It's a Porsche 911 GT3 Cup.
So it's not a "serious" aero vehicle. Try not to use bump rubbers. A 911 is likely to carry around 40% of the static weight on the front wheels, so the rear spring rates should be higher than the fronts (at the wheels). You might like to start with around 120 N/mm front & 180 N/mm rear springs (at the wheels). Lower rates (with suitable damper adjustments) should improve "grip", but will cause the platform to move around more during manoeuvres (&, if the simulation is realistic, geometry changes might push the vehicle to over-steer at the limit on lower rate rear springs). Adjust lateral imbalance with bar changes (increasing front &/or reducing rear moves balance towards under-steer, & vv). If your model has the ability to simulate compound springs, don't.
If the simulation is running on a "billiard" table (no vertical features), then I suspect your stated peak damper velocities may be a little high (suggesting that your model may be under-damped). Otherwise they are too low. In reality, expect maximum damper velocities of around 400 mm/sec on European circuits. US circuits are likely to generate higher damper velocities - perhaps as high as 1 m/sec.
Lower static ride heights should yield higher cornering speeds, hence better lap times, provided you don't run out of wheel travel.
Not sure how detailed your model dampers are. Start with symmetrical dampers matched to the springs with damping coefficients of, say, around 5 N/mm/sec front & 8 N/mm/sec rear (at the wheels). Compression-biased damping should improve grip directly & should permit a lowered static ride height. Rebound-biased damping should lower the average c.g. height when running (useful if a minimum static ride height rule applies). Digressive compression damping at the front axle should improve (reduce) the steering time constant. More linear damping at the rear should improve "traction". Compression blow-off should improve "kerbing" (assuming kerbs exist in your simulation).
Multiply the rates suggested above by 5.71 to convert to lb/in (in case)....
Have fun, & experiment.