Fuel consumption in Forza Motorsport 6?

Hello everyone, I possess Forza Motorsport 6 early exit and I wanted to inform you of a strange thing that happened to me yesterday during a race “Endurance”: 100 miles SPA.
Well, he was playing with the BMW Z4 M and arrived at lap 14, out of a total of 23 laps, suddenly my car at the end of the round he slowly lost power until it goes out completely!
I could then, thanks to a “rewind” back to the pits for a stop and from there I went out on new tires and the car has taken to regularly go without any problem.
I would understand but there FM6 fuel consumption?
What could have happened to my car?
Engine failure? Possible?
I do not understand anything …
To whom has happened the same thing?
Thank you!

Fuel does burn EXTREMELY quickly.

In Prototypes, it’s even worse than your ordeal. I managed 9 laps of Daytona in my Rebellion.

id really like to see the possibility for actual Liters of fuel in the car and the ability to adjust how much there is in the car before the race, Project cars does this and it can make for an intresting race.

9 Laps is pretty far, sometimes those cars can guzzle fuel

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This was Daytona, a 1m30’ lap. Not even 15 minutes of driving!

You should keep an eye at the little white bar in your HUD that shows your fuel at all time, blink and it’s almost empty.

People complained fuel burned too slowly, now they complain it burns too quickly. Don’t know why Turn 10 couldn’t just give us a setting to set fuel consumption from normal up to say 200% or something. That would please everyone i guess. :slight_smile:

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Indeed. Then again, they are the same team that hasn’t managed to implement the options from multiplayer lobby set up into “free play” for how many games now? They can make great driving physics and model some pretty cars, but they don’t understand much about racing or how to make it exciting/interesting/engaging.

For a team as good as they are (most of the time), it can’t be difficult to give us options for both fuel wear and tire wear. Fuel burn was a little too slow in older games, but at least you could wear out the tires. Tire management and skating around on worn out tires is a lot more fun than fuel management so I would prefer it we could choose which one we would rather run into by adjusting the options.

Hard compound: pit first for fuel.
Soft compound: pit first for tires.

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Short answer, yes, you ran out of fuel! :slight_smile: I believe I read some where in this massive sea of info that T10 tried to more accurately model consumption in this version. The tanks sizes of the cars, as well as the rate of consumption has been taken into consideration. I think your driving style can also affect it, but don’t quote me on that one. How accurate they got it I’m not sure. I ran out in my A class 2015 Mustang GT at Road Atlanta on lap 14 I think, and then again yesterday in my S class DBR9 at one of the Watkins Glen alternate course at lap 16. Seems a bit short to me, but I don’t really know for sure.

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Driving style for me had negligible effects. I managed to get a few yards further by short shifting, coasting and running a long top gear. But it really wasn’t much at all.

The fact I couldn’t get another lap in made the 1-2 seconds a lap sacrifice obsolete.

I’ve found the opposite mate.

By not engaging full throttle at all times, choosing the right gear for corner entry/exits, not over Erving it, even if a corner is approaching, keep the engine at a constant rev range, and NOT running tall top gears, as that actually eats more fuel in order to retain momentum when assending hills, bends etc.

During enduros, keeping an active eye on field position, fuel bar, and lap counter, you can stretch fuel and yet retain and even gain position within a race where fuel matters.

To the OP

The fuel bar is on the right side of HUD under speed readout etc and importantly, moves from ‘right’ to ‘left’ rather the most commoner manner, right to left. It wouldn’t of hurt for Turn10 to place a simple ‘F’ (full) and a ‘E’ obviously for empty to show the uninitiated … Hint hint Turn10!!!

Try and observe how much the bar moves per lap from grid position, factor that into your management of pit stops.

Try early pitting, even if you’re in the top 3 or even in lead, even if that bumps you out by several positions. That would then place you in the lead several laps later once the leaders start popping in for fuel/tyres/repairs etc. Try stretching your middle pitting time so that you can run to the finish without having to pit a third time (on longer enduros etc) Bathurst drivers try and finish the race with barest minimum amount of fuel, what is often termed “you’re in the bowl” on the last lap. Meaning he has just enough to fill the fuel cell for the last lap.

Also, try changing your controller setting for both steering and brakes. You’ll find that you’ll use less trigger pressure for brakes and manage your fuel better, secondly, steering will be better and aid cornering, thus allowing smoother entry/exits rather than struggle with controller to get the nose pointed in the right direction.

Go to ‘Custom’> ‘controller’ > hit ‘X’ for advanced controller settings > change ‘Outside’ to .5 and ‘Inside’ to 100. Do the same for brakes, leave the rest unles you’re using a wheel naturally. I got this hint from one of the long term forum guys, works well.

You’ll find steering is much more direct and brakes more responsive.

Secondly, if you can adjust brakes in the car your driving, just give it a FEW click to Front (48) and adjust pressure a few points to 103. That way, with the combined brake controller running and the small in-car brake adjustment, you’ll get a great and more even response from your brakes rather than doing extreme adjustments with in-car brakes etc.

If you have access to suspension tunning, give the camber a few tweaks more than the original tune, and give it just a few positive toe ‘out’ points (01-02) and give your Caster a tweak towards upright by a few clicks. It’ll help with turn in response, braking and exits… Never ever go overboard with settings when tuning. Just choose 1 or 2 areas to work on, try them out on a few tracks, the adjust further from that point…

Make sure you keep an eye out on that fuel gauge, ok remember also that as you use more fuel, the car can get more ‘skittish’ and the weight change, so early initial laps will chew more fuel, while latter ones can use less and ‘cruise’ easier, just something to keep in mind when doing long enduros etc.

http://forums.forza.net/turn10_postst45450_Fuel-Consumption--now-building-list-of-cockpit-low-fuel-warning.aspx

I have covered this as well as some mpg calculations. Seems off to me

It may indeed be off, but at least it’s more realistic than what we had previously. As I primarily do organized league racing, it brings a new dimension into our races that we never had to consider before.

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Absolutely couldn’t agree more. This was one of the biggest complaints from so many people previously, so I for one am glad that T10 have listened. You just need to keep an eye on the fuel indicator. Tyre wear was also another whinge previously (from me included) and so glad to see that this has been changed. Not done to much endurance yet but did 10 laps on Nordschleiiffe and the tyres were getting quite worn (had to stop for fuel before tyres granted).

It’s just a unrealistic in the other direction! I’ll never know what a car is like on rubbish tyres like this because you run out of fuel long before its possible to get any real wear

Yeah, I wish there was a low fuel warning. I was doing a 50 lap race of Yas Marina in the Mercedes V8 Supercar with no rewind and it just sputters to a halt along the back straight with no warning. And that was the biggest waste of an afternoon I’ve had in Forza. Also if they made the fuel gauge more visible and not a microscopic bar underneath the gear indicator, that would be great.

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It’s easy to figure your own fuel consumption, just by noting from the in car view at the first few laps as you cross the line how much fuel you have used from the ‘20’. Figuring how much you use over one lap. Piece of cake to then calculate your pit window or know whether you can actually make one more lap or not.

As for the main problem here it is indeed the fact your tyres do not wear out anywhere near close to when your fuel tank empties. I don’t think I have ever seen more than about 40 percent tyre wear. I did seem to notice very slight handling differences right at the end of a stint, but they never got worn enough to make a major change in driving style.

I would have thought this was an easy balance to correct, at least have your tyres feeling a little bit more worn on your last lap or so before running out of fuel.

Wasn’t it GT that gave you a menu option as you entered the pit lane to choose whether to take so much fuel/tyres/both and then the pit time then varied? You could then do an extra stint on the tyres, or a splash and dash near the end etc

That would be another nice touch to have in Forza TBH although it isn’t a big deal, most of the endurance races aren’t long enough to have varying strategies

Another thing I loved about SportsCar GT: deciding what to do on your pit stop. That and having Mosport as track to drive.

You can’t compare fm not with pcars. Project cars is more simulation orientated. The fuel consumption here is not realistic and you must find it by your own while testdriving or hotlapping. Problem here is that the fuel consumption depents here how much use the throttle. With 200 rpm less or with lift and coast you can save a lot of fuel. When I drive the daytona oval with 340 instead 365 I managed 3 more laps. It should be not a problem to add a fuel calculator for the highest or average fuel consumption. But like many other things in fm features are not thinking to the end. It’s hard to understand why nobody by turn 10 ask how people choose the cars for longer races. Then the drivatars run so slow that the need much less fuel. So it can be that you lose longer races even you’re faster but you must going one or two more time to the pits.
After thinking a bit about the idea of a fuel calculator I think it’s big difference to this for fm. In pcars the cars have no tuning parts. In fm you 100 tuning parts per car and I combination with the different tire compounds thausends different settings. That for 450 cars it’s a big challenge.
My main problem is that the drivatars are to slow and have lower fuel consumption than the player. It’s a bit strange that bugatti venron can run 70% longer driven by a drivatar. Fuel consumption is a nice feature but whe should not take it to serious like in a simulation. Because no lmp 1 at le mans must go in real after 5 laps for refueling. I think they run 12 laps in real with hybrid and even the older lmps goes 11 laps. It’s a feature to make things more interesting but not realistic.

Pcars fuel is completely inaccurate and was overly complicated, nor does saving fuel work. I can’t count the number of times I was not given fuel or had a pit bug in league racing. I much prefer turn 10’s method of not interfering with the drivers race due to have a way to complex system that fails to work

Not to go on a rant but pcars system is so idiotic given you can’t set fuel tank size, fuel start amm, max fuel on pit, etc and combined with the insane bug and inaccuracy, ok I’ll stop but no more trying to pretend pcars pitting and fuel options make it more usable when infacts its the opp…