Tuning springs and damping won’t affect the top speed or the accelearion in the game so things like that would remain the same. In most cases it the accelearion and handling that win the race not the speed in this game (most tracks). More down force = better handling and acceleration out of the turns. In Forza most of the high top speed cars have low handling or low acceleration. I do see your point though.
I think this stream of conversation goes back to the general concept of “tuning should affect PI”.
I believe no tuning should affect pi because different people are faster with different things.
Given your point about practice and I know it was somewhat in gest but do we want a handicap system where craviator has the same chance of winning a race as the cockroach in my broom closet does ro do we want the best drivers / tuners winning races.
If the answer is the best drivers but leave the tuners out of it my comeback is lets have stock races and tuned races. You pick if you want to compete in like for like cars or not.
My favourite PI system is actually Forza 5’s. I didn’t like the previous games but I don’t mid Horizon 2, though I would like there to be more classes. I don’t mind what the PI changes to and to be honest that’s no the problem and it doesn’t really affect the game. The problem is Forza 5’s ocassional wacky car ratings. Take the 458 for example. It has a 5.0 in handling (which I think should be higher). It’s regarded as one of the most poised and best balanced cars to drive but it’s only got a 5.0 in handling and then when you drive it in the game it’s like it’s having a twitchy stroke! It handles so bad in the game the rating should be 4.2 in handling! It’s the same with the KTM Crossbow. Either make the cars handle better in the game or downgrade their stats.
I’d like to see more PI classes, with classes as low as PI 100 or 200. In FM5 we could’ve had E and F but didn’t. I like keeping cars close to stock but if a car has 100 or so PI but the lowest class is 400, I have to completely replace the entire car. I’d even maybe go so far as having narrower PI bands, like each class spanning 50 rather than 100 PI.
I couldn’t agree more with you. That would solve a hell of a lot of problems and assure better, closer racing. I also like to keep the cars stock. I have a 458 and all I did to it was put sport tires and new supension on it. If the PI was closer than cars within that PI range could be upgraded to the top end of that class with the feeling that your driving the same base car.
Some have said it would not work but I think we need some form of dynamic PI. When a car clearly becomes leaderboard material it is somehow handicapped.
In some racing series if one car dominates it gets some form of parity adjustment.
One of the problems with the PI that causes LB cars is that the PI is calculated on a generic track (used to be similar to Silverstone) but that means that on certain tracks certain cars will be much stronger due to their particular strengths and weaknesses (high power cars are good with straights, anything with monster grip is great on tight tracks etc etc).
The PI could be better just by having a rating for each track layout as opposed to one general rating (GT suffers the same problem with its PP system). What the numbers and classes end up being don’t matter too much as long as there are more than one in each so there is some variety.
I don’t think that it’s the PI system that’s terribly wrong. You have to use something as a datum. For me, if they trash the unrealistic upgrades (engine and drive) that couldn’t/wouldn’t exist in the real world, the cars and their relative performance would be a lot more believable. You’ll always have LB cars because something will inevitably be quickest on a specific track but I’d like to see them running standard (albeit tuned) engines and the correct driven axels.
The point of the PI system is create a level playing field (like parity rules in real racing) - the LB cars are created because the PI system is a one size fits all solution - if it was more detailed (different PI for each track layout for example) then the LB issue would be far less of a problem and would mean the ünrealistic upgrades were suitably penalised in the PI system.
Why do some complain about unrealistic engine changes (the Chev small block is routinely used in almost anything - have a mechanic friends whos 16 year old son is putting an LS1 into a KE20 Corolla - a burnout car but still doable just not able to be registered here - change in engine size is too much to pass rego), but then others want 900HP Evos (which while they exist are not reliable or useful on a race track courtesy of massive lag and huge stresses one engines and drivetrains).The upgrades are a part of the Forza formula and while not everyone gets what they want (and some things are over powered) they are a part of the game that makes Forza what it is - if th Pi system was more accurate then it wouldn’t matter what each person chose to use as the results would be on par.
Personally I felt Horizon 2s was pretty balanced almost any car could be competitive especially i you don’t include LB cars. what I want to see back though is a nerf to PI calculation for speed there too many cars that struggle due to a high PI caused by high speed which is irrelevant for the average track resulting in more modern car in particular german luxury and grand tourers like astons losing out big time making them very hard to use online
In regards t engine swaps I felt horizon 2 got it right you could get aways both ways fine enough I felt for many cars just please nerf the rally and 5.7 v8 im sick of them in FM5
I think everybody should start the race then it suddenly ends and ice cream for everybody. Maybe a pony or trophy… don’t know might not be enough. Classes need requirements. I.E. B class you need sport tires/and or a race transmission. Require builds to be similar within a class of cars. This should help limit the pi advantage. If all race trans are worth 5 pi no matter car, could really help bridge that gap.