CarX Builder
C4

Grip · AWD

R32

32R (Nissan Skyline GT-R (R32))

by Simmo · published on 24/09/2026 · 118 views

Use as a base

374

Power

1251

Weight

313

Max speed (aero drag)

Spec sheet

Installed parts

The author hasn't listed the parts fitted on this build yet.

01

Transmission

Final drive 3.218
Gear 1 3.21
Gear 2 1.93
Gear 3 1.3
Gear 4 1
Gear 5 0.75

Gearbox: T50 32R1 (assumed stock: no gearbox matches the values you entered).

Your gearbox ratios are kept and only the final drive is adjusted, so the last gear reaches top speed at the top of the power band. This is not an optimal gearing: in our simulations on the game's tracks, no other rule does demonstrably better, whatever the discipline. Not validated in game.

Gearbox recalculated on 2026-09-25: corner exit speed and target top speed are no longer used, and the final drive stays within the game's slider range. The proposed ratios, and the differential that depends on them, may differ from those shown before.

These ratios can only be adjusted in game with a Racing or higher gearbox upgrade (GBT3 and up). That part's final drive factor is not applied: the tool doesn't know which one is installed.

02

Differential

Front

Accel lock 0.3
Decel lock 0
Preload 52Nm

Physics-based target value, not capped to the real max achievable in-game (which depends on your installed differential). Get as close as you can without forcing past the slider's limit.

Rear

Accel lock 0.47
Decel lock 0.3
Preload 104Nm

Physics-based target value, not capped to the real max achievable in-game (which depends on your installed differential). Get as close as you can without forcing past the slider's limit.

Differential part not declared: values computed and bounded for a Clutch 65 (locks 0 to 1, preload 0 to 520 Nm). With a Clutch [P], sliders go from 0.6 to 1 (acceleration), 0.3 to 1 (coast) and 0 to 100 Nm. With a Clutch 45, from 0.2 to 0.8 and 0 to 315 Nm. Ranges with every tuning step purchased. Declare your part in the form for values you can surely set.

Tyre compound not declared: rear lock computed for a Racing compound. With a less grippy compound (Street, Sport), the minimum is lower. Declare your compound in the form.

Acceleration lock (rear): the minimum so the inner wheel does not spin alone out of corners. You can raise it without losing traction: the car then slides more progressively, but it understeers more on throttle, especially if you go much higher (in-game hint). Approximate calculation, about ±0.1.

Coast lock, preload and front axle: reference values (tuning choices, not a calculation from your car). At the front: little lock and no coast lock (1-way), so the car turns in well. Not validated in game.

03

Suspension

Front

Stiffness 149.5kNm
Anti-roll bar 128.8kNm
Slow bump 9900
Fast bump 5000
Slow rebound 22300
Fast rebound 11200

Rear

Stiffness 120.8kNm
Anti-roll bar 94.2kNm
Slow bump 8000
Fast bump 4000
Slow rebound 18000
Fast rebound 9000
04

Steering, camber & toe

Caster 4.2°
Steering angle 52.11°
Ackermann 62.08%
Braking 66.9% AV
Front camber -3.46°
Rear camber -4.25°
Front toe -0.081°
Rear toe 0.102°
Calculation details & input data

Theoretical top speed

313.2 kph

Max speed (aero drag)

313.2 kph

Powerband

5651 → 6537 rpm

Gear 12345
Top speed per gear (km/h) 99164243313313
Power
374 hp
Weight
1251 kg
Class
C4 (299 HP/t)
Front balance
55 %
Rev limiter (rpm)
8367
Wheelbase (m)
2.59 m
Center of mass height (inches)
11.2 inches
Front
265/25 R19 · 1.08
Rear
265/25 R19 · 1.08
Front/rear frequencies
3.2 / 3.2 Hz
Target roll gradient
0.04°/g · TLLTD 57.8 %
Curves extracted from the screenshot

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