Stock Downforce Levels for Most Cars in Forza Horizon 3 (Should Apply to Forza Motorsport 7)

Here’s the stock downforce levels for most of the cars in Forza Horizon 3 (which should apply to Forza Motorsport 7). This data is pulled from the Forza Horizon 3 developer files & ordered in alphabetical order. I believe the units are in LBS not KG because the rest of the file uses the default English system which is also the default system in game, however if it is in KG, it would be more realistic to real life. Enjoy & let me know what units you think that it is in.

















Apologies for the very long post, but it’s the best format I could do!

It’s actually much simpler than this:

Front downforce: 10lb if car has non-adjustable front bumper
Rear downforce: 50lb if car has non-adjustable rear wing and rear bumper, 25lb if car has only non-adjustable rear bumper.

There also occasionally non-adjustable sport bumper and wings as upgrade available. Those translate to following downforce levels:
Front : 40lb
Rear: 70lb (wing), 50lb (bumper)

It doesn’t matter how big stock / sport wings or bumpers appear in-game. These are the values. Probably because in any case they need to be lower than minimum downforce of race aero kit which is 50/75.

This seems to apply to Horizon as well. At least for Horizon 4 it’s identical to Forza 7.

Just curious, where did you get those figures from because some of them are just incorrect if you go from the developer files.

Erm no? Look at the table I listed above, here some examples:

Pagani Zonda Cinque Roadster Front Downforce: 190
BMW 2002 Turbo Front Downforce: -30
Mazda RX7 Front Downforce: 27

Same goes for the Rear Downforce if the car has no adjustable wing.

And where did you get all your other figures from? Just guess?

Ok didn’t have access to developer files since I’m on Xbox only.

QuickTune 7 uses these values to calculate spring rate offset for aero equipped cars. And it needs to rely on exact values to precisely calculate spring rates down to 3 fraction precision.

I’ve yet to find an example where it doesn’t work (Forza 7) but will double check for example the Zonda.

Also not sure what a -30 means in case of the BMW? So far the minimum downforce would be 0 if you remove the bumper or wing.

They might be running a simplified model when it comes down to how much aero affects spring load which might explain the difference though.

In the real world down force is a function of speed. Does anyone know what speed forza uses to calculate it or is it just a constant.

What do you mean by speed? Like whether it’s in KM/H or MPH or what values the downforce level is taken at?

He means that downforce is not a static value but dependent on speed, more speed creates more downforce.

Personally I think Forza is running a simplified model with static downforce.

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I think that’s incorrect. Hop into the Renault R.S.17 & max out both front & rear downforce. Then go and make the front grip Handicap like 0.5 or something. It doesn’t effect high speed anyway near like low speed which to me indicates a relatively correct downforce model.

Down force “shouldn’t” be a factor at low speed, that is when you rely on mechanical grip. The faster you go the more down force a wing will generate. So if Forza says the car has 200 lbs rear down force I wonder what speed that is taken at. I’ve always suspected it’s just calculated as a constant increase in grip regardless of speed but I’ve never tried to really test it.

I wonder what speed it’s calculated at too, trying to figure it out myself.

I’ve been doing some research & testing. I think, though can’t be too sure, that the downforce levels there are taken at 120 MPH & are in pounds. Also from doing some research, I think that Forza calculates it’s downforce on the square of velocity. So essentially, the lift formula, reversed where if speed doubles, lift quadruples, accept in this case, it’s when speed doubles the downforce quadruples.

If this is correct which I think it’s at least plausible, here’s how things could actually look.

Let’s take the McLaren P1 for example here:

At 120 MPH it produces at total of 708 lbs of downforce.

At 240 MPH it produces a total of 2,832 lbs of downforce.

Considering irl the car is supposed to produce 600 kg at 165 MPH, producing 1,285 KG kg at 240 seems about right to me, especially when Forza I don’t think factors in the bleeding of downforce with speed like the McLaren P1 does irl. My theory is that it just goes up & up & up in downforce in Forza (& so does very car).

I could be wrong with all of this of course, but I think I’m not too far off.

AFAIK, downforce or lift should square (barring various aerodynamic phenomena) as a function of speed.

Essentially. I’m confident that’s what Turn 10 & PG uses as their downforce model.

Forcely more down force is better , i think the feeling of this , is that put a better contact between the road and the tires ,

and make by this , a better accélération .

So the down-force is measured at 120mph in lbs? Interesting. They also have said that the game runs simulated drag on cars.
I am interested in wheater the cars will produce more down-force by slightly lowering the front ride height or lifting the back, for example on the gently continental gt you can put the racing splitter, diffuser, and wing on which actually increases down-force over even the forza aero wing and splitter (as handling goes up higher with these mods and decreases speed in the calculation) but you can’t adjust them. I changed the ride height slightly and it seems to produce even more down-force.

Also with the Peugeot with full crazy wings.
I just wonder if this also effects down-force. It seems noticeable to me at least