Drift Hunters

Drift Hunters Tuning Guide: What Each Setting Does to the Slide

Published · 2 min read

Drift Hunters has a tuning sheet that most browser racing games do not: the nine sliders under TUNING change the physics, not just the look. Here is what each one does, where the stock Toyota AE86 starts, and a setup that is easier to learn on.

Front and rear camber

Negative camber tilts the tops of the wheels inward. In a drift the outside front tyre is doing all the steering, and a few degrees of negative camber keeps more of it on the road while the car is leaned over. The stock AE86 arrives at -5° front and -1° rear, which is a lot at the front: it makes the car keen to turn in but nervous on the straights. Bring the front to about -3° for a car that still rotates but stops twitching. Leave the rear near -1°; more rear camber costs grip on the driven wheels, and grip at the rear is what lets you hold the throttle in the slide.

Front and rear offset

Offset pushes the wheels outward, which widens the track. A wider car is more stable at high angle and slower to snap back the other way, so one or two clicks out at both ends is a free gain. Go too far and the wheels sit outside the arches and the car feels lazy on transitions.

Front and rear height

Lower is stiffer and quicker to respond, but too low and the car bottoms out over the kerbs on Stadium and Nishuri and snaps straight. Drop it two or three clicks from stock rather than all the way, and keep the rear a touch higher than the front so the car rotates when you lift off.

Brake balance and brake pressure

Brake balance starts at 70% to the front. That means a dab of the foot brake settles the nose and rotates the car into the corner without killing the rear tyres. Moving it toward the rear makes the brake behave like a second handbrake, which is fun on Dust's tight corners and hard to control on the sweepers. Brake pressure is how hard the pedal bites; 100% stock locks the wheels if you stab it at speed. Around 80% gives you a brake you can use mid-drift to tighten the line.

Turbo

The turbo slider only appears once you buy the turbo part in PARTS; until then it reads NO TURBO. Pressure is raw power: more of it makes the slide easier to start and harder to hold. If you are spinning out, turn the turbo down before you touch anything else.

A starting setup for the AE86

  • Front camber -3°, rear camber -1°
  • Offset one click out at both ends
  • Front height two clicks down, rear one click down
  • Brake balance 70% (leave it)
  • Brake pressure 80%
  • No turbo yet

Run the AE86 on Nishuri with that sheet until you can link two corners without touching a wall. Then spend the 25,000 starting points and whatever you have banked on PARTS: brakes and weight first, engine and turbo last. The parts make the car faster; the tuning is what makes it drift.

More from the blog