Why do stock tuning setups handle so poorly?

It stinks we cant see a value on stock parts as comparisons would be a lot easier that way. Most show the slider being around the middle for most , i think camber is one of the only ones that is the same whether stock or upgraded.

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Why not just like take the stock values and bump them a bit stiffer? 30% or whatever. I just don’t get their logic for setting these defaults. Not a single one I’ve run into has been competitive.

Worst part about the sway bars is that I don’t even know where to start. They’re waaaaaay too granular. On a real car we have like 3 or 4 settings per bar and that’s it. So weird.

I honestly dont know how the default settings on upgraded parts are created. I dont know if its automated by a program, or manually adjusted. It literally could be either or both.

If its automated it could be based on some sort of performance target. So for instance if skidpad stock is .9 and with upgrades it should hit 1.0, certain things are tweaked to hit that number regardless of how it gets there nevermind how it feels.

There are some cars that are tuned in a way that besides making no sense in realistic terms, the car seems to fight itself, swaying between under and oversteer. Its these cars that make me question if a person made them because i dont see how someone would make such an unstable car purposely.

There is also the possibility of bugs or even input error by the devs and its just never been fixed. All it takes is for one of these settings to be wrong for the car to suck.

Well the meta is for extremely stiff arbs. But for the sake of this test id set both front and rear to the middle and see how that feels compared to stock. Determine what the difference in handling traits and adjust from there. Does it need more under or oversteer.

Although this game gives a lot of range on its settings, most cars can be set to the same values and the tune will work. The meta is quite simple tbh. But if youre making a track specific tune, then things are worth dialing in.

I don’t see how. This has never worked out well for me.

For the most part the meta is
camber f 1.5 r 1.2
Toe 0 for both
Caster 7
Arbs both full, but adjust if needed
Bump 3-5 range for both
Rebound 10-11.5 for both
Springs are soft i reduce stock number by 100-200
Height low as you can go without bottoming out
Brakes 46-48 rear 135-145 pressure
Aero max front minimum rear
Differential decel as low as you can deal with
Accel as high as you can deal with
The geometry settings i dont remember what theyre called but the top setting are full stiff adjust as needed
And the bottom settings i think i only adjust the lower one to -50 for better traction

These will work for most but dont apply to p and x class cars

These type of tunes create a sharp front end car, so the only adjustments you make are to stabilize as much as you need to. This is where it becomes personalized. High speed oversteer more rear aero, low speed under or over i adjust arbs and the top geometry setting. Off throttle under or over adjust the differential, understeer decrease decel oversteer increase decel. On throttle oversteer reduce accel, understeer increase, dont decrease too much because youll be losing power.

I would say On throttle oversteer up the accel.

If the car oversteers on throttle then you should reduce the accel. Not too much, as stated, or you’re just sacrificing power.

I don’t think i have any car with the accel below 60%. If it still won’t behave at that value then i start messing with the ARBs and geometry.

FM was my first Forza, and I didn’t realize this at first. Same situation. I tried to learn how to tune some situations by learning about real car tuning, only to find, as mentioned elsewhere… that real world tuning numbers often have no reflection in how tuning Forza works.

For me, I always imagine Forza and GT7 as reflecting what I see here:

And GT7 far more so… Like here… Fastest F40 (player car) at the rear of the field of Toyota and Mazda, passing all the way up:

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94 was the first season JTCC utilized the Supertouring rules. It utilized very strict homologated specifications that, IMO, would make racing in Forza far more enjoyable.

As far as I can tell, T10/Microsoft outright refuses to invest in the manpower to actually build properly BOP’d homologated series, so we get what amounts to a choice between open track day themed races or poorly BOP’d, strict-build series utilizing cars built to different rule sets.

If you or anyone else are interested, I’m close to finalizing BOP for a Group A series hosted by a league I’m in. We’re using the 90 RX7, 91 HSV, 91 M3, 190E, A70 Supra, and R32.

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Those super tourers are super rare in video games. A shame because between the BTCC, JTCC and german STW there were incredible cars. A lot of those still run at historic events so … I’m sure Microsoft could arrange for some recording/running/3D sessions…

Those machines had narrow tyres, 210 sections, so it’d be interesting to see how they’d handle in FM. Bespoke suspensions though.

Not remotely interested in meta tuning. I want to know where to start so I can do it right. Based on actual real life stuff.

If they’d just set these defaults like I said it’d be much easier. Make them stiffer than stock, but base the values on what is already there.

My beef is that I know enough IRL to be dangerous. I can’t take that knowledge and apply it here for whatever reason.

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Please share with the community of this information!

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To be fair turn 10 tried to implement homolagation im fm7, it wasnt received well. I dont think it was a bad idea, but there were certain shortcomings. The worst of these imo were the amount of cars that didnt fit into a particular division, ao they were lumped into forza specials i believe.

But what exactly is “right”. Real world numbers, which dont translate into games well, meta, which are the most competitive values, peoples preferences, which is an unknown variable because everyones different. The right way is a very subjective when it comes to this.

Once again, tuning is part of the game loop of this game. People are meant to buy a car, upgrade it, tune it and then race it. So while theres the option to drive and race stock tuned cars, its not the focus or intended path.

I think if the default tunes were good enough, people wouldnt bother tuning at all. I think this game has done a good job at representing what kind of performance gains tuning can unlock. So i think this may have been done purposely.

I think in your particular case, you should use your knowledge to tune cars how you think they should be. But the key word is how you “think” because theres no real way to find out how forzas numbers correlate with real life numbers. Even something as simple as ride height might be totally different than reality, is forzas inch the same as irl inch, who knows.

So as far as them changing the default tunes, i dont see that being a priority to them in any way. If the player had no way to alter the tune, then this would be a different story, but its not. You can make them whatever way you want, they might not use the same values as in real life, but it kinda is the way it is.

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Just message me on XBL and I’ll invite to the discord. I don’t know what the rules are here regarding promoting external links and don’t want to annoy the mods.

Yeah. IMO, it was horribly implemented as it didn’t seem to create anything remotely resembling a proper BOP. Not surprising though, considering how poorly the divisions were grouped in vanilla F8.

I think this will be a problem for me, as far as I know the discord temporarily does not work in Russia and my English is very far from the ideal :slight_smile: But you could make races announcements for example here on the forum and those who wish to play in the lobby.