In-Depth Forza 7 Tuning Guide (UPDATE: Low Gearing Cars)

I finally found the time (thanks Corona!) to edit and revise my Forza 7 Tuning Guide that I started a while back.

Contents

Part 1 - Forza Tuning Basics
Understanding car types, body types and drive types.

Part 2 - General Tuning
Setting up cars to work good on all tracks.

Part 3 - Grip and Speed Tuning
Setting up cars to work better on grip or speed oriented tracks.

Part 4 - Track Specific Tuning
Setting up cars to work best on specific tracks.

Part 5 - Balance and Stiffness Tuning
Understanding and fixing build related balance and stiffness issues.

Appendix A - Car List
Complete list of cars with car and body types.

Appendix B - Track List
Complete list of tracks with track types, track sizes, balance and track profiles.

The Tuning Guide can be read here.

I hope you enjoy the read as much as I enjoyed writing it!

Fifty

4 Likes

Part 3 - Grip and Speed Tuning is now available

Awesome information as always fifty inch. Big props to you for sharing this.

Anyone who wants to become a better tuner on Forza games needs to pay attention to this man and his knowledge of tuning. 2nd to none.

Thank you - much appreciated!

I’ve split up the tuning guide in separate pages for each part and added a little navigation to make it easier to digest.

Well at least the desktop version, mobile version to follow soon.

I’ve added some stuff in Part 2 - General Tuning that I missed in the first iteration:

Springs:
Added more detailed information how aero affects springs
Added overview of downforce levels for stock, street and sport aero kits

Dampers:
Added more detailed information how relation of front and rear spring rates affect relation of front and rear dampers

Gearing:
Added section for cars with Standard Forza gearbox and 3,4 or 5-speed sport gearboxes

Again only on desktop version, mobile follows soon…

Added the final Part 4 - Track Specific Tuning.

Also did some reformatting and revised the mobile version.

Added examples in Part 3 Grip and Speed Tuning
Added more examples in Part 4 Track Specific Tuning
Fixed some errors in Part 3 and Part 4

I’ve added the complete car and track list as appendices,

Also did some final clean-up. So it’s now as good as it gets.

Little edit:

High Performance Cars (super cars and hyper cars) are now separately addressed instead of being described as part of normal production cars.

Small edits and corrections in part 1 and 2 that I missed somehow.

Little edit:

Race Trucks are now separately addressed instead of being described as part of Race Cars.

I’ve never paid too much attention to off-road cars in Forza 7 but as of recently when trying to tune the Ariel Nomad I’ve came across about some important differences when tuning off-road cars compared to road cars especially when it comes to brake and differential tuning.

I’ve updated part 1 and part 2 which now separately address tuning of off-road cars.

I’ve updated Part 2 - General Tuning with some more stuff that I embarrassingly missed in the past.

Alignment:

  • Off-road cars require lower caster than road cars
  • Open wheel off-road cars and off-road race trucks require front toe-in

Tires:

  • High performance cars and race cars require higher tire pressure than road cars

Brakes:

  • High performance cars, race cars, trucks and open wheel cars require more braking force on the rear and higher brake pressure than road cars
  • Off-road cars require more braking force on the front and lower brake pressure than road cars

I’ve updated Part 1 - Forza Tuning Basics with regard to road cars. I split up road cars into utility cars (vans, SUVs), street cars and sports car as they all need a slightly different way to be setup.

Also I’ve updated Part 2 - General Tuning with two new aspects regarding brake tuning (which turns out to be more complex than I originally thought):

Brakes:

  • AWD cars require more braking force on the rear and higher brake pressure than RWD cars
  • FWD cars require more braking force on the front and lower brake pressure than RWD cars
  • Utility cars (vans, SUVs) require more braking force on the front and lower brake pressure than street cars (but more braking force on the rear and higher brake pressure than off-road cars).

It seems I missed some more stuff when it comes to tuning for FWD and AWD cars.

I’ve updated Part 2 - General Tuning with regard to tire pressure and gearing tuning of FWD and AWD cars and generally made separate paragraphs in each tuning section for FWD and FWD cars when applicable.

Tires

  • FWD cars require lower tire pressure on the front and higher tire pressure on the rear as compared to RWD cars
  • AWD cars require higher tire pressure on the front and lower tire pressure on the rear as compared to RWD cars

Gearing

  • FWD cars require lower final drive than RWD cars
  • AWD cars require higher final drive than RWD cars

I finally found the time to update Part 4 - Track Specific Tuning with regard to temperature tuning that I figured out a while back.

TLDR;
Forza distinguishes between four different temperature conditions:

High: for very hot regions like Dubai or Yas Marina
Medium High: for warmer regions like Suzuka or Long Beach
Medium Low: for cooler regions like Nurburgring or Spa
Low: for cold regions like Bernese Alps

Cooler temperature require lower tire pressures and a softer suspension setup. Warmer temperature conditions require higher tire pressures and stiffer suspension setups.

I’ve added Part 5 - Balance and Stiffness Tuning with regard to understanding and fixing tune balance and stiffness issues.

I’ve updated Part 5 - Balance and Stiffness Tuning with some more stuff I figured out. It is now generally distinguished between general and track specific balance and stiffness issues.

General Balance and Stiffness Issues:

  • added balance issues caused by transmission not matching the cars power
  • added balance issues caused by side skirts upgrade

Track Specific Balance and Stiffness Issues:

  • added balance issues caused by transmission not matching the tracks transmission requirements
  • added balance issues caused by front and rear aero upgrades not matching the tracks aerodynamic requirements
  • added stiffness issues caused by chassis reinforcement upgrade not matching the tracks chassis stiffness requirements
  • added stiffness issues caused by tire compound not matching the tracks tire compound requirements

I’ve updated Part 5 - Balance and Stiffness Tuning with some more stuff I figured out.

General Balance and Stiffness Issues:

  • balance issues occur when the transmission doesn’t match engine upgrades
  • balance issues occur when the tire compound doesn’t match chassis reinforcement upgrade

Track Specific Balance and Stiffness Issues:

  • balance issues occur when the tire width doesn’t match the tracks tire width requirements