FH5 Tuning Calculator

Alright everyone, it’s back! And it has been updated for everything for the new Forza. For those of you who have seen, saved, or know about it from FH4, it is located in the same exact document. All I did was open a new tab for FH5 at the bottom.

For those of you who are just getting into tuning, or playing your very first Forza game, this calculator was build using a tuning formula dating back to Forza Motorsport 3 and possible earlier. This is tried and tested to even out your cars suspension to keep it as balanced as possible. The way it works for Forza is that you have to adjust everything for the front and back of the vehicle. Many other game types out there can balance the car between each wheel, but Forza seems to simplify the tuning a little bit to just these parameters. So what does this mean? It means that the tuning looks different than other games, but it’s a great way to reduce the roll of your vehicle to keep it more uniform. This calculator can be used for any style of racing and is for a personal style to say. This is not an all out guide as some people like their suspension set ups a certain way, but this is a very good baseline of your vehicle.

So how does it work? Everything has been calculated out for you. There are very few things that you need. First, you need to know the front and rear weight ratio of your vehicle. This can be seen while you’re equipping the different parts on your vehicle, it will show the weight % while doing so. The other thing you will need is the minimal and maximum spring rate of your vehicle. Do this once you have finished upgrading so that the value’s are correct and will be needed to be adjusted if you change parts, or at least checked.

Once you have this information put in, the calculator will automatically adjust the information for your springs, rebound stiffness, bump stiffness and your antiroll bars. The only thing that has an option to change values is the Bump Stiffness. That is because the values can be anywhere between 50% and 75%. The calculator automatically gives you the values for 50% and 75% so you can slide between the appropriate numbers.

Now, why would this be useful for a tuner? Ever lost traction when simply hitting a curb? Or a small bump? This can actually help a lot. It lets your suspension work for your car on simple changes, as well as help strengthen the turning of your car while you’re taking turns, whether racing on roads or off of them, or even drifting and taking that turn going 100MPH.

So here’s to another game series! Feuille de calcul sans titre - Google Sheets

Note : In order to save this, click File > Download As > Microsoft Excel (.xlsx)

*Edit
I have had some people ask me where this has originated from. So, here it goes. APX Walker posted this Tune Guide back in October of 2011. From this guide, I took the original formula’s and starting making it more known to the community starting in Forza Motorsports 5, when I started to tune myself a lot more than what I use to do. The funny thing is, after all the different variations of Forza’s over the years, this guide still holds true and has fixed numerous issues for myself and I still try to push the information out to everyone.

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I have gone back and edited a portion of the calculator. There are now 3 working copies that are protected from tampering, but usable for anyone in the different tabs at the bottom for FH5 and 2 for FH4 for anyone still playing on there. To prevent multiple copies from piling up like usual, try to use 1 of the protected tabs or download your own copy to be used whenever offline. I will keep checking in on the spreadsheet to make sure everything it still working properly as I have for years now.

Also, if you enjoy the calculator, spread the word out to friends and family! This has been a cumulation of a lot of hard work with initial set up and maintenance. And as always, I am always available for additional help with tuning, but mostly, I am a drifter and not a racer. Hope to catch some of you sideways!

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Thanks, as a WRC 8 player I know how important is suspension tuning, this really saved me a lot of time trying to find the right tune!
Weird that one setting it’s always the right one… but if that’s how the game works, I’ll gladly take it.

No problem! The suspension component in this version of the game seems pretty nice and a bit more simulation than previous years. I still remember people spinning out so easily by their tire touching the curb. A proper suspension set up all but gets rid of that.

I liked this tuning calculator! Worked fine for my M3 GTR. Will you be doing something similar but for the differential side of things?

Differentials is something different. The problem with that is it’s more user preference than anything and there is no exact formula for the differentials. Because of this, there is no science to back it up and it’s basically to how you want your car to behave. For instance, if you want your car to have a good amount of power with limited slipping, you set the values lower as to keep grip. If you want the tires to spin a bit more as to not bog the motor down, you raise the values so that the tires get a little spin. And then you have the values between throttle and no throttle. Locking a differential can make your car not turn as well as an open differential. This is because both tires will want to move at the same speed/force. So the inside wheel will want to move as fast or forceful as the outside wheel, which in regular driving, the inside wheel will move less than the outside wheel. You can see many instances of this my using a “compass” It is a tool widely used for making circles. the “Inside” wheel would be like your center point, and your “Outside” point would be what you’re creating that wheel with. In the car realm, this is like doing a burnout doughnut. If you watch the front inside wheel, there is very little movement as the car goes in a circle, but the outside wheels are going ballistic.

If there ever was a tried and true formula for the differential I will def put it inside the calculator, along with anything else that could be quickly set and adjusted. But until then, this set up will remain the same. However, I go have certain “starting points” That I set up for my cars. For instance:

Race/Track Vehicles : I start with 75% Bump Stiffness and work my way through to 50% to ensure the car stays rigid and transitions smooth while keeping the main core planted to the surface

Drift Vehicles : I do the exact opposite and start at 50% Bump Stiffness and work my way to 75% depending on if the car feels too “loose” as in the car wants to spin out too easily so stiffen it a little to get a bit more body weight transfer.

More importantly the other adjustments that can dramatically change the handling of your vehicle is with your toe and camber and caster angle. These are for more expert tuners who will literally finely tune their car for situations that are either unique or a universal way of driving.

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Makes sense to me, thanks for such detailed answer.

I have another question for you though. I’m playing with metric units but lb/in spring units, what metric should i follow in the guideline? metric or english?

On the guide, there is actually a metric scale for you. The first to columns are for the American’s to use. For everyone else that uses the metric system, the next to columns to the right are set for Metric. Oddly enough, they formula’s and everything are exactly the same, but the value’s themselves are different. So the only real change between the two are the abbreviations.

For instance :

English
Min Spg Rte = 138.3
Max Spg Rte = 1279.8

Metric
Min Spg Rte = 40.1
Max Spg Rte = 239.7

Since the formula is to take the (maximum spring rate - minimum spring rate) and multiply it by the weight % of front or rear, then add your minimum weight back, it’s the same thing but different values. I thought there had to be a catch but while building the initial calculator i tested this for both English and metric systems and it matched perfectly. So even though there are columns for each, it still will show the same across the board. But more importantly, anyone can see the difference between lbs/inch vs KGF/MM. I hope this helps to explain what you are asking for.

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Made a minor change on the calculator across the board. An oversight of mine but all of the Offroad springs were off. FH5 now uses the same 1-20 on the Stiffness settings instead of the old 1-10. If anyone has configured their vehicles for offroad use, you may want to recalculate your settings to make sure they’re correct.

Besides that, I am still going through and cleaning up the spreadsheets from all of the new duplicates that pop up. There are 3 sheets for FH5 and 2 for FH4 for users to use who have not downloaded their own copy. This is to ensure that none of the formula’s have been tampered with or messed up.

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I’m using this calculator for my BMW and it feels fine.

I also wanting to use this for a range rover. But the minimum spring rate for the front is different as the one from the rear. Which one do I fill in this calculator? For now I use the front spring rates.

Very usefull calculator thanks for making this.

If you have a weight distribution greater than 50%, use the rear springs, otherwise use the values of the front springs.

A more scientific way would be to include the real weight of the vehicle in the formula, but I don’t know how that will play out in Forza. In a real simulation you would also include the tire pressure in the calculation.
I haven’t really tested this in FH yet because I don’t trust the physics engine to simulate that much!

bonjour a tous debutant dans forza horizon 5 j aimerais savoir ou trouvé le calculator forza pour horizon 5…merci a vous

Hello, the calculator was something I build using an old mathematical forumula that someone else created years ago in Forza Motorsports 3, and possibly earlier. I just got tired of doing the formula for each vehicle I wanted to tune so I made it for myself originally and then I was asked about how I tuned while streaming. One thing lead to another and I made it for Forza Horizon 4 in an easy to read calculator.

Bonjour, la calculatrice est quelque chose que j’ai construit à l’aide d’un ancien forum mathématique que quelqu’un d’autre a créé il y a des années dans Forza Motorsports 3, et peut-être plus tôt. J’en ai juste marre de faire la formule pour chaque véhicule que je voulais régler, alors je l’ai fait pour moi-même à l’origine, puis on m’a demandé comment j’avais réglé en streaming. Une chose en a entraîné une autre et je l’ai fait pour Forza Horizon 4 dans une calculatrice facile à lire.

Sorry for the late responses, but because of how Forza is, the springs are all the same. So the minimum and rear is usually the same. Now, if there is a car that has a different minimum/maximum between the front and the rear, that would be something completely new and unnoticed. My suggestion would be tuning the car the same, but using the values for the each element. For instance, 54% front weight of springs, and using the 46% to the rear weight for the spring values.

Cleaned up the calculator again to revert back to the original design from people creating multiple copies and leaving them there. Also, reverted the colors back to the original formatting.

Cleaned the calculator back up again, deleting copies that shouldn’t be there as well as added my first Edit to the original post for tuning help to those who are just starting out. Even though the guide is for drifting, the explanations are pretty legit for the suspension.

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To me this look like a linear interpolation between min and max values depending weight distribution. This is a very basic formula and I struggle to find the validity. It made me put 1300 N/mm springs on my Clio, which is A LOT.

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Oh, it’s better than that–they’re offset by the min value, shifting the f/r balance, if the car is anything but 50% ;') Old boy wouldn’t hear it though :expressionless:

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There is a lot of that goes on with this simple formula. Even if the car is a 50-50 weight distribution. The weight the formula is, it takes out the preload of the springs before it calculates the actual numbers. Why is that important? It takes away from extra body roll and everything else that a car shouldn’t have.

As far as your Clio goes, something doesn’t add up with it, even if it is 60%+ weight in the front or rear. It’s the values of the shocks that doesn’t sound right with the weight percentages. I would double check everything. 1300 sounds like it’s where the maximum is, not the actual spring rate you need to set.

Now that the holidays are over, I have gone back and cleaned up the calculator, deleting extra’s and reverting colors back to the original. I will try and keep up with a weekly cleanup to ensure it stays easy to use and uncluttered.