Forza Motorsport General Discussion Thread

  • Thread starter Terronium-12
  • 15,385 comments
  • 1,639,175 views
No.2 has to be the VK Group A
No.3 sounds like the Holden Monaro/HSV GTO/Vauxhall VXR Monaro
No.4 could be the VN Group A SS Commodore that Brock raced in that period. It'd be nice if we got the race car.
5. Sounds like a Commodore or a Falcon

As an Aussie I would hope that we get not just returning car but stuff like the latest Gen 3 Supercars with Bathurst. There's plenty of interesting cars that have yet to be in Forza like the Bathurst 24h winning Monaro 427s. One of the Gibson Group A GT-Rs would be cool too. Yes its a Japanese car but its a very significant car in Australian motorsport history. Such a dominant car and full of Australian development so much so that when Gibson were invited to race in Japan Nismo asked them not to come because it was apparent that they were so much faster then the Japanese cars.
 
Last edited:
The only recent consoles I can think of with "useless" hardware bundles are the Xbox One with Kinect and the Wii-U's tablet controller, neither of which have much to do with Australian cars as far as I know. Number 1 could be tricky.
 
The only recent consoles I can think of with "useless" hardware bundles are the Xbox One with Kinect and the Wii-U's tablet controller, neither of which have much to do with Australian cars as far as I know. Number 1 could be tricky.
I was looking at this and thinking maybe the HSV VF GTSR W1. The last hurrah from HSV. a 650hp supercharged masterpiece.
 
No.2 has to be the VK Group A
No.3 sounds like the Holden Monaro/HSV GTO/Vauxhall VXR Monaro
No.4 could be the VN Group A SS Commodore that Brock raced in that period. It'd be nice if we got the race car.
5. Sounds like a Commodore or a Falcon

As an Aussie I would hope that we get not just returning car but stuff like the latest Gen 3 Supercars with Bathurst. There's plenty of interesting cars that have yet to be in Forza like the Bathurst 24h winning Monaro 427s. One of the Gibson Group A GT-Rs would be cool too. Yes its a Japanese car but its a very significant car in Australian motorsport history. Such a dominant car and full of Australian development so much so that when Gibson were invited to race in Japan Nismo asked them not to come because it was apparent that they were so much faster then the Japanese cars.
It would probably be the biggest missed opportunity so far in this game if T10 didn't include either the current gen. v8 supercars or at least a couple of past historic Bathurst champions. I hope they even squeeze in the missing Volvo and E63 supercars from the 2015 gen that was in FM6 and icing on the cake would be v8 supercars finally getting their own division.
 
the 14 Holden Sandman, which is a V8SC spec Commodore Wagon built by Triple Eight, was leaked in the FH5 files a while ago.. maybe one of the cars is that? I could see it being #5
 

Attachments

  • IMG_4578.jpeg
    IMG_4578.jpeg
    60.8 KB · Views: 2
Last edited:
Coleco and Holden both had models called Gemini... the controller looks pretty standard though:

Screenshot_20241118-012632.png


And the car (a rebadged Isuzu) is more sedan than supercar:

1986_Holden_Gemini_(RB)_SLX_sedan_(2011-04-22)_01.jpg
 
Last edited:
Early Holden Geminis were rebadged Opel Kadetts, and we haven't seen the Kadett GT/E in a while...
 
It's been a long time coming, but here's my FM 2023 Review.



Great watch, Scaff, enjoyed it. Funny, after playing FM7 (which, as you stated, was terrible), once I got things dialed in on FM2023, and tried to compare it fairly with some other titles, I honestly thought I was off my nut because I really liked the driving dynamics, how the steering weighted and unweighted, how I can actually balance the car with the pedals. It's not quite to the level of say, AMS2 or RaceRoom, but it's still pretty damned good in it's own right. And I'll still say that the vintage tire model in FM is one of my favourites currently which makes most (not all...) of those old cars enjoyable and fun to drive rather than frustrating and terrifying!
 
Did anybody read the transcript or attend the In the Garage session on car audio that they hosted on Discord recently?

Pretty sure I read somewhere in there than an update is coming to the Ferrari V12s this December. Hope that happens! All the modern V12s sorely require their own distinct sound.
I saw that over on the Forza forums too, somebody mentioned that Ferreri V12's "could be" the highlight of the next batch of sound updates.
 
Earlier in this thread we speculated if it was perhaps a bug in the latest update that now made it possible to take pictures in the back of the garage, which was previously off limits in photo mode. But this post on Twitter, from the official Forza Motorsport account, makes me think that this change was probably intentional and that it's here to stay. And that's a good thing might I add 😊



Here's my lineup btw:

59991e66-a2c5-4cdd-a7c3-7ea8bbf8b99c.png
 
Earlier in this thread we speculated if it was perhaps a bug in the latest update that now made it possible to take pictures in the back of the garage, which was previously off limits in photo mode. But this post on Twitter, from the official Forza Motorsport account, makes me think that this change was probably intentional and that it's here to stay. And that's a good thing might I add 😊



Here's my lineup btw:

View attachment 1406509

I think it’s more that they’re “turning into the skid” and making the most of the opportunity.

They’ve seen that people like what this bug lets them do.

I reckon in a future update they’ll adjust the camera barriers so that you can go around the garage but not outdoors where there’s lots of missing geometry. Also that area needs a bit more exposure, maybe an open roof skylight would be good.
 
Last edited:
Earlier in this thread we speculated if it was perhaps a bug in the latest update that now made it possible to take pictures in the back of the garage, which was previously off limits in photo mode. But this post on Twitter, from the official Forza Motorsport account, makes me think that this change was probably intentional and that it's here to stay. And that's a good thing might I add 😊



Here's my lineup btw:

View attachment 1406509

If it does, I hope they see the potential it has. I imagine that this could be the space where we work on upgrades/painting as an alternative the default grey nether region. And to expand on @PJTierney, they could finish modelling around the garage and give us a parking spot in open space too and let us choose the time of day for lighting options.
 
Last edited:
There is a lot more potential with this new movable camera including maybe changing the homespace to a bigger garage and letting us view our top 20 or 50 cars in autovista mode.
 
@ManteoMax has put up a poll over on Forza.net, regarding feedback and thoughts on vehicle tuning. Worth a look/comment.
Thanks, I went and voted on the poll. For people like me that just have a basic understanding on the workings of a car, I think an in-game driving school that focuses on tuning to improve performance would help more people to try it or get better at it.

PC3 had tuning presets (stock, balanced, grip, and speed If I remember correctly) and they could have something like that.

In Grid Legends tuning is limited to four or five basic parameters I think, but you can feel the results immediately and is one very underrated aspect of that game.

And in PC2 there is an engineer mode that suggests adjustments based on your feedback.

Or we could have Robert Duvall explaining/guiding us on the importance of tire preservation (and remind us that rubbing is racing.) :rolleyes:
 
Last edited:
@ManteoMax has put up a poll over on Forza.net, regarding feedback and thoughts on vehicle tuning. Worth a look/comment.

Voted.

I think with some tweaks FM can be in a good place with regards to tuning, I don't spend much time tuning myself, so the main issue I see is that the default tunes (on spec series cars) are just not good enough. By simply making some adjustments to the default tunes of GT2/GT3/TC cars, making them more competitive, without taking any ability away from user's who want to have full control, we will be in a win-win situation. The last thing I would want to see, is the ability to tune taken away from certain series similar to what GT7 does, because all that will lead to is single car meta races, so any solution to tuning needs to try and avoid that scenario.
 
If it does, I hope they see the potential it has. I imagine that this could be the space where we work on upgrades/painting as an alternative the default grey nether region. And to expand on @PJTierney, they could finish modelling around the garage and give us a parking spot in open space too and let us choose the time of day for lighting options.
I think this is the best idea, personally. They've shown the time of day in the garage can be adjusted at their will & given that T10 have introduced options that let you pick the exact time of day you want in races, a similar option for the garage would be right at home.
 
Really didn't like the American Road race series even though I liked the Mazda. Even at Sebring in the rain it had grip, actual grip. I won that race by a half of a second counting the half second penalty I had. And I disagree with the penalty. How is running a little wide into Sunset Bend a penalty? You're not gaining any time it's actually costing you time. You've penalized yourself.

Anyway. At Road America I was 4 seconds off target time in practice same as I was in Sebring. But at Road America in the race I started 8th and finished 5th. The first four just kept at a distance. I never threatened them. Laguna Seca was the same thing except I finished 7th. I didn't pay much attention to the finishing results at Road America but I looked after Laguna Seca. At Sebring there was one Chevrolet on the finishing screen, the rest were Mazdas. I did notice at Road America the finishing screen was full of Chevrolet's but I didn't look at PI numbers. After the Laguna Seca debacle I looked at PI numbers. What happened was the Chevrolet's tuned up, ALL of them. I think the base number was 915. I might not have that right. But they had tuned up some as much as 40 POINTS!!! That's why I never made any progress.

This happened very early on after the game was released. I didn't touch my car but the AI killed it in the final two races. I don't think I've seen it again until tonight. So either it was the AI tuning up or the increased AI strength that's been happening in free play is starting to spill over into career.

So now I've got to go back and run it again either on same level 5 hoping that was just a one off. Or run it at level 4 in case that's just the way they designed that race.
 
After the Laguna Seca debacle I looked at PI numbers. What happened was the Chevrolet's tuned up, ALL of them. I think the base number was 915. I might not have that right. But they had tuned up some as much as 40 POINTS!!! That's why I never made any progress.

This happened very early on after the game was released. I didn't touch my car but the AI killed it in the final two races. I don't think I've seen it again until tonight. So either it was the AI tuning up or the increased AI strength that's been happening in free play is starting to spill over into career.
I noticed last night, in the pre-race menu, that the game doesn't let you increase the PI on your car in this racing series. That seems a bit unfair since several of the AI cars have been tuned.
BUT, if you buy your car, back out to the tuning and upgrading menu in your garage, tune your car and then return to the racing series it lets you race your tuned car as long as the PI is under 998.
So that might be a strategy if you, like me, want to even out the odds a bit 😊

I find all the races where you're forced to race on mediums, because of 6×accelerated tire wear, quite hard.
Normally you can race on softs and thereby have a slight advantage over the AI that always chooses mediums. But on the same tires it's tough. Especially considering that the AI doesn't seem to suffer from tire wear at all.
 
I noticed last night, in the pre-race menu, that the game doesn't let you increase the PI on your car in this racing series. That seems a bit unfair since several of the AI cars have been tuned.
BUT, if you buy your car, back out to the tuning and upgrading menu in your garage, tune your car and then return to the racing series it lets you race your tuned car as long as the PI is under 998.
So that might be a strategy if you, like me, want to even out the odds a bit 😊

I find all the races where you're forced to race on mediums, because of 6×accelerated tire wear, quite hard.
Normally you can race on softs and thereby have a slight advantage over the AI that always chooses mediums. But on the same tires it's tough. Especially considering that the AI doesn't seem to suffer from tire wear at all.
That's a weird strategy for them to put on this one series. But it's something to look out for next week with Daytona Prototypes.
 
Similar situation for me running the Mazda during it.

I couldn't hit the target time during practice at Sebring, so I thought it was gonna be a challenge. Cake walked it. Road America, also couldn't hit the target time, but finished 2nd behind a Mazda that I just could not catch & was then 2 pts. behind me. I saw his PI was slightly higher than me & it occurred to me then that I wasn't given the screen allowing me to tune or modify the car, it just went straight to the next race. Ironically, I did hit Laguna's target time during practice, but I finished 4th. I could not make any gains on the 3 Chevrolets & 2 Chevrolets finished behind me.

I'm hoping this was a bug oversight & they fix it for others as I've really enjoyed the Tour so far with the NASCAR & American Road Race series, esp. with them being extended races. The pit stops & AI being able to reel you back in have been fun.
 
Last edited:
Seeing the early results of the tuning poll in FM's website, where the main complaint is "Too little explanation of how tuning settings work" followed by reasons like "Easier to grab a shared tune", "Prefer to be racing than spend time on tuning", and "Too many variables to test tuning effectiveness" leads me to believe they are considering having either preset tunes or simplified tuning in the future.

I do see an opportunity of having a deeper game mode that marries telemetry (which is available by using the cross pad, as always) and the tuning menu, where you could run monitored testing laps on certain conditions and then having a debrief using the telemetry data/tuning settings and see what tweaks are recommended/needed... But I'm being honest here, a reason I keep away from F1 titles is that I just don't want to deal with that many technicalities.
 
It's precisely due to the fact that I only use shared tunes that I support the idea of making things easier for the people that provide them. I'd hate to be forced into learning to tune cars myself, though. Let people play the game the way they want to.
 
Last edited:
It's precisely due to the fact that I only use shared tunes that I support the idea of making things easier for the people that provide them. I'd hate to be forced into learning to tune cars myself, though. Let people play the game the way they want to.
The fact that most of the tunes I've ever tried are of the "MOAH POWAH" variety makes me distrust them. But yes, tuning should be completely optional, and at least they are acknowledging that the current system is due for a review.
 
Back