Forza Motorsport General Discussion Thread

  • Thread starter Terronium-12
  • 14,337 comments
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Moving to a different subject, have you guys taken a look at the car voting for FM 2023 recently?



Basically the top cars are almost all Le Mans Hypercars or GT(3) cars. The top road car is the Bugatti Bolide in 23rd place.
I'm wondering how T10 will handle this... We know PG does their best to bring voted cars into FH5 where possible, but these hypercars are probably very difficult to get (with the Ultimate Le Mans game existing especially).

Thoughts?
This is somewhat disingenuous (not on your part, but rather on the part of Turn10/the forum) because for a long time there was only one "request" thread per car that applied to both Motorsport and Horizon, and when the topics were split to apply to either/or, all the road cars were put under Horizon and all the race cars were put under Motorsport. New topics had to be made for road cars for Motorsport which of course started at 0 votes, giving them less visibility to anyone who views by votes and obviously much less time to rack up the numbers that the original, now segregated posts accumulated.
 
With the amount of negatives i through at this game, now i have to at least give positives for finally adding back the featured tours, as permanent additions in builder cup. add drag racing as well to that at some point maybe next year, and maybe i will give this a go.
 
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A Message to the Motorsport Community – August 2024​

29 August 2024- Turn 10 Studios

Look for Spectate, Drift, Creative Hub, Share Codes, and Sunset Peninsula in the coming months.
To the Motorsport Community,
Over the past months, we have continued to update Forza Motorsport with additional cars, tracks and features. Endurance Month saw the return of fan-favorite Sebring International Raceway with the popular Endurance Series in Featured Multiplayer, an updated pitlane exit at Laguna Seca and adjusted curbing at the Nürburgring Nordschleife. Nemesis Month introduced the highly requested Car Proximity Radar with Replay improvements and the ability for PC players to disable TAA. Road to Race brought back Road Atlanta, added Multi-Class Racing and Logitech TRUEFORCE support.
These have all been important additions to the game, and while it’s been great to see you enjoying these updates, we recognize that there’s still more to do. As we mentioned in our previous letter to you, we want to continue to update the game each month with the themed content that we’ve been working on while balancing it out with the priorities from the community. That means some updates will have more top requested features than others.
small_Forza_Motorsport_POR_911_GT_3_RS_18_POR_73_911_GT_3_R_18_Nurburgring_Nordschleife_Car_History_02_16x9_WM_dc7a1d425f.jpg

In today’s blog, we will provide an overview of what we’re currently working on, so that way you have a roadmap of what’s to come throughout the rest of the year.

Cars and Tracks​

Let’s start with cars. We recognize that many players in the community prefer to race in Featured Multiplayer and would like to unlock the cars by racing online. Therefore, starting with the next update and going forward, the reward cars for each update can be earned either by completing the Featured Tour in Career or by playing a specified number of races in Featured Multiplayer, giving you a choice in how you wish to unlock these cars.
To accommodate this change, Update 12, which we expect to be available in mid-September, introduces a Challenge Hub where you can earn credits, cars, race suits and other rewards for completing various objectives. Whether you prefer to race in Career, compete in Featured Multiplayer, or outpace your Rivals, we wanted to ensure Challenge Hub includes goals and rewards for every type of player.
small_Forza_Motorsport_AST_97_Vantage_GTE_18_Road_Atlanta_01_16x9_WM_a469e359f5.jpg

We also recognize that many of you would like the opportunity to revisit previous Featured Tours and unlock their associated reward cars. Later this year, we will add select series and rewards from previous updates as permanent additions to the Builders Cup. Next year we'll be introducing a number of permanent race car-focused Tours to the Career. These changes will give you the chance to check out series you might not have played before, while providing new players with an expanded selection of Career themes and events.
Two additional tracks are coming to Forza Motorsport this year. Available for the first time since Forza Motorsport 4, the classic Sunset Peninsula returns in Update 13, expected in mid-October. Five layouts will be available to race, including the club circuit, the 2.44-mile tri-oval and the 2.78-mile full circuit, which combines the oval with technical, yet flat infield sections.
small_Forza_Motorsport_BEN_17_Continental_GT_3_14_VIR_01_16x9_WM_8da0f2ff62.jpg

Looking ahead, Bathurst is coming back with Update 15 in December and will be accompanied by a Featured Tour that celebrates the very best of Aussie cars and racing.
In 2025, we will continue to update Forza Motorsport, and as in 2024, this will include new features, bug fixes, and additional cars and tracks.

Spectate Mode​

We’re currently in the final stages of adding a reworked Spectate to Forza Motorsport and we plan to include this functionality for Private Multiplayer with the next content update releasing in mid-September.
small_Forza_Motorsport_Sebring_Track_History_01_16x9_WM_04194100c7.jpg

This initial version builds upon our previous efforts and includes many new features and improvements that have been requested by the community. We appreciate that this one has been a long time coming, especially for our tournament organizers and league admins, however we hope some of the notable upgrades over the prior Spectate mode in Forza Motorsport 7 will make it more enjoyable, easier and engaging to use.
Here’s a look at some of the highlights you can expect when using Spectate to watch or broadcast community races in Private Multiplayer. As Spectate is essentially like a live replay, many of the features and options outlined below are already available as part of our recent update for saved race replays.
  • Full-Field Dynamic Driver List and Lap Counter – Greatly increases race comprehension, making it easy to select a car to focus on from the driver list. Positions are updated based on scoring type.
  • Ticker – A dynamic data loop in the Driver List. This can also be locked to show the leader's time, race intervals, position changes, penalty time, or pit stops.
  • Track Map – Shows all the locations of all the cars on the track map with the ability to zoom and view exact positioning more closely.
  • Driver Data – Choose to see a race summary of the driver on focus, including car telemetry, comparison to the leader, and damage.
  • True Race Start / Race End from 3-2-1 to Podium. In Forza Motorsport 7, the live feed in Spectate didn’t begin until several seconds after the race had started, which meant viewers missed much of the Turn 1 excitement. It also ended abruptly when the leader crossed the finish line. In Forza Motorsport, a spectator can watch the entire race from the moment it starts right up until either the final driver crosses the finish line, or the race timer concludes.
  • Default Spectate Camera – The first time you use Spectate mode, you can decide which camera to use by default at race start. This can be changed at any time in the settings menu under Gameplay & HUD.
  • New Camera Options– In addition to all the prior cameras available in game, two new camera modes have been added to both Spectate Mode and Race Replays
    • Rail Cam – This gives race spectators controls that our cinematics team uses, like FPS camera controls that move with the focus car. The left stick moves the camera forward or backward, left or right around the focus car. Use the right stick to change the camera target left and right or move the camera up and down.
    • Point of Interest – Stationary cameras focusing on important track segments. Each track has at least 3 points of interest with more available on longer tracks.
  • Improved Control Panel for much easier access to Spectate and Replay tools.
  • Customizable HUD – The Spectate and Replay HUD elements are customizable to show as much or as little as you want. This gives you the freedom to prioritize between either a clean camera feed or a detailed, more informative interface.
  • Minimized Switch Lag – Changing the camera view or car to focus on is much faster than it was in Forza Motorsport 7.
  • Saving Replay after Spectate – You can save a replay from the Spectate post-race menu to view later. Please note that previous limitations for replay save length still apply and will vary based on factors such as the number of cars on track and the race duration.

Drift Mode​

Another feature that we know you have been eager for in Forza Motorsport is Drift Mode. Our team is actively working on it, and we expect Drift to be available in the coming months. This will be accompanied by a selection of Formula Drift cars added to the Showroom.
small_Forza_Motorsport_MIT_Lancer_Evo_III_95_Suzuka_01_16x9_WM_502db4d294.jpg

In Drift mode, players earn Drift Score based on speed, angle, and duration of each drift. Your score must be successfully "banked" to count towards your overall points. The driver who has the highest Drift Score when the timer expires is considered the winner.
Drift mode will be available in Free Play and Private Multiplayer. In addition, players will have the ability to host drop in and out Drift Meetups in Private Multiplayer and can set their highest scores on the leaderboard in a selection of Drift Rivals.
small_Forza_Motorsport_LAM_Huracan_15_Catalunya_Car_History_02_16x9_WM_4f3fd0890b.jpg

With this update, we will also add Drift-specific HUD elements that can be enabled in Gameplay & HUD settings. Looking ahead, we are also planning to add a Drift Meetup public lobby to Featured Multiplayer in the future.

Creative Hub and Share Codes​

Later in the year, we will overhaul the Media tab in Forza Motorsport into a Creative Hub, similar to the one available in Forza Horizon 5.
small_FM_Update11_CHE_3_Corvette_C7_R_14_CHE_Corvette_Z06_15_Road_Atlanta_01_16x9_3840x2160_WM_29cf4474f4.jpg

Creative Hub will be the home of your designs, vinyl groups, tunes, photos and replays. Every Forza Motorsport player will have their own Creative Hub – enabling players to more easily browse and discover content from their favorite creators.
In addition to the Creative Hub, we’re also planning to introduce Share Codes in a future update. These will be generated for each UGC item in the game – including content published before the release of this feature. We will also add new search and sorting options, making it easier to find the specific content you are looking for.
small_Forza_Motorsport_ELM_RP_1_19_Maple_Valley_04_16x9_WM_8309ad6f4a.jpg

Finally, we’re working on an updated Edit Layer Tool for the Livery Editor. This will change the layer user interface to be more like Forza Horizon 5’s Livery Editor, resulting in a more consistent experience for creators who design cars in both games.

Free Play Weather Options​

In the next update, additional weather customization options will be added to Free Play and Private Multiplayer. These will allow you to vary the race conditions from a range of weather scenarios. You will be able to set the Start, Mid-Race, and End Race weather types, and choose any of the following scenarios:
  • Partly Cloudy
  • Overcast
  • Cloudy
  • Looming Clouds
  • Thunderclouds
  • Lightning Clouds
  • Patchy Fog
  • Thin Fog
  • Dense Fog
  • Summer Drizzle
  • Drizzle
  • Light Rain
  • Moderate Rain
  • Heavy Rain
  • Rain Thunder
  • Rain Lightning
small_Forza_Motorsport_Hockenheimring_Track_History_01_16x9_WM_be9d24eb1a.jpg

The probability for weather sequences occurring will also be adjustable, so you can make the weather conditions of your race as predictable or surprising as you desire.

Community Choice in Featured Multiplayer​

We recently revealed that in Update 13, Featured Multiplayer will include a Community Choice slot with the Series decided by community vote on the Forza forums. The community’s overall top 3 choices will return to Featured Multiplayer in Update 13, and we plan to continue a Community Choice series in Featured Multiplayer for future updates.

Audio Cues for Car Proximity Radar​

It’s been exciting to see the positive response to the Car Proximity Radar and how it's being used to improve the overall quality of racing. While this radar is currently only visual, we’re planning to add audio cues to accompany it in a future update – helping to ensure you stay focused in the race.
small_Forza_Motorsport_SUB_WRXS_Ti_04_MIT_Lancer_Evo_III_95_Sebring_01_16x9_WM_7fed9e9e88.jpg

We’re also looking to address some of the feedback you’ve shared with us since we released Car Proximity Radar, such as more toggleable backgrounds and gameplay tuning for Proximity Radar distances. In the long term, we are also planning to explore UDP support and additional Proximity Radar HUD placements.

Ongoing Improvements to Forza Race Regulations​

Recently we increased the internal resources we have available for Forza Race Regulations and its machine learning systems. In simple terms, these changes mean we’re able to update Forza Race Regulations with new changes more frequently than we could in the past. We’re also now able to include more data in those updates, and more detailed information in each data packet.
small_Forza_Motorsport_ACU_36_NSXGT_3_18_Road_America_01_16x9_WM_b4b3643780.jpg

In the months ahead, our goal is to refine and continuously iterate on the data model for Forza Race Regulations to improve the overall accuracy and consistency of its race adjudication and the penalties it distributes to drivers.

Advanced Ghosting in Featured Multiplayer​

In addition to our work on Forza Race Regulations, we’re also developing new features to help improve the overall quality of racing – Car Proximity Radar is a recent example of these efforts.
small_Forza_Motorsport_POR_70_935_19_Laguna_Seca_03_16x9_WM_783b0f30ee.jpg

In a future update, we’ll introduce a new advanced ghosting system that predicts some of the most popular griefing incidents in Featured Multiplayer races, including high velocity collisions. The goal of this change will be to improve the quality of racing while ensuring clean drivers don’t feel like they need to rely on the auto-ghosting that is enabled when pausing the game. Once ready, this feature will be enabled in all Featured Multiplayer events, however it can be disabled in Private Multiplayer, ensuring event organizers have the flexibility and choice on whether they use these features in the races they host for their community.

Discord Community AMA​

We wanted to wrap up this blog by letting you know there is more to come. Today we briefly touched on the improvements we’re working towards for Forza Race Regulations and car ghosting – all in an effort to improve the overall quality of racing. In a few weeks, our Simulation team will be sharing more details on these updates and more in our first ever AMA on the Forza Discord server. Join today at Discord.gg/Forza to participate. We hope to see you there.
small_Forza_Motorsport_DOD_93_Viper_GTSR_14_Road_America_01_16x9_WM_3a01c57fdc.jpg

Until then, we’re grateful for all the feedback and suggestions you continue to send our way through the Suggestion Hub on our forums. Keep it coming and we will do our best to prioritize and get them into the game – your input inspired many of the improvements Forza Motorsport received over the past year, and it will continue to do so.
Thanks again, as always, for playing and sticking with us. We appreciate seeing you all on the racetrack, and we hope you enjoy each of the upcoming content updates that we’re actively working on.
There is so much included in this that I had to read it twice, ...carefully...
All these changes are positive. I never drive multiplayer, but think that it is excellent that the multiplayer is being incorporated into the "Challenge Hub" rewards. Still wait to see how the "Hub" works in practice and how much "effort" is required to unlock cars each month, but happy to say that things look promising.

Naming the tracks in advance is an interesting change. I agree with the other poster in wondering if something significant has changed internally recently, as the whole tone of this article is different to before.

It's also clear that significant budget and investment is being made to deliver all this.

Bravo.

(One thing I hoped might be included here is the ability to share custom races/championships a la Forza Horizon blueprints, but maybe that's impractical to provide)
 
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Moving to a different subject, have you guys taken a look at the car voting for FM 2023 recently?



Basically the top cars are almost all Le Mans Hypercars or GT(3) cars. The top road car is the Bugatti Bolide in 23rd place.
I'm wondering how T10 will handle this... We know PG does their best to bring voted cars into FH5 where possible, but these hypercars are probably very difficult to get (with the Ultimate Le Mans game existing especially).

Thoughts?
What cars from the voting list T10 plans to add and in what order is anyone's guess. I would hope we can at least get a few more LMDH cars over the next 6 months or so, seeing how we got the 963 after what 8 months after the game came out. I'm sure it is hard to get licensing for those high profile race cars and looking between the lines it's evident since we don't have any modern GT3 cars outside of the C8.R. My only guesses is that perhaps we get some kind of mini expansion or a car pack down the line that has a few of them grouped up, there's a promotion tie in or we get a car one by one over an extended time once T10 is able to afford licensing for said cars.
 

A Message to the Motorsport Community – August 2024​

Looks like they're addressing, at least in principle, most of the criticism I've posted on here! It still sounds like it might be forcing people a bit to do specific things to get specific rewards, so I'll wait to see exactly how the Challenge Hub works, but as a minimum, just allowing people to choose multiplayer or single player to get the FOMO cars is a good step forward.
 

A Message to the Motorsport Community – August 2024​

29 August 2024- Turn 10 Studios

Look for Spectate, Drift, Creative Hub, Share Codes, and Sunset Peninsula in the coming months.
To the Motorsport Community,
Over the past months, we have continued to update Forza Motorsport with additional cars, tracks and features. Endurance Month saw the return of fan-favorite Sebring International Raceway with the popular Endurance Series in Featured Multiplayer, an updated pitlane exit at Laguna Seca and adjusted curbing at the Nürburgring Nordschleife. Nemesis Month introduced the highly requested Car Proximity Radar with Replay improvements and the ability for PC players to disable TAA. Road to Race brought back Road Atlanta, added Multi-Class Racing and Logitech TRUEFORCE support.
These have all been important additions to the game, and while it’s been great to see you enjoying these updates, we recognize that there’s still more to do. As we mentioned in our previous letter to you, we want to continue to update the game each month with the themed content that we’ve been working on while balancing it out with the priorities from the community. That means some updates will have more top requested features than others.
small_Forza_Motorsport_POR_911_GT_3_RS_18_POR_73_911_GT_3_R_18_Nurburgring_Nordschleife_Car_History_02_16x9_WM_dc7a1d425f.jpg

In today’s blog, we will provide an overview of what we’re currently working on, so that way you have a roadmap of what’s to come throughout the rest of the year.

Cars and Tracks​

Let’s start with cars. We recognize that many players in the community prefer to race in Featured Multiplayer and would like to unlock the cars by racing online. Therefore, starting with the next update and going forward, the reward cars for each update can be earned either by completing the Featured Tour in Career or by playing a specified number of races in Featured Multiplayer, giving you a choice in how you wish to unlock these cars.
To accommodate this change, Update 12, which we expect to be available in mid-September, introduces a Challenge Hub where you can earn credits, cars, race suits and other rewards for completing various objectives. Whether you prefer to race in Career, compete in Featured Multiplayer, or outpace your Rivals, we wanted to ensure Challenge Hub includes goals and rewards for every type of player.
small_Forza_Motorsport_AST_97_Vantage_GTE_18_Road_Atlanta_01_16x9_WM_a469e359f5.jpg

We also recognize that many of you would like the opportunity to revisit previous Featured Tours and unlock their associated reward cars. Later this year, we will add select series and rewards from previous updates as permanent additions to the Builders Cup. Next year we'll be introducing a number of permanent race car-focused Tours to the Career. These changes will give you the chance to check out series you might not have played before, while providing new players with an expanded selection of Career themes and events.
Two additional tracks are coming to Forza Motorsport this year. Available for the first time since Forza Motorsport 4, the classic Sunset Peninsula returns in Update 13, expected in mid-October. Five layouts will be available to race, including the club circuit, the 2.44-mile tri-oval and the 2.78-mile full circuit, which combines the oval with technical, yet flat infield sections.
small_Forza_Motorsport_BEN_17_Continental_GT_3_14_VIR_01_16x9_WM_8da0f2ff62.jpg

Looking ahead, Bathurst is coming back with Update 15 in December and will be accompanied by a Featured Tour that celebrates the very best of Aussie cars and racing.
In 2025, we will continue to update Forza Motorsport, and as in 2024, this will include new features, bug fixes, and additional cars and tracks.

Spectate Mode​

We’re currently in the final stages of adding a reworked Spectate to Forza Motorsport and we plan to include this functionality for Private Multiplayer with the next content update releasing in mid-September.
small_Forza_Motorsport_Sebring_Track_History_01_16x9_WM_04194100c7.jpg

This initial version builds upon our previous efforts and includes many new features and improvements that have been requested by the community. We appreciate that this one has been a long time coming, especially for our tournament organizers and league admins, however we hope some of the notable upgrades over the prior Spectate mode in Forza Motorsport 7 will make it more enjoyable, easier and engaging to use.
Here’s a look at some of the highlights you can expect when using Spectate to watch or broadcast community races in Private Multiplayer. As Spectate is essentially like a live replay, many of the features and options outlined below are already available as part of our recent update for saved race replays.
  • Full-Field Dynamic Driver List and Lap Counter – Greatly increases race comprehension, making it easy to select a car to focus on from the driver list. Positions are updated based on scoring type.
  • Ticker – A dynamic data loop in the Driver List. This can also be locked to show the leader's time, race intervals, position changes, penalty time, or pit stops.
  • Track Map – Shows all the locations of all the cars on the track map with the ability to zoom and view exact positioning more closely.
  • Driver Data – Choose to see a race summary of the driver on focus, including car telemetry, comparison to the leader, and damage.
  • True Race Start / Race End from 3-2-1 to Podium. In Forza Motorsport 7, the live feed in Spectate didn’t begin until several seconds after the race had started, which meant viewers missed much of the Turn 1 excitement. It also ended abruptly when the leader crossed the finish line. In Forza Motorsport, a spectator can watch the entire race from the moment it starts right up until either the final driver crosses the finish line, or the race timer concludes.
  • Default Spectate Camera – The first time you use Spectate mode, you can decide which camera to use by default at race start. This can be changed at any time in the settings menu under Gameplay & HUD.
  • New Camera Options– In addition to all the prior cameras available in game, two new camera modes have been added to both Spectate Mode and Race Replays
    • Rail Cam – This gives race spectators controls that our cinematics team uses, like FPS camera controls that move with the focus car. The left stick moves the camera forward or backward, left or right around the focus car. Use the right stick to change the camera target left and right or move the camera up and down.
    • Point of Interest – Stationary cameras focusing on important track segments. Each track has at least 3 points of interest with more available on longer tracks.
  • Improved Control Panel for much easier access to Spectate and Replay tools.
  • Customizable HUD – The Spectate and Replay HUD elements are customizable to show as much or as little as you want. This gives you the freedom to prioritize between either a clean camera feed or a detailed, more informative interface.
  • Minimized Switch Lag – Changing the camera view or car to focus on is much faster than it was in Forza Motorsport 7.
  • Saving Replay after Spectate – You can save a replay from the Spectate post-race menu to view later. Please note that previous limitations for replay save length still apply and will vary based on factors such as the number of cars on track and the race duration.

Drift Mode​

Another feature that we know you have been eager for in Forza Motorsport is Drift Mode. Our team is actively working on it, and we expect Drift to be available in the coming months. This will be accompanied by a selection of Formula Drift cars added to the Showroom.
small_Forza_Motorsport_MIT_Lancer_Evo_III_95_Suzuka_01_16x9_WM_502db4d294.jpg

In Drift mode, players earn Drift Score based on speed, angle, and duration of each drift. Your score must be successfully "banked" to count towards your overall points. The driver who has the highest Drift Score when the timer expires is considered the winner.
Drift mode will be available in Free Play and Private Multiplayer. In addition, players will have the ability to host drop in and out Drift Meetups in Private Multiplayer and can set their highest scores on the leaderboard in a selection of Drift Rivals.
small_Forza_Motorsport_LAM_Huracan_15_Catalunya_Car_History_02_16x9_WM_4f3fd0890b.jpg

With this update, we will also add Drift-specific HUD elements that can be enabled in Gameplay & HUD settings. Looking ahead, we are also planning to add a Drift Meetup public lobby to Featured Multiplayer in the future.

Creative Hub and Share Codes​

Later in the year, we will overhaul the Media tab in Forza Motorsport into a Creative Hub, similar to the one available in Forza Horizon 5.
small_FM_Update11_CHE_3_Corvette_C7_R_14_CHE_Corvette_Z06_15_Road_Atlanta_01_16x9_3840x2160_WM_29cf4474f4.jpg

Creative Hub will be the home of your designs, vinyl groups, tunes, photos and replays. Every Forza Motorsport player will have their own Creative Hub – enabling players to more easily browse and discover content from their favorite creators.
In addition to the Creative Hub, we’re also planning to introduce Share Codes in a future update. These will be generated for each UGC item in the game – including content published before the release of this feature. We will also add new search and sorting options, making it easier to find the specific content you are looking for.
small_Forza_Motorsport_ELM_RP_1_19_Maple_Valley_04_16x9_WM_8309ad6f4a.jpg

Finally, we’re working on an updated Edit Layer Tool for the Livery Editor. This will change the layer user interface to be more like Forza Horizon 5’s Livery Editor, resulting in a more consistent experience for creators who design cars in both games.

Free Play Weather Options​

In the next update, additional weather customization options will be added to Free Play and Private Multiplayer. These will allow you to vary the race conditions from a range of weather scenarios. You will be able to set the Start, Mid-Race, and End Race weather types, and choose any of the following scenarios:
  • Partly Cloudy
  • Overcast
  • Cloudy
  • Looming Clouds
  • Thunderclouds
  • Lightning Clouds
  • Patchy Fog
  • Thin Fog
  • Dense Fog
  • Summer Drizzle
  • Drizzle
  • Light Rain
  • Moderate Rain
  • Heavy Rain
  • Rain Thunder
  • Rain Lightning
small_Forza_Motorsport_Hockenheimring_Track_History_01_16x9_WM_be9d24eb1a.jpg

The probability for weather sequences occurring will also be adjustable, so you can make the weather conditions of your race as predictable or surprising as you desire.

Community Choice in Featured Multiplayer​

We recently revealed that in Update 13, Featured Multiplayer will include a Community Choice slot with the Series decided by community vote on the Forza forums. The community’s overall top 3 choices will return to Featured Multiplayer in Update 13, and we plan to continue a Community Choice series in Featured Multiplayer for future updates.

Audio Cues for Car Proximity Radar​

It’s been exciting to see the positive response to the Car Proximity Radar and how it's being used to improve the overall quality of racing. While this radar is currently only visual, we’re planning to add audio cues to accompany it in a future update – helping to ensure you stay focused in the race.
small_Forza_Motorsport_SUB_WRXS_Ti_04_MIT_Lancer_Evo_III_95_Sebring_01_16x9_WM_7fed9e9e88.jpg

We’re also looking to address some of the feedback you’ve shared with us since we released Car Proximity Radar, such as more toggleable backgrounds and gameplay tuning for Proximity Radar distances. In the long term, we are also planning to explore UDP support and additional Proximity Radar HUD placements.

Ongoing Improvements to Forza Race Regulations​

Recently we increased the internal resources we have available for Forza Race Regulations and its machine learning systems. In simple terms, these changes mean we’re able to update Forza Race Regulations with new changes more frequently than we could in the past. We’re also now able to include more data in those updates, and more detailed information in each data packet.
small_Forza_Motorsport_ACU_36_NSXGT_3_18_Road_America_01_16x9_WM_b4b3643780.jpg

In the months ahead, our goal is to refine and continuously iterate on the data model for Forza Race Regulations to improve the overall accuracy and consistency of its race adjudication and the penalties it distributes to drivers.

Advanced Ghosting in Featured Multiplayer​

In addition to our work on Forza Race Regulations, we’re also developing new features to help improve the overall quality of racing – Car Proximity Radar is a recent example of these efforts.
small_Forza_Motorsport_POR_70_935_19_Laguna_Seca_03_16x9_WM_783b0f30ee.jpg

In a future update, we’ll introduce a new advanced ghosting system that predicts some of the most popular griefing incidents in Featured Multiplayer races, including high velocity collisions. The goal of this change will be to improve the quality of racing while ensuring clean drivers don’t feel like they need to rely on the auto-ghosting that is enabled when pausing the game. Once ready, this feature will be enabled in all Featured Multiplayer events, however it can be disabled in Private Multiplayer, ensuring event organizers have the flexibility and choice on whether they use these features in the races they host for their community.

Discord Community AMA​

We wanted to wrap up this blog by letting you know there is more to come. Today we briefly touched on the improvements we’re working towards for Forza Race Regulations and car ghosting – all in an effort to improve the overall quality of racing. In a few weeks, our Simulation team will be sharing more details on these updates and more in our first ever AMA on the Forza Discord server. Join today at Discord.gg/Forza to participate. We hope to see you there.
small_Forza_Motorsport_DOD_93_Viper_GTSR_14_Road_America_01_16x9_WM_3a01c57fdc.jpg

Until then, we’re grateful for all the feedback and suggestions you continue to send our way through the Suggestion Hub on our forums. Keep it coming and we will do our best to prioritize and get them into the game – your input inspired many of the improvements Forza Motorsport received over the past year, and it will continue to do so.
Thanks again, as always, for playing and sticking with us. We appreciate seeing you all on the racetrack, and we hope you enjoy each of the upcoming content updates that we’re actively working on

TLDR:
  • Sunset Peninsula next month, Bathurst by December
  • New way to earn reward cars that render the open and featured cups worthless
  • Weather customization (just like FM7)
  • Better livery editor (akin to FH5)
  • Creative Hub
  • FM7 Forzathons returning
  • Spectate mode
  • Drift mode (they better not bring the FM7 drift rivals exploit)
  • Revisiting past featured tours
  • Update 15 is all about Australian cars (return of the HSV W427/GTS/Whatever Ford Falcons are missing and possible release of Gen3 V8 Supercars???)

Content in Update 12 from this post:
  • More weather customization
  • Earning reward cars by playing featured multiplayer
  • Challenge Hub

I'll also bring up the fact that we still got some Formula Drift cars that are yet to appear in Forza, some of which, I suspect may come to Motorsport as "New to Forza" drift cars for Motorsport's Drift Update. I found majority of them in FH5's credits under the "Car Sourcing" tab, although I also will bring up some past leaked cars that may have potential .
  • 2004 Formula Drift #101 Essa Autosport BMW M3 (Michael Essa's name is also mentioned in the credits)
  • One of Taylor Hull's cars (Likely the Cadillac)
  • One Worthouse Drift Team car, potentially the Silvia S15
  • 2013 Formula Drift #9 Subaru BRZ (Possibly Team DAI. Leaked via FH4 preloaded car list)
 
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Good post from them, I just hope it's not all we hear from them until February.

Sunset Peninsula could be interesting depending on what updates it has. Part of me hopes it doesn't change much as it's one of the only rovals I actually kinda liked, but it would be interesting if it was pretty heavily revamped.

The return of Bathurst is too late but still positive we have a confirmation. While polarizing, it is one of the most distinct and iconic tracks in the world, absolute "bucket list" tier. Will be great to have it back with weather and time of day. Hoping it's pretty at night like for the pre-sunrise start of the Bathurst 12hr.

The "Challenge Hub" sounds like a great improvement, finally won't have to slog through the tedious Featured Career events. Is also possibly good news for private racing too, as this change might mean that more people actually acquire the FOMO cars so we might be able to do more with them.

A little unsure how to feel about the weather changes. They are certainly a big step up from what we currently have, but just getting back to FM7 standard still doesn't feel that exciting, so I hope this isn't the last time we see updates to it. The main issue is the predictability of when the changes will come, so if they can add a range or something to adjust that it would be massive. The track also goes full wet too fast, like if you miss the lap for your pit stop you are just boned as by the time you make it to turn 3 the track is undriveable on slicks. Between heat in the surface, heat in the tires and the racing line, you should have a lap or two to make a decision, unless it's a total downpour.

I'm a little worried about the ghosting thing for public multiplayer though. It's one of those things that sounds good on the surface but could be exploited depending on how it is implemented, and I see it happen in Horizon where it ghosts someone as it thinks they are ramming, then they just slow down and drive through cars in front of them while they are ghosted and get easy overtakes... Although it has been quite a while since I've done normal public multiplayer in FH5, so maybe that has been fixed now.
I do wonder whether the ghosting changes will come at the same time or an update shortly beforehand, Bathurst can be carnage at the best of times, imagine the carnage if they had it at launch or even before the proximity radar!

Excited to hear what the Australian Featured Tour means, would be amazing if they did get a license for the Gen.3 cars, but not holding my breath.
It would be great to get the Gen 3 cars, but I also hope we get some of the other Aussie cars we are missing from previous games. I remember back during the Forzalopnik voting thing there was also an LJ Torana on the list I think, and we have gotten a ton of the Forzalopnik cars over the years so it would be a perfect time for it to turn up.

I'd love a pair Aussie Racing Cars with the Camaro and Mustang bodies, but might be complicated with licensing. It would be way more fun if we got both versions so we could have an adorable little rivalry, but if it were to happen I'd guess we would have to settle for one.
 
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Moving to a different subject, have you guys taken a look at the car voting for FM 2023 recently?



Basically the top cars are almost all Le Mans Hypercars or GT(3) cars. The top road car is the Bugatti Bolide in 23rd place.
I'm wondering how T10 will handle this... We know PG does their best to bring voted cars into FH5 where possible, but these hypercars are probably very difficult to get (with the Ultimate Le Mans game existing especially).

Thoughts?
No problem if they are part of IMSA.
 
It is great start to add new events to the career permanently but why only selected?
Maybe to not give the impression that older open class tours and their associated reward cars would get added to the Builders Cup.

Perhaps this is too optimistic, but I think all the properly themed tours from the featured section will make their way to the Builders Cup. Maybe not at first, but eventually. Lastly, reward cars tied to open class tours over the months could become Challenge Hub rewards.
 
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I imagine things like the current Road to Race tour would be a good fit for the Builder's Cup. It is literally what the Builder's Cup was supposed to be anyway. Hopefully we get all of them added at some point, but the current tour and maybe the Endurance series would be good fits.
 
I imagine things like the current Road to Race tour would be a good fit for the Builder's Cup. It is literally what the Builder's Cup was supposed to be anyway. Hopefully we get all of them added at some point, but the current tour and maybe the Endurance series would be good fits.
Ideally they should add the oldest featured tours first, because the main point is to make available the exclusive reward cars from months ago. In this sense Road to Race would be rather pointless, because it will still be active when the next update drops.
 
Looks like they're addressing, at least in principle, most of the criticism I've posted on here! It still sounds like it might be forcing people a bit to do specific things to get specific rewards, so I'll wait to see exactly how the Challenge Hub works, but as a minimum, just allowing people to choose multiplayer or single player to get the FOMO cars is a good step forward.
Baby steps. Although the ultimate goal, really, is to have every tour reward car available to buy and/or rent in Free Play.

Also glad they're planning to bring back certain tours on a permanent basis for the base Builders Cup experience.

And so, FM8... one year later... potentially around more than 600 cars and 27 track environments, especially with the return of Sunset Peninsula, which is an experimental oval-style track neighboring Daytona.
 
I know it's silly, but I would like to see that in race cars like the MX5 Cup that don't have any liveries, they would include some.

If you remember the FM announce teaser, you could see the Apollo IE with liveries with sponsors like Prorata and more.

Why was that lost in the final version?

If you play with the drivatar liveries disabled you have a grid of 24 identical cars.

But if you activate them, the most are horrible.

In previous Forzas most race cars had two liveries and even the 911 Cup or Supercars more, now the Altima has nothing.

I don't ask for duplicates, just the same car with a variety of liveries, even if they are invented.

Licensing official liveries is complicated not only because of the money, you have to reach agreements with the manufacturer, the team that race the car on the track, all the sponsors, sometimes even with the championship in which it participates...

But if Project Cars, Raceroom or Automobilista have countless liveries for all cars, I don't understand why Forza doesn't.

Another thing I would like to see would be that in the Builder's Cup the AI had real names, M. Rossi & Co instead of your friends gamertag.

I'm saying all this because I think it would be a way to give the Builder's Cup a more realistic look, make it more like a real competition, with each AI driver having their own paint scheme, something like Ravenwest on Grid.
 
Really fantastic communication from T10, they covered a fair few of my personal issues with the game.

Intrigued by Sunset Peninsula, first original circuit since Maple Valley to return to the franchise from the original generation of games. Looking forward to seeing how it looks, if they'll give it refresh, or if they'll even give it a Gran Turismo-esque total makeover.
 
I know it's silly, but I would like to see that in race cars like the MX5 Cup that don't have any liveries, they would include some.

If you remember the FM announce teaser, you could see the Apollo IE with liveries with sponsors like Prorata and more.

Why was that lost in the final version?

If you play with the drivatar liveries disabled you have a grid of 24 identical cars.

But if you activate them, the most are horrible.

In previous Forzas most race cars had two liveries and even the 911 Cup or Supercars more, now the Altima has nothing.

I don't ask for duplicates, just the same car with a variety of liveries, even if they are invented.

Licensing official liveries is complicated not only because of the money, you have to reach agreements with the manufacturer, the team that race the car on the track, all the sponsors, sometimes even with the championship in which it participates...

But if Project Cars, Raceroom or Automobilista have countless liveries for all cars, I don't understand why Forza doesn't.

Another thing I would like to see would be that in the Builder's Cup the AI had real names, M. Rossi & Co instead of your friends gamertag.

I'm saying all this because I think it would be a way to give the Builder's Cup a more realistic look, make it more like a real competition, with each AI driver having their own paint scheme, something like Ravenwest on Grid.
Strangely enough, the Cadillac V-Series.R is currently the only race car in the game with multiple livery variants.
 
I know it's silly, but I would like to see that in race cars like the MX5 Cup that don't have any liveries, they would include some.

If you remember the FM announce teaser, you could see the Apollo IE with liveries with sponsors like Prorata and more.

Why was that lost in the final version?

If you play with the drivatar liveries disabled you have a grid of 24 identical cars.

But if you activate them, the most are horrible.

In previous Forzas most race cars had two liveries and even the 911 Cup or Supercars more, now the Altima has nothing.

I don't ask for duplicates, just the same car with a variety of liveries, even if they are invented.

Licensing official liveries is complicated not only because of the money, you have to reach agreements with the manufacturer, the team that race the car on the track, all the sponsors, sometimes even with the championship in which it participates...

But if Project Cars, Raceroom or Automobilista have countless liveries for all cars, I don't understand why Forza doesn't.

Another thing I would like to see would be that in the Builder's Cup the AI had real names, M. Rossi & Co instead of your friends gamertag.

I'm saying all this because I think it would be a way to give the Builder's Cup a more realistic look, make it more like a real competition, with each AI driver having their own paint scheme, something like Ravenwest on Grid.
Project Cars 3 and Grid/Grid Legends have some of the best livery mode creations specially for people with 0 skills (me): pick a preset pattern, number, sponsors, colors, finishes and there you go. I wish they had something like that to go along with the free form livery creation.
 
I hope Peninsula returning means we might get some of the other better driving tracks from legacy era motorsport games like Camino and its accompanying relatives. We might very well have a chance because the response to the track so far is pretty positive from what I can see. I still think a lot of this stuff like creative hub should've been in at launch but it's nice they're being a little more transparent than usual T10 levels.
 
I know it's silly, but I would like to see that in race cars like the MX5 Cup that don't have any liveries, they would include some.

If you remember the FM announce teaser, you could see the Apollo IE with liveries with sponsors like Prorata and more.

Why was that lost in the final version?

If you play with the drivatar liveries disabled you have a grid of 24 identical cars.

But if you activate them, the most are horrible.

In previous Forzas most race cars had two liveries and even the 911 Cup or Supercars more, now the Altima has nothing.

I don't ask for duplicates, just the same car with a variety of liveries, even if they are invented.

Licensing official liveries is complicated not only because of the money, you have to reach agreements with the manufacturer, the team that race the car on the track, all the sponsors, sometimes even with the championship in which it participates...

But if Project Cars, Raceroom or Automobilista have countless liveries for all cars, I don't understand why Forza doesn't.

Another thing I would like to see would be that in the Builder's Cup the AI had real names, M. Rossi & Co instead of your friends gamertag.

I'm saying all this because I think it would be a way to give the Builder's Cup a more realistic look, make it more like a real competition, with each AI driver having their own paint scheme, something like Ravenwest on Grid.
Maybe PGG and T10 dont have any interest about liverys. Other game have many manufactorys decalcs. GT has many logo variantions, colors for example, and Forza franchise very liitle.
 
To me, I don't see PC3 as any true sequel to PC2, just a glorified arcadey version of PC2 with inferior realism. It also didn't help that it came out weeks after the godawful Fast & Furious Crossroads... which singlehandedly got SMS (and Codies in general) into EA's hands again and SMS were taken out of commission. PC3 is also what killed the entire series, but I wouldn't go into any further details.
 
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To me, I don't see PC3 as any true sequel to PC2, just a glorified arcadey version of PC2 with inferior realism. It also didn't help that it came out weeks after the godawful Fast & Furious Crossroads... which singlehandedly got SMS (and Codies in general) into EA's hands again and SMS were taken out of commission. PC3 is also what killed the entire series, but I wouldn't go into any further details.
AMS2 is the true Sequel of PC2
 
I’ve done 24 out of the 32 events in the Road to Race Tour, and they really aren’t showcasing all the different weather scenarios in this game. The weather is always clear, mostly clear or partly cloudy. What’s the hold up? The game can look really good when the sun sets behind looming clouds and so on.
 
I’ve done 24 out of the 32 events in the Road to Race Tour, and they really aren’t showcasing all the different weather scenarios in this game. The weather is always clear, mostly clear or partly cloudy. What’s the hold up? The game can look really good when the sun sets behind looming clouds and so on.
Maybe the lack of user engagement is making them wary of setting different weather scenarios. I'm also bored of doing all the career races in dry conditions. Maybe in the new update they will employ it more.
 
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