Bump setting tuning physics issue results in unstable handling or leaderboard advantage

Attaching a video demonstration of this toxic interaction.

My name is YouMayBeSeated, I have been playing Forza Motorsport for a few months now, I started with D Class Rivals and slowly worked my way through every single track in the game. I set over 20 World Records in that class (with a non Meta car), and was Top 10 on every single track but like 8 of the 73 layouts. Before I point out the issue I believe ruins both Rivals and Multiplayer, I would love to talk a little about the things I think makes this game better than competitors.

  1. Multiplayer Variety/Choice - while not perfect, Forza Motorsport offers the player so many options to race the cars/combos they want to race. Gran Turismo gives you 3 set races for an entire week, typically one One Make Road Car, GT4, and GT3 series Race on a set track and that is literally your only options for the whole week lol… Thank you Forza for the variety, especially in the most recent update giving us E-X Open Class Series’ permanently instead of on daily/weekly rotation.

  2. Rivals - while there is a fundamental issue with tuning/physics that kills a lot of the fun of Rivals, the concept of being able to compete in time trials on every layout in the game with every Class of car is unmatched in other games. Gran Turismo offers leaderboards for “maybe” 75% of the tracks, but all of them are just one make events with no tuning allowed. So really like 10% of the content that Forza Rivals offers.

  3. Tuning - same as Rivals, even though there is a core issue here, being able to tune cars to fit your driving style is huge. I keep using Gran Turismo as a comparison, but once again, Gran Turismo does not allow tuning on Leaderboards or in Multiplayer (for the most part). Sometimes they allow you to change a few minor things like Camber, Toe, Roll Bars and Downforce, but not always.

So there is my praise to the Forza Motorsport Team… genuinely this game is the best racing I have played in a long time… If not for this one singular issue breaking the game completely at the highest level of racing. I believe this issue with the game just about renders the positives obsolete.

As most of the high level drivers are aware, there is a mechanic with tuning that can make your car significantly faster but makes your setup hyper volatile. When I say significantly faster, I mean 1-2 sec quicker on a 1:00.000 lap time faster. The setting I am referring to is the Damper Setting, specifically the Bump… while you do need the Rebound at 13/13 (I believe) for this to function, the Bump setting is breaking tunes and killing enjoyment. If you want your setup to be drivable and consistent, you run like 5-7.5 Bump and do just fine, but there are people, myself included, who discovered that you can run high bump, as high as 13/13 (which is fastest), and your car becomes a car that either turns 5-10mph faster in a turn or it decides not to turn at all and locks up completely.

It cannot be intended for the fastest setups in the game to be dice rolls. It kills the competitive drive for many of the top guys to grind a track and chase a world record knowing they have to create or use a setup so volatile and unpredictable. Those attempts where the car just completely locks up or washes out, are beyond tilting. I personally know people who quit the game entirely because of the broken Bump interaction.

To my knowledge the developers are aware of this issue and have been aware of this issue for quite some time and nothing has been done to correct it? While I know and understand the physics must be the hardest aspect of the game to code and correct, there has to be temporary Band-Aid solution to serve as a place holder for the time being. A lazy and simple solution could be capping Bump to like 5 until the core issue is corrected… I have heard some say but then everyone will just run 5 This is absolutely true but at 5 Bump the car actually works 99.9% of the time and you aren’t getting lobbies and leaderboards rendered meaningless because of broken mechanics. At the end of the day pace is pace and the fastest guys without bump are still going to be the fastest guys with the high Bump setups, but the desire to even participate is crushed for many of the top guys who want to hold onto their sanity and not drive these setups that only work perfectly 10% of the time.

Please address this issue and give the community the fix the have been asking for and deserve… Also reset the leaderboards when you do it. I will gladly sacrifice my 20+ World Records to try again with cars that are not hyper volatile.

Thank you to the Devs for all your hard work, this latest update was a huge success in my inner circle.

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You want them to “fix” an exploit by making it work all the time? Then you want them to wipe the leaderboards so you can use this exploit.

How about they fix the tuning so these exploits dont exist and make people actually make a unique tune, per car, per track. This one size fits all meta tune has kind of ruined the game imo.

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Bro what? I literally want them to remove it? I said that? I am not a fan of it at all. It’s also not an exploit. It’s a poorly designed function of the bump settings.

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If setting the bump that high is an issue, then dont set it that high. If the issue is you have to set it that high to set a competitive time because others are, then you have to deal with it just like they have.

If turn 10 know about it and havent fixed it, it probably wont be fixed. Ive never tried it, but if its that unreliable, its not really used by many people other than in rivals. I dont see them changing something that has a minimal impact on the majority of players, as well as the fact that you have to choose to set it up that way.

Has this exploit been confirmed to function on all cars or just the popular categories because I’m fast in x class and my tune isn’t centered around the bump setting. I’d be interested to test because I can post top 10 times in the world on most tracks but the number 1 guys still find about a second. I would never accuse them because it could all come down to skill but I would like to know the truth

It’s not an exploit. But yes it works with all cars in all classes. As you increase bump the car has higher turning potential but the volatility increases with it as well. From my thorough testing, it appears the “volatility” I am referring to is the bump compressing hard on the front outside of the tire and not releasing. You can mitigate this with several changes related to pressure on the front tires but if you run 11+ bump you will always have some level of the volatile lock up. You can lower front downforce, lower rear ride height (assuming it’s raised), lower dive, and move weight distribution to the rear some if too much is towards the front. All of these changes relieve some of the bump pressure and mitigate the volatility to an extent. The issue lies with the fastest setups being so volatile to begin with. Obviously you can’t take the fastest setup into a lobby but believe me bump setups are being used in multiplayer as well, just not as aggressively as Rivals.

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It’s most prevalent in road cars and widely used in Multiplayer as well. The issue is definitely more prevalent in Rivals where people can suffer the volatility and restart. In Multiplayer you basically just tone it down as much as you need while maintaining a level of consistency you’re comfortable with.

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If setting the bump that high is an issue, then dont set it that high. If the issue is you have to set it that high to set a competitive time because others are, then you have to deal with it just like they have.

This is the exact reason why we want a fix. The car becomes so much faster everybody has to use this tune but it means racing wheel-to-wheel becomes impossible because in an instant somebody’s car could just decide it no longer wants to turn and wipe out multiple other cars. It kills the game.

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Well tbh this is exploit, cuz this weird behavior happens only if u have constant 60fps (best seen on PC with external fps limiter), I personally run 8.7 bump 13 rebound on all my cars just to make them more constant/predictable but I run with 100fps because avg human eye is not made for 60 xd, and I don’t see any weird behaviors in any of cars I tuned.

Got only improved stability, some understeer when losing grip, and better ability to drive over curbs.

Why 8.7/13 and not higher? Because 1.5 rebound/bump ratio works best for grip, higher bump introduces understeer mid corner, but once u decrease bump values u lose on stability and grip.

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The exact reason it needs to be fixed is that curre t high bump setting makes it largely like rolling a dice. Anybody can abuse sit there for 200laps and get the top time which is not good for the game. I sat testing at maple valley the other day 1-9 bump has no issues and the lap times are near enough the same. You turn the bump up to 10 or 11 your going half a second to a second faster on a 40second track. That small inqrement by 1 completely changes the driving dynamic of the car and lots of issues start to appear very fast. The physics need to be redone to keep competetive integrity of the game aswell as making the game more enjoyable as it stops bs glitch tunes.

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I don’t view the frame rate locking issue as proof it’s exploiting the game. I have tested this as well when someone first told me about it and it’s definitely true, the high bump interaction only works if you frame rate/fps is locked in an increment of 30… so 30, 60, 90, 120, etc… to me that sounds like a game optimization issue. Consoles are locked to 60 or 120 I believe so they probably lazily copy and pasted to PC

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Dude I didn’t even try to read your post. Just a huge wall of text.

But I don’t see any CRITICAL issue with Forza.
I mean there are tons and tons of issues, but none of them are CRITICAL.

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The op is correct, this is a critical issue that needs addressing, maybe read the post first.

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My critical issue is the tunes arnt the same for every event.. my setup is but I have different results across the rivals.
Open class rivals


Spec rivals

The car is virtually slower from open rival to spec w the same setup loaded. And it shouldn’t be.
—-

And tonight the open division street drag racers
Changing the tire pressure from 38psi to 15 there’s no change in telemetry. Downforce didn’t help my nova handle any better and actually slowed it down by a whole second. Tuning feels non existent over here no matter what I adjust.

Kinda critical to me I set my cars up on free run and dial them in against my competitors on rivals. Just wish tuning was the same across every event.

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Thanks for your honesty with this post
I would say this is definitely a critical issue with the game and it needs sorting

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The glitch tunes have have made hot lapping are real nightmare
Many people have just quit playing because of this

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Spec Series in MP and Spec Rivals has Balance of Power (BoP) applied to the cars, there is no way to mimic those in the open Rivals and any other game modes.

Good to know this bump setting only works approx 10% of the time. I tried it and didn’t notice any game breaking effects. I probably just didn’t do enough laps.

I find setting rebound to 13/13 makes the car understeer more if anything. I usually go roughly 10.5/10.

I take my hotlapping seriously but not that seriously.

See… this, THIS is what drives me nuts with this game! Why? Why is it like this? Why is there some secret, unknown, unexplained, magical BoP applied to your car that depends on which game mode you’re playing? No other racing game - sim or otherwise - that I can recall having ever played has ever done something as unnecessarily obtuse as that.

As I’ve said in another thread, if a car is out of balance with the other cars in its division, then it’s out of balance everywhere, and likewise, the BoP should be applied not just in Rivals or Spec Rivals or in Multiplayer on every other Thursday but only if it’s a full moon - but EVERYWHERE, PERMANENTLY.

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I was totally unaware of this metric, I’d actually found more speed running a very soft damp and firm rebound (2-2.5d 11-12r). Since they put the only class of racing I liked on rotation with the most recent update I quit. I have absolutely zero want to be forced to used race tires on 90% of my builds just to be semi competitive for 10 minutes. I spent days tuning and building competitive street and sport tire builds in regular street cars for the multi-open c-s racing (20 minute) lobbies.

I’m sick of seeing meta car after meta car with some downloaded tune. I wish they’d stop grouping cars like the chaparral in with normal street cars as I’ve yet to find one single regular car that can hold a candle, even the saleen s7lm cant compete with the 60s-70s race cars in most cases, it simply is not fair. I understand on a track like maple, where something like the rp1 is superior due to its mechanical grip and weight advantage.

Not ranting, just genuinely upset they moved towards forcing a race tire lobby for every class.

And what the heck is this new top speed crap? It’s not drag racing or roll racing, it’s just another open track meetup with a different name..we’ve had drag tires from day 1 with 0 use, we have drift lobbies now, but no drift tires🤷‍♂️, what gives t10?

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