Realistic Tuning - Opinions

maybe it’s just me here hence the ask of opinions.

But is it just me who actually hates how unrealistic the current upgrades and tuning is in certain respects

Firstly I believe that if a car is limited to 155mph out or the showroom then it should be limited to 155mph.
Now the removal of said 155mph limiter comes in the form of a Remap/tune for example my personal car E350 CDI came with 265hp and 155 limited. Thanks to a Brabus upgrade I now have 313hp and no limiter.

Secondly I already touched on remaps above. All cars leave factories with SO much left of the table for emissions, economy fuel quality etc. My brabus tune is quite conservative. But with the amount of cars today that are arriving with turbos the potential with some electronic fiddling is amazing! M5S go to 630hp, E63S go beyond 650hp and all with 0 replacement, addition or change to Any hardware. ECU out at most as alot come with security to prevent OBD2 mapping.
you get my point all just by tweaking fuel, air and other magical pixie dust stuff I don’t fully understand. (Even NFSU2 gave you the option to choose how and where power came in!)

Also again the number of cars that leave showrooms with factory fitted LSDs yet everytime I have to put one on myself.

And then there the whole exhaust sound debate. Now from videos and articles I’ve seen I know not all recorded cars have standard exhausts. Which I know will be partly due to cost and time but why can’t we have stock as stock and modified as modified
surely a compimise if no branded parts are brought back to the series would just be to increase car volume 10% for stage one exhaust 15% volume and 5% bass for stage 2 etc…

Anyway I’ve covered a few points. What you guys think?

I would love to see a PCARS-style tuning menu which allows you to play around with steering ratios, advanced suspension and LSD settings, even letting you tinker cam timing, turbo boost pressure etc.

It feels too basic at the moment… been the same since FM2. The devs should at least consider adding an advanced/basic option for experts and beginners alike.

I agree; however, Project CARS accomplished all this at the expense of being able to actually upgrade vehicle components. Had the team introduced upgrades, could they have managed to keep all the tuning settings the way they are now considering the amount of car configurations and other variables there would be as a result? Honestly, I do not know. It’s just food for thought.

To my knowledge, Forza Motorsport does not simulate things like air intake, fuel flow, ignition, and exhaust values. Complete engine performance mapping would require Turn 10 to develop all that with consideration to 300+ vehicles, their unique performance characteristics, and for every component the game currently allows you to upgrade – a massive task, really.

Of course, I am all for a step-up in tuning options. We’ve had the same upgrade and tuning system for ten years now and the introduction of new capabilities would be warmly welcomed by most, I would think. But with regards to realism, I think we have to be realistic ourselves in that, at the current price point, serious, in-depth tuning would likely come at the cost of content – a compromise some would be willing to make, others would not.

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Probably a little too technical for some cars. What would be the benefit? If the car has the stock gearing and power to go faster then so be it.

A noticeable difference in exhaust noises via upgrades would be nice. I wouldn’t care for hotlapping but for my general lobby cruises I’d love it.

Another nice feature that isn’t to hard to undderstand would be boost by gear. Then high horsepower RWD cars would be usable.

It would also be nice if you could upgrade cars to the level or near the level they can be tuned to in real life.

Thank for the opinion guys. I’m not sure about how the game works or how hard it would be to implement such things.

I do know that if the above was to happen I wouldn’t fully know how to map an engine. But I guess that’s where default street, sport, race settings come into play maybe?

id just like to see power increases with no additional parts just tuning and noise with exhausts just like in real life.

After all they like to show off how realistic their visuals are. Why not gameplay

Nice Ideal but then you’re going from a pick up and play game to a sim. FM is geared for the casual gamer that just wants to jump in there favorite car go.

I would love to ability to fine tune engines and have them blow up on the track if improperly tuned but again, that’s not what the casual gamer wants. I would assume that at least 90% of the people that play this game have never tuned or know anything about ECU tuning, AFR’s, EGT’s, fuel mapping, blah, blah, blah. The only way that I could see this working would to implement some kind of “Hardcore mode”

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[Mod Edit - “Engine Tuning” thread merged - MM]

For all of forza’s life this has been automated based on what parts are installed on the cars. To give drivers greater control of their virtual machines it would be nice if we had access to engine timing, boost control and other parameters so in as well as we tweak our suspension settings to suit our driving style we could also dial in our power and how its applied. Even if it were just boost per gear we were given it would help in driving the 800hp rwd monsters for the less fortunate who are limited to using a controller(like me). Just a suggestion kinda late but hey maybe it can make it into fm7.

I would love advanced tuning in forza 6. I don’t feel totally in control with the tuning of certain cars in the game. I love making gt style cars so I’m always trying to eek the best out of a car and sometimes I can’t quite find the problems with some cars no matter how much I tune. Maybe giving us advanced tuning could make us able to banish the quirky characteristics of some cars like the 458’s twitchy nose.

This is something I have wanted too. And it can be done fairly easily and without much sacrifice of content. Back in 2000 - 2001 ( i think) Bethesda made an IHRA game using the program for Mr. Gaskets dyno 2000 computer program. In that game you had total control of every option on the car, counter weights at all 4 corners as well as every aspect of each individual tire, and all the suspension dynamics. Now if a game made for the first Xbox can have all that then I see no reason we can’t get it now.

I’m not saying it has to be that far in depth, however the game should be capable of recognizing an improper build. One thing that stands out as a discrepancy to me is that the engine redline seems to solely be governed by the camshaft. While that is true in part being that it dictates where the power comes in there are other factors that play in as well. The stroke is in all truth the biggest dictator in the redline of an engine, it also is a big player in how much low end torque it puts out as well. It’s hard on a long stroke engines to achieve high rpm due to the weight being thrown around. The shorter stroke means less centrifical force on the crankshaft and rods.
Then you have the valve train, at about 6k most stock valves begin to “float” (staying open longer than desired because the lifter is literally jumping off the cam lobe). This creates a loss of high rpm power.
Another issue is (particular to older distributor type ignition systems) is that stock ignition systems tend to lose energy at upper rpms.

Then we have the power adders, turbo and superchargers. Those require a substantial upgrade to most of the engines internal components. A stock cast piston can’t handle the heat generated and the pressures cause them to break. So in place a forged piston is used.

You also have a need for better oiling and cooling systems as well, because faster engine speed causes more friction, and friction causes heat. And the #1 killer of an engine is heat.

And don’t give me the bs about this being a game for casual players, they do call it a simulation. Also the auto tune system could very easily be kept in place.

There are a lot of inaccuracies here and this kind of sums up why the current system is OK in my opinion. The majority of the upgrades asked for in the last few posts are provided. You can change cams, valves, ignition induction etc etc within the existing options. OK, so selecting a cam doesn’t give the option of specifying a certain profile, that part is done for you but having read the thread there isn’t anyone who would know what to select, whether it would require a change of valve, what overlap to aim for, how to properly set the ignition timing, what changes to induction and exhaust would be needed and so on.

Also you can’t run variable boost or maps in a game that relies on PI to classify a car. These could only be preset separate tunes exactly as we currently have.

I agree with you about the variable boost. The PI system holds us back on that but it has far more benefits than disadvantages. I feel that the current tuning is OK but it could be a little more advanced. E brake pressure would be good, adjustable steering wheel rotation, adjustable restrictor plates and also optional tire compounds would be cool. Thought I don’t want forza to go too overboard with the tuning because it could take away from other factors of the game, just a little update would do fine for me.

More camber, steering angle , bumpers, spacers, e-brake pressure, more slammed, online tuning, sponsors tires such as Hankook Tire, falken, Achilles, etc.

a 155 limiter can be bypassed with a computer reprogram, an adapter that usually mounts on the tranny, or even just putting on bigger tires. you can change the gears in forza, that would throw off any limiter. a speedometer requires everything be stock to be accurate. you make the speedometer off you make the limiter off.

as far as exaust sounds, you can change the device you use to play your sounds to your likeing. the sound changes even when you change cameras. rather than getting more bass some engines get more trebble like the high rev ones. if you fix one camera’s sound you may mess up the sound from the other cameras. sound is probably the best average they can come up with. a turbo will change the sound. a blower. there are too many variables to get every combo realistic. it has to be layered and filtered to get the best simulation over all and not run into doubling the size of the game just with sound files, most of which you would never use just eating up your hard drive space and making the game load slower.

Most racing games don’t do it correctly but why not do it right… It is such a fun effect… Basically my observations is that the power is very linear or should i say progressive and doesn’t have a good power band effect…

FUTURE Forza Xbox One owner

why is it then that the quickest laptimes are set by those who keep the revs in the power band ie highest average power for the rev range used

This also matches the in game power curve

^Magic

So, where the torque curve starts to flatten out then?

Elves…

The highest power amount comes at high RPM but gets there in a …-----‘’‘’‘’‘’‘’’ way. Please ,don’t take it personal. Forza does it like most other games.

Its not personal.

I actually do not agree. I believe the cars behave the way their in game power curves suggest they would.