Any Difference from FH3 to FH4?

Have any of you virtual grease monkey tuning demigods noticed if there’s a difference between how you build and setup a car from FH3 to FH4?

The biggest difference I noticed is you can’t keep adding power to make the car better - it hits a point where the acceleration number won’t go up until you add something to increase your handling. I’ve definitly altered my approach when I start building a car.

Tuning seems almost identical although there’s no rivals option like past horizons to test your tune out in. The rivals feature is limited to one thing (car,class, car type, etc.) per track. I hope they bring back the standard rivals format we’ve always had.

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I don’t rely on the benchmarks. Have you tested out on the roads between 2 builds with different power but same benchmarks?

I’ve been testing and have some good info, but I’ll type it up at work tomorrow … I’m using an xbox controller and just timed out and lost it. The short, short, short version is no more rocket cars and weight reduction beats power in all but the highest speed courses in the lowest classes where cars can flat out. Its a handling game with more grip in every class, more effective tires, and aero is way more effective. Way, way, WAY more effective.

And that weird thing with the 0 to 10 acceleration rating is just a cosmetic error. Upgrades work correctly in game but the number doesn’t reflect it. The simmed telemetry data works like in FH3. More trustworthy.

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It seems tire PI is lighter and Engine PI is heavier. In FH3 you could just build a 200mph C-class car with no tires, now you can only build 150mph with no tires, the compromise is more meaningful and will hopefully show better variety in lower classes online, if you ever get to race lower classes online.

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The optimal camber angle seems to have shifted slightly… or shifts from car to car now… not sure yet, need to find level ground to test. No airstrip… bother

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I have not been able to get a hang of camber in this game yet. Tire temps change very slow. So my insides are always very warm and I can’t find any turns long enough to see if I can get my outsides to match at the exit of the turn. To the best of my ability, though, I’m finding that around 1.6 front and 1 rear provides roughly even temps whilst turning. What have you experienced?

Overall, after running a few rivals events, I’m finding that the fastest way around many tracks is carrying speed through the corners and fast exits. So that generally means AWD (again, sadly, imo), BUT also means that handling is much more important. Weight reduction is pretty costly, and tires have a greater effect on handling. So my knee jerk reaction is that you’re better off spending PI on tire upgrades and then HP (to make up a bit of acceleration ground than on weight reduction. At least in the lower classes, and into S1 if a particular car already has pretty high PI.

Also it seems that cams are no longer PI inefficient. So far I’ve noticed it either provides equivalent or more hp than other upgrades. Of course you don’t get much torque. But most tracks are still pretty fast, they just have sweeping turns (not short, tight turns where you might want the acceleration from torque). So you might be better off with the extra power.

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I’ve been using -1.5f & -1.0r on most cars and it’s been ok but I’ve had to lower it even more on some cars like the Porsche 918, I lowered it to 1.2 & 0.6 because the temps were too far apart.

Tires are definitely a bit more important but front tire width still is able to be left stock in most cases.

Cams weren’t efficient in the last game either, too costly In pi & you get better torque if you upgrade other things anyway.

Glad to hear you’re getting similar results on camber settings.

But just to clarify what I’m saying about cams—it’s actually not inefficient like it used to be. At least from a hp per PI perspective. It used to increase the speed stat so much, and you were definitely better off getting HP from other upgrades. Now, at least on the handful of cars I’ve tested, cam upgrades always offer more hp at an equivalent PI. Of course it has reduced torque, but they’ve at least seemed to balance it. Depending on the application, I think it might be the better upgrade. For instance if a car has too much wheelspeen down low, or if you’re going for a pure speed build.

Never look at those 1-10 stats, look at the hp torque and weight. Those stats are wrong especially if you do an awd swap

I’ve noticed the same thing about some engine upgrades having no effect on the performance ratings (speed and acceleration) of the car at a point. I’m not sure if that is intentional or not. You still get changes to the engine specs, car performance (0-60 etc.), and the cars classification but not to the speed, acceleration and other 0-10 rated performance indicators. So, your car is improved, just does not show it on the 0-10 numbers.
In FH3 (and other Forza games) the cam shaft upgrade was very beneficial to speed and acceleration. I’ve noticed on most cars that I have tuned (only 20 or so) it is only beneficial to speed and some cars take a negative hit to acceleration. This use to be a go to upgrade for me. Now it looks like displacement upgrades are the way to go for speed and acceleration.
I have also found on a very few cars that the transmission upgrade can make a BIG difference at very little classification increase. Check out the transmission upgrade for the '67 427 vett and the Ford RS200 Evo. Crazy good.

Disclaimer: Not a tuning demigod

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This might help- I set up a series of blueprint races as tuning benchmarks

Summer season, early afternoon, clear, fixed weather.

They are called “D Class Pencil Rivals” thru “S1 Class Pencil Rivals” -game only allows 5 blueprint saves per race, so I did D thru S1.

If someone wants to add S2, be my guest.

If you set Drivatar difficulty to new racer, the game will start you in 4th position and you can clear the pack in the first few corners.

Then you can record the times that your builds are achieving…with a pencil!

Feel free to add me GT: heliogt2 to see the blueprints on these 3 courses

Colossus route (long fast sprint)
Astmoor Heritage (fast flowing circuit- 5 laps)
Princes Street Gardens (city technical circuit- 5 laps)

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LMFAO

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