Forza Motorsport General Discussion Thread

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Since T10 can never get current race cars anyway, I'd still like to see the Camaro and last gen Mustang GT4s added. They would help to fill out the class, and also serve as a fun Ford vs Chevy rivalry thing. Also, with Bathurst coming, I highly doubt we get the Gen3 cars so we could at least use the GT4 models as a stand-in for the Supercars that would be a bit friendlier to all skill levels.
This is a great suggestion - the Camaro GT4 car in ACC is one of my favourite, dare I say "alternative" entries among the usual Porsche/McLaren etc suspects. It's a hugely characterful thing and great fun to hustle around Mt Panorama.
 
For me the worst part is they sped up the GT4 cars to be on pace with the SP3T Audi, taking away a big part of what makes the GT4 cars unique and making the class feel like "GT3 Lite" instead of actual GT4. The Ginetta vs the KTM could be a fun pairing to rotate through the Featured Spec thing occasionally while they build up the class. I won't be surprised if it returns basically exactly like it is plus a few cars.

I do genuinely like the Audi a lot though. It's an excellent car for racing because of the way it splits the difference between something like a TCR car and a GT car. At low speeds it drives like a touring car on steroids a bit, requiring finesse and proper use of FWD corner lines, but at higher speeds all the downforce means no understeer and more normal cornering lines, and mid-speed corners it kinda meets in the middle and can run multiple lines, which is great for racing. The finesse required in low speed stuff and FWD tire wear also means it's an interesting car for tire strategy races. It would be a fantastic car to go into the spec rotation in place of the Formula Mazda.

Since T10 can never get current race cars anyway, I'd still like to see the Camaro and last gen Mustang GT4s added. They would help to fill out the class, and also serve as a fun Ford vs Chevy rivalry thing. Also, with Bathurst coming, I highly doubt we get the Gen3 cars so we could at least use the GT4 models as a stand-in for the Supercars that would be a bit friendlier to all skill levels.
I have been wanting them to add the Camaro GT4 car in this game along with the Mustang GT4. They add those and bring back the Maserati Trofeo and Cayman 718 Clubsport GT4 then we can have a solid class of GT4 cars at least.
 
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Well, I think the force feedback is good and I compare to Assetto Corsa and ACC. It's not as detailed as those titles, but it's not bad at all in my opinion. I haven't played GT7, so I can't compare to that title. I play on a Thrustmaster TS-XW belt driven wheel.

The problem is, just like he mentioned in the video, that it's very hard to dial in the settings, with all the sliders. That means many players are driving with settings that doesn't give them the best FFB experience.


I'm not quite sure what you mean by this, but you're very welcome to explain if you want to 😊

FM '23 gets better each update and the game is in a much better state now compared to launch. It's just sometimes frustrating how slow the improvement process is. Also, the cadence with which they've been adding new and returning cars the last few months is far from ideal.
Fingers crossed, with the increased development activity and after that roadmap, the number of cars each month will hopefully increase soon, maybe even from next month.
 
Our league is getting ready to start a Ginetta G40 Junior season this coming week, and I've been putting together liveries to give out to people too lazy to paint, because pretend race car events are a little more fun when the pretend cars actually have liveries like real race cars do.

The Ginetta is a fun little car to paint, so I've gone a little overboard. Besides the baby GT liveries I posted before, it's surprising how many liveries from other cars you can make work on it.

I made a BRE Datsun 240Z inspired one as a pre-season testing car, a pair of modern and '90s throwback Roth Enterprises World of Outlaws liveries for a team, Rad Racer title screen livery, and an Aussie inspired Donut King livery that have all been claimed.
Ginetta BRE.jpg
Ginetta Roth M.jpg
Ginetta Roth V.jpg
Ginetta RR.jpg
Ginetta Donut King.jpg

Then unclaimed so far I have I have a Norton Nissan V8 Supercar, gold Mobil 1 50th anniversary, Ded Bull spoof, Texaco, and Norm MacDonald Dollar Shave Club livery all sitting about half done, as well as Shell and Simpsons Mr. Sparkle liveries that are complete.

Ginetta Norton.jpg
Ginetta Mobil 1 50th.jpg
Ginetta Ded Bull Retro.jpg

Ginetta Havoline.jpg
Ginetta Norm DSC.jpg

Ginetta Shell.jpg
Ginetta Mr Sparkle.jpg

We run Monday nights at 9pm Eastern, if anyone is interested let me know, there is still time to get in before the season starts, and you are welcome to join mid-season as well.
 
Bummer about the GT4 class, I found it to be the perfect speed for clean racing. GT3 and 2 can get pretty wild online, in GT4 id manage to run side by side corner after corner with people.
 
Speaking of GT4 I've managed to get the Porsche Cayman GT4 RS we have in game in freeplay mode to at least help bulk up the "division". The Cayman already is in S class just like the other GT4 cars so I turned down the power levels and front grip of the KTM and Ginetta just a touch and dropped the grip levels and power of the Audi even more so it's more in line with the other cars. Played with the PI levels of each too so everything is within 50PI points of each other and it works. One bucket of 6 cars each is for Caymans, Ginettas, KTMs and Audi's and after doing two races the cars all seem balanced to each other, might have to tweak the Cayman and Audi just a little more so they dont fly away on straights but it works for tighter circuits. For now I will use this to get by until we get more GT4 cars.

Edit: I might try to sneak the BMW M4 GTS into this mix too if I can play around more on freeplay. That would add even more fun and options to this custom class set up
 
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Forgot that FM7 had a GT4 model Cayman that FM doesn’t, an odd car not to make the crossover.

Would love for more GT4 cars to make it in, it’s become a really healthy and varied category.
I'm a big fan of GT4 and the such. I hope they add more of 'em!
Speaking of GT4 I've managed to get the Porsche Cayman GT4 RS we have in game in freeplay mode to at least help bulk up the "division". The Cayman already is in S class just like the other GT4 cars so I turned down the power levels and front grip of the KTM and Ginetta just a touch and dropped the grip levels and power of the Audi even more so it's more in line with the other cars. Played with the PI levels of each too so everything is within 50PI points of each other and it works. One bucket of 6 cars each is for Caymans, Ginettas, KTMs and Audi's and after doing two races the cars all seem balanced to each other, might have to tweak the Cayman and Audi just a little more so they dont fly away on straights but it works for tighter circuits. For now I will use this to get by until we get more GT4 cars.

Edit: I might try to sneak the BMW M4 GTS into this mix too if I can play around more on freeplay. That would add even more fun and options to this custom class set up
Wait, you can change the AI car's stats? Can you please tell me how to do this? :D
 
I'm a big fan of GT4 and the such. I hope they add more of 'em!

Wait, you can change the AI car's stats? Can you please tell me how to do this? :D
No not the stats per say but in freeplay there's a handicap section where you can lower the power level, front and rear end grip. So say you have a 550hp GT3 car, if you drop its power handicap to around 0.75 it then makes its horsepower around 485-500hp. It takes some tweaking, testing and telemetry watching but once you get close lap times to other cars then it's done. Then save that set up. Ive done this with the Aston Valkyrie AMR Pro to fit into Forza Proto-H too but that one was a bit more difficult since that Aston wants to quickly get up to 200+ on the straights.
 
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Doing the multiplayer races feels a tad more convenient than trying to push through everything on the tours. Doing a strategy of 2 races a day can fulfill the objective requirement in about 5 days. Already acquired the Huracan from the Open Series and I plan to use the same strategy in the Mid-Engine Series.
Forza Motorsport 20_09_2024 21_32_49.png
 
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^ Too late now I guess, and it has been mentioned in this thread before but I will mention it again in case it helps anyone:

You can do the "Mid-Engine Series" in the "Featured" section of multiplayer and it counts for both of the FOMO cars, so you can knock them out in 10 races total.
 
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Well, we are now two weeks into this update, and I want to comment on the graphical performance I'm seeing on PC, specifically concerning RT.

I used to be skeptical about RT, but now I've learned it's much more than just pretty reflections that bring down performance, and its more about how all objects are fully rendered in a scene, as opposed to traditional rasterization/lighting techniques (cube maps).

Now I've set my graphic settings to Ultra, with full reflections and RTAO set to high, and the image is stunning at an acceptable performance (1440p, with fps in the 70-90 range, depending on many factors: traffic, weather, etc.), and this is without using Nvidia's DLSS, which I've found introduces quite ugly artifacts that are noticeable in moving vertical elements such as lamp posts, fencing, and the corners of the screen if you are in cockpit view.

I now realize that the Series X will NEVER go near the RT graphics promised in the trailers due to its architecture... The GT folks should be pretty excited that they are getting full RT reflections and RTAO in-game with the PS5 Pro... But FM got there first! ;)
 
I gotta let out a quick little rant. I'm currently powering through the Road to Race featured tour, and I honestly have to say that this might be the absolute least fun featured tour that's been added to the game. It's bad enough to have the AI do its usual thing of becoming impossible to catch up with and pass after the first half of Lap 1, because at that point it's no longer a race, and the next 8-10 minutes are just a general waste of time, since I know I can never catch up no matter how well I drive.

However, what makes this one especially bad is that, for some reason, Turn 10 decided to give these races a x6 tire wear multiplier, making it so that for the Race Events (and the road events if you're running Race Tires), the Racing Hards are the only tire capable of going the whole distance without losing grip before the race ends. I've found that Mediums typically get to at least Moderate wear before the race ends. However, the AI not only use Medium tires, but they also very clearly do not wear down at the same rate, which creates even more frustration, as that gives them a massive boost in overall speed.

I know that I've had plenty of time to knock this one out, but I play other games and don't always want to engage with the FOMO elements at all times here, especially since FM23s multiplayer is much, much more enjoyable to play than the career mode. Plus, I figured this one would be at least decently enjoyable, as I had a decent time doing the Open Tour to unlock the R33 GT500.
 
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I gotta let out a quick little rant. I'm currently powering through the Road to Race featured tour, and I honestly have to say that this might be the absolute least fun featured tour that's been added to the game. It's bad enough to have the AI do its usual thing of becoming impossible to catch up with and pass after the first half of Lap 1, because at that point it's no longer a race, and the next 8-10 minutes are just a general waste of time, since I know I can never catch up no matter how well I drive.

However, what makes this one especially bad is that, for some reason, Turn 10 decided to give these races a x6 tire wear multiplier, making it so that for the Race Events (and the road events if you're running Race Tires), the Racing Hards are the only tire capable of going the whole distance without losing grip before the race ends. I've found that Mediums typically get to at least Moderate wear before the race ends. However, the AI not only use Medium tires, but they also very clearly do not wear down at the same rate, which creates even more frustration, as that gives them a massive boost in overall speed.

I know that I've had plenty of time to knock this one out, but I play other games and don't always want to engage with the FOMO elements at all times here, especially since FM23s multiplayer is much, much more enjoyable to play than the career mode. Plus, I figured this one would be at least decently enjoyable, as I had a decent time doing the Open Tour to unlock the R33 GT500.
I personally don't mind using the hard compounds as I don't find they are really any more difficult to drive on than softs, but it is definitely dumb that the AI don't follow the same the rules and it totally spoils any strategy elements. During the early part of the "Endurance" series or whatever, when the races were still multiclass, it did seem like the AI would wear out their tires in that one so it seems they can make it work, if they want to.

You can just turn the damage/tire wear off though and not have to worry about stopping, which is what I did when I set my AI to drive for me so I didn't have to babysit it and tell it to pit.
 
Was notified of a few more rally/wrc models/variants being added to the FM car voting, then realised there's a bunch I hadn't even voted on myself. Obviously it's a circuit racer for now, but the release game already came with a good few rally specific cars although these don't seem to have too many votes yet. I'm still hopefully they'll go full rallycross with existing tracks, maybe even introduce off-road at some stage?

 
Was notified of a few more rally/wrc models/variants being added to the FM car voting, then realised there's a bunch I hadn't even voted on myself. Obviously it's a circuit racer for now, but the release game already came with a good few rally specific cars although these don't seem to have too many votes yet. I'm still hopefully they'll go full rallycross with existing tracks, maybe even introduce off-road at some stage?

Rally racing or some kind of GRC would be different for FM and I support that idea. Never been introduced in a FM before and with these new physics and the past rally cars we have had, I don't see why they cant at least think about adding it. Plus I think besides drift and drag we should get a new race mode, I'll take rally over point to point. Autocross would be nice if it came back too.
 
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You can just turn the damage/tire wear off though and not have to worry about stopping, which is what I did when I set my AI to drive for me so I didn't have to babysit it and tell it to pit.
I'm gonna be 100% honest, I completely forgot that this was possible for career. I figured out and set my preferred difficulty settings not too long after the game launched, and just never touched them ever again, especially since at a certain point I was spending most of my time doing multiplayer anyways.

So, yeah. Egg, meet face. :lol:
 
I think it would be for the best if rally stays in Horizon. Although they have made significant progress from FM7, Turn 10 still don't have circuit racing dialed in yet. Multiple circuits have mesh/surface issues as well as many have questionable kerb physics, 3-wheeling physics for FWD/AWD are worse than FM7 (and waaaay worse than FH5), fuel burn is still very simple and has no multiplier, tire compound restrictions don't exist, the draft is a little inconsistent and they keep breaking bump drafting, timed races still don't work in a way that makes sense, FRR needs a bunch of work, etc etc.

Then on the content side of things, we are still missing lots of tracks, and lots of variants of existing tracks. Assuming they keep with 1 track every 2 months (which might not even be sustainable once they are done "remastering" tracks from older games), imagine how much worse the content drip will feel when we have to split back and forth between rally circuits and road circuits? Same goes with cars, we get like 2-3 cars per month and at that rate they can't even grow their roster of race cars and road cars in any significant way, how are they also going to start growing a rally car roster? No one would be happy, people would complain there aren't enough rally stages or cars to make it an interesting mode, rally guys would be disappointed with how little they do get, and the core circuit racing playerbase would be disappointed with even less circuit racing content than they were getting before.

People criticized the hell out of FM7 for having no focus and not feeling like it knew what it wanted to do, yet we constantly have people asking for rally, drag racing with expanded drag-related upgrades, drifting and even motorcycles...

It also wouldn't do much to fix the game's other issues too, like bad AI, weak career mode with pointless races that feel like they were made with RNG, multiplayer population/matchmaking, etc... Although it would probably only impact multiplayer population for a few weeks. People already avoid public lobbies because they are too rough, imagine how bad they would be for rallycross? Can't imagine people would be sticking around and would just go back to regular races.

To me this is like going into a Burger King and complaining they don't have a pizza on their menu and telling them to start making pizzas. Their kitchen isn't set up for it, staff aren't trained for it, fridges aren't stocked for it, and most of their customers don't go to a burger place for pizzas anyway when they can just go to a Pizza Hut, or Domino's, or Papa John's, or any of the dozen other places that actually make pizzas.

Horizon already does a pretty good job with casual rally and rallycross racing as does V-Rally 4 (although that one's a bit more debatable), DR2.0 is probably like $10 nowadays and has both leaned a bit more "hardcore" for more serious fans, then you have EA WRC and the last few KT WRC games, and on PC a bunch of options like Beam.ng, modded RBR, modded AC, etc. I don't really see how it's a market T10 need to find a way to barely squeak into, and rally certainly hasn't done anything positive for the Gran Turismo series.

Rather than dilute FM8 and half-ass rally into the game, it would be better for them to full-ass it and revive RalliSport Challenge in spirit as Forza RalliSport or something.
I'm gonna be 100% honest, I completely forgot that this was possible for career. I figured out and set my preferred difficulty settings not too long after the game launched, and just never touched them ever again, especially since at a certain point I was spending most of my time doing multiplayer anyways.

So, yeah. Egg, meet face. :lol:

Nah was the same for me back when the Endurance season came out. I think I had done 2 of the races babysitting the controller before I remembered and changed it. You really shouldn't have to do it just to get a fair experience during this "season" or whatever they are calling them, so it's kind of a bandaid "solution" to the problem.
 
I gotta let out a quick little rant. I'm currently powering through the Road to Race featured tour, and I honestly have to say that this might be the absolute least fun featured tour that's been added to the game. It's bad enough to have the AI do its usual thing of becoming impossible to catch up with and pass after the first half of Lap 1, because at that point it's no longer a race, and the next 8-10 minutes are just a general waste of time, since I know I can never catch up no matter how well I drive.

However, what makes this one especially bad is that, for some reason, Turn 10 decided to give these races a x6 tire wear multiplier, making it so that for the Race Events (and the road events if you're running Race Tires), the Racing Hards are the only tire capable of going the whole distance without losing grip before the race ends. I've found that Mediums typically get to at least Moderate wear before the race ends. However, the AI not only use Medium tires, but they also very clearly do not wear down at the same rate, which creates even more frustration, as that gives them a massive boost in overall speed.

I know that I've had plenty of time to knock this one out, but I play other games and don't always want to engage with the FOMO elements at all times here, especially since FM23s multiplayer is much, much more enjoyable to play than the career mode. Plus, I figured this one would be at least decently enjoyable, as I had a decent time doing the Open Tour to unlock the R33 GT500.
If you play on the lowest set of rules, there is no tire wear and you can just enjoy the full potential of the car. I'm all for tire and fuel strategy, but for such short races, it makes little sense to me. At least in SP.
 
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Am I the only one not getting credits applied to my account when I complete a challenge or level up? At the race result screen, you get your credits from the race. The account credits go up. That's fine. Then, for example, I completed a weekly challenge "beat rivals" for an additional 10,000. I got the pop-up notification for the extra credits, I hit OK, and my account remains the same. It didn't apply. I did something earlier as well for 35,000, and my credits did not go up. Well, this sucks and the bigger question is how long has this been going on?

This is the first Forza where I don't have millions in the bank since I only do single player, so spending money each week for the featured car for the FOMO events isn't cheap (200-300K). I haven't seen this reported on the official forums, it's possible people just hit OK and not pay attention to their account balance. Hope some of you can verify the next time you get a reward unlock. To be clear, the suit and car rewards unlock work, it's the credits that don't.
 
I have been wanting them to add the Camaro GT4 car in this game along with the Mustang GT4. They add those and bring back the Maserati Trofeo and Cayman 718 Clubsport GT4 then we can have a solid class of GT4 cars at least.
The Maserati GranTurismo MC Trofeo back in FM6/7 was more of an FIA GT2 race car.
 
Am I the only one not getting credits applied to my account when I complete a challenge or level up? At the race result screen, you get your credits from the race. The account credits go up. That's fine. Then, for example, I completed a weekly challenge "beat rivals" for an additional 10,000. I got the pop-up notification for the extra credits, I hit OK, and my account remains the same. It didn't apply. I did something earlier as well for 35,000, and my credits did not go up. Well, this sucks and the bigger question is how long has this been going on?

This is the first Forza where I don't have millions in the bank since I only do single player, so spending money each week for the featured car for the FOMO events isn't cheap (200-300K). I haven't seen this reported on the official forums, it's possible people just hit OK and not pay attention to their account balance. Hope some of you can verify the next time you get a reward unlock. To be clear, the suit and car rewards unlock work, it's the credits that don't.
Are you sure that the 10,000 wasn't already added to your credits total when the race winnings were added (before the Reward pop up)? Next time you know you're going to get a reward at the end of a race, make a note of the credits beforehand and check the difference to the final amount.

I think the same thing happens when you get the 35,000 for levelling up your driving XP by 5 levels. It's stupid the way it pops up AFTER giving you the credits, but I think you don't lose out.
I've already done this week's rivals, so cant test it myself till Thursday.
 
I gotta let out a quick little rant. I'm currently powering through the Road to Race featured tour, and I honestly have to say that this might be the absolute least fun featured tour that's been added to the game. It's bad enough to have the AI do its usual thing of becoming impossible to catch up with and pass after the first half of Lap 1, because at that point it's no longer a race, and the next 8-10 minutes are just a general waste of time, since I know I can never catch up no matter how well I drive.

However, what makes this one especially bad is that, for some reason, Turn 10 decided to give these races a x6 tire wear multiplier, making it so that for the Race Events (and the road events if you're running Race Tires), the Racing Hards are the only tire capable of going the whole distance without losing grip before the race ends. I've found that Mediums typically get to at least Moderate wear before the race ends. However, the AI not only use Medium tires, but they also very clearly do not wear down at the same rate, which creates even more frustration, as that gives them a massive boost in overall speed.

I know that I've had plenty of time to knock this one out, but I play other games and don't always want to engage with the FOMO elements at all times here, especially since FM23s multiplayer is much, much more enjoyable to play than the career mode. Plus, I figured this one would be at least decently enjoyable, as I had a decent time doing the Open Tour to unlock the R33 GT500.
I hate to be "that guy" - but surely this has got to be a skill/difficulty/tune issue? I'm almost finished the last Porsche GT3 series and I'm sailing through the races on mediums. Sure the tires are worn but they're far from losing significant amounts of grip.

Are you upgrading any of the parts of the cars? I found I had to modify the Lamborghini ST to give it the edge over the rest of the GT3/GTLM field as it simply didn't have the downforce or braking abiliities of the rest.
 
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