Forza Motorsport General Discussion Thread

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The M Motorsport series was a breeze in the M8. I do think they have watered down the AI strength just a bit. Also has there been a series before this one where you couldn't upgrade your car?
I found it odd, but then I've gotten pretty handy at tuning. First race in and set the difficulty to 6, tuned the M8 to suit the track and came in at around 1:47.432 with a 3 second split between myself and 2nd place. It was way too easy.
 
I found it odd, but then I've gotten pretty handy at tuning. First race in and set the difficulty to 6, tuned the M8 to suit the track and came in at around 1:47.432 with a 3 second split between myself and 2nd place. It was way too easy.
I don't tune. I'll throw upgrade parts at cars but I don't tune them.

I ran another series of tests tonight. I bought the Bentley Continental Supersport (A class) and the Nissan GTR Nismo edition (S class). First I ran both of them at Road America at level 6. I got killed both times. Lost by 41 seconds in the Bentley and 26 seconds in the Nissan. But I think Road America has some sort of glitch because every time I've been hammered like that, even on level 5, it was at Road America. If I have a chance tomorrow I'm going to run it again but this time in a D car because that's where this reduced AI level first showed up.

I then took the Nissan to Road Atlanta and only lost by 12 seconds. So I don't know if it's across all classes or just the lower ones.
 
I have to confess that I have been unfaithful to FM with Assetto Corsa EVO these past few days... But there is something surprising that I have to point out: With a gamepad, the feeling of AC EVO and FM is surprisingly close, with some differences, but close. Either AC EVO wants to be friendlier, or FM is closer to "sim" than "arcade" than we give it credit for.

And there is a lingering suspicion of mine that FM was going to be more hardcore but was toned down at the last moment (by that I mean the last year of development before launch), with all the issues it raised when it launched.
 
Scouring around the internet I found the PC mods for permanent 3D wheels and enhanced plantlife - I've made the changes which the mods make and they have zero impact on performance. If anyone doesn't want to download the files to replace originals (which I understand), here's what you need to do:

3D Wheels - go to game folder >content/media/base/cars/_library and open the GlobalCarAttributes.xml file, edit the top line to MaxRPM="35000.000000" and save.

Extra Plantlife - go to game folder > content/media/pcfamily/renderscenarios and open the folder for the setting you normally use (high/ultra, etc). Open the Global.xml file and find <DensityCullCutoffValueLevel value="2"/>, change this value to 3 and save.

I hope this helps!
 
Ok since I worked on Saturday I had today off which meant I had some more time to experiment with this AI strength thing. This time I chose a shorter course, Kyalami. All races ran at difficulty level 5.

Race 1 was in the Bentley. I think I started about 20th but there was an incredible amount of bashing the first few corners. Also there seems to be an issue with rolling starts at Kyalami if you're towards the back in that the cars in front of you almost come to a complete stop before finally moving on after the green flag. I might try a standing start there to see if that helps. Anyway, this was another issue of the front cars just being lightning quick for the whole race and just pulled away. Look at the fastest lap times for P1 and P2. That's how P1 got that 42 second margin.

Screenshot 2025-01-20 161851.png


Now for Race 2 I decided to change cars to something I was more familiar with and was at A700 and this is what happened. I ended up winning comfortably even against higher PI numbers than Race 1. But look at the fastest lap for P2 and then look at fastest lap for Race 1. 3 seconds faster on 30 PI points less! That's what drives me insane about this game. It's the big inconsistencies from one race to the next. I do think that if they can reduce the beating and banging you get especially from starting in the back part of the field, that would allow you to keep up with the leaders and they wouldn't run away like that. Of course being able to pick your starting position in Free Play would probably help but apparently Turn 10 doesn't understand that.

Screenshot 2025-01-20 164317.png


Now for the final race I went back to the Bentley and upgraded it as far as I could and ran the race again. As a side note, in my opinion the Bentley even at max A is still an absolute pig of a car. The one upgrade it really needs isn't available and that is race brakes. Unless I'm just overlooking it somewhere. The car wants to dive either left or right when you hit the brakes. Even if you're going straight it almost never brakes in a straight line. But on to the race. This time I started 24th. Still had a lot of bashing but not quite as much as Race 1. But this time the lead AI was probably more what is to be expected out of level 5. I think I got to the lead on lap 4 or 5 and you can see how much they dropped back. If I have time Wednesday night after the BMW challenge I might try to run this again at level 6 and see what happens.

Screenshot 2025-01-20 171143.png
 
I have to confess that I have been unfaithful to FM with Assetto Corsa EVO these past few days... But there is something surprising that I have to point out: With a gamepad, the feeling of AC EVO and FM is surprisingly close, with some differences, but close. Either AC EVO wants to be friendlier, or FM is closer to "sim" than "arcade" than we give it credit for.

And there is a lingering suspicion of mine that FM was going to be more hardcore but was toned down at the last moment (by that I mean the last year of development before launch), with all the issues it raised when it launched.
FM is miles better than any previous iteration in terms of feel once you get the wheel settings right.


(Though why this is still an issue is beyond me btw - I shouldn't have to second-guess the correct wheel settings. There should be a profile for each style of wheel, if not each wheel on the market.)
 
Wow, even the greats use racing lines lol. Though I doubt that was Raceboy's choice and he clearly didn't need them. In fact I wish he wrote the racing lines instead of (or as well as) the tunes as his are way faster, especially around turns 6 and (appropriately) 10.

The ad placement got a lot of deserved praise in the comments btw. All ads should be like this.
 
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Scouring around the internet I found the PC mods for permanent 3D wheels and enhanced plantlife - I've made the changes which the mods make and they have zero impact on performance. If anyone doesn't want to download the files to replace originals (which I understand), here's what you need to do:

3D Wheels - go to game folder >content/media/base/cars/_library and open the GlobalCarAttributes.xml file, edit the top line to MaxRPM="35000.000000" and save.

Extra Plantlife - go to game folder > content/media/pcfamily/renderscenarios and open the folder for the setting you normally use (high/ultra, etc). Open the Global.xml file and find <DensityCullCutoffValueLevel value="2"/>, change this value to 3 and save.

I hope this helps!
I knew about the 3D wheels. That's a good one and for that brief moment of passing a car you can see an actual wheel instead of a look through transparent blur.
Never did the Plant one. It seems as though there are more flowers in the grass and shrubbery off to the side of the track. More trees too?
Also can turn up the track shaders quality which was nice too. But, the one that I am so elated about, is that you can turn off that God awful visual damage on cars. So happy about that. No more cars that when you barely touch the side, they look like they scraped the cement median on the highway going 100mph. Should have fooled around in these files sooner. 🙌
 
Do we have our own online racing division? I'd be so keen to jump on and race a few of you tonight.
I don't think there's an official GTP community but on Monday nights (European time, so Tuesday morning Australia) I host regular sessions. Link in signature (though the site is outdated as we're on FM now and now FH5).
 
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I don't think there's an official GTP community but on Monday nights (European time, so Tuesday morning Australia) I host regular sessions. Link in signature (though the site is outdated as we're on FM now and now FH5).
Awesome! I'll have to "work" from home that day hahaha.
 
Never did the Plant one. It seems as though there are more flowers in the grass and shrubbery off to the side of the track. More trees too?
Also can turn up the track shaders quality which was nice too. But, the one that I am so elated about, is that you can turn off that God awful visual damage on cars. So happy about that. No more cars that when you barely touch the side, they look like they scraped the cement median on the highway going 100mph. Should have fooled around in these files sooner. 🙌
Yes, there's a definite increase in the account of grass and flowers trackside and further out, and the draw distance is increased too.

I saw the shaders but didn't go any further because I've only got 8Gb VRAM which it seems to fill already.

I'll take a look at the damage, I think there's a way to make it much more realistic than it is at the moment perhaps by reducing the effect of scratches and increasing the speed required to cause the damage.
 
Yes, there's a definite increase in the account of grass and flowers trackside and further out, and the draw distance is increased too.

I saw the shaders but didn't go any further because I've only got 8Gb VRAM which it seems to fill already.

I'll take a look at the damage, I think there's a way to make it much more realistic than it is at the moment perhaps by reducing the effect of scratches and increasing the speed required to cause the damage.
I didn't see anything along the lines of that. Nothing that outlines an amount of the damage. Plus the textures are the textures. They either appear or don't but you can't just half them. It's a personal preference for me. I wish the visual damage wasn't so ridiculous. If I tap a rear bumper, and I see scratches form on parts of the car above where my car can even touch, not to mention in nooks and cranny's that would never be touched in the first place, it's weird.
It's also weird that if you do a 20+ lap race, the cars look like they came from Wreckfest. Sure, no visual damage is a little immersion breaking on the other end of the spectrum but the cars looking nice and clean kinda feels better. Can enable or disable before starting the game anyways.
 
I didn't see anything along the lines of that. Nothing that outlines an amount of the damage. Plus the textures are the textures. They either appear or don't but you can't just half them. It's a personal preference for me. I wish the visual damage wasn't so ridiculous. If I tap a rear bumper, and I see scratches form on parts of the car above where my car can even touch, not to mention in nooks and cranny's that would never be touched in the first place, it's weird.
It's also weird that if you do a 20+ lap race, the cars look like they came from Wreckfest. Sure, no visual damage is a little immersion breaking on the other end of the spectrum but the cars looking nice and clean kinda feels better. Can enable or disable before starting the game anyways.
Damage off/reduced would be a good option to have, just as FH has it, and which I use. I would also like a dirt off/reduced option.
 

What to expect from Forza Motorsport updates in the first half of 2025.


To the Motorsport Community,


We love seeing your reaction and excitement to the updates we have been releasing. Between the return of fan favorite tracks such as Sunset Peninsula and Bathurst to features like Spectate, Drift Mode, and Challenge Hub – alongside the debut of Next Gen NASCAR and most recently, new-to-Motorsport BMW cars – there has never been a better time to jump into Forza Motorsport.


We recently finalized our plan for the updates we will be making available to you in the first half of 2025. This includes a content update in May that will include a fan favorite track. Leading up to that, we will continue adding new-to-Motorsport cars and events into the game, themed around Daily Racers, Velocity, and Porsche Motorsport Icons. We will showcase these updates in more detail as part of our blogs alongside their release.


As we’ve been working through all this new content, we’ve also been continuing to look towards future updates. This means that our work on some of the features we previously announced for early 2025 may be re-evaluated as we complete our new plans. Until then over the next three months our updates will be new content only. That was a very difficult decision, however we are excited to continue to bring new content and experiences to you.


While we are working through our plans for the second half of the year, we hope you have fun playing the updates we’re working on for the next few months, and we look forward to seeing you on the track in Featured Multiplayer.


Andy Beaudoin, Forza Motorsport Game Director
Chris Esaki, Forza Motorsport Creative Director
Trevor Laupmanis, Forza Motorsport Executive Producer
 
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What to expect from Forza Motorsport updates in the first half of 2025.
To the Motorsport Community,
We love seeing your reaction and excitement to the updates we have been releasing. Between the return of fan favorite tracks such as Sunset Peninsula and Bathurst to features like Spectate, Drift Mode, and Challenge Hub – alongside the debut of Next Gen NASCAR and most recently, new-to-Motorsport BMW cars – there has never been a better time to jump into Forza Motorsport.
We recently finalized our plan for the updates we will be making available to you in the first half of 2025. This includes a content update in May that will include a fan favorite track. Leading up to that, we will continue adding new-to-Motorsport cars and events into the game, themed around Daily Racers, Velocity, and Porsche Motorsport Icons. We will showcase these updates in more detail as part of our blogs alongside their release.
As we’ve been working through all this new content, we’ve also been continuing to look towards future updates. This means that our work on some of the features we previously announced for early 2025 may be re-evaluated as we complete our new plans. Until then over the next three months our updates will be new content only. That was a very difficult decision, however we are excited to continue to bring new content and experiences to you.
While we are working through our plans for the second half of the year, we hope you have fun playing the updates we’re working on for the next few months, and we look forward to seeing you on the track in Featured Multiplayer.
Andy Beaudoin, Forza Motorsport Game Director
Chris Esaki, Forza Motorsport Creative Director
Trevor Laupmanis, Forza Motorsport Executive Producer
You know what, while this was short and was packed with little detail I can't be mad at this update. It tells me a few things, first the bad which is at least transparent, they probably ran into some roadblocks or issues within the team/hardware and can't deliver what was promised..right now at least. And then it appears we may go several more months of not getting a track which will suck. But new content only, a fan favorite track incoming ( possibly Fujimi kaido), and a Porsche theme which I did predict will be welcomed for sure. Lets see what they are cooking up as time goes on.
 
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Wishcasting, but is Long Beach GP a possibility for that May update, and with May being the Indy 500 and all, it could be a Indycar return, maybe?
 
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You know what, while this was short and was packed with little detail I can't be mad at this update. It tells me a few things, first the bad which is at least transparent, they probably ran into some roadblocks or issues within the team/hardware and can't deliver what was promised..right now at least. And then it appears we may go several more months of not getting a track which will suck. But new content only, a fan favorite track incoming ( possibly Fujimi kaido), and a Porsche theme which I did predict will be welcomed for sure. Lets see what they are cooking up as time goes on.
I fully agree, I prefer this style of clear and short communication over silence.

At least now we have a bit of an idea of the next months:
  • Daily Racers: can contain anything
  • Velocity: could hopefully include something like the Acura ARX-06 LMDH, Ferrari 499P or 296 GT3
  • Porsche Motorsport Icons: this should include the Porsche 992 GT3
  • Fan favourite track: Interlagos (Nr.1 in track voting), Fujimi Kaido (Nr.2) or Monza (Nr.3)

In theory this Message to the Motorsport Community does not exclude the possibility of additional tracks in the coming months, but I have a feeling we are looking at just 1 extra track in the first half of the year. That would be kind of a pity. Fingers crossed they will deliver solid cars in the key categories like Forza Proto H, GT3, GT4 etc.


Since we have drift setups... Fujimi Kaido? Nevermind, Fujimi is a road. Sorry, but I don't see Long Beach as a "fan favorite", I'll say its Monza.
Monza is more likely in my opinion than Kaido. You can build a whole Horizon map off of Kaido as a centrepiece.
I agree, Horizon didn't exist yet when Forza Motorport added Fujimi Kaido and to me it was mostly a great road and not a real race track. Its purpose is mostly fulfilled now by Horizon. If they go for a returning track for a fan favourite, then Monza would be the most logical choice.
 
I honestly forgot we dont have monza. I have been thinking that I hope long beach comes back soon but I agree monza seems more likely.
I was also hoping for Long Beach (maybe at some point?), but wouldn't complain about Monza.
Also, since the Daytona 24 is this weekend, IMSA was highlighting the revised Bus Stop/Le Mans Chicane. I wonder if this will be updated at some point (late 2025)?
 
Ok guys here's my theory: First of all they talked about May which its 20th Anniversary of Forza Motorsport.
They mentionned a fan favorite track.
My bet its gonna be Fujimi Kaido because the track was on FM1.
Or they gonna put Rio street circuit (which was also in FM1 but the layout was different compared to FM6-FM7).
 
Lots of theories and lots of possibilities. Good thinking guys and Monza didn't really cross my mind but I wouldn't be mad if that came since it is a real world track.
 
I loved rio in FM7 thats another I would like back but not sure if its considered a fan favorite. It would scratch a similar itch to long beach for me of a historic feeling street circuit. Id prefer either of those over Prague, or the old new york.

Fujimi Kaido would be a welcome return as well although not really what I'm looking for from this game, like others mentioned FH covers my desire to attack a tight mountain road, even if the volcano in FH5 is starting to get a little stale. Same would apply to amalfi/positano. Dubai was basically the worst version of this from my memory so hopefully they dont waste time with that.

Other options I would personally enjoy are the Camino Viejo/Iberian/Ladera extreme layout and all the sub variants. I also liked Sedona raceway park, not sure if these would be considered fan favorites either. I hope either of those would get priority over something like Bernese alps.

For real circuits, I suppose besides monza and long beach they still have sears point and cota to bring back, those are probably more likely than Japanese circuits like Motegi and Tsukuba, IIRC they arent able to get license for those anymore?
 
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