Since they did away with the step process in the telemetry program I have gone off in a more simple route myself. Extrapolation? I think that is what it is called. We are given the rpm at the torque peak and the rpm at Hp peak. It can probably be calculated, but I just binary the torque at peak Hp in. Once I have that I just (Peak Tq - Hp Tq) / #rpm increments. It ain't pretty but I have found that it is pretty damned close, and I have also found that the physics engine doesn't use numbers that are too fine. As for anything past the Hp peak, I just goof with a delta value that delivers a line aimed in the general direction of the picture in the game... i.e., flat, down slow, down steep. Something like that.
I highlight the range of torque values where the Hp is within 10% of it's peak. That helps make some of the decisions too...
I have found that a final drive total gearing that reaches 95% on the transmission graph is going to be just about it for a terminal velocity.
Once I have the launch characteristics set, then it's smooth 'em out in between. What looks good numerically much of the time will feel just a tad off... an up shift that bogs just a little, specially on a hill, or and emergency down shift that locks up the wheels and grenades engine.
The profile ( the line or curve created by the 5 entry points ) that I use most with cars that are torquey sort of hooks at the end with 6th gear. I take a little wider bite with the last gear for two reasons, 1. It drops the gear into a little more torque, and 2. It occupies space that the other gears don't have to - I can be a little more narrow with them.
I don't know if that makes any sense to anyone... the world of transmission tuning according to Blooze/GICheeze circa Version IV... I guess.
Looking at your derived gear set, I suspect that the pull from the shift into 6
th to TV takes quite a while, leaving one to wonder if the additional mph is worth the wait. I bet the gap on 5 to 6 is no honey, either.
How does it run?

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