FH6 Drag Tuning Guide
Drag racing in Forza Horizon 6 is a one-second problem stretched over a quarter mile: if the launch is right, the run is mostly decided. A drag tune spends every setting on two things — planting the drive tires at launch, and shedding every source of drag afterwards.
Tires: the 32/25 split
The drag compound runs 32.0 PSI front / 25.0 PSI rear, and the gap is the point. The soft rear pressure widens and softens the rear contact patch exactly when the launch slams the car's weight onto it — that's your traction. The firm fronts minimize rolling resistance and keep the steering stable; they're just along for the ride.
Suspension: let it squat
A launching car pitches backwards, and a drag tune leans into that instead of fighting it:
- Springs: front at the top of your car's slider range, rear at the bottom. The soft rear lets the car squat onto the drive wheels; the stiff front controls how far the nose lifts.
- Damping: firm front bump and rebound resist the nose rising and crashing back; soft rear bump lets the squat happen fast, while firm rear rebound holds the rear down once it's planted instead of letting it spring back up and unload the tires.
- Ride height: front at minimum, rear raised slightly — about 10% up its range. The forward rake gives the rear somewhere to squat into.
- Anti-roll bars: softened in front, stiffened in rear from your car's baseline — in a straight line they barely work, but this keeps the launch level if one tire finds more grip than the other.
Alignment: dead flat
Camber and toe both go to 0.0° — any angle at all trades contact patch for cornering ability you won't use. Caster drops to 2.0°, reducing the self-centering forces so the car tracks straight with minimal steering correction.
Zero aero
Every pound of downforce is drag, and drag is terminal velocity. The calculator sets both wings to zero (or minimum, if your kit doesn't go that low). In the top-speed model that powers the estimate, downforce trims terminal velocity by roughly 0.017% per pound — small per pound, brutal at 400 lb of wing.
Differential: locked hard
RWD drag runs 85% acceleration / 5% deceleration lock. Under full power both drive wheels must turn together — any difference is wheelspin on one side and bog on the other. The 5% decel keeps the car free-rolling and stable after the finish line.
Gearing: every gear has one job
Drag gearing starts from a −0.20 final-drive offset (taller than a circuit build of the same power) and uses ratio anchors of 3.10 down to 0.75. The top gear is then stretched so the car reaches its actual terminal velocity right at redline — no wasted ratio. First gear is the launch dial: aim for hard, just-controllable wheelspin, and iterate one notch at a time.
Enter your car's power, weight, and slider ranges for the complete sheet:
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