Doms 1970 charger fh2 version vs forza 6 version

How come they changed the way it handles, brakes and also the amount of traction it had in forza horizon it was a good car that could brake real good and also wouldn’t lose traction as much but in forza 6 it can’t brake worth a you know what now. Could this possibly be fixed?

In FH2 I never found that car easy to handle by itself, to me there is not that much of a difference from then and now other than the use of mods that would affect grip and power. I’m also not super observant about these kinds of changes, so I could be wrong.

I seriously doubt that they plan on fixing it now. I love the F&F series and having Dom’s Charger in this game was a dream come true…or so I thought.

I wanted to make this beast a great car for the Oval’s, Le-Mans, Road America, etc…but it doesn’t even reach the top of S class (???). Either way, I enjoyed the movie so it doesn’t really matter in the end.

However, I am a little perplexed as to why they didn’t add the Forza Aero parts from FH2. They might have helped this car be competitive in S class. I don’t get their decisions some times.

With a sport transmission, Dom’s Charger is still quite deadly for Old Le Mans, with the right tuning. I have mine in the top of A class. I get some enjoyment out of it but not that much as it’s still a lot to handle.

Wasn’t there another thread asking about people using Dom’s Charger? Can’t find it using search.

Because all cars in Forza Horizon don’t handle like they do in Forza Motorsport. Forza Horizon is an “action racer” where the physics for each car are exaggerated a bit, and Forza Motorsport focuses more on how the cars actually perform in real life. Thats why the car doesn’t feel the same between games, and why the 11’s on the track surface ain’t the only skidmarks you’re leaving.

The Horizon 2 physics aren’t that far off from Forza 5, and I know that because I jumped from 5 to Horizon 2. Obviously the traction physics were adjusted to let the player take a car into the fields, but it’s barely notable of a difference on pavement if you are playing with the same cars and settings.

Don’t get me wrong, the car was equally skiddish in that game too.

Yes, definitely a handful in FH2, but I still think the upgrade options were far better in FH2.

I just tried a AWD S class build with drag tires. Still can’t turn but a little better than stock tires, believe it or not. Of course, the car doesn’t stop either. It doesn’t help that AWD brake tuning is broken and glitched in this game (wasn’t working properly in FH2 either, however).

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Completely different game. Completely different physics. No car in Horizon drives anything like real.

I don’t have any data to back this up but I bet less people have it than have the Aston unicorn car(which is around 1000 people if I’m not mistaken). It was an offer that had a short window and cost $20 just to get it and IMO it would have been a poor decision to make it into a LB car since so few people got it. I also think it handles exactly how I would expect a straight drag racing car to drive very fast in a straight line and not so much in the corners.

Also noticed someone say it can’t be maxed out in S class, but in fact it can be maxed out in S class. I use it for RA short and monza short if nobody is rocking a LB car.

Make it AWD to max it in s class

Yes, I’m aware that you can swap in AWD for S class but the car becomes a massive brick that can’t turn. I was talking about making the car competitive in S class with better handling, sorry.

My point was that so few people have it in FM6 that it would be unfair to have it handle good or even average in the game because it would be almost unstoppable. Expect the same I assume with the fallout car.

And I think the physics are quite different when comparing FM6 to FH2.