I noted that for
fast times with a FWD
car it was generally
best to leave some weight
on the car - this helped
the lower traction FWD
setup grip the road,
resulting in less wheelspin
(and lower times). This
rings true in GT4 as
well, but only for certain
types of cars. The kinds
of vehicles that need
to retain weight for
fast times are generally
those with huge torque
figures (large capacity,
supercharged etc) and
cars that have narrower
tyres (most pre-1990
road cars have narrow
tires). These vehicles
will benefit from having
some extra mass to help
them with making that
sudden launch off the
line - suspension tuning
and race tyres can only
help so much!!
But enough storytelling
- here's yet another
example
My
1970 454 SS Chevelle
- With 7.6L of V8
under the bonnet it
makes 685Nm of torque
just off idle (2600rpm),
so even with slicks
it can light the tyres
easily, especially if
it drops into the next
gear at these revs.
I then added a supercharger
to the mix, which gave
me +365 hp, but added
a massive 503Nm - a
total of 1188Nm - I
now had major traction
issues even in 3rd gear
(and I only run 4 gears
for 1/4 mile setup in
this car!).
This
car had already had
all its weight taken
out (from 1850kgs down
to approx. 1440kgs),
so I couldn't put this
back in. Even with all
mods for suspension,
longer gearing (to try
to tame the torque curve)
and 200kgs of ballast
I could only
run a 10.91
So
this car was taken off
drag duties, converted
to N/A stage two and
setup for circuit racing
(still very sideways
circuit racing!), and
another Chevelle was
then modified.
This
car was built identical
to the previous one,
except for the weight
reductions, which were
never touched. With
exactly the same settings
to the other car (but
minus the 200kgs ballast)
this SS ran a 10.55
straight away. I still
found that the car had
traction issues, so
I added weight slowly
until I had an additional
135kgs. With this I've
run 9.88 @ 152mph -
over a second quicker
than the old car, with
more weight rather than
less.
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|
COMMON
PERFORMANCE CHARACTERISTICS
OF AN ENGINE |
|
When
viewing an engines 'type'
in the garage you can
get a fairly good idea
of how the car is going
to drive. This relates
mainly to the capacity
of the engine and the
valve-train (fuel/air
inlet) setup of the
vehicle. Here's a list
of terms and a basic
understanding of what
they mean for that engine.
OHV
- Over-Head Valve
- Although this configuration
is the oldest and most
basic of all the setups
it is used on some newer
cars (mainly V8s). In
general terms these
cars will build torque
well in the low-midrange
and have a power curve
that flattens out up
top. Most standard cars
with this setup don't
make much power beyond
6000rpm unless excessively
modified, or of a late
model design.
SOHC
- Single Over-Head Camshaft
- Having no pushrods or rockers to operate the
valves, this configuration sees the camshaft on
the very top of the cylinder bank. The single
cam itself operates all the valves (inlet and
exhaust) and it generally allows for higher RPM
than a OHV setup as there is less moving parts.
This was developed for use (in production road
cars) during the late 60s/early 70s, mainly for
use on 4/6 cylinder engines.
DOHC
- Double Over-Head Camshaft
- Having twin camshafts
mounted over the cylinder
head allows for individual
cams to run the inlet
and exhaust valves,
which means the ability
to change the timing
of each to allow for
both good low rpm response
and then allow for hi-rpm
cylinder filling (large
horsepower output for
capacity). This setup
uses a 4 valve per cylinder
arrangement, so nitrous,
turbos and superchargers
will see more of a top
end power gain than
those put on a similar
engine with a non DOHC
arrangement - this setup
flows better than anything
else.
Small capacity engines
- up to 3L |
- These engines have (obviously)
smaller and lighter
internal parts,
therefore they can
usually support
higher rpm. Small
engines with OHC
or DOHC setups can
make awesome power
for their capacity,
either n/a or boosted.
Mainly comprised
of 4 cylinders,
although some 6's
start at 2L capacity.
This also covers
twin rotor rotary
engines (13B etc.)
as found in all
RX-7s. |
Medium Capacity - 3.0L
to 6L |
- This is the realm of
6 cylinders and
V8s. These engines
can be low rpm 'torque
machines', good
overall setups or
absolute, nothing-but-top-end
screamers. Power
output usually is
dictated by the
age of the car its
in - older engines
usually don't make
nearly as much power
as a newer multi-valve
and/or fuel injected
setup. |
Big capacity - 5.8L upwards |
- The big power engines
reside here, usually
in one of two configurations.
The first is the
old-school muscle
cars, of American
vintage - these
engines are all
OHV technology,
hence they generally
aren't good at making
power past the 5500rpm
mark, but due to
their huge capacity
they can produce
phenomenal torque
figures even with
low hp outputs-
most of these engines
sport 600Nm + as
standard.
With
minor modifications
such as a bolt-on-supercharger,
exhaust and tune
(approx 16,000cr
expense) these
engines will approach
or exceed 1000Nm,
making them much
quicker than their
power output suggests
- if you can get
the power down.
However,
they will struggle
against the newer
large capacity
engines, which
sport electronic
fuel injection,
multi-valve induction
setups and variable
valve timing -
these engines
can punch out
both huge torque
figures as well
as 700+kW top
end outputs (and
without having
to rev much either!). |
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|
SUMMARY |
|
The
only real way to get
any car to perform over
a 1/4 mile (even a simulated
one) is to follow the
oldest racing approach
- test and tune. With
only the right parts
and the right settings
will you be able to
get those low ET's and
high MPH numbers, so
keep modifying, chopping
and changing until you
find what suits your
chosen vehicle best.
The info enclosed in
this guide is just that
- a guide to hopefully
assist you. It is in
no way the be-all and
end-all for GT4 drag
racing, but it should
help you to understand
a few of the more complex
theories and principles
behind getting a good
1/4 mile result.
Thanks
for reading, and keep
sending SkylineObsession
your 1/4 mile submissions!
Andy
R :D
The
Gran Turismo 4 1/4 Mile
Records will magically
appear on your screen
if you click this link.
Bet you didn't know
that either?
|