Has anyone figured out a workaround, in freeplay, to adjust your starting position? I’m racing with 11 AI, & no matter what settings I change, in the race set up, I’m always starting mid-pack.
From what I can see, there’s no way to specify what position you want to start in freeplay, only midpack or sorted by PI (ascending/descending).
Would be nice to be able to pick specifically what position to start in (like career does). No reason we shouldn’t be able to. Likely just another oversight by the developers.
Theres no “challenge the grid” nor is there practice, nor is there qualifying in Freeplay.
There absolutely should be. Theres no good reason why they’re not there.
But they are absent.
They are also absent in custom multiplayer.
No matter how I change grid settings based on PI ascending or descending, doesn’t matter. Still starting mid pack. I should be at the back with the other 2 identical cars from my bucket.
I cannot sort by PI as well, but in my case I am always on pole position, no matter the order I choose or the PI of the cars.
This is strange you should always be starting in the middle. Well actually we should have the choice where to pick but as it stands now you should always be middle position.
I can only start in the middle by using the “random” position… whenever I sort by PI I start on first place, no matter where my car’s PI should be allocated… very strange indeed…
Haven’t tried it here, but in FM7 I used to set races with an AI group and a me group, and then you had the option to place the groups separately on the grid, which means starting either first or last.
You could probably use that to force any position by using 3 groups and playing with PI restrictions and using PI ordering (1 AI group with lower PI than your car, 1 AI group with PI higher than your car, and then 1 group of just you). If that works though it’s going to be a pain and a half to setup every time.
Will try this one next time I play, but agree with you, it would be a pain to setup every time…
It would even be nice if we got cards like on Motorsport 7 to adjust our grid positions. I’m dying over this issue. Start in 11 good Luck getting a clean lap and a first place finish.
It’s pretty easy to race cleanly and win in free play if you set a longer race. Especially one with required pit stops.
Is there a way to turn the Bosozoku body kits off for career? I’m tired of seeing the widebody cars with narrow wheelbases. I’d rather turn the bodykit option off, if I could.
Afraid not. At least not as far as I’m aware. In Free Play, i think we may have the option to disallow upgrades…(?) Not sure, as i don’t have the game in front of me at the moment.
But yeah, in career, we’re stuck with racing against cars that look like they’ve bolted Tupperware onto their fenders, while using stock tires and track width. Cuz that totally happens all the time at your local track day. /s
If I tightly restrict cars to a single make and PI, essentially make a one make spec race, the body kits go away. I do think they’ll appear if I have a PI high enough for the kits to be used. I sometimes wish I could restrict the AI to the same parts unlock I have. That way I wouldn’t see race tires and all the body parts in a random Free Play race or at the start of a Career event.
But still. Jump into the first race of a career and you are greeted by this…
My eyes!
Will this be addressed at all?
What an ungodly sight lol…
I already complained a couple of months ago. I was running a race and saw cars from the wrong performance grouping and forza wings everyone (thought I do admit that there is one car that I occasionally park near/next to that has a rear wing almost that big). Occasionally the AI also plays the PI dropping game. Regardless of the quality of the simulation, I want some consistency in the cars I run against, not semi-random collections of upgrades. It is bad enough it is the core of the career mode.
At least I haven’t had the AI uses paints turn itself on recently.
If anyone finds a solution that allows for at least a little variation in make and PI I would love to know.
All I can think of why Turn10 haven’t fixed the wheel-spacers is that it has something to do with the code that is so complex, once put in motion the AI has control? All the tracks will have to be laser scanned again and the ferris wheel at Maple valley appear as in the promo clips
Maybe the cars with the added wide-body kits will have superior grip throwing even more complaints their way.
No real ideas on why it should take this long to correct the graphical issue of the spacers, maybe someone from Turn10 can reply to this thread!
Maybe it’s the game’s way to tell us it won’t conform to our expectations, that it won’t quietly fit in with all the other Forzas. That’s kinda what bosozoku is about after all.