It’s the second week of Series 64 as leaves scatter Britain’s roadsides to mark the Autumn season while additional opportunities to unlock exclusive cars and cosmetic rewards become available on the Festival Playlist.
Here are the rewards you can earn until Thursday, August 10 in Forza Horizon 4:
50% Completion: 1967 Volkswagen Karmann Ghia
80% Completion: 1993 Porsche 928 GTS
Capture a photo of any Modern Sports Car in Mortimer Gardens to unlock a Super Wheelspin as part of the Photo Challenge. The Weekly Forzathon spotlights a snake charmer in the 2013 Ford Shelby GT500.
Leave retirement in The Trial and unlock the 1939 Auto Union Type D. Meanwhile, over in the Autumn Games, the Ken Block Helmet is rewarded to all participants.
A trio of Super Wheelspins can be yours in this week’s Seasonal PR Stunts. Take on the Ambleside Edge Danger Sign, the Hythe House Speed Trap and the Brookside Speed Zone.
We continue to race through the years in this week’s Seasonal Championships as we spotlight the 60s, an iconic era of motoring! Complete all three events to unlock the Ken Block Race Suit, the 1967 Volkswagen Type 3 1600 L and the 2015 Lexus RC F.
That’s it for the Autumn seasonal events. Be sure to get snow tires ready for next week because Winter is coming. See you at the Horizon Festival!
3 dirt/cross country championships. In cars I felt not suited. 60s c, modern muscle a, super saloons a.
Did not enjoy.
The trial was good tho. Used an upgraded Bugatti. Had the handling for the first two races, driver in the Bentley 8L won with a bit more power. Finished third last race behind the Mercs which had more top speed and the track let them use it.
The Special Squad was out in full force in the first Trial attempt. Dive-bombs and spinouts everywhere, absolute carnage, and we crashed out in two races. I always wonder if these types don’t have the braking line turned on in the first place, or if they do yet choose to blissfully ignore it. Second attempt, and I’m placed with one other driver (and 10 AI strangely, it seems to be a thing this series), and since they’re actually competent we breeze through the first two races 1-2, and would have done the same for the lame-duck last one if not for my compatriot finding an unfortunate rock. Night and day experience.
Looks like Modern Muscle to me for the SC, and the Maloo for PG.
Just not a fan of Cross Country (despite loving Dirt!), particularly as I run with no assists, simulation damage and Unbeatable Drivatars (understand I can change these things, just I’d rather not!); plus I don’t know much about modifying and tuning cars (though in this case, I assume an AWD conversion is essential?).
I’ve a good understanding of how the Seasonal Champs work, and even within my house rules, can still likely get it done; to get the Ken Block helmet however I need to complete Playground Games, which I’ve never attempted. Aside from a few Trials, I tend to say clear of multiplayer and was wondering if I could skip this too; I wouldn’t mind getting the Ken Block set though, so might have to watch a YouyTube vid or two to get on top of things.
Ok, it’s coming back to me now. Bowler was a previous season. I remember now also that you have those difficulty settings.
I don’t know if modern muscle will survive the jumps on sim damage. I used the Shelby to cover some of the skill score in the weekly challenge. I can try it in a bit.
Games is basically tag/keep away with cars. It’s a participation prize so it doesn’t matter how well you do. It’s full contact though so I don’t know what sim damage does there. I’m guessing you would be at quite a disadvantage playwise. You get the completion as long as you don’t quit or disconnect though.
Not sure, but sim damage might be automatically disabled for multiplayer?
It is pretty ridiculous for CC events in singleplayer; with circuits involving jumps you get progressively slower each lap (due to unavoidable damage) but the AI remains exactly the same… Out of interest, do you know if they made any changes to the system in FH5?
Success! I won the championship and all the individual races on unbeatable with simulation damage on. I used the Vauxhall Monaro because it starts at the lowest PI. The biggest things that seem to help are the full cage and rally suspension. The tune is shared as “Offroad”, share code 121 472 261. I’m guessing most of the cars will work out so if there’s another you want to use lmk.
Edit: I forgot to mention that some of the landings at the same jumps caused different amounts of damage. I was watching on using rewind to check this. If you have any questions about the tune or the courses feel free to ask.
I haven’t tried sim damage in fh5. I’d guess it is the same though. Cross country has all the same types of jumps on the same types of circuits and trails.
I ran it successfully again but with the 13 GT500. It barely makes it without bumping into S1 so I’m not sure about the other options. Iirc the Shelby 1000 goes into S1 as soon as AWD is added. The 13 Shelby also didn’t want to respond well to the jumps.
Thanks so much for all the help and super detailed info, WB; really great stuff!
As it happens however I beat it before seeing your replies; took first in each event using the Ford Falcon ‘15, with no changes other than an AWD conversion.
Whitewater Falls is one of the worst offenders for jumps, IMO; car was heavily, heavily damaged going into the final section of that one, but with use of the rearview mirror was able to just about hold off the swarm! Judging from the stats on your screen (esp the engine damage) looks like you must’ve been suffering too! The Ridge wasn’t too bad, though still a bit of a pain; and no probs at all with North City (as reflected in your damage stats). I imagine all three would be fairly easy with simulation damage disabled; in fact, I was only able to win at Whitewater due to having a huge lead prior to the final jump.
As for FH5: I was more wondering if they’d toned down the ‘fall damage’, and/or made the AI suffer the same penalties as the player (watching them ghost through obstacles is another annoyance!).
Picked up the Ken Block helmet too, so that’s job done for me for this week.
For me the jump off the ridge created in the worst damage. In the first race I kept landing more nose first which put the majority of the damage at the front of the car. I tried rear aero which I was able to adjust to get the car landing right there but it just killed the car jumping it off the ridge.
I didn’t have to block the drivatars at all though once the car was set up. They seemed to be slowed from damage also. If you are close enough they are affected by the walls but you have to be pretty close. Otherwise they’re immune. That’s been my observation anyway.
As far as 5 goes, I haven’t tried sim damage so I don’t know. I wouldn’t go into it expecting damage to be any different. The unrealistic jumps and smashing through walls turn me off from it so I don’t run them anyway.
Surprised you didn’t have to hold them off (esp with 48.7% engine damage at Whitewater!); maybe one them then had a big screwup behind or something (as occasionally happens in CC and Street Scene)? My engine was stuttering/choking and I was doing about half speed at that point!
For future ref, it’s good to know that it’s not only the car choice that makes a difference to the jump/fall damage, but also how it’s set up (as one would expect); and that in some cases, slightly softer landings can be found.
Yeah, I know the AI only cheese the obstacles when far from the player, but aside from being unfair, it’s not exactly that far; and esp when running at 4K (as it appears we both are), it’s really obvious/in your face, almost like a bad LoD. Is this still the case in FH5?
Just got a couple of Offroad Buggy CCs to win (and then The Titan) to finish off all the singleplayer exhibitions before hopping over to Fortune Island. Coastal Rush and Glen Rannoch are very tough with the stock vehicles (MINI and Ariel, anyway) so looks like I’ll be forced to make some actual modifications, finally! Will try and do it without resorting to AWD; currently however they are both very slow and prone to sliding out.
It’s a shame about the CC races really; I feel that I ought to enjoy them, but will all the issues mentioned (esp with the settings I run) they’re often more of a pain than a pleasure! That said, like you, I’m not a huge fan of the unrealistic jumps and smashing through walls either.