I support bpmurr’s right to nitpick. Even if some think it’s trivial, T10 prides itself on making Forza authentic so there’s no need to skip over inaccuracies.
Turn 10 has stated they dont use stats from manufacturers as they can be wildly inaccurate so they preform their own tests on cars to get the in game stats. So it may very well be that Ford took liberties with the stats they use for marketing
I see very few of the press have even been in these cars yet. Too early to call the stats incorrect, in my humble opinion. Have to wait until real-world people start running them really. I heard recently (SO: matt farrah) that added weight was a selling point to the average consumer right now, could be ford make exciting brochures too. ![]()
I won’t say who cares because obviously you do, but really what is the big deal? There are several cars with bumpers, or roofs, wheels, Or HP / weight stats that are off slightly. But isn’t it more important that they get the physics, graphics, and game play / features right? The car looks great and most will not know if a few details are off.
Personally Im more bothered that there are a bunch of pit crew on the track at the back of the grid at the start on Sebring. And if there are pit crew, why are they not changing my tires when I pit?
We still don’t have the prototype sports cars and a number of GT cars. Personally compared to this stuff an extra spoiler (that can actually be removed) is such a minor detail.
Did you notice by any chance that the Infiniti Q50 Eau Rouge is incorrect? The torque figure is off by 1.
As many people said, Turn 10 has stated that some cars take up to 6-9 months to create. This means that if they used an actual working car for the model it was very early pre-production and Turn 10 collects their own data for the stats because manufacturers don’t always rate their cars accurately. BMW and Audi for example are known for giving ratings that once tested are below what the car can actually achieve. Ferrari is known for posting stats that are higher than the cars customers can buy because they come from differently tuned press cars. Once people can buy the car and press drives it and tests it we’ll find out.
Also, imagine what manufacturers have to do to their engines to get more power out of them. Not only is it a lot of work, it may change the way the car handles and behaves on the road or track. It may not be as simple as going into the game data and changing a HP figure on the car to a different number. How is this change achieved? Adding a supercharger for 50 horsepower, a new camshaft for 50 HP, or simply adding a mix of engine upgrades for 50 HP all make the car behave differently in game even though the power output is the same…
I’m happy the car is in the game and drives pretty darn well. Don’t worry about the stock figure, you’ll likely change it soon anyway.
Is anyone else having trouble with the update download? Mine is stuck at 99% and has been for hours. Why is this happening?
Is it possible to do a turbo-four swap for it?
It would be cool to be able to drop a 2.3L Ecoboost in it.
Yeah, it would be nice to have different engine/transmission options for cars.
Or if I could put an Ecoboost in my fox body. Having a turbocharged 4.9L V8 with the exactly the same amount of horsepower as a 2.3L I4 seems kind of dumb.
As a fellow Mustang Fan and expert nit-picker, I appreciate bpmurr’s eye for the details. I just want to point out that the car in-game is slightly less powerful, but also lighter than the final production model. I’m sure it ultimately balances out. Having driven it, I’m happy with the way it handles. Even though it is still the least powerful of my B-Class Modern Muscle cars, it has the best acceleration and handling ratings of them all. I just may use this one in Rivals Mode to set new times in the B-Class Time Trials. ![]()
Fourteen HP and ninety pounds makes a pretty big difference.
Still, though, it’s really nice to drive. I found the 2013 GT500 to be almost undriveable, but this car’s suspension makes it a lot easier to drive. Of course, it also helps not having 662 HP.
The 2013 GT500 doesn’t do too bad in A-Class if you use a lot of handling upgrades, I’ve had some really good races online in that car.
does turn 10 dyno the cars themselves? maybe fords numbers aren’t at the wheels?
Then the difference would be more than 14 HP. You typically see a 15-20% loss in power at the wheels due to drivetrain loss. If T10 dyno’d the car it would be rated about 45HP less than what Ford claims.
I wonder what the 2.3L EcoBoost version would of sounded like.
This isn’t the first time this has happened… The 2010 Chevy Camaro SS had 422hp and 408 lb-ft of tq. 4hp and 12tq off. Turn 10 (I believe) does test there own cars to be as accurate as possible. I believe in the Mustangs case it was a pre-production model and Ford gave them a respectable estimate, in the end(in my opinion), it balances out. It still out handles other mustangs in the game and you can tell it has independent rear suspension. No problem here… All I know is Turn 10 is giving the Forza community what they want and I love it! If they continue, the next car should be the 2014 Camaro Z28, 2015 Dodge Challenger SRT Hellcat, or 2015 BMW M4 next month! Keep’em Coming!!
I can’t think of a single car with 100% correct stats.
Lol i think were all forgetting the fact its a video game, but thats what makes it so fun.
I partially agree. The front end is a train wreck. Looks like a Beluga whale. From the doors back I love it. What an exercise in contrasts.
I agree. I think the OP is missing this fact.
The 2013 Focus ST had the same issue in Forza 4. It was based on pre-production specifications and as such has 247 hp instead of 252 hp. I was hoping it would be updated for Forza 5, however it remained with the incorrect power rating. As for the Mustang, Ford just announced the power and weight specifications within the last few weeks. Turn 10 had to use whatever data was available when they started development. I’d prefer it was 100% accurate as we’ll but unfortunately that isn’t the case.