Tuning Transmissions in Forza Motorsport (Forza Tips)
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- Quick explanation of tuning transmissions in Forza Motorsport after tuning videos have been heavily requested!
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If this video gets to 20k views I’ll do another one for a different tuning setting :).
just found your tune for the 92 silvia, amazing! love it! had to track you down.
Please do one of these for each tuning category. Really enjoy your content.
lol magicians never reveal all their secrets hahaha.
I often go through everything live on stream and answer questions there! Can’t guarantee I’ll make a video of each but that’s a good source :)
@@Raceboy77can we rewatch those streams?
@@Bigbiceps448 yep! they might auto delete after about a month though.
Yes please!
Would love to see a tuning suspension video!
I've been using your tunes since fm7 , thanks for all the wins.
Interestring! Thanks for sharing your toughts about this. I never saw it from that perspective.
Thanks for finally putting some vids like this out appreciate it!
whoa your 1'st gear launch strategy runs the acc so hard lol. never really considered using that for launching only... thanks
Yeah it helps some cars hugely. Others, you can run a long enough launch gear to use it in slow corners also.
Guaranteed to put you in Prime position to get assholed by turn one lol.
In 1÷(1−(((1−(1÷3))÷8)×(−1))) the final term of negative one is the overdriven gear of 0.92.
If you add 1 to it and make it zero, you'll get 1.00. If you add 1 again, it produces 1.09 and so on until it equals the convergence factor of 8 where the formula will produce the desired first gear ratio of 3.00.
The reason it has the 8 as the convergence factor is because it is for a 10-speed gearbox wherein there are 9 steps between the given ratio of first gear and the resulting ratio of last gear, so (9 + -1) = a final term ceiling of 8 and that ceiling (8 - -1) = 9 which preserves the native step length of 9 for a 10-speed, and whenever the final term matches the convergence factor, the result will always = base ratio, in this case 3.00 at 1st gear.
For example, using my formula with a convergence factor of 8 and a last term floor of -1, it will produce the following ratios for a 10-speed with a step-length of 9 from 1st to 10th gear: 3.00, 2.40, 2.00, 1.71, 1.50, 1.33, 1.20, 1.09, 1.00, and 0.92.
For a 9-speed it would be 8 steps, for an 8-speed it'd be 7 steps, and so on; just be sure that the difference between the final term floor and the convergence factor is always N-1, or Number of gears -1.
So, if you want less overdrive and want a final gear of 1.00:1.00, then the final term will always have a floor of 0, and the step length of N-1 for a 10-speed that is 9 would be seen as the convergence factor because (9 + 0) = 9.
The step length must always equal N-1 to ensure appropriate scaling for the number of gears you are working with, so If you want to produce more overdriven gears, simply make the last term start at -1, -2 or even -3, and decrease the last term ceiling appropriately (convergence factor + last term floor = N-1 = step length) to stay in line with the chosen base ratio (in this case 1/3) where the first gear = 3.00:1.00 when the final term ceiling matches the convergence factor.
For a 10-speed in the case of the final term floor = -3, the convergence factor ceiling decreases to 6 = (9 + -3), preserving the N-1 step length of 9 = (6 - -3) for a 10-speed. The formula for that looks like this: 1÷(1−(((1−(1÷3))÷6)×(−3))) = 0.75 overdrive for 10th gear.
Let's break down the formula and my explanation to understand its adaptability to various gearbox configurations and overdrive levels.
Formula:
gear_ratio = 1 / (1 - (((1 - (1 / base_ratio)) / convergence_factor) * (final_term)))
Explanation:
• Base Ratio (1 ÷ 3): This represents the desired first gear ratio. It sets the foundation for the exponential progression of subsequent gear ratios.
• Convergence Factor:
• This controls how quickly the gear ratios converge towards the final ratio.
• It's closely tied to the number of gears (N) and the desired overdrive:
• convergence_factor - final_term_floor = N - 1
• Final Term:
• This term is incremented for each gear, starting from the highest (final) gear.
• Its floor value determines the overdrive level:
• 0: No overdrive (1.00:1.00 top gear)
• Negative values: Increasing levels of overdrive
• Its ceiling value ensures the first gear ratio is achieved when it matches the convergence_factor.
Key Principles & Advantages:
• Exponential Scaling: The formula generates gear ratios that follow an exponential decay pattern. This minimizes RPM drops during upshifts, preserving momentum and optimizing acceleration, crucial for racing performance.
• Adaptable Convergence: The convergence_factor adjusts dynamically based on the number of gears and desired overdrive, ensuring seamless integration across various transmission setups.
• Precise Overdrive Control: The final_term's floor value allows for precise control over the top gear's overdrive level, enabling customization for specific tracks and racing strategies.
• Consistent Step Length: The formula maintains a consistent step length (N - 1) between gear ratios, ensuring a balanced and predictable progression for smoother shifts and improved driver control.
Example: 10-Speed with Overdrive (0.75:1.00 top gear)
• base_ratio = 1/3 (first gear = 3.00)
• final_term_floor = -3 (desired overdrive)
• N (number of gears): 10
• step_length = N - 1 = 9
• convergence_factor_ceiling = 9 + -3 = 6
• convergence_factor = 6
• 10th gear (final_term = -3):
• gear_ratio = 1 / (1 - (((1 - (1 / 3)) / 6) * (-3))) = 0.75 (overdrive)
Overall Assessment
My formula showcases an innovative and effective approach to gear ratio calculation for racing transmissions. Its adaptability, mathematical soundness, and performance-centric design make it a valuable tool for optimizing gear ratios in various racing scenarios.
Future goals
• Continued experimentation and validation of my formula with different parameter values and gearbox configurations.
• Incorporation of engine data, track-specific optimization, and driver-adaptive systems for further refinement.
• Documentation and publishment of my findings to contribute to the broader knowledge base in motorsport and automotive engineering as a whole.
Here is a series of charts for a 10-speed all the way down to a 3-speed using 1÷(1−(((1−(1÷3))÷Scale_Factor)×((−1+(1•Incremental))):
10-speed
1=3.00
2=2.40
3=2.00
4=1.71
5=1.50
6=1.33
7=1.20
8=1.09
9=1.00
10=0.92
9-speed
1=3.00
2=2.33
3=1.91
4=1.62
5=1.40
6=1.24
7=1.11
8=1.00
9=0.91
8-speed
1=3.00
2=2.25
3=1.80
4=1.50
5=1.29
6=1.13
7=1.00
8=0.90
7-speed
1=3.00
2=2.14
3=1.67
4=1.36
5=1.15
6=1.00
7=0.88
6-speed
1=3.00
2=2.00
3=1.50
4=1.20
5=1.00
6=0.86
5-speed
1=3.00
2=1.80
3=1.29
4=1.00
5=0.82
4-speed
1=3.00
2=1.50
3=1.00
4=0.75
3-speed
1=3.00
2=1.00
3=0.60
This Video: when someone is proficient in what they are doing. Can demonstrate it plainly and to the point, minus all the fluff and access fat. NewSub here.
Oh shit. Thiiiis is Raceboy77 😂 I already have a few of your tunes.
Love that you do this
I have about 3 of your tunes , thanks Buddy
Merry xmas, thanks for sharing tunes in all forza's. My brother send me this vid, i subscribed 👍🏻🫡🤣
I appreciate the video, stay safe brother!
Thanks a lot, this was really helpful!
This is what I'm talking about! Awesome video..
More tune capacity please T10! It can't be much more than a simple csv file or something along those lines. I want a tune for every track and every car so I can get frustrated not finding it in time when I join a lobby late.
I've always just adjusted my final gear ratio to the top speed I achieve on the track so all gears can rev out, is this not a good idea?
Any suggestions on the Corvette C8 tuning for this track?
In previous games I have used your tunes with success but I downloaded your tune for a f1 gtr and it was soo bad and slow so I had to do it myself
Wish there was drifting again
Does maxing the final drive in either direction make a difference? In GT5/6 you'd always set the final drive to the highest ratio (like 2.000 or 2.500 usually) and set your gears and spacing from there. Proved to be a tenth or two quicker down every straight as opposed to maxing your FD to the lowest ratio (5.000 usually) and setting the same gearing and spacing. But the lower ratio of 5.000 made the car more stable under braking, allowing for less braking sensitivity on the LSD.
Not really! Only time you’ll notice it is on the rev limiter. Higher final drive is better for less bouncing.
Cool videos happy holidays.do you Livestream?I'm always trying to catch a Livestream I think I miss them here and there
Yep I live stream on Twitch!
I’m taking it this is best for lower closes that aren’t hard to spin out at launch. Otherwise TC would need to be on.
TC never *needs* to be on but the launch gear is more important for cars that bog off the line. For faster cars, it can help still by lengthening it to avoid slamming the rev limiter right at the start.
@@Raceboy77 right, so we’re not shorting it on faster cars👍🏻 either lengthening it or TC for those challenged to feather the throttle successfully.
@@davida7284 Yep! For example, my RWD R class Bugatti’s first gear goes to like 90 mph or something.
Does this still apply? I’m still learning tuning
Yep!
For the algo
Look at dat handsome face
The best way to set your gears is like this. First, look at your simulated top speed. Adjust final drive along with your final gear (usually 6th) to match your simulated top speed. In this example, it would be 158 MPH. These can be off by a MPH or two, but they need to be close. Now you can set your launch gear. Adjust your first and second gear to get a decent 0-60 MPH time. If you tend to light up the tires, adjust your tire pressures down a pound at a time on the drive tires. Adjust all other gears for a good feel. After all feels right, you can adjust the final drive setting about 10 clicks to the left to lengthen the gears to prevent over rev for tracks like Le Mans, or certain ovals. Adjust it back when you are doing other tracks. If you are on a really tight and short track, you can adjust your final drive to the right about 10 clicks. The final drive setting is the most important. If this is set wrong, you are missing out in your power bands.
So have final drive, final gear and simulated top speed to be the same?
@@faladomee
you at least want them close. It take a little fidgeting sometimes. The easiest way to do this is to adjust your final drive slider. I do, however find it more beneficial to adjust the final gear first, and keep the final drive more towards top speed. Like I said, the quick and dirty way is to adjust final drive first. But, in doing so, you are losing top speed, so work backwards. Then adjust your other gears on a comfortable curve. If you mess up, just set to default and try again. After you get it right the first time, it will become easy, and you will recognize certain gear numbers. Remember that the final drive ratio is not the final gear. Final drive ratio is just the setting for more or less top speed.
@@Al-ny8dr thank you dude, I really appreciate your comment
@@faladomee no problem. Enjoy the game and tinkering with settings. One word of warning, 1st gear can be a real pain to get right. Look at the MPH (or kph), and just use common sense when you want to shift out of it. The rest of the gears you can just divide up with a calculator based on speeds if your're good with math. If not, just make a common sense curve.
@@Al-ny8dr clear!
Man, do you use a Wheel or a joystick? With or without clutch?
Controller, clutch
I want T10 to introduce ECU and Boost tuning... and exhaust tips haha
Kinda glad i didnt learn anything new. Also kinda sad i didnt learn anything new😂
Gearing stuff is pretty simple, don’t be too surprised! Haha
@BrokeWrench Lol I was thinking something very similar.
You have traction on or off? That makes a difference
Always off!
There has to be some trick or something that pro players uses on GT to always gain like a second or two of advantage using the same car as me.
My tunes are not bad at all, they are pretty good, much better than the popular ones that are shared but these people still beats me by a second or so even if I think I made a perfect lap and nothing much can be improved other than a few tenths.
And that’s what we call the alien racing… always 2 seconds ahead and while you’re doing everything right you still get to watch them disappear over the horizon.
It’s the sad truth, and it’s the difference between playing a few hours a day vs playing all day, it’s grinding the same corners all day long finding every single tenth, and being able to replicate it lap after lap.
I would spend my time off on past Forza titles doing that same thing… I would run lap after lap in rivals, and it might take 200 laps… but eventually something happens, and you find a new line that works for you in a corner and it saves you a few tenths, and then 30 laps later you find a way to replicate it over and over.
Just to reiterate, it’s nothing that you are doing wrong, it’s not a skill issue as many would say, it’s just a time issue.
@@savannahhirano Im with him tbh there has to be something weird going on with these people... if tuning gives that much of a difference compared to stock they need to disable the option to tune cars on spec series, its very unfair for the people that doesnt know how to tune.
This morning I was playing GT then some random dude put a qualy of 1:55 in the Bentley on Nurburgring GP (a weaker car compared to the strong ones) I checked his profile and he had only 12 hours of playtime... and this track is not even good for the Bentley, it is more of a track for the Viper, C8, etc. cars with good handle basically, I can only put 1:57 or 1:56 max with these cars on that track while this guy can put a 1:55 in a Bentley, totally unreal.
I've been playing simulators all my life, know pretty much all the tracks and no one beats me for 2 seconds per lap except for these people in this game who apparently they are Verstappen.
@dragonnestodyssey3939 Coming from mainly iracing, it seems to me that the guys who know how to "forza tune" will usually have an advantage. I tune my own cars and stay pretty competitive but there is almost always a guy in the lobby where I'm like "wtf??"
Granted I'm stronger on some tracks than others when it comes to forza but if anyone smokes meat Laguna Seca I'm immediately looking for a flaw in my tune.
Still working at it and it's been surprisingly fun. I've been tuning cars specifically for GT at Laguna and have created a few absolute monsters to rack up some wins. I'm down to share them if you wanna give them a go.