Lesson 1: Foundations: how tuning works

Before you touch a slider, learn to read the car. This lesson gives you the mental model (corner phases, understeer and oversteer, weight transfer), shows where GT7 keeps every setting and what unlocks it, and hands you a test routine that turns guessing into tuning.

  • About 15 minutes
  • No parts needed to follow along
  • Settings: Car Settings, Settings Sheet, Measure

Why tune it yourself

A setup sheet from a forum, or from a chatbot, was built for one car, one set of tires, one track and one driver. Change any of those and the numbers stop meaning what they meant. Even the slider ranges differ: every car in GT7 has its own minimum and maximum for most settings, so "set it to 3.2" can land in a totally different place on your car.

What carries over is the logic. If you can say "my car understeers mid-corner" and you know which levers move the balance toward the rear, you can fix any car in a few short test runs. That is the whole goal of this course: you diagnose, you choose one change, you check it.

You need three ideas to get there: the phases of a corner, the two ways a car loses grip, and how weight moves around the car. Then you need to know where GT7 keeps the controls.

Corner phases, understeer and oversteer

Every corner has three phases, and you diagnose a handling problem by phase, because the fixes are different in each.

  1. Entry (braking and turn-in). From the brake point until you come off the brakes. Weight is on the nose.
  2. Mid-corner (apex). The balanced part around the apex, at steady or neutral throttle. The car is at its cornering limit.
  3. Exit (throttle). From the first squeeze of throttle until the wheel is straight. Weight moves to the rear.
The three phases of a right-hand corner, with understeer and oversteer paths A road climbs, turns right through a quarter circle and runs off to the right. Badge 1 marks entry on the approach, badge 2 the apex, badge 3 the exit. From the apex, a blue dashed line runs wide off the outside of the road, labeled understeer. An amber dashed line curls toward the inside of the corner, labeled oversteer. 1 2 3 1 Entry braking, turn-in 2 Mid-corner apex, balance 3 Exit throttle, unwind Understeer: runs wide Oversteer: tail out, line tightens
Diagnose by phase. The same symptom has different causes on entry, at the apex and on exit. Blue marks the front end losing grip, amber the rear.
  • Understeer: front slides first
  • Oversteer: rear slides first

Understeer: the front gives up first

Understeer means the Front tires reach their limit before the rears. From the cockpit, you add steering and nothing more happens: the car keeps running toward the outside, the wheel may feel light, and you have to wait or lift before it turns. On the replay, the front wheels point into the corner but the car travels on a wider, straighter line.

Oversteer: the rear gives up first

Oversteer means the Rear tires let go first. The tail steps out, the car rotates more than you asked, and you catch it with opposite lock or by easing the pedals. On the replay, the car points further into the corner than the line it is following.

Neither is "wrong" in small doses. A touch of rotation on entry often helps you turn; a touch of push on exit keeps a powerful car stable. You are tuning for a balance you can trust, phase by phase. So before you change anything, say the problem out loud in this form: phase + which end. "Entry understeer." "Exit oversteer." That sentence is your diagnosis.

Common mistake

Tuning out a driving problem. If you arrive too fast, any car understeers at the apex, and if you stab the throttle, any rear-drive car steps out on exit. Before you blame the setup, check that the problem shows up on laps where you braked at the same point and fed the throttle in smoothly.

Weight transfer: where the grip goes

The car's mass sits above the road, so every time you brake, accelerate or turn, load moves between the four tires. The car's total weight never changes; only how it is shared does.

  • Braking loads the front. The nose dives, the Front tires gain load and grip, and the Rear tires go light.
  • Throttle loads the rear. The car squats, the rears gain load for traction, and the fronts lose load, so the steering goes lighter.
  • Cornering loads the outside. The body rolls, and the outside tires carry most of the work while the inside tires unload.
Where the load goes under braking, throttle and cornering Three small panels, each car facing right with an arrow showing which way the load shifts. Braking: the arrow points forward, the car dives nose down, the front load bar is tall and the rear bar short. Throttle: the arrow points rearward, the car squats, the rear bar is tall and the front bar short. Cornering, seen from behind in a right turn: the outside tire's bar is tall and the inside tire's bar short. Braking Rear Front Throttle Rear Front Cornering rear view, right turn Outside Inside
Load follows the forces. Both side views face right; the arrows show which way the load shifts. Bars show how much each tire is pressed into the road. Braking loads the front (blue), throttle loads the rear (amber), cornering loads the outside tires on both axles.

A loaded tire grips more, but less efficiently

Press a tire harder into the road and it grips more, but not in proportion. Double the load and you get noticeably less than double the grip. Engineers call this tire load sensitivity, and it explains most of what the setup does.

Grip rises with load, but less than in proportion A graph with vertical load on the horizontal axis and grip on the vertical axis. A dashed straight line shows grip rising in step with load. The real tire curve bends below it. At load L both match; at twice the load the real tire gives clearly less than twice the grip, and the gap is marked as lost grip. Grip Vertical load on the tire Grip in step with load Real tire lost grip L 2 × L
Load sensitivity, illustrated. The curve is a teaching sketch, not GT7 data. The point is the shape: each extra kilogram of load buys a little less grip than the one before.

Now picture one axle in a corner. If the two tires share the load evenly, they make the most grip together. If more load moves to the outside tire, the outside tire gains a little grip but the inside tire loses more, so the axle as a whole grips less. That gives you the master rule of balance:

Rule of thumb

The end of the car that takes more of the cornering weight transfer slides first. Make an end stiffer in roll and it takes more of the transfer: a stiffer Front pushes the car toward understeer, a stiffer Rear toward oversteer.

Weight transfer also explains classic driver-made balance. Trail-braking into a corner keeps load on the nose, so the front bites and the light rear helps the car rotate on entry; brake too hard while turning and the rear lets go. Lifting off the throttle mid-corner throws load forward and unloads the rear, which is why some cars snap into lift-off oversteer. Getting on the throttle unloads the front, so a car that was fine at the apex can understeer on exit. A rear-drive car can also overpower its rear tires and slide on exit despite the extra load.

Weight-transfer load bars

A simple teaching model of an even-weight car. Numbers are illustrative, not GT7 telemetry.

Top view, nose up. Share of the car's weight on each tire:

  • Front left25%
  • Front right25%
  • Rear left25%
  • Rear right25%

The four levers of balance

Total weight transfer is set by the car's mass, its center-of-gravity height and how hard you brake, accelerate and corner. The setup mostly decides how that transfer is shared, how fast it happens, and how well each tire uses the load it gets. That gives you four groups of levers, each with its own lesson.

The four levers, and one example move for each
LeverGT7 settingsWhat it controlsExample move and what you feel
Springs and barsNatural Frequency, Anti-Roll Bar, Body Height AdjustmentHow load is shared front to rear in a cornerStiffen the Front: more understeer mid-corner. Stiffen the Rear: more oversteer.
DampersDamping Ratio (Compression), Damping Ratio (Expansion)How fast the load movesLower Front compression: weight reaches the nose faster under braking, less entry understeer. Lower Rear expansion: more rotation.
AlignmentNegative Camber Angle, Toe AngleHow the tire meets the roadRaise Front camber: more mid-corner grip, a little less under braking. Toward toe-in on the Rear: more stability, less rotation.
DifferentialInitial Torque, Acceleration Sensitivity, Braking Sensitivity, Front/Rear Torque DistributionHow drive and braking torque is shared between the wheelsRaise Acceleration Sensitivity: better traction on exit, but the car is harder to place on exit. Raise Braking Sensitivity: steadier on entry, more entry understeer.

Don't memorize the table yet. Each lesson takes one row and explains the front effect and the rear effect separately. For now, just notice that every lever shifts the same thing: which end of the car reaches its limit first, and in which phase.

Where GT7 keeps the settings

In GT7

Before a race you can also go Quick Menu > Settings > Car Settings > Detailed Settings. From there, race regulations take priority, so some options may be locked.

Settings live on a Settings Sheet: use Select Settings Sheet, Edit Name, Duplicate Sheet, Delete Sheet and Add Sheet. The Measure button shows how performance changed after your edits, and L1/R1 opens the Measurement History. Slider ranges and units (Hz, %, mm, degrees) are different for every car, so always read your own car's slider.

Requires the matching Tuning Shop part for each adjustable setting (see the table below). The Car Settings screen itself is always there in the Garage; what it lets you change depends on the parts fitted.

Make settings sheets a habit. Keep one sheet as your known-good baseline and Duplicate Sheet before you experiment, then give the copy a name that says what you changed. If the experiment fails, you switch back in two button presses instead of trying to remember five numbers.

Parts unlock settings

GT7's manual puts it simply: the more parts you buy from the Tuning Shop, the more settings become available. The shop is split into Sports, Club Sports, Semi-Racing, Racing and Extreme. Which tier sells a given part can vary, so look in the Suspension and Drivetrain sections of the shop for your car.

Parts that open up suspension and differential settings
Tuning Shop partWhat it opens in Car SettingsCovered in
Height-Adjustable Sports SuspensionRide height: Body Height Adjustment Front and RearLesson 2
Fully Customizable SuspensionBody Height Adjustment, Natural Frequency, Damping Ratio (Compression), Damping Ratio (Expansion), Anti-Roll Bar, Negative Camber Angle, Toe Angle, each Front and RearLessons 2–5
One-Way LSD, Two-Way LSDA fixed-behavior LSD with no sliders, chosen under Differential Gear SelectionLesson 6
Fully Customizable LSDThe Fully Customized selection, with Initial Torque, Acceleration Sensitivity and Braking SensitivityLesson 6
Torque-Vectoring Center Differential (4WD)Front/Rear Torque Distribution, shown as F:RLesson 7
Brake balance controller (selected as Brake Controller under Brake Balance Selection)Front/Rear Balance for the brakesLesson 8

The split between the two adjustable suspension parts follows player reports rather than the manual, so if a slider is missing, check which suspension part is fitted. Race cars such as Gr.3 and Gr.4 models usually come with adjustable suspension and an adjustable LSD already fitted, which makes them great cars to learn on.

One related lever you'll meet later is the brake balance. If you shift Front/Rear Balance toward the rear, the car usually rotates more on entry and can feel nervous under hard braking; shift it toward the front and the car feels more stable but pushes more on entry. The in-game wording on this setting is easy to misread, so verify the direction with a quick test on your car.

Note

GT7 has no tire pressure, caster, track width, bump stop or separate high- and low-speed damper settings. If a setup sheet lists them, it was written for another game.

PP, BoP and locked-down events

Your edits can move PP

Performance Points (PP) are a simulated rating of the car's performance, driven by things like top speed and acceleration. Polyphony's own guide names "stiffening your suspension" as a choice that affects it, so suspension and diff edits can push your PP up or down. That matters in events with a Max. PP Limit: a few clicks of tuning can take you over.

  • After any edit, check the PP figure in Car Settings.
  • If PP shows a "!", it was not calculated properly and counts as invalid. Press Triangle in Car Settings to recalculate. PP-limited races need a valid PP.
  • PP is simulated and can change with game updates, so recheck saved setups after a big patch.

Balance of Performance and tuning locks

With Balance of Performance (BoP) on, Gr.1, Gr.2, Gr.3, Gr.4 and Gr.B cars have their weight and power adjusted, and installed tuning parts are returned to stock. BoP comes in three types, for high-, medium- and slow-speed tracks. Other cars are restored to their default state. In practice, your carefully built sheet may not apply at all.

In online lobbies, the host controls this with BoP/Tuning Forbidden (On or Off). When it is On, a further Tuning option can be set to "No Limit" or "Prohibited". Rooms can also set a Max. PP Limit (up to 1000), a tire type, limits on tuning parts and a drivetrain filter. Which settings stay open in a given Sport-mode or event race varies, so read the regulations screen before you spend time on a setup.

Common mistake

Spending an evening on a Gr.3 setup, joining a BoP room with tuning prohibited, and wondering why the car feels stock. It is stock. Check the event regulations first, then tune for the events that let you.

The test loop: one change at a time

Tuning is an experiment, and an experiment only works if you control everything except the thing you are testing. Here is the routine the rest of this course assumes:

  1. Fix the conditions. Same track, same tires, same fuel and weather, same driving line. Time trial or practice is ideal.
  2. Set a baseline. Duplicate your sheet, then drive three clean laps. Write down your best time and, more importantly, what the car does in each phase: "slight entry understeer at the hairpin, rear loose on exit at the last corner."
  3. Make one change. One setting, one end of the car, a clear step. Write it on the sheet name or in your notes.
  4. Drive three more laps. Lap one is for getting used to it. Judge on laps two and three, and judge the feel in the phase you were trying to fix, not just the lap time.
  5. Keep it or revert it. Better: keep it and pick the next change. Worse or no different: revert to the baseline sheet. A change that made no difference was a wasted variable; take it out.

Rule of thumb

If you changed two things and the lap got faster, you've learned nothing. One change, three laps, every time. When a change helps, try going a little further in the same direction before moving on.

Which order to tune in

GT7's official magazine, Beyond the Apex, sets the platform first, does compression before rebound, and treats toe and the anti-roll bars as final tweaks. This course turns that into an order that works from big foundations down to fine balance:

  1. Ride height and springs (Body Height Adjustment, Natural Frequency): set the platform first.
  2. Dampers: Damping Ratio (Compression) first, then Damping Ratio (Expansion).
  3. Alignment (Negative Camber Angle, Toe Angle): toe in tiny steps, front first.
  4. Anti-roll bars and the differential as fine-tuning tools for balance and traction.

That order matters because the early steps change what the later ones are doing. Rebalancing with the anti-roll bars before the springs are right is like adjusting your mirrors before you've set the seat.

Key takeaways

  • Diagnose before you tune: name the phase (entry, mid-corner, exit) and the end that slides (understeer = front, oversteer = rear).
  • Braking loads the front, throttle loads the rear, cornering loads the outside. A loaded tire grips more, but less efficiently.
  • The end that takes more of the cornering weight transfer slides first. Most setup changes simply shift that.
  • Settings live in Garage > Car Settings and on settings sheets; parts from the Tuning Shop unlock them. Duplicate a sheet before every experiment.
  • Edits can move PP, and BoP or "Tuning: Prohibited" can return your car to stock. Check the regulations first.
  • One change, three laps, keep or revert. Tune springs, then dampers, then alignment, then bars and diff.

Check yourself

Answer in your head, then open each question to check.

Your FR car brakes nicely, but when you turn in for a hairpin the nose won't bite until you're almost at the apex. Once you're on the throttle it's fine. How do you describe the problem?Open to see the answer

Entry understeer. The phase is entry (braking and turn-in) and the Front is the end giving up. That diagnosis points you to front-end and entry tools, such as softer front springs, less front compression damping or less LSD braking lock, which later lessons cover. First, make sure you aren't simply arriving too fast.

Your MR car is stable mid-corner, but if you lift off the throttle in a fast sweeper the rear suddenly steps out. What is weight transfer doing?Open to see the answer

Lifting throws load forward. The Rear tires suddenly carry less load and lose grip while they're already working hard in the corner, so you get lift-off oversteer. Smoother throttle is the first fix; the setup can then make the rear more forgiving.

You raised the front Natural Frequency and added rear camber in one go, and gained 0.3 seconds. What should you do next?Open to see the answer

Go back and test them separately. With two changes you don't know which one helped. One of them may even have cost time while the other gained more. One change, three laps, keep or revert.

You built a careful Gr.3 setup, then joined a lobby with BoP/Tuning Forbidden On and Tuning set to Prohibited. The car feels like it did out of the box. Why?Open to see the answer

With BoP on, Gr. cars have their weight and power adjusted and installed tuning parts are returned to stock, and Prohibited locks tuning in that room. Your sheet isn't being used. Check the regulations screen before you tune for an event.

After a round of suspension edits, the PP in Car Settings shows a "!". You want to enter a PP-limited race. What do you do?Open to see the answer

Press Triangle in Car Settings to recalculate. A PP with "!" is invalid, and PP-limited races need a valid figure. Then check you're still under the limit, because suspension edits can move PP.