CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game 1 - steamsplay.com
CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game 1 - steamsplay.com

This guide aims to explain the tuning for the forgotten Time Attack mode in CarX Drift.

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.

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 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.

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 balances 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

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Suspension pt. 2 - C0E2989

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Suspension pt. 2 - EEA0A25

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Suspension pt. 2 - 89AB04D

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 %

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Suspension pt. 2 - D4F58DE

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Suspension pt. 2 - 4313603

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.

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.

This setting allows you to adjust your transmission more precisely.

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

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Performance comparison pt. 3 - 35D6D27

Class 2

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Performance comparison pt. 3 - C2F0B42

Class 3

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Performance comparison pt. 3 - D6337A7

Class 4

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Performance comparison pt. 3 - 9E738AD

Class 5

CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game - Performance comparison pt. 3 - 7DB5D40

The End

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

Written by Step Sans Peur

Hope you enjoy the post for CarX Drift Racing Online Car Tuning Guide for Time Attack Mode in Game, If you think we should update the post or something is wrong please let us know via comment and we will fix it how fast as possible! Thank you and have a great day!


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