Pitting needs improvement

Pitting is awful in FM.

You enter the pit lane at 300kph, and it takes control of your car, slowing it to pit lane speed in the space of 5m.

Then, the car is on rails until you arrive at the same pit box as everyone else, convenient camera work makes it look like stuff is happening even though nothing is, you refill an entire tank of fuel in less than a second, then the car goes back on rails until it is handed back to you on exit.

Honestly, when are they going to update this nonsense?

ACC managed to make pitting take actual skill and create generic animations that a development team like T10 should seriously be able to out do.

  • It should be on the player to slow for pit entry, guide their car and box it correctly.
  • Refuelling should take a realistic amount of time to make fuel strategy actually matter
  • Everyone should have their own pit box and not just ghost into each other. Pit strategy selections should be available sooner to account for distance to box
  • Pit crew animations should actually do stuff and not rely on camera angles conveniently obscuring that they’re actually doing nothing.

I feel the current system works fine for now as a simcade. I would much rather they spend their time and efforts making the framework of the game actually decent rather than making it hyper realistic in a single minor aspect of the game.

8 Likes

You know, IRL is the same. You must slow down in the pit lane, and even after you finished pitting, you must have a save exit, otherwise you’ll get a penalty.

I think this is already available in free play, because i’m sure i have seen AI go to their own pit box. I believe the reason that everyone have the same pit box, is that having different pit box might cause advantages & disadvantages for some drivers.

I don’t want the pitstops to be longer.
It’s maybe not realistic, but especially for short races (often driven in Forza) low pit times are better. If you use tire wear multiplicatior, it’s easier to save needed time for a additional stop.

A manual pitstop should be optional, and come together with manual start.

1 Like

I don’t really care how realistic the pit stops are, but it annoys me that there is a short delay before the menu comes up and that we can’t choose a strategy before the races. All we have is this “calculating” thing and that’s it.

Worth dropping it in the “official thread” by @T10ManteoMax too:

My thoughts below are the same as when I posted, Gran Turismo does this better, as do the F1 games.

3 Likes

Got the whole pit road and we Gota be all stacked up together in one box getting our tires and fuel… pit options should be available as soon as your car get controlled by the ai. Don’t have enough time to select what you need.

3 Likes

Things need to be changed with the pit stops but the time it takes is not the issue. There is just no joy in sitting around 50 seconds like a pit stop in GT7 does.
For pit stops we need:

  • Better menu system for selecting options and something that shows everything we selected.
  • Mini map needs to be visible so that we can see what we are returning into.
  • Selecting the auto pit is silly because it has you drop to pit lap speed in the middle of the track and not in the pit lane
2 Likes

I disagree on this. Theres a massive issue with the current system, including tire strategy, because races are so short. For example, for a medium 16 minute race with accelerated tire wear, its guaranteed that the best strategy is hard tires, no pit stop, because even doing soft-soft with 1 stop, the time you gain by using better tires isnt even close to how long the pit stops take.

Extending refueling will just guarantee that there is no fuel strategy at all, and its always best to fully fuel at the start of the race. If it takes even 5 seconds to refuel, you lose all the time you could have gained weight-saving because races are so short it comes to about 0.3 seconds per lap.

Second point, I dont think this is worth investing into. Theres hundreds of cars, that would all need their own animations setting up (custom jack positions for every car, custom wheelman animations for every wheel size and position relative to the car) for a short cutscene? Not worth it IMO. Better to spend dev time elsewhere.

1 Like

Agreed. This is a huge opportunity to improve the overall feel of the game. Let us drive out the paddock as well to start practice etc!

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wow! GT7 PitStops are amazing. First time i see this. Never played.

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In fairness, Forza isn’t the only game wherein I can dive into pit lane at 200 MPH and suddenly I’m at pit speed. It’s also definitely not the only game wherein the game takes over in the pit lane. I’m not suggesting pitting can’t be improved but I’m saying that it’s not like every racing game has mastered pit stops except Forza.

Since Forza Motorsport is trying to be more motorsport-y by having regulations and penalties, maybe we could compromise on the pit entry speed versus autopilot thing by braking realistically after the game takes over control and penalizing the player for speeding into the pit lane. Either it could be a flat rate, like a ten-second penalty regardless of speed, or it could be a second for every so many MPH over the limit.

I don’t think every player wants to manually navigate the pit lane, though. I’ve played games where there’s an option to either do it yourself or let the game do it for you. In EA Sports WRC you can choose to either slow and stop your car at the marshal at the end of the stage or the game do it for you. I did it myself but obviously they felt some players don’t want to do that part. Maybe give players an option with pitting in Forza.

I’m not asking for Forza Motorsport to become a full-on simulator—that’s not what I want from the game. But I do think the core elements of racing, like race rules, pit stops, and general structure, should at least make sense. The game doesn’t need the most advanced physics or hyper-realistic tire models, but it should respect the basics of motorsport logic. Things like pit stop durations, tire strategies, and race penalties should feel grounded, even if the driving itself leans towards a more accessible experience. It’s about creating a cohesive racing environment, not just a driving game.