Why could they just add one line to show max Torque value in the Engine section of the upgrade shop, as it was in all previous Forza? We get to tune our car before a race, which is nice, but now we need to go back to the garage, find your car, press Y a few time to find out what is the MAX Torque value to help tweak your transmission. Which means loading time but also, for me, defeat the purpose of having the pre-race tuning options as the most frequent thing I do is fine tune my trannie.
If that’s how you tune your trannie your aren’t doing it right… bring up telemetry in test drive and match hp between gears. IE: a car with 360hp, shift at 350hp so when your are in the next gear you stay at 350hp. ( note, this is just an example not all 360hp cars should be shifted at 350hp. )
The point is not to argue how to best tune a transmission, but the fact the information is not there. How I use it to determine final ratio, shift point, top speed vs accel, setup for elevation or long straight, etc is up to me. Until I get a setup for several car/track combination I do a lot of that before each race.
I don’t want this to turn into a discussion on various of school of though on how to tune transmission, one fit all vs purpose built yadda yadda, I use the torque info and think it should be there.
Is there no way to see Torque when upgrading? I was happy with the game at first but things like this that I keep finding are REALLY starting to disappoint me…
Torque is meaningless always has been. with proper gearing, which most cars have stock, you have no reason not to always be in the power band.I just told you how to do it, how the top lb guys do it… if you don’t want to listen that’s on you
If you want to break it down hp = (tq x rpm) / 5252
Hp is power, the amount of work being done, tq is the force doing that work. Essentially tq explains why your hp is what it is. Incase you think tq is what makes you accelerate…
Using the formula, a car with a flat 500tq from 1000 to 10000 rpm would produce 95.2 go, at 10000 rpm it would produce 952hp. I guarantee you’ll pull harder shifting that car at max rpm
Also I said in what you quoted bring up your telemetry and it will show you youe real time hp and tq and rpm. Which is much more useful than a static number and rpm anyway
Yet HP is a function of Tq as you so graciously demonstrated. Your coherence is noted.
You like to spend time Test Driving to fine tune value by looking at your engine rev then noting what you need, pausing or memorizing the value, fine.
Some prefer a 10 seconds with math to get their initial value, a few moment entering it into the game and then race. Whatever is used, (Tq, HP, rpm, redline, Peaks) to determine shift point combined with what is needed for a specific track. In all case a basic values of Tq are required (again you said so yourself up there) it is therefore easier to use formula derived directly from Tq value.
You voiced that you do not need it, great for you and all other that do not need it.
Other have voiced they would like to see it there as well as much easier than trying to decipher the graph scale each time.
I totaly agree with this, but I really doubt they will add this information…=( With every game, developers simplify things more and more which really frustrate me, people become dumb.
Pull up the telemetry screen while you are in test drive and it will give you much more info than a silly line of text that is inherently meaningless… ffs
While I wholeheartedly agree with you, some people don’t have that level of knowledge to put into the tune and some people just don’t have the time to sit there for an hour building a really really good tune for a car. They just want to look at the static numbers throw them into an average calculator and get a default kind of tune that is reasonable enough to drive the car so they can play a couple races and be done before their add kicks in and they move on to a different game. in that sense how hard is it to leave in one line of text?
Ok so pull up the telemetry find max tq and save it in your calculator which will give u crap gears, either way takes 10 seconds
And for the 4th time, I told u how to make your own gears and that also only takes 10 seconds
You do realize using hp = tq x rpm/5252 is the same result as calculating the tq multipliers per gear right?
Like it said it’s super simple, match the hp number when you shift, thats your shift point. Litterally taked 30 seconds…if you want some long drawn out way or some silly calculator that’s fine too
The torque thing is annoying. I like to use it to decide which upgrades give more HP and less Torque or visa versa to suit the kinda car I’m building: e.g muscle car, high torque, supercars, high HP upgrades.
For the whole gearbox ratio thing, don’t overthink it! I use one formula for all six speed 'boxes and then the final drive to determine the car’s behaviour.
2.75
1.73
1.33
1.04
. 83
. 73
Final drive is usually about 5.20 to 6.10
Hope this helps.
P.S: Some engines require you to shift before the redline to maintain peak power as long as possible (hemi’s mostly) and camshaft upgrades (increasing rpm) can sometimes solve this issue