Open the main menu in FH6, move to the Cars tab, pick the car you want to work on, and choose Tune Car. That's the easy bit. The harder bit is knowing what to touch first, especially when some options stay locked until you install parts like race suspension, adjustable aero, or race differentials. If you're building several cars and keeping them competitive, having enough FH6 Credits helps you test upgrades without constantly backing out of ideas too early. Start with grip, not guesswork The biggest rookie mistake is moving five sliders, driving one lap, then wondering why the car feels worse. Change one setting. Drive the same stretch of road. Then change it back if it didn't help. Tyres are usually the best place to begin because you'll feel the result right away. Lower pressure gives the car more bite and makes it calmer over bumps. Higher pressure can sharpen the steering, but push it too far and the car starts sliding instead of gripping. Most road builds feel safe in the mid-20 PSI range, while slick tyres can handle a touch more. Heavy cars need extra care here, since they punish weak grip far more than light builds do. Use gearing to suit the race Gearing is about where the engine sits while you're driving. Short gears make the car jump out of corners. Long gears let it stretch its legs on fast roads. If you don't want to tune every gear, just use Final Drive. Move it higher for stronger acceleration, or lower it when the car is running out of speed too soon. A good street setup usually reaches redline near the end of the longest straight, not halfway down it. On tight routes, don't chase top speed you'll never use. On highway events, don't make the gearing so short that the car screams with nowhere left to go. Fix handling with alignment, bars, and springs Alignment sounds dull, but it changes the whole mood of a car. A little negative camber helps the outside tyres work better in corners, though too much hurts braking and straight-line traction. Front toe-out makes turn-in sharper. Rear toe-in can settle a nervous rear end. Caster around 6.5 to 7 degrees is a solid road-car starting point, while lighter or off-road cars may prefer less. Anti-roll bars are quick problem solvers. Soften the front if the car won't rotate. Soften the rear if it snaps loose. Springs follow the same basic idea: softer means more comfort and grip, stiffer means faster response, but too stiff makes the car skip across rough tarmac. Balance braking, aero, and the differential Brakes need small moves. More front bias feels safer and keeps the car straight, while more rear bias can help rotation but may cause drama under hard braking. If the wheels lock too easily, lower pressure. If the car just won't stop, raise it a little. Aero is simple: more downforce helps fast corners, less downforce helps top speed. The differential is where throttle behaviour changes most. High acceleration lock gives stronger drive, but RWD and AWD cars may oversteer on exit. Lower lock helps the car turn while powering out. If it pushes wide on throttle, reduce acceleration lock. If it feels loose when lifting off, add a bit more deceleration lock. Keep testing until the car feels natural A good tune doesn't have to look extreme. In fact, most nice-driving cars use fairly sensible numbers with a few careful changes. Drive, listen to what the car is doing, then adjust one thing at a time. As a professional platform for buying game currency and items, U4GM is convenient for players who want faster access to builds, and you can buy FH6 Credits in u4gm when you need more room to upgrade, test, and refine your favourite cars without slowing down your progress.