Does anyone have a sensible answer to these minimum-maximum values? There are no units assigned.
Unitless ARB of 1-40.
Typical real life ARBs are 1~2" (25~51mm) in diameter so numbers do not align. Can’t be diameter of ARBs since anything below 3/4" (19mm) would be useless.
Can’t see % of spring rate since 40% of a spring rate can be huge. Why isn’t % stated on screen then?
Torque value? But no unit is assigned.
Unitless, arbitrary value? Why not 1-50? Why not 1-100?
Is it unitless because it is FORCE/FORCE, DEGREE/DEGREE, or mm/mm etc.? Then why not state as such?
Unitless Damping of 1~14.
Again, why 1~14? Why not 1~10 or 1~100?
Is it like acid/base ph level of 0~14? Does the mean value of 7.0 = critically damped, i.e. no oscillation?
It’s been the same since Forza 1 or as far back as I can recall.
i look at it like this :
1 is the soft spongy arb that is well beyond its use
40 is a splined non twisting anti roll bar that is commonly used in irl drag cars to combat torsional twist , super stiff no give
i would love it to be a diameter or % value that we could relate to irl info
And that’s the mystery. Why not use 100 for the super stiff ARB? It is just much more intuitive to have a range of 1~100. Why maximum of ‘40’ specifically?
Better yet, why not 1~10? I find it difficult to feel the difference in +/- 5 so having a range of 1~40 seems overkill . . . not to mention 2 decimal places! :o
An ARB value of 1 isn’t necessarily bad. It really depends on your spring rate. My Aventador SV tune for instance, has a front ARB value of 1.2, as the front springs are already pretty stiff. Man, that thing hauls ass. There’s just so much available grip due to the massive tyres and AWD. My point is that even with a super hollow/soft anti roll bar, the car can still approach corners in a flat manner due to the spring rate.
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Something I did awhile ago on Horizon 3 was to try to tune an H3 car as closely as possible to an FM6 car. On H3, the ranges are different to FM6/7, so, I used the percentages ratio and was able to get the several cars to behave in identical manner. So, bottom line, one can model these on a % basis…1-40 = 0-100%. BTW, I did this for the ARBs, RH, Springs and a couple of other settings.
Because that’s the way the game came out for ARB’s. Dampers added in 2 points to 14 I believe in FM5 or FM6. It used to be 12, aside from that the tuning numbers on cars have remained unchanged since I started in FM2. By and large the same values have worked on every game and it’s usually extremes. Things like running max front ride height and minimum rear would make your car go faster on longer straights or on ovals at one point. 1/40 roll bars have always been common, so has bump under 2.0 and rebound over 10/11.
Things will never change until someone there that knows how to play the game at a high level AND tune cars actually gets in and messes with things. That hasn’t happened in the 11 + years I’ve been playing so I seriously doubt it will any time soon.