Forza 2 Upgrading and Tuning Guide:



Tuning can make the critical difference between your car acing 
the opponents on Hard difficulty, or straining on Easy. There are 
several ways to make sure you've got the best car for the race. 
Since, at this point, every race has been completed by anywhere 
from 2,000 to 300,000 racers online, it's a safe bet that the 
best racers have completed each race with the best car. If you 
have Xbox LIVE, you can view the leaderboards before the start of 
each cup and see what car the leaders where using. You can even 
download their setup, if they opted to allow that. When you go to 
Tune Car at the main Career screen, you can apply that saved 
setup, and it will tell you which parts where different on that 
person's record setting car than on yours. Once you have all the 
parts the same, you can apply all of their settings that they 
used to your car. 

However, keep in mind that many of those people at the tops of 
the leaderboards are there not because they are great tuners, but 
because they're great racers. If you study their tuning setups, 
you'll find that many of them don't even take the time to tune 
their cars. This guide can show you how to make your car 
potentially better than theirs, so that you have a better 
opportunity to finish the races with a faster time. Before you 
can tune, use the following instructions to help you make the 
right decisions for upgrade parts. These instructions are meant 
for those tuning their cars to the max, with a specific 
performance index (performance index is the number that increases 
your class rank) or horsepower limitation:




Upgrading: 


Engine and Power Upgrades: These are the upgrades you should 
discriminate the most when applying, that is, only apply the 
what's best for what your limitation on the current race is 
(Class rank or horsepower), if any. Engine upgrades do the most 
to increase your class and performance rank of your car, so don't 
overdo it.

Powertrain Swap: Depends on the car, but this can do a lot, if 
you have the cash to back it up. The powertain swap can convert 
front-wheel-drive cars to rear-wheel-drive cars (such as the 
Mugen Civic), it can increase your peak hp and torque ranges, it 
can increase your redline, it can even balance out the car and 
decrease the weight. If you have the cash, the powertrain swap is 
rarely a bad choice. NOTE OF CAUTION: just make sure you do it 
before adding any other engine upgrades, because all engine 
upgrades made before the swap won't apply after, and vice versa 
(you're essentially starting a whole new engine, although this is 
reversible).

Intake and Exhaust: These are basic, these affect all RPM ranges, 
are cheap, and are often the best performance increase per 
performance rank gain to your car.

Ignition and Fuel System: Fairly small boosts to all RPM ranges, 
most of the time. Not generally the first choices when trying to 
stay in a certain class. Generally a worse value than the airflow 
upgrades.

Cams and Valves: Potentially huge performance gains. Not only 
boosts hp and torque at high RPMs, but also increases your RPM 
redline and peak RPM range. Easily one of the best overall 
performance upgrades you can do, but at a hefty CR price and 
performance index increase.

Engine Block: Decent mid-high range hp and torque upgrade with 
mild performance index increase. Good value.

Intercooler: Only works if your car has a turbo or supercharger. 
If it does, the intercooler can add a mild performance boost at a 
relatively same performance rank index increase. If your car is 
naturally aspirated (no turbo or supercharger), adding the 
intercooler can add to your rarity and thus grant you a slightly 
larger prize at the end of the race with no performance index 
increase at all (only worth it if you already own the 
intercooler).

Turbo: Biggest power gains of all, but only good at mid range 
RPMs (does absolutely nothing off the line) and great at high 
RPMs. A great choice for Nissan speedway, where you're aiming for 
constant top speeds, not a terrible choice for the tighter, more 
technical races. Adds a very large performance index increase.

Superchargers: Two kinds here, centrifugal and positive 
displacement. The centrifugal sc's imitate turbos, with boost at 
mostly higher RPMs, but add less boost than turbos, as well as 
less performance index increase. Positive displace superchargers 
add boost through all RPM ranges, but are generally the weakest 
of all. If you need to pick one of the three aspiration boosters, 
for tracks with long straights, the turbo is probably your best 
best. Sometimes it's not available, so the centrifugal 
supercharger will be the #2 option. For tight, technical tracks 
with very little in the form of straights, go with the positive 
displacement supercharger, if available; if not available, and 
under a performance index limitation, make this your last option.




Platform and Handling upgrades: These are far better performance 
per performance index upgrades than the engine and power 
upgrades. Many of these won't even increase your performance 
index more than a few, if at all. Most of these should be chosen 
first, before the engine upgrades, especially on tighter tracks 
with lots of turns.

Brakes: Always, always, always a good choice. Especially on heavy 
cars. Does only 2-4 performance index increase (whereas turbo can 
do over 100), but will cut quite a few seconds off your average 
lap.

Springs and dampers: Not always the first choice on a budget, but 
critically necessary after you get a few engine upgrades. This 
may appear to lower your speed and/or acceleration rating, but 
don't worry too much about that, the handling increase will make 
you forget all about it (if you don't have to drop your speed as 
much, you don't have to worry about getting a lot of it back!).

Anti-roll bars: If you've got a car over 3,000 lbs (~1,350 kg), 
don't even think, just get this part. Also, check out the height 
on the car, if it is fairly large when compared the the base, get 
this part. For cars like race cars, however, this isn't 
especially critical. Basically, this part helps to keep even 
pressure on all four wheels during turns, which is very important 
on top heavy cars, but not so much on low center of gravity cars. 
Still, a cheap part, a mild handling increase, and a virtually 
non-existant performance index increase.

Transmission: The tranny can help in speed, accelerating, and 
even braking. Since you use your engine to some degree to slow 
your car, having it at high RPMs at all times increases the drag 
when braking, thus slowing your faster. However, I wouldn't 
recommend this as one of your first upgrades. The addition of the 
6th (and possibly 5th) gears can be detrimental to your 
acceleration if you have a weak car because it's compression just 
isn't powerful enough, and it'll never hit 6th gear. Not only 
that, but setting your gears really low might sound good because 
it keeps your car at higher RPMs throughout acceleration, but 
remember, one of the biggest things that holds you back in a drag 
race is shifting! More shifting = slower racing. Finding the 
right balance is key, and luckily, the manufacturer has done that 
for you! So, until your engine outgrows the transmission, it's 
probably best to avoid this part.

Clutch and Flywheel: These should really be the same part, since 
they're both traditionally just called the clutch assembly (I 
recently replaced the clutch on my car, boy was that fun!). 
Anyway, like I mentioned the the transmission section, shifting 
slows you down a lot. The biggest thing that slows you down in 
dragracing is your shifting, and the biggest thing that slows you 
down in shifting is clutching, not so much the disengaging, but 
the reingaging. That's why the racing clutch has 3 plates to 
press against the fly, to get it spinning faster and with more 
force, and the lightweight flywheel will spin faster, because it 
is lighter and has less inertia. These upgrades offer a pretty 
good performance boost, while minimally affecting your 
performance index.

Driveline: Unsprung weight is something you'll hear a lot about 
here. For those who drive a stick shift, they'll probably notice 
that sometimes, while accelerating heavily, then jamming in the 
clutch, they'll keep accelerating slightly. Ideally, if on a flat 
road, you'll slowly decelerate after jamming in the clutch, 
slowly because of the inertia of the car and the moving parts. 
However, everything after the clutch (the driveline, the axle, 
differential (if app.), and the drive wheels) are not infinitely 
dense, and have a very small amount of spring to them, that when 
acted on by, lets say a couple hundred ft-lbs of torque, will 
twist a bit, finally releasing their unsprung weight after you 
clutch, thus springing the car forward a bit more. Ok, so that's 
really technical, but here it is: The race driveline is 
relatively inexpensive, does a decent job at acceleration 
increase by reducing unsprung weight, improves breaking but 
reducing post clutch spring, and helps handling by reducing the 
weight of the car. Adds 0-1 performance index.

Differential: A very underrated product. I'll explain how to tune 
it in the tuning section, but if you've got a RWD or 4WD car, I 
highly recommend getting this upgrade, especially if you've 
experienced oversteer with RWD (stepping on the gas while in a 
turn and having the back end swing around, spinning the car). 
4WD, it's always a good choice. Front wheel drive, however, I 
would get it if you don't mind spending a little bit of cash for 
a very mild performance upgrade. A great highlight to this part 
is that it actually REDUCES your performance index!

Weight reduction: This is my favorite of ALL upgrades that you 
can put on your car. It improves everything, more than any other 
upgrade. By making your car lighter, it has less inertia, letting 
it start and stop better. You also put less weight on the tires, 
making for better handling and top speed. Comes at a reasonably 
steep performance index increase, though. Definitely consider 
this over maybe a turbo if you're looking at a race with lots of 
turns, or get the engine upgrades if it's more of a top speed 
track.




Tires and Rims: these range from the extremely useful to the 
pointless and cosmetic.

Tire Compound: This is probably the second most effective upgrade 
for your car. Softer tires get warm faster, increase the amount 
of friction your car is capable of, and will thus increase your 
acceleration, braking, and handling. You get a wide range of tire 
brands within each category. Keep this general rule in mind: the 
better the grip and responsiveness, the softer the tire, 
therefore, the quicker it heats up and becomes unusable. When 
racing on most races, anywhere from 1-10 laps, the race tires 
will be your best option, if you can afford the steep performance 
index increase. These have a short life span, but should do fine 
for the race. However, if you're looking at an endurance race, 
you may want to consider the sport options, which will still have 
good performance, but will have about twice the life and will hit 
you with a smaller performance index increase. 

Tire Width: Don't fear the acceleration drop that it looks like 
will happen, since increased tire width actually reduces wheel 
spin off the line and for all you floor it and forget it drivers, 
this could increase your acceleration. The main draw, however, is 
the braking and handling. Since this will put more rubber on the 
road at all times, you have more friction to work with, and will 
get better traction. An ok performance gain with a small 
performance index increase.

Rim Size: Basically, just cosmetic. You'd think, since the 
circumference of the wheel increases, the rubber touching the 
road would increase. But this effect is so minimal, it's far 
outweighed by the cons, which is lots of unsprung weight. Since 
you already got the driveline upgrade (you did get the driveline 
upgrade, didn't you?), the wheel is going to be the only 
remaining source of unsprung weight to worry about. All of the 
usprung weight in the wheel is in the thin spokes, which get 
extended when increasing wheel diameter, adding large amounts of 
unsprung weight. There is a bright side to increasing the wheel 
diameter, though: when you have a performance index limitation, 
you may consider the bigger rims, since the negative effects 
aren't that dramatic when compared to possibly being able to get 
a better turbo or weight reduction with the 1-3 performance index 
points you'll drop with the bigger rims.

Rim Style: Manufacturer rims are generally not the highest 
performance part on the vehicle. Upgrade rim styles can reduce 
the weight of the wheel, and with that, its inertia, as well as 
potentially producing a stronger wheel with less unsprung weight. 
IMPORTANT NOTE: Wheel upgrades are the only upgrades allowed on 
cars racing in the Factory Spec races! Most people don't know 
that. Upgraded rim styles can add up to 3 or 4 performance index 
points. These really aren't important upgrades, and are mostly a 
waste of money, if you're short on it. But, if you do want every 
extra bit you can get, several brands have equal, top ranking 
rims, they are: Enkei, Montegi, Volk, and Work. (with rim styles, 
as with tire compounds, the best model is on the left and 
typically lowest on the right).




Body and Aero Upgrades: This is a hugely underrappreciated 
section, especially for rear wheel drive power machines. If 
you're looking for performance, only get the Forza 2 brand parts, 
which consist of a couple downforce panels on the front bumper, 
moving the exhaust up on the rear bumper, streamlining the side 
skirts, and/or a carbon fiber spoiler. The other brands are 
worthless for performance, but will look cool. However, last time 
I checked, this was a driving game, not a looking game! (I 
partially take that back because of the vinyl customization 
system.) All body and aero upgrades either increase your 
performance index very little or actually reduce it.

Front Bumper: Something you probably don't want on a front wheel 
drive car. However, if you're rolling in a 4WD or RWD car, 
particularly one with a bit of beef under the hood, this is a 
great part for you. Front bumper downforce puts pressure without 
actual weight on your front (turning) wheels, which will increase 
your turning traction and lateral g's at higher speeds, 
especially when you're accelerating. Don't worry too much about 
the speed and acceleration loss if you've got power and are doing 
a turn filled race, because you'll be very happy to have that 
extra traction. However, on tracks like the Nissan Speedway, you 
may want to pass up this upgrade.

Rear Race Wing: If you're FWD, just keep on truckin. If your hind 
wheels happen to be drive wheels (RWD or 4WD), then give serious 
consideration to this product. Although it looks like it might 
slow you down (you will notice the speed rank drop), it will 
dramatically reduce oversteer, and will help your all over the 
track. For cars with oversteer issues, you really can't be 
without this part.

Rear Bumper: Positive effects across the board (except for the 
possible, very minor acceleration decrease, which you won't 
notice, especially with the increase of the others). This is a 
very good buy for all kinds of racing and drivetrains (FWD, RWD, 
4WD), and will probably increase your performance index by about 
4.

Side Skirts: 99% cosmetic. You may see some greens and/or reds on 
the stats board, but overall, side skirts are more detrimental 
than anything. However, for a very minimal cost, they do drop 1 
off your performance index, if 1 point is that important to you.




Tuning: 


Ok, now you've got the parts you need for your car, now it's time 
to set it up. Go to Tune Car from the Career menu, then 
Benchmark. I say go to Benchmark first, because you should write 
down all your stats before you begin, to compare the car after 
you tune it with before you tuned it; but keep in mind, the 
benchmark stats don't reflect all aspects of driving, it's a 
fairly general guide. Now go to Change Tuning Setup, and press X 
once inside. It's a good idea to regularly save your tuning 
setups, which names that detail the setup, such as "Class A 
Setup" or "Under 500hp", something like that. Ok, lets begin, 
page by page (switch pages with the right and left triggers):

Tires: 30 psi generally is the standard in this game. Reducing it 
too much will reduce the integrity of your tires, reducing your 
traction, and causing increased skidding. Increasing too much 
will cause small rubber to road surface area, resulting in less 
traction, and possible even "skipping" around turns. One benefit 
to higher pressure is higher top speed, so maybe turn it up just 
a few pounds on the Nissan Speedway or New York races, but not 
too much so you can handle the turns; and possibly turn it down a 
couple psi on tracks such as the King Cobra with very tight, 
technical sections requiring increased grippage.

Gearing: Now this is possibly the most critical part. If you've 
only got the sport or street transmissions, you can only adjust 
the final gear, which is the gear on the driveline side of the 
transmission. The size of this gear affects the ratios of all the 
other gears, so when you increase it, all the other gear ratios 
get smaller, and vice versa. With this, it's important to use the 
benchmarks when adjusting to get it just right. You don't 
necessarily want the top of your final gear to be your max 
possible speed, because that could put the other gears too small 
and close together. If you've got a very weak car, like under 200 
hp, you'll typically want to make that last line on the right 
(the 5th or 6th gear) to end about a column and a half or so past 
the 137 middle marker at the bottom. This can be changed around 
through experimentation and benchmark results. For very powerful 
cars, they'll typically get peak hp and torque through a very 
wide RPM range, so you'll want as little shifting as possible, 
and each of those lines to spread a good range, so setting the 
final gear to end a little over halfway between 137 and 275 is a 
good option for cars with 600-1000 hp. Keep in mind this is very 
general, and you should try a few different options. Now, if you 
got the race transmisison upgrade, you can adjust each gear 
ratio, which can be intimidating, but can have great results. 
Most of the time, the race transmissions come pretuned to do 
pretty well for a powerful engine, but sometimes they need help. 
Try some of these tips:

- If your car spins out off the line, then the RPMs drop low and 
the car takes a while to get to second gear, try increasing the 
1st gear's ratio, so that red line comes at a lower speed (but 
make sure to check out what this does to 2nd gear, as it can make 
it disproportionately long.

- If your car never gets past 4th gear, adjust the gears in a 
steeper slant, so that the final gear range is very small 
(meaning you'll enter 6th gear only a thousand or two RPMs from 
redline, right at peak RPM), and on up to first gear, making it 
an even slant, then adjust the final gear to set the speeds at 
which each gear's RPMs correspond to; so, after you've adjusted 
the slant, try it out on the track, if you hit 6th too easily, 
reduce the final gear, if you still can't hit it, increase the 
final gear. This should make the gears more accessible. 

Alignment: This is one of the things that doesn't really need to 
be adjusted in this game. Adjusting the alignment can negatively 
impact your handling, and can cause premature tire wear, so best 
to leave it alone.

Anti-Roll Bars: Higher adjustments for heavier vehicles and top 
heavy vehicles, and keep them around 1/4 for very light vehicles 
(under 1,800 lbs). If you're driving a big heavy Bentley or Acura 
RL or something like that, you'll probably want the roll bars to 
be at about 2/3 - 3/4 of the max. With RWD and 4WD cars, you'll 
want the rear to be a bit stiffer than the front. You don't want 
this set too low because this can make cornering very difficult 
by causing the weight of the car to lag in shifting into the 
turns, which can also cause oversteer. You don't want the roll-
bars too high, either, because the weight will move too much to 
the outside wheels, possible even having the inside wheels lift 
off the ground.

Springs: You'll generally want your springs to be about 2/3 of 
the max. This creates a tight, but not too tight, suspension, so 
that the car will react quickly with the turning of the wheels. 
Front and back springs should be about the same. You'll often buy 
the race suspension, but see the front springs tuned pretty low. 
Increasing them to optimal levels can add a lot of performance to 
your car. Changing the ride height is mostly unnecessary. Like 
the springs, the ride height is mostly set optimally by the race 
suspension upgrade. Too low and the car can't shift its weight 
and will often scrape the ground. Too high and the car will 
become top heavy and roll toward the outside of the turns, and 
then you'll have a bad time!

Rebound Stiffness: Rebound stiffness and bump stiffness are minor 
aspects of the suspension that don't need to be messed with, as 
the race suspension again does a good job of setting these for 
us.

Aero: Adjusting the downforce depends on the kind of race you'll 
be running. You can adjust the front bumper and the rear wing's 
downforce. If you're looking for very high speeds with not so 
much turning, you'll want minimal downforce on the rear and very 
little downforce on the front. If you're running a tight race, 
like King Cobra, you'll want low downforce on the front, and high 
medium downforce on the back. Tracks with long, high speed turns 
will be best with medium to high-medium downforce on the front 
and high medium downforce in the back. Keep in mind, front bumper 
downforce decrease your turning radius, which is very detrimental 
at low speeds, which is why you won't want much on tracks like 
King Cobra.

Braking: This is one of the experimental adjustments. It's 
different for every car. You should compare your experiments with 
the benchmark. Typically, you'll want between 50/50 and 44% front 
balance on the brakes. Heavier cars often respond well to moving 
some of the braking to the back, and increasing the overall 
pressure. Keep in mind moving the balance toward the back creates 
instability when braking at high speeds, but can help you get the 
back around when going into a turn. Experiment and find what 
works best for you.

Differential: The differential is what lets the outside wheel in 
a turn spin at a higher rate of speed than the inside wheel, 
since the outer line has a larger radius, and therefore, 
circumference, than the inside. The settings here adjust when the 
differential has allowed them to spin at different enough speeds 
and decides to lock them together. Well, I don't like it too much 
when it locks them together, so I tend to set mine to a fairly 
extreme amount. If you're adjusting the Front differential of a 
FWD or 4WD car, the acceleration ought to be about 1/3 of the max 
here, with the deceleration about 1/3-1/2. When adjusting the 
rear differential on a RWD or 4WD vehicle, in order to help 
prevent oversteer by both the wheels spinning at the same speed 
around a turn, i tend to put the rear accel at about 1/4 the max, 
with the rear decel at about 1/3, just in case i have to brake 
during a turn. If you have a 4WD vehicle, your differential comes 
with a variable center torque distribution controller, which is a 
very cool thing. This determines what percent of the torque from 
the engine goes to the front and rear pairs of wheels. Since 4WD 
cars are meant to perform offroad, their center differential 
setting is set to 50/50 as a standard. However, on the track, we 
don't have to worry as much about towing a truck up a hill, 
getting out of a huge mud pit, or backing up off a cliff after 1 
wheel has gone over the edge. So, since the weight of your car 
shifts backwards during acceleration, putting weight onto the 
back axle and lifting it off the front axle, and the variable 
center controls torque which applies to acceleration, we want to 
give the rear axle more torque, so it's not wasted on the front. 
So, the best balance is typically about 40% front/ 60% rear.




And there you have it. That is the full guide to tuning your car. 
Remember to experiment and save your settings. Good luck!