Realistic Tunes & Setup (UPDATED: 16/06/2019 LE MANS PHYSICS UPDATE COMING SOON! SEE LAST POST!)

Hello everyone! I make realistic setups for Forza and have recently made one for the McLaren 720s. So let me run you through how I did it.
So first off I looked up the curb and dry weight. Weirdly, Forza’s weight is above the dry weight given by McLaren on their website. McLaren give a dry weight of 2917lbs or 1322kg yet Forza give a weight of 2950lbs. Looking online, I found that the fuel tank capacity is 72 litres/kg or 158.4lbs. So the 2950lbs that Forza give is within the range of accuracy to an extent. I would’ve it weigh the same when all fluids are onboard, however, I couldn’t get to that weight without altering the characteristics of the car such as weight distribution or chassis or torque and I still couldn’t quite reach that weight anyway. So the car that I have tuned ways 2,942 lbs, which is closer to it’s lightest dry weight. I could’ve made it lighter, about 2,922 lbs however I wanted to account for some fluid weight even though Forza doesn’t account for less weight with fuel consumption.

I installed the gear ratios and to my surprise, found out they were slightly wrong. When looking online, I found the correct ratios and verified them through multiple sources. I put on race suspension and a racing differential so I could adjust the suspension and differential and that is it. I then went to various tracks to get a good setup for every track. I adjusted the tire pressure to get peak grip. I did some drag racing tests to make sure the car wasn’t too quick in a straight line and I did a top speed test. The top speed McLaren give is 212 MPH and it tops out at the exact same speed in game if you don’t shift up to 7th gear. I adjusted the camber to make sure the tires were being evenly heated front and rear through the corners, made some toe and caster changes, adjusted the anti roll bars and I adjusted the breaking balance slightly more towards the front and decreased the braking pressure substantially.

I then calculated the steering rotation that the car has IRL. I found that the car has a steer lock of 28 degrees and has 2.5 turns lock-to-lock on the steering wheel or 900 degrees of rotation however it doesn’t stop there… Using the files of the developer version of FH3 I found that the McLaren P1 and other McLarens had too much steering lock compared to their IRL counterparts. Most of the manufacturers cars had 35 degrees steering lock. Therefore I calculated what DOR on you wheel you should run if you to get the same feeling and steering ratio, given the additional steering lock in FM7. I calculated that you need 1125 degrees of rotation on your wheel. If your wheel can’t go up to 900 degrees (like mine), set it to 900 degrees and decrease the linearity.

I then went and compared IRL lap times and found out that it was too quick compared to it’s IRL counterpart. Therefore I decreased the front grip handicap to 0.75 in Car Restrictions. I was then setting near identical lap times to it’s IRL counterpart, I’ll post time comparison later in the day.

So I believe this is a close as you can get to its real life counterpart in game. So to recap here are the instructions:

  1. Download the tune:

Environment: Any
Track: Any
Keyword 1: All Round
Keyword 2: Good All Round
Description: Realistic Tune/V3/0.75 Front Grip Handicap
Gamertag: EpicEvan777

  1. Set the Front Grip Handicap in Car Restrictions to 0.75

  2. Set your wheel rotation to 1125 degrees. If you can’t set it to 900* and decrease the linearity.

  3. Enjoy!

Tip: If you like doing stock races against the AI but you are too quick for unbeatable AI, make 2 player buckets, set your Front Grip Handicap to 0.75, however, leave the front grip handicap in the AI’s bucket to 1.0 and they’ll be a lot harder to beat! They’ll still be dumb though, I can’t fix that XD

Hope you all enjoy! I’ll be updating this post as much as I can, feel free to ask any questions or give any feedback or suggestions!

Note: These are the assists I would recommend.
For the most realistic representation:

Suggested Line: Off
Steering: Simulation or Normal
ABS: On
TCS: On
Stability Control: On
Shifting: Manual
Damage, Fuel & Tire Wear: Simulation
Rewind: Off
Friction Assist: Off

What I use:
Steering: Simulation
Suggested Line: Off
ABS: Off
TCS: Off
Stability Control: Off
Shifting: Manual
Damage, Fuel & Tire Wear: Simulation
Rewind: Off
Friction Assist: Off

Manual with clutch will be faster but not realistic.

LIST OF TUNES SO FAR:

  1. 2018 McLaren 720s
  2. 2015 Koenigsegg One:1
  3. 1989 #18 Aston Martin AMR1
  4. 1989 Mercedes-Benz #63 Sauber-Mercedes C 9
  5. 2018 McLaren Senna
  6. 2013 Ferrari LaFerrari
  7. 2013 McLaren P1
  8. All 2019 Spec IndyCars (Road Course Tune & Setup)
  9. All 2019 Spec IndyCars (Indianapolis 500 Tune & Setup)
  10. 2019 Chevrolet Corvette ZR1 Pace Car
3 Likes

Mach 2.6? Wow. :wink:

Is that supposed to be 201.2 or something else?

1 Like

OOF XD. Not only have I posted the topic in the wrong thread (Should be in the tuners section and DM’d a mod apologising rip) But now I’ve screwed that up too XD! Things just aren’t going my way or I’m just majorly dumb today aha!
Supposed to be 212 MPH btw lol.

1 Like

Great idea! I know there’s a Finnish guy in Project CARS who does the same.

I wonder if you were able to do something with the 911s? You did suggest to change damper settings in another thread, which works well, as some of these cars need very stiff front rebound to stop the wheelies. Unfortunately, it seems Turn 10 picked some values and left them “as-is”, since the 997 GT3 RS drives poorly in FM6 as well. In stock form, it feels like jelly, with very noticeable body roll.

I’ve been working on the 911 GT2 RS. Annoyingly I have to put Forza Aero on it as in real life you can adjust the downforce but can’t in Forza with the stock wing. It’s coming along, might get it done tonight.

1 Like

I think all 991 GTs have adjustable wing but the only one in the game that does is the 2016 GT3 RS. Bad stuff.

Yeah very frustrating. What’s really frustrating though is when you put the Forza wing on and put it to full downforce, it tops out at the exact same speed the 911 GT2 does in the Nurburgring video and it tops out in the same place too. If Forza just tested their cars the game would be leaps and bounds more real.

Turn 10 needs to realize their wing looks worse than Porsche’s one. They REALLY want us to use that stupid wing, lol.

(it actually looks good in something like the M4 or even the 2014 Turbo S, but in these Porsches… no chance)

Hi guys, I just updated the tune for the McLaren 720s, here’s what’s been changed:

  1. Moved brake bias further towards the front.
  2. Re-adjusted brake pressure to accommodate the new brake bias shift.
  3. Reduced Front Grip Handicap to 0.75 in Car Restrictions.

These changes lead me to lapping more accurate and realistic times to the 720s’ real life counterpart. Here is the description to the new tune:

Environment: Any
Track: Any
Keyword 1: All Round
Keyword 2: Good All Round
Description: Realistic Tune/V3/0.75 Front Grip Handicap
Gamertag: EpicEvan777

Note: The original post has also been updated with the new information.

Enjoy!

Hi guys! So I’ve made a realistic tune for the Koenigsegg One:1, let me run you through how it was made. This time I used even more data then the McLaren 720s Tune I made.

So first off I found real life acceleration times and such for the car. This was to get the acceleration of the car perfect. The car can now do the infamous 0-300-0 in the exact same time as the real life car. Please note that according to Koenigsegg, the car they used to do the 0-300-0 time was about 50 pounds heavier than the production model due to it being a development car. I took all of that into account and made the car 50 pounds heavier when testing the acceleration, then removed the 50 pounds after the test was complete. To get the car to be perfect in the 0-300-0, I also had to find braking data, which I used and tested to make sure it was realistic. I moved the brake bias more towards the rear and lowered the braking pressure so that the car now has realistic braking effects to where you will lock up, however it’s at the end of the braking zone where the front of the car begins to rise back up, losing downforce as it does so and hence locking up. As the car produces 850kg at 440 kmh, I had to make the brakes as realistic as possible. With cars with high downforce, you can slam on the brakes in the initial braking but then have to ease off as the downforce reduces. This is now simulated as best as I could in game. The car now has the correct braking and acceleration times and distances compared to real life. The both seem to pull the same amount of G force and seem to have the same acceleration and braking performance now. Note that the 0-300-0 time was done at the opposite end of the Test Track Airfield Drag strip as the start has far too much grip. I heated the tires to 30 PSI to have peak grip in acceleration and braking. I did about 30 to 40 runes and used the same assists that seemed to be used in the real life 0-300-time which was ABS on, TCS on and Automatic Gears.

Next was the more complicated stuff. I searched the Koenigsegg’s ground clearance and I replicated that in-game. I also found the cars Curb Weight and Fuel Capacity. The Curb weight is a little less compared to real life. Forza give the car the Curb weight with half a tank of fuel, however, that is the most realistic system due to fuel burn not being represented in game in terms of weight, hence why half a tank of fuel is realistic. I then found how much downforce the car produces, verified the gear ratios, found the tuning circle, steer angle, steering ratio and steering wheel rotation of the car and changed it to reflect Forza’s increased steer angle compared to t’s real life counterpart, adjusted the suspension, dampening and roll bars to where it was close to bottoming out at high speed but not quite, adjusted the diff and tire pressure, changed the camber and toe so that the tires were evenly heated through corners and changed the caster angle.

So the Koenigsegg in real life has 972* of rotation, however with the increased steer angle, the realistic steering rotation to run in-game is 997*. Forza’s steer angle was found using the developer build files of FH3. To reflect the cars handling performance, the Front Grip Handicap was reduced to 0.7. This made the car more realistic in terms of lap times, G-Force and such. There was more stuff done to the car to ensure it’s as realistic as possible, but these are the main points.

So here’s how to get the tune:

  1. Download the tune:

Environment: Any
Track: Any
Keyword 1: All Round
Keyword 2: Good All Round
Description: Realistic Tune/V1/0.7 Front Grip Handicap/ 997° Rotation
Gamertag: EpicEvan777

  1. Set the Front Grip Handicap in Car Restrictions to 0.7

  2. Set your wheel rotation to 997°. If you can’t set it to 900° and decrease the linearity.

  3. Enjoy!

Note: These are the assists I would recommend.

For the most realistic representation:

Suggested Line: Off
Steering: Simulation or Normal
ABS: On
TCS: On
Stability Control: On
Shifting: Manual
Damage, Fuel & Tire Wear: Simulation
Rewind: Off
Friction Assist: Off

What I use:
Steering: Simulation
Suggested Line: Off
ABS: Off
TCS: Off
Stability Control: Off
Shifting: Manual
Damage, Fuel & Tire Wear: Simulation
Rewind: Off
Friction Assist: Off

Manual with clutch could be faster but not realistic.

Tip: If you like doing stock races against the AI but you are too quick for unbeatable AI, make 2 player buckets, set your Front Grip Handicap to 0.7, however, leave the front grip handicap in the AI’s bucket to 1.0 and they’ll be a lot harder to beat! They’ll still be dumb though, I can’t fix that XD

Hope you all enjoy! I’ll be updating this post as much as I can, feel free to ask any questions or give any feedback or suggestions!

Where is ‘Car Restrictions?’ I’ve never found that setting…

It’s in free play or private multiplayer. Its the screen where you select your track, laps, drivatar difficulty, roll off delay etc. Hit the RB button unyil you’re on thr very last screen and scroll all the way down.

Hey guys! I’ve just added the 1989 #18 Aston Martin AMR1 to my realistic tune list! I’ll update the original post now! So what has been done to this car?

Adjusted the drag of the car so it hits it’s 2017 MPH top speed. Adjusted the front and rear suspension, roll bars, bump and rebound to prevent front lifting. Adjusted the front and rear camber so that all tires were heated equally and that the camber was never positive under full load. Adjusted the caster to accommodate. Adjusted the front and rear tire pressure to get optimum PSI and heating when hot. Adjusted the differential to prevent excessive lift off oversteer and improve traction.

All of these changes concluded in the car being far more realistic to it’s rear life counterpart in terms of braking, acceleration, top speed and lap times.

  1. Download the tune:

Environment: Any
Track: Any
Keyword 1: All Round
Keyword 2: Good All Round
Description: Realistic Tune/V1/0.75 Front Grip Handicap
Gamertag: EpicEvan777

  1. Set the Front Grip Handicap in Car Restrictions to 0.75

  2. Set your wheel rotation to between 270* - 390* degrees.

  3. Enjoy!

Tip: If you like doing stock races against the AI but you are too quick for unbeatable AI, make 2 player buckets, set your Front Grip Handicap to 0.75, however, leave the front grip handicap in the AI’s bucket to 1.0 and they’ll be a lot harder to beat! They’ll still be dumb though, I can’t fix that XD

Hope you all enjoy! I’ll be updating this post as much as I can, feel free to ask any questions or give any feedback or suggestions!

Note: These are the assists I would recommend.
For the most realistic representation:

Suggested Line: Off
Steering: Simulation or Normal
ABS: On
TCS: On
Stability Control: On
Shifting: Manual With Clutch
Damage, Fuel & Tire Wear: Simulation
Rewind: Off
Friction Assist: Off

What I use:
Steering: Simulation
Suggested Line: Off
ABS: Off
TCS: Off
Stability Control: Off
Shifting: Manual With Clutch
Damage, Fuel & Tire Wear: Simulation
Rewind: Off
Friction Assist: Off

It’s been a long while but I’m finally going to be revisiting my Realistic Tunes for Forza Motorsport 7. One of which is finally completing the McLaren 720s. I’ll be making a discord server soon where I’ll host the tunes & setups. Stay tuned for later on tonight, it should be a good one. I’ll be putting out videos soon too comparing stock cars, to my cars to irl cars so stay tuned!

1 Like

Welcome back!..:+1:
.

1 Like

Thank you! Nice to see you around!

Here’s an invite to the server for those interested, don’t worry I’ll keep this place updated as well. Both here & the server should get the final inversion if the 2018 McLaren 720s tonight! Enjoy!

Hey guys! My McLaren 720s Realistic Tune & Setup has finally been updated & here it is!

Year: 2018
Manufacturer: McLaren
Model: 720s
Environment: Any
Track: Any
Keyword 1: Circuit
Keyword 2: Best For Handling
Description: Realistic/V9/0.9 Power/0.95 Front Grip/1125°
Gamertag: EpicEvan777

NOTE: Please remember to run a 0.9 Power Handicap & a 0.95 Front grip Handicap. DO NOT run any Rear Grip Handicap, keep that at 1.00. If you are on a wheel that can go over 900° of rotation, please run the wheel at 1125° of rotation or as close as you can get for the closest representation to the real life counterpart.

For the most realistic Drivatars, create a new bucket for them & leave all their Handicaps at 1.00.

This is my most realistic tune yet, I hope you all love it & enjoy!

If you’d like more information or need to contact me, join the discord here: Discord

Stay tuned for a new tune coming out tonight! & maybe even a few videos too!

Hey guys! It’s been almost 30 years since this car won at Le Mans back in 1989, so I thought as a tribute, I’d make a realistic tune & setup for this car, the 1989 Mercedes-Benz #63 Sauber-Mercedes C 9.

Year: 1989
Manufacturer: Mercedes-Benz
Model: #63 M-B C 9
Environment: Le Mans Circuit De La Sarthe
Track: Le Mans Old Mulsanne - Day
Keyword 1: Top Speed
Keyword 2: Best For Top Speed
Description: Realistic/0.95 Power Handicap/0.5 Front Grip Handicap
Gamertag: EpicEvan777

NOTE: This tune & setup is specifically designed to run at Le Mans Circuit De La Sarthe Old Mulssane as Turn 10 modeled the low downforce version of the real life car which ran & run at Le Mans back in 1989. They did not model the sprint version which ran at tracks like Suzuka, so this is why the setup has low downforce & low grip. It’s intended for a specific track like the games model & the real life version, though of course you can use it at other tracks.

NOTE: Please remember to run a 0.95 Power Handicap for the Race Mode Version of the car. If you want to run the Qualifying Mode Version keep the Power Handicap at 1.00. Always run a 0.5 Front Grip Handicap. DO NOT run any Rear Grip Handicap, keep that at 1.00. If you are on a wheel I’d recommend starting at around 360° & increase or decrease the amount of rotation depending on what you prefer.

For the most realistic Drivatars, create a new bucket for them & leave all their Handicaps at 1.00. If they are too tough, start to decrease their Front Grip Handicap or decrease their difficulty. Do not decrease any of their Handicaps apart from the Front Grip Handicap. Always keep the Front Grip Handicap & Rear Grip Handicap at 1.00 for the Drivatars.

Here’s a list of what Handicaps to run, just in case:

FOR RACE MODE:

0.95 Power Handicap
0.5 Front Grip Handicap
1.00 Rear Grip Handicap

FOR QUALIFYING MODE:

1.00 Power Handicap
0.5 Front Grip Handicap
1.00 Rear Grip Handicap

A lot of effort went into making this tune & setup as realistic as possible! Enjoy!

If you’d like more information or need to contact me, join the discord here: Discord