CarX Drift Racing Online

CarX Drift Racing Online

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Grip Racing Tuning Guide
By Step
This guide aims to explain the tuning for the forgotten Time Attack mode in CarX Drift.
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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://steamproxy.net/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
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 length
The 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.

Parameter
Front springs length
Rear springs length
Value
7 cm
7 cm

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

Parameter
Front stiffness
Rear stiffness
Value
150 kN/m
130 kN/m

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.

Parameter
Front bump
Rear bump
Front rebound
Rear rebound
Value
8000 N s/m
8000 N s/m
10000 N s/m
10000 N s/m

Damper: fast bump and rebound
The 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.

Parameter
Front fast bump
Rear fast bump
Front fast rebound
Rear fast rebound
Value
15000 N s/m
15000 N s/m
17000 N s/m
17000 N s/m
Suspension pt. 2
In this section you will find the adjustments for the following components:
  • Toe
  • Camber
  • Anti-roll bar
  • Caster
  • Ackerman angle
  • Max. steering angle
Toe
Toe 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 -0.2 for easier turn-in. Never use positive values for rear wheels, as you will lose traction in every corner.

Parameter
Front toe
Rear toe
Value
-0.2
0.3

Camber
Contrary 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 -1 and -4 degrees.
⚠️For the back wheels use values between +0.3 and -3 degrees.

Parameter
Front camber
Rear camber
Value
-3
-1

Anti-roll bar
Do 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.

Parameter
Front ARB
Rear ARB
Value
70 kN/m
0 kN/m







Caster
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.

Parameter
Caster
Value
6

Ackerman angle
This setting is a personal preference.
  • 0% is the maximum positive Ackerman setting (standard);
  • 100% is the parallel Ackerman setting (zero);
Values below 50% will make your car slower because of useless tyre friction. Values 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.

Parameter
Ackerman angle
Value
50 %





Max. steering angle
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 60. 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.

Parameter
Max. steering angle
Value
34 degrees
Wheels
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 diameter
Bigger 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 21 inches are the way to go.

Parameter
Front rim diameter
Rear rim diameter
Value
19 in
19 in



Tyre width
The 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.

Parameter
Front tyre width
Rear tyre width
Value
325 mm
355 mm



Tyre pressure
Tyre 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 170 and 240 kPa.

Parameter
Front tyre pressure
Rear tyre pressure
Value
190 kPa
180 kPa



Wheel adhesion
A 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:
  • 90% - Vintage (old/used) tyres;
  • 100% - Steet tyres;
  • 110% - Semi-slicks;
  • 120% - Slicks.
We're in time attack, so use slicks (120%).

Parameter
Front wheel adhesion
Rear wheel adhesion
Value
120 %
120 %



Track width
Track 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.

Parameter
Front wheel track
Rear base
Value
0
2



Tyre profile
The 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 30%.

Parameter
Front tyre profile
Rear tyre profile
Value
30 %
30 %

Transmission
In this section you will find the adjustments for the following components:
  • Diff. locking ratio
  • Final drive
  • Gears

Diff. locking ratio
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.

Parameter
Diff. locking ratio
Value
0.10

Final drive
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.

Parameter
Final drive
Value
3.75

Gears
The 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.

Parameter
Gear 1
Gear 2
Gear 3
Gear 4
Gear 5
Gear 6
Value
2.26
1.58
1.19
1.00
0.77
0.66
Brakes
In this section you will find the adjustments for the following components:
  • Brake torque
  • Front brake bias
  • ABS
  • Launch control

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

Parameter
Brake torque
Value
10000 N/m

Front brake bias
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.

Parameter
Front brake bias
Value
62 %

ABS
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.

Parameter
ABS
Value
Yes

Launch control
This setting is not used in time attack races.

Parameter
Launch control
Value
No
Performance comparison pt. 1 (1st - 56th)
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. ⭐

Car name
Position
Best time
Class
Acceleration
Handling
Rolla ZR
1
00:47.940
5
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Syberia WDC
2
00:49.079
4
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Flanker F
3
00:49.500
5
⭐⭐⭐⭐⭐
⭐⭐⭐
Wellington S20
4
00:49.599
3
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐⭐
Horizon GT4
5
00:50.299
3
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
EVA MR
6
00:50.439
3
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Voodoo
7
00:50.820
5
⭐⭐⭐⭐⭐
⭐⭐⭐⭐
Spector RS
8
00:50.859
5
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Syberia SWI
9
00:50.860
3
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Last Prince
10
00:50.879
4
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Atlas GT
11
00:50.899
5
⭐⭐⭐⭐⭐
⭐⭐⭐⭐
Godzilla R3
12
00:51.000
2
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Kanniedood
13
00:51.000
4
⭐⭐⭐⭐⭐
⭐⭐⭐⭐
Vanguard
14
00:51.120
5
⭐⭐⭐⭐⭐
⭐⭐⭐⭐
Phoenix NX
15
00:51.619
2
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Fujin SX
16
00:51.780
4
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Karnage 7C
17
00:51.839
5
⭐⭐⭐⭐⭐
⭐⭐⭐⭐
Carrot II
18
00:52.000
5
⭐⭐⭐⭐⭐
⭐⭐⭐
Lynx
19
00:52.059
2
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Eleganto
20
00:52.159
4
⭐⭐⭐⭐
⭐⭐⭐⭐
SpeedLine GT
21
00:52.339
5
⭐⭐⭐⭐
⭐⭐⭐
Piranha X
22
00:52.439
3
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Asura M1
23
00:52.580
4
⭐⭐⭐⭐⭐
⭐⭐⭐⭐
Corona
24
00:52.599
3
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Mifune
25
00:52.640
2
⭐⭐⭐⭐
⭐⭐⭐⭐
Patron GT
26
00:52.660
5
⭐⭐⭐⭐
⭐⭐⭐⭐
Cobra
27
00:52.799
5
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Panther M5
28
00:52.819
1
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Falcon FC 90-S
29
00:52.819
3
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Hachi-Roku
30
00:52.859
1
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Falcon RZ
31
00:52.899
4
⭐⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Hachi-Go
32
00:52.919
1
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
SpaceKnight
33
00:53.020
5
⭐⭐⭐⭐
⭐⭐⭐
Eva X
34
00:53.099
4
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Samurai II
35
00:53.259
4
⭐⭐⭐⭐
⭐⭐⭐⭐
Wanderer L30
36
00:53.300
5
⭐⭐⭐⭐
⭐⭐⭐⭐
Judge
37
00:53.459
4
⭐⭐⭐⭐
⭐⭐⭐⭐
Sorrow
38
00:53.520
3
⭐⭐⭐⭐
⭐⭐⭐⭐
Burner JDM
39
00:53.659
3
⭐⭐⭐⭐
⭐⭐⭐
Solar
40
00:53.720
2
⭐⭐⭐⭐
⭐⭐⭐⭐
Imperior
41
00:53.760
2
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
DTM 46
42
00:53.799
3
⭐⭐⭐⭐
⭐⭐⭐
Caravan G6
43
00:53.840
2
⭐⭐⭐⭐
⭐⭐⭐⭐
Hunter
44
00:54.219
4
⭐⭐⭐
⭐⭐⭐⭐
Penguin
45
00:54.239
3
⭐⭐⭐
⭐⭐⭐
Hakosuka
46
00:54.259
4
⭐⭐⭐
⭐⭐⭐⭐⭐
Loki 4M
47
00:54.339
5
⭐⭐⭐
⭐⭐⭐⭐
Hornet GT
48
00:54.360
3
⭐⭐⭐
⭐⭐⭐⭐
Hummel
49
00:54.459
4
⭐⭐⭐⭐
⭐⭐⭐
Bandit
50
00:54.500
4
⭐⭐⭐
⭐⭐⭐⭐
Wütend
51
00:54.639
2
⭐⭐⭐
⭐⭐⭐⭐
UDM 3
52
00:54.660
4
⭐⭐⭐
⭐⭐⭐⭐⭐
VZ212
53
00:54.719
2
⭐⭐⭐
⭐⭐⭐⭐⭐
Warden
54
00:54.739
4
⭐⭐⭐
⭐⭐⭐⭐
Unicorn
55
00:54.740
4
⭐⭐⭐
⭐⭐⭐⭐
Cobra GT530
56
00:54.959
5
⭐⭐⭐
⭐⭐⭐⭐
Performance comparison pt. 2 (57th - 86th)
Car name
Position
Best time
Class
Acceleration
Handling
Zismo
57
00:55.059
5
⭐⭐⭐
⭐⭐⭐⭐
Bimmy P30
58
00:55.080
1
⭐⭐⭐
⭐⭐⭐⭐⭐
Midnight
59
00:55.179
3
⭐⭐⭐
⭐⭐⭐⭐⭐
Black Fox
60
00:55.180
2
⭐⭐⭐
⭐⭐⭐⭐
VZ 210
61
00:55.259
1
⭐⭐⭐
⭐⭐⭐⭐⭐
Spark ZR
62
00:55.320
5
⭐⭐⭐
⭐⭐⭐⭐⭐
Interceptor
63
00:55.359
3
⭐⭐⭐
⭐⭐⭐⭐⭐
Grace GT
64
00:55.659
5
⭐⭐⭐⭐
⭐⭐
Kitsune
65
00:55.680
4
⭐⭐⭐⭐⭐
Glorious XZ
66
00:55.720
4
⭐⭐⭐⭐
⭐⭐⭐
Panther M5 90-S
67
00:55.840
1
⭐⭐⭐
⭐⭐⭐⭐⭐
Rattlesnake
68
00:55.860
4
⭐⭐⭐⭐
⭐⭐
Thunderstrike
69
00:55.899
2
⭐⭐⭐
⭐⭐⭐
Shark GT
70
00:56.080
5
⭐⭐⭐
⭐⭐⭐⭐⭐
Interstate
71
00:56.419
4
⭐⭐⭐
⭐⭐⭐⭐
Magnum RT
72
00:56.459
4
⭐⭐⭐
⭐⭐⭐
Raven RV8
73
00:56.500
3
⭐⭐
⭐⭐⭐⭐
Equator D
74
00:56.599
3
⭐⭐⭐
⭐⭐
Inferno
75
00:56.939
3
⭐⭐⭐⭐⭐
Nomad GT
76
00:56.939
5
⭐⭐⭐
⭐⭐⭐
Flash
77
00:56.980
5
⭐⭐⭐
⭐⭐⭐⭐
Pirate
78
00:57.059
2
⭐⭐
⭐⭐⭐⭐
Hotrod
79
00:57.080
4
⭐⭐⭐⭐
Dacohosu
80
00:57.319
1
⭐⭐
⭐⭐⭐⭐⭐
Black Jack X22
81
00:59.879
5
⭐⭐⭐⭐
Betsy
82
00:59.040
3
⭐⭐⭐
⭐⭐⭐
Black Jack X150
83
01:00.239
5
⭐⭐⭐⭐
Cargo
84
01:00.520
3
⭐⭐⭐
Shadow XTR
85
01:01.160
5
⭐⭐⭐⭐
Warrior
86
01:02.059
5
⭐⭐⭐
Performance comparison pt. 3
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.
20 Comments
redlionHD 10 Sep @ 8:25am 
Nice
Solaire7083 8 Jul @ 6:54pm 
Thank you so much.
Eoka Slayer 6 Feb @ 11:31pm 
thank you man
Manso el Ganso 6 Feb @ 4:13pm 
Great guide man, Thank you!
Balakay 12 Nov, 2023 @ 7:22pm 
Great help thank you!!
KingStyXXX 9 Jun, 2023 @ 1:34am 
thank you very much :) :carx_brick:
Ayo Itz Myles 6 Apr, 2023 @ 3:37pm 
I love you for this.
vylock ☁ 2 Apr, 2023 @ 11:00pm 
only reason i even do time attack is to get 1.2 mil per race lmao
majezik ❤ belhanda 7 Feb, 2023 @ 2:57pm 
Very well done. Thanks.
Zack The Tasty Snack 30 Jan, 2023 @ 6:01pm 
please come back and update this! they've added new suspension and differential tuning which has made things more complicated :(