“Toe IN” (for a more stable car) is a positive toe, as is correctly stated in the description box on the right, but the labels are inverted, and the “IN” label is on the left side, toward negative values.
“Toe IN” (for a more stable car) is a positive toe , as is correctly stated in the description box on the right , but the labels are inverted, and the “IN” label is on the left side, toward negative values.
We have that issue now for many forza parts I can remember since Forza Horizon 2 that is an issue, would be great if they finally fix this.
The tuning description for front toe in/out is incorrect. It says toe in increases stability and toe out increases turn in response. This is the same description for the rear toe. On previous fm games the front and rear toe in/out has opposite effects on the front to rear and other games like f1 have the same description where toe in on front increases response and tie out increases stability
My experience is a bit different:
- More toe-out in the front usually leads to quicker responds and smoother turn in feel, while more toe-in in the front leads to delayed response and weird understeer in some cars and in others it gets twitchier.
- More toe-out in the rear gives the car more stability, but also makes the window for angle of attack smaller, while more toe-in gives a bigger attack angle which makes a more aggressive driving style possible.
[Disclaimer]
What I just wrote is only applicable to Forza Motorsport and not Horizon or any other game. I don’t really know why the new Forza Physics Model works that way, but that’s just my experience with it.
In other games I would usually go for 0.1 to 0.2 degrees toe-in in the front and 0.2 to 0.5 degrees toe-out in the rear, but in FM I usually tend to use 0.1 degree toe-out in the front and 0.0 to 0.2 degrees toe-in in the rear. With that said I should also mention that I use “meta” tuning strategies like stiff anti roll bars (36 to 40) and low suspension geometry values (about -25 anti dive, -35 anti squat), so the experience for people who use realistic tune might differ a lot.
The description seems to be correct, but there are two problems. Toe-In is typically for positive values, and Toe-Out is for negative ones, so the labels are inverted! Toe-in (positive), generally means a more stable car, toe-out (negative) a more dynamic one. In games like ACC, you generally never put negative toe values in the rear beacause the car became too much instable. Many cars on forza have default negative toe on the rear, despite the labels, that means toe-out, and are in fact really instable. I typically invert those values as soon as possible. If the car have negative 0,2, on the rear, i put +02 on the rear once the suspension are unlocked, and only after that i start to drive and fine tuning the car. Default tunes and labels should be overhauled in my opinion.
On fm7 I’m 99% sure the front toe description is the opposite to this game. The rear description is the same on both games but on fm8 the front and rear toe description are the same. Having driven a car in real life with the fronts toed in I can confirm it definitely increases responsiveness, I could hardly keep the car in a straight line on the way to getting the geometry set up at the garage as it would dart left or right with the slightest of steering input
I just loaded up fm7 and the toe description is the same as fm8 for both front and rear. All other sim racing games have the opposite for the front and when setting up my real life track/drift cars we’ve always tuned them in for response and out for stability on the front and opposite on the rear
It is labeled wrong, but we don’t know if it is calculated incorrectly. What is the algorithm doing behind the scene vr what we see?
I voted for this change, but if they change it that means changing the setup of every car.
Also tuning the numbers glitch when making adjustments. Some numbers missing toe in or out for example 0.0 0.2 either direction, spring ratio still changes randomly.
The toe values seem to be inverted. Toe out at the front should have negative values. Toe in to the rear should have positive values. In the game, this appears to be reversed.
Some insight please and possibly a fix, thank you!
As far as I can remember this issue is known since FH2/FM5, and the devs seem to not care.
There is also the brake bias which was reversed in FM5 to FM7, they fixed it now in FM, but it’s still wrong in FH5.
Considering they literally have to just change the text and reverse the - sign, they could easily fix this without changing anything about the tuning save file.
Hmm. Does this show up in telemetry, with tyre heat not behaving as it should?
Brake Balance was reversed for many games but eventually resolved.
Yes, the values are inverted but the labels are correct. If you move the slider towards “IN”, you’re in fact setting a “toe-in” condition, despite the negative values.
So, in a typical setup, you could have front wheels set towards “OUT” (eg. +0,1 with a real toe-out condition despite positive values) to increse agility and being able to turn the vehicle faster, and rear wheels set towards “IN”, having a toe-in condition for better stability.
It’s still a glaring textual error that needs to be fixed.