Tuning/Driving Impressions so far?

If it’s like FM6, which I’m sure it is, there are some cars that will be perfectly drivable and hopper competitive with standard and sport suspensions with no real need to tune. The best example I can think of in FM6 is the Corvette ZL1; add a cage, heavy wheels, and front and rear aero to drop it to A-class and you can use race swaybars, a race differential, and the aero to tweak handling balance and the car is killer on the higher speed tracks that aren’t for pure sustained top speed (Daytona Sports Car layout, LeMans w/chicane).

You probably won’t put up a top 100 leaderboard time in it, but top 1% easy and it’s definitely fast enough to win hopper races with.

I’m sure FM7 has a few of these in there. Just have to find them.

You know, I never tried that with with the '09 Corvette! I bet that was a good combo! I’d really just been working lately on an S Class version for the last few weeks in Leagues in FM6. That is a fast car…and I like the looks better than the new one. But that is just me! :slight_smile:

With all these new mid-PI categories of racing, I bet there will be a good number of these trick builds. Should be fun…let me know when you find one! :slight_smile:

I fussed over that car’s build for ages. I tried everything I could think of to get it into A class with the sport suspension and full aero. Not long ago I thought to give it a try with the standard suspension and I was really surprised at how good it was. In the hands of one of those talented players who’d show up and crush a lobby in a car you forgot was in the game because nobody used it, I think it’d be unstoppable. Only about average grip/braking, but it was hilariously fast down any stretch that was over 100 but without enough room to hit 200 in a dedicated missile build.

Anyway, I did some messing around tonight in the '10 Clio RS. I was feeling too cheap to buy something else and I wanted to do the hot hatch races. The goal was to explore the tuning settings and see if there were any surprises or need to adjust my approach as well as determine how much flexibility there when it comes to how the car is equipped. I tried a full weight, max tire, as much power as I could put into it build and then compared it to a lightest weight (without min-maxing) with max tire build (power ended up way below max allowed).

What I ended up with doesn’t have as much rotation as I’d typically prefer in a FWD car, but unlike FM6 it doesn’t really feel like the car needs to do that to get around a corner faster. It tracks around chicanes just fine and puts down power so well I really think I should consider dialing back the tires and adding more power.

I went ahead and shared both tunes. Most of the time I’m constantly going back and refining everything so nothing gets shared, but tonight I decided to just throw them out there.

Sounds like the physicals are different and you can find your speed easier. Now to find the edge and ride it.

I found the Forza special edition Cosworth Escort def benefited from tuning out the understeer.
I also wasn’t happy with the reward BRZ, so dialled that in more.

Otherwise a few little build and tune changes here and there seems to be enough for the career mode, but I am running longer races.

The default setups are bit more dialed in for most of the cars, some of them do need work however. The driving feels less like driving on ice and I like the new grip level added to the cars. Aero have a lot more impact speed wise then forza 6, same for toe when tuning fwd and awd cars. Suspension wise I feel like nothing has really changed and I can still use my initial numbers and start tuning.

As for the build, I always revert back to default build from the homologated one and build from there depending of the car and what is needed.

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+1
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The PI’s are pretty mush the same as FM6. Cars and upgrades. Except the 33 Alfa dropped 50 pi and starts in B class.

Interesting! I haven’t played with this car yet in FM7. So, does this mean it will crush B Class too? :slight_smile:

How would you guys like HLR to organise a Hot Lap Competition. I know it won’t be as easy as FM6 with no pre-race leaderboards but we could try to make something work.

If we choose a division, e.g. Classic Street Muscle since they are all under 100k to buy we have 9 cars to go at. The challenge could be to build one of those cars to the top of a class (C, B or A) tune it and see who can set the fastest time on a chosen track. Probably best to start out low and work up. since once you’ve set a time in a car the best time stays on the Division leaderboard.

We could offer a one-off paint for the podium places and for someone chosen at random to encourage the slower drivers.

We are determined to keep tuning alive and provide a target for the Forza faithful to tune for LOL.

If there is enough interest we could start it in a couple of week’s time. If successful we could make it a weekly event similar to the Horizon 3 series that we ran successfully for almost a full year.

Anyone up for it? If so what class and track do you fancy?

Edit: As a test I built an Oldsmobile 442 to the top of C class and took it for a 4 lap race in free play at Spa. The leaderboard at the end is slightly confusing because I was unable to select the car division at the start without disqualifying my car on power LOL. I did manage to run a 2:52.843 placing me #238 on the Top Scores leaderboard. #1 is a #63 M-B C 9, P Class in a time of 1:55.173 LOL.

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:+1: Let’s do this! Still need to figure out the nuances, yet, we should be able to keep rolling, and, ensure (to your point) we keep Tuning a critical element of this game!

PRKid
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+1 - I’ll have a go, probably won’t spend as long as others on tuning lots of cars, but would love to play.
Any chance of making it across a couple of slightly different tracks, i.e. Suzuka and Mugello or Road Atlanta and Road America?

Oh YEAH, guys! Sign me up!!! :slight_smile:

I think Classic Street Muscle will be a good kick-off for the series.

I did not see this and I posted asking for anyone to host a comp… I’M IN PLEASE!!

wow. Just plain …wow. I realize tire tech has improved over the last few years …cars in real life are runnin 9’s in the quarter with 10" slicks these days as opposed to needin at least 12" and more was better.

I use a joystick-throttle for input.

First bit of tuning was steering linearity, I set it all the way left to zero so I have very fine control at center, takes all the twitch out …can thread thru cars at speed fairly well.
Second was setting deadzones both in and outer so there aren’t any …I get full input from lock to lock, no ambiguity.
Your mileage may vary.

Played GPL back in the day, for years. Ran into some here n there who actually raced …Indianapolis, NASCAR
…and myself …well I was into doorslammers in the NHRA for nearly 20yrs.

And street racin. Oh yaa … before everyone started bringin guns an such.
Built and raced some great project cars over the years.

Anyway …Forza captured me when 3 came out …one of my biggest gripes was controller input …it just does not offer the fine control required :slight_smile:
F7 …well … I was jazzed the moment I found out it can run on a PC.

Impressions so far?
umm … I don’t sleep much, food schedule is out the window, dogs think I left even tho I am sittin right here
…and the wife says she likes not fightin for the covers lately, since I am not in bed.

Like F3 long ago… I began with the Datsun 510… built it to run in D400 class and easin into the game usin it in Freeplay …LeMans mostly.
Turned off most of the assists (still use auto-shift and brake ABS tho)
…with the 510 you have to be careful addin any tire up front …it will swap ends on braking into a corner very easily if you add anything to the front.
Need the roll cage so the car us stable apexing a corner and a few bits to cut shift times (clutch, tranny) and sport compound tired, along with light wheels.
Settin race limit to D400 class… the lil Datsun annihilates the class. Can hang in the crowd and not push into bad situations and just let it rocket the straights.

Another bit I noticed …when you go into tune dialogue, first screen with all the options (tune, upgrade an such) …lower right is Forza Preset body kit option…
…for the '68 Hemi Dart this option alone gets you the blower and 1075hp … similar for the '69 Camaro … that just made my day :slight_smile:
Stiffened up the rear, softened up the front, dropped rear tire pressure to 15lbs, rear gear ratio tweaked so she is at top of 4th gear across 1/4 mile finish line
…and voila . . the lil Dart pulls the front wheels on launch, not for long or very far …but … it launches like a Hemi car :slight_smile:

I will be at this awhile … I am soo sucked in :slight_smile:

-Frank

Add me in as well Moss.
This could be fun as long as there are no 1500hp monsters with little tyre or suspension settings at D or C class.

I doubt that but at least we aren’t constrained by homologation :smile:

Excellent, I posted here simply to gauge the interest. It looks like we will get some interest so watch out for an announcement shortly in the Tuning forum :smile:

I realise how much I don’t remember since FM4. Dabbled with 6 but now have long workdays to get in the way.

Only really started tinkering with the XB falcon and, thus far, have only managed to make it worse with each adjustment…

Still. I do prefer my usual way of building cars. Put adjustable everthing on it, lightest body I can get away with, stiffest cage, stickiest tyres, lightest wheels. Power comes last. Makes for a car that works well on most circuits.

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