CSR2 Best Tune: What 1,251 World Record Tunes Have in Common
CSR2 MODS · October 22, 2026
“What's the best tune?” is one of the most asked questions in CSR2. The usual answer is “it depends on the car”, which is true and not very helpful. So we looked at the data instead.
Our CSR2 world records sheet lists the tune behind every record: the final drive, the tyre setting and the nitro setting. Across 1,251 records, the patterns are clear. Tier 5 comes surprisingly close to having one favourite setup. The lower tiers have nothing of the kind.
What a tune is made of
On the sheet, each record's tune has three parts:
- Final drive: a single number that scales every gear at once.
- Tyre setting: written as two numbers, for example 0/100.
- Nitro setting: also written as two numbers, for example 188/4.0.
We've kept these exactly as the sheet shows them, so you can match them to the settings screen in the game. What each slider does is covered in our CSR2 tuning guide. This page is about which settings the fastest players actually use.
Tier 5: there is a favourite tune
| Setting | Most common value | All Tier 5 records | The top 50 records |
|---|---|---|---|
| Final drive | 2.00 | 51% | 72% |
| Tyre setting | 0/100 | 74% | 86% |
| Nitro setting | 188/4.0 | 41% | 82% |
From our sheet at the time of writing, covering 890 timed Tier 5 records.
That's a striking amount of agreement. Most of the fastest Tier 5 cars run the same three settings, and the closer you get to the top, the more common it is. Across all 890 Tier 5 records there are only 471 different tunes, so many records share exactly the same settings.
It makes sense once you look at what Tier 5 cars have in common. Most of them sit at the same PP, fully built, racing the same event. When the cars are that similar, the best tunes for them converge too. Our look at CSR2 PP shows just how bunched up Tier 5 is.
Tiers 1 and 2: every record is different
Lower down, the picture flips completely:
| Tier | Records | Different tunes |
|---|---|---|
| Tier 1 | 16 | 16 |
| Tier 2 | 32 | 32 |
| Tier 3 | 81 | 67 |
| Tier 4 | 232 | 204 |
| Tier 5 | 890 | 471 |
In Tiers 1 and 2, no two records share a tune. Lower-tier cars differ far more in weight, power and gearing, so a setting that's perfect for one is wrong for the next. In Tier 1 even the most popular tyre setting is used by only a quarter of records, and it isn't the one Tier 5 favours.
If someone hands you “the best Tier 2 tune” without naming the car, they're guessing.
Final drive gets shorter as tiers go up
The final drive shows the clearest trend of all:
| Tier | Typical final drive | Middle half of records |
|---|---|---|
| Tier 1 | 3.89 | 3.04 to 4.42 |
| Tier 2 | 3.91 | 2.37 to 4.71 |
| Tier 3 | 3.02 | 2.03 to 3.64 |
| Tier 4 | 2.81 | 2.37 to 3.47 |
| Tier 5 | 2.00 | 2.00 to 2.37 |
Records in the lower tiers use much higher final drives, and spread across a wide range. In Tier 5 they settle tightly around 2.00. So if you've moved a car up from Tier 3 and kept its old tune, the final drive is the first thing to check.
The tyre setting most tiers agree on
The 0/100 tyre setting is the most common choice in Tiers 2 to 5: 69% of Tier 2 records, 60% in Tier 3, 63% in Tier 4 and 74% in Tier 5. Tier 1 is the exception, where 55/45 is the most common setting and only 19% of records use 0/100. Tyres decide the launch, and Tier 1 cars launch very differently from everything above them.
Nitro: the setting that varies most
Of the three settings, nitro is where records disagree the most. The most common setting, 188/4.0, becomes more popular the higher the tier, but it never dominates the way final drive does in Tier 5:
| Tier | Different nitro settings | Records using 188/4.0 |
|---|---|---|
| Tier 1 | 15 across 16 records | none |
| Tier 2 | 28 across 32 records | none |
| Tier 3 | 40 across 81 records | 21% |
| Tier 4 | 93 across 232 records | 31% |
| Tier 5 | 242 across 890 records | 41% |
Nitro also depends more on the driver than the other settings, because when you fire it changes what the best setting is. That's why we tune it last: once the final drive and tyres are settled and your firing point is consistent.
Tuning mistakes the records expose
- Using a Tier 5 final drive on a lower-tier car. Half of Tier 5 records run 2.00, but the typical Tier 1 and Tier 2 record runs nearly double that. A low final drive on a Tier 2 car usually leaves it short of acceleration.
- Assuming 0/100 tyres suit every car. It's the favourite from Tier 2 up, yet in Tier 1 most records use something else. If a low-tier car bogs or spins at the start, the tyre setting is the first suspect.
- Copying the most common tune instead of the car's own. The common Tier 5 setup is a starting point. Nearly half of Tier 5 records use a different final drive, and they still hold records.
- Keeping an old tune after an upgrade. Every new part changes the car. A tune that was perfect at Stage 5 can be wrong at Stage 6.
How to find the best tune for your car
- Look up your exact car on the records sheet. If there's a record for it, that's your best starting point by far.
- Check it's the same version. Star level, Elite Customs level and upgrades all change what the best tune is. A purple-star tune on a gold-star car, or a Level 50 tune on a Level 0 car, often won't transfer. See purple vs gold star and Elite Customs for how big those differences are.
- No record for your build? In Tier 5, start from the common setup above: final drive 2.00, tyres 0/100, nitro 188/4.0. In lower tiers, start from a record for a similar car in the same tier.
- Test on the dyno, one change at a time. Final drive first, because it moves times the most, then tyres, then nitro.
- Confirm in real races. A tune that's good on the dyno still needs a clean launch to show it. Our perfect launch and shifting data shows how much the driver adds.
A note on copying tunes
A record tune is the result of one particular build, driven well, in the version of the game it was set in. Game updates can change how cars behave, and records keep improving. Copy a record tune as a starting point, then check it on your own car. If it's slower than expected, the build or the version is almost always the reason.
Start from the records, then test
In Tier 5 there's a clear favourite tune: final drive 2.00, tyres 0/100 and nitro 188/4.0, used by most of the fifty fastest records. In Tiers 1 and 2 there's no such thing, and every record uses a different tune. Look your car up on the records sheet first, match the version, and test changes one at a time.
Frequently asked questions
What is the best tune in CSR2?
There isn't one tune for every car. In Tier 5, the records do share a favourite: half use a final drive of 2.00 and three quarters use the same tyre setting. In Tiers 1 and 2, every record on our sheet has its own tune.
Is a final drive of 2.00 always best in Tier 5?
It's the most common choice, used by 51% of Tier 5 records and 72% of the top fifty. But the other half of records use something different and still hold records, so treat 2.00 as a starting point to test, not a rule.
Where can I find the tune for my CSR2 car?
Look the car up on our world records sheet, which lists the final drive, tyre and nitro settings behind each record. Make sure the entry matches your car's star level, Elite Customs level and build before copying it.
Why doesn't a copied tune work on my car?
Usually because the record was set on a different version of the car: a different star level, Elite Customs level or set of upgrades. A tune is only as good as the build it was made for.
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More CSR2 guides
Best CSR2 Cars by Tier: What the World Records Show
Opinion lists disagree. Record times do not. Here are the fastest cars in every tier, and the patterns that matter more than any single name.
CSR2 Purple Star vs Gold Star: How Much Faster, Really?
Purple-star cars cost more and are harder to get. We measured exactly what that buys you across 226 cars, and the answer depends a lot on which tier you race.
CSR2 Elite Customs: How Much Faster Each Level Makes a Car
Elite Customs levels don't change a car's PP, so they're easy to overlook. On our records sheet they're worth more than half a second, and sometimes two whole seconds.