Forza Motorsport General Discussion Thread

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A little bit of a mixed bag. The 961 and 924 GTP are cool, great to have a 935 back (although I'm not sure we needed 2), Pink Pig isn't my first choice of 917 but it's cool I guess. Everyone will love the GT3 because somehow we aren't all sick of GT3 racing yet, and the 911 Turbo I couldn't care much less about. The Cayman GT4 is annoying since it's the road car, would have been the perfect chance to bring us the race car version since we desperately need GT4 cars.

I was really hoping for the 904 and 906, and I would have taken the 917/30 over the Pink Pig. I've also long wanted the 356 coupe to come over from Horizon, but since the '58 Alfa Giulietta Sprint didn't come over from FM7 to race it against and we already have the open top one, it's not really high priority.

Interesting to see the #43 935 is still screwed up compared to the MOMO one and has like 30mph lower top speed for no apparent reason. Wonder how it will impact the use of the car, some leagues might actually be able to use the #43's weird handicap as some kind of BoP, and for the GTX division spec lobbies they will need 2 BoPs for car instead of copy and pasting one for both.

I really hope they start ramping up features again soon and get back to a more normal track release schedule once they are done with the Fujimi Kaido update. I know we weren't expecting those things after their announcement back in January, but I feel like these several months of very little bugfixing and nothing feature-wise are starting to drag with a feeling of lack of progress for the game.


Somewhat in the spirit of "Porsche month" our league started our 944 Cup season tonight and I was able to get liveries finished up in time for it.

It has been kinda fun trying to make Porsche 962 liveries fit on the totally different shaped 944. My team is running a Bayside Racing 1989 IMSA season livery with my #65 car inverted to help differentiate teammates, I made a Dauer TicTac 962 inspired livery for another team, another vaguely inspired by Kremer Racing Kenwood 962, and an unfinished Gebhardt MOMO livery from the Mid-Ohio round of the 1989 IMSA season that I have almost ready as an extra for anyone too lazy to make their own livery.


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I also made a Brumos inspired one with stripes made out of little 944 logos (kinda like that one year the GTLM car had the stripes made out of little 911 logos) for someone else.
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Did we get a race version of the Cayman GT4 as a rewards car or was that something different?

Speaking of rewards Porsches, when I tried to run the reward 73 RSR in GTX, the entire AI field were RSR's. But yet in any other GTX car race, RSR's are in the field. They need to fix that.
 
Fun fact: the Porsche #1 924 GTP is also called the "944 LM".

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I think that both 924 and 944 are technically right. The one you pictured has chassis code "924-006", but the car was built as a prototype 944.

Edit: I think you are right, it should be called a 944 LM, but it does still have a 924 chassis code. I'd love to be able to read that sign at the Porsche museum, may clear things up :lol:
Apparently, the 944 was on conceptualization phase during the time the 924 GTP raced. Due to delays in unveiling the 944's design (Porsche prolly wanted to reveal the actual design on the 1981 Frankfurt Motor Show rather than early 1981 despite the exterior design being finalized), the 944's engine was put into a 924 GTR's chassis, with some race modifications and debuted in Le Mans. So, this 924 GTP chassis was actually the "first 944" to be revealed.
 
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Fun fact: the Porsche #1 924 GTP is actually a 944 LM.

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Even the Stuttgart Museum got the name wrong.
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I think that both 924 and 944 are technically right. The one you pictured has chassis code "924-006", but the car was built as a prototype 944.

Edit: I think you are right, it should be called a 944 LM, but it does still have a 924 chassis code. I'd love to be able to read that sign at the Porsche museum, may clear things up :lol:
 
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Hmmm. I just did my first free play race since the update, and my car level wasn't being updated. Seems broken (PC version).



Edit: I did a verify & repair from the Xbox App, then ran a career mode race which behaved properly. Then I switched back to free play and did another race and car level was updated as usual. So I guess something broke on my end during the update.
 
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Interesting to see the #43 935 is still screwed up compared to the MOMO one and has like 30mph lower top speed for no apparent reason. Wonder how it will impact the use of the car, some leagues might actually be able to use the #43's weird handicap as some kind of BoP, and for the GTX division spec lobbies they will need 2 BoPs for car instead of copy and pasting one for both.
I suspect the #43 935 may have the 1978-spec 3.2L engine with water-cooled heads, which was good for ~750hp in quali trim, but IIRC ran with a lot less boost during races. The Momo 935/78 is actually a 935/75-81 spec with the updated, 3.1L 935/78 engine, which should produce well over 800hp. Don't know if this difference is properly portrayed in the game: judging by your post I assume it isn't the case, and I had my doubts already, as the Momo car is still dated as a 1978 car, despite the fact that at the time Moretti was racing with 935s (and later, 935/79s) fielded under the Electrodyne name.

Another distinct possibility is that the #43 car has shorter gears. It's technically possible they went for the DRM ratios on the works car, and something more Daytona-ish on the Moretti one. That'd be one of the choices of all times, but if that's the case I guess I'll have to keep both cars in my garage?
 
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I suspect the #43 935 may have the 1978-spec 3.2L engine with water-cooled heads, which was good for ~750hp in quali trim, but IIRC ran with a lot less boost during races. The Momo 935/78 is actually a 935/75-81 spec with the updated, 3.1L 935/78 engine, which should produce well over 800hp. Don't know if this difference is properly portrayed in the game: judging by your post I assume it isn't the case, and I had my doubts already, as the Momo car is still dated as a 1978 car, despite the fact that at the time Moretti was racing with 935s (and later, 935/79s) fielded under the Electrodyne name.

Another distinct possibility is that the #43 car has shorter gears. It's technically possible they went for the DRM ratios on the works car, and something more Daytona-ish on the Moretti one. That'd be one of the choices of all times, but if that's the case I guess I'll have to keep both cars in my garage?
You have to use the trick to drive the MOMO car early so I can't recheck fully yet in the tuning menus and see all the details, but that wasn't the case uhh... "previously."

Same PI, motor, redline, horsepower/torque, weight, gear ratios, downforce levels... 100% stock the MOMO car hits like 227 at Le Mans, #43 hits 197. We know they have a behind the scenes drag adjustment they use for BoP in public lobbies, it feels like they just typo'd the drag number for the #43.
 
The Cayman GT4 is annoying since it's the road car, would have been the perfect chance to bring us the race car version since we desperately need GT4 cars.

It's quite striking this car was not included in the update, being optimistic I'm hoping the reason is that a future update is going to add a handful of GT4 cars and it will be included then, but who knows.
 
It's quite striking this car was not included in the update, being optimistic I'm hoping the reason is that a future update is going to add a handful of GT4 cars and it will be included then, but who knows.
To go off of what youre saying, I'm hoping we start getting certain racing category updates sooner or later. While we have no idea what's coming after May, if T10 gets the ball rolling with these updates and start going strictly for GT4, GT1, Retro Trans Am, LMP's, V8 supercars etc then it will help fill out necessary divsions in the game. We have gone too many months with many cars missing their proper rivals in several divisions.
 
To go off of what youre saying, I'm hoping we start getting certain racing category updates sooner or later. While we have no idea what's coming after May, if T10 gets the ball rolling with these updates and start going strictly for GT4, GT1, Retro Trans Am, LMP's, V8 supercars etc then it will help fill out necessary divsions in the game. We have gone too many months with many cars missing their proper rivals in several divisions.
A split in the GTX class wouldn't be bad either.
Group 5 / IMSA GTX
IMSA GTO
IMSA GTU
JGTC (if they add any other car)
 
You have to use the trick to drive the MOMO car early so I can't recheck fully yet in the tuning menus and see all the details, but that wasn't the case uhh... "previously."

Same PI, motor, redline, horsepower/torque, weight, gear ratios, downforce levels... 100% stock the MOMO car hits like 227 at Le Mans, #43 hits 197. We know they have a behind the scenes drag adjustment they use for BoP in public lobbies, it feels like they just typo'd the drag number for the #43.
Ah, the BoP adjustment sticking to the car in Free Play is also a distinct possibility. :D
 
You have to use the trick to drive the MOMO car early so I can't recheck fully yet in the tuning menus and see all the details, but that wasn't the case uhh... "previously."

Same PI, motor, redline, horsepower/torque, weight, gear ratios, downforce levels... 100% stock the MOMO car hits like 227 at Le Mans, #43 hits 197. We know they have a behind the scenes drag adjustment they use for BoP in public lobbies, it feels like they just typo'd the drag number for the #43.
Could it be possible that the MOMO car uses the Le Mans spec, while the #43 uses the regular circuit spec? After all, this was back when the Mulsanne straight didn't have any pesky chicanes.
 
The graphics fairies may be cooking something for the Fujimi update, but I have to give it to the performance gnomes because the game is sharp, fast and smooth on my PC/Xbox series consoles.
The graphics do seem like they have been touched up again huh. It didn't fully dawn on me until playing it again today and its looking really good.
 
I really wish they would stop ****ing with AI strength. Until a week or two ago I could run races at level 6 in most classes and divisions and the races would be really close. But now anything I try at 6 lets that lead AI car take off like a rocket. But if I drop back to 5 I win by a mile. This one in D tonight was one of the worst.

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I really wish they would stop ****ing with AI strength. Until a week or two ago I could run races at level 6 in most classes and divisions and the races would be really close. But now anything I try at 6 lets that lead AI car take off like a rocket. But if I drop back to 5 I win by a mile. This one in D tonight was one of the worst.

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I'm curious why the 924 is even racing with you. According to the Wiki, that's a C-Class car at C427. While it's only up around 10Hp, it's making significantly more torque and shaves a lot more weight compared to the Merc.
 
I'm curious why the 924 is even racing with you. According to the Wiki, that's a C-Class car at C427. While it's only up around 10Hp, it's making significantly more torque and shaves a lot more weight compared to the Merc.
Is it one of the new cars for this update? I don't remember seeing it before.
 
DK
Could it be possible that the MOMO car uses the Le Mans spec, while the #43 uses the regular circuit spec? After all, this was back when the Mulsanne straight didn't have any pesky chicanes.
I think if that was the case the downforce levels would be different.
Is it one of the new cars for this update? I don't remember seeing it before.
Nah it's always been there, has a cool widebody kit too. It was also in FM7, where the widebody kit was broken and if it took damage parts of the fenders would turn clear with weird kinda pixelated edges.
 
The Spec Division Rivals was a nice surprise to kill time until the new races were unlocked.

Also, have they improved the FOV in the cockpit cam? As only one car I used yesterday (Ford Cortina) showed the driver's neck when I had the camera much further back than the default settings?
 
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One of my biggest problems with the game is that when I select "fuel and tire" in preparation for practice it takes what feels like a couple of minutes to load up the telemetry and estimate how many laps a given amount of fuel will last, during which time the game freezes and I can't do anything except listen to the terrible music until it gives me back control again.
This problem was completely absent this morning so I hope the update's done something to rectify it for good.

Now my biggest problems are the lack of career races, no Challenge The Grid or qualifying in Free Play and the execrable menu music :lol:
 
I'm curious why the 924 is even racing with you. According to the Wiki, that's a C-Class car at C427. While it's only up around 10Hp, it's making significantly more torque and shaves a lot more weight compared to the Merc.
Both it and the 944 are C-class cars stock. Odd that they are in a D class race.
 
Both it and the 944 are C-class cars stock. Odd that they are in a D class race.
I'm going to run that again in a different car and see if it happens again or it was just a one off. I didn't get held up either. I think I started 7th so it wasn't like I started 18th and had to bash my way through. That Porsche just took off into the distance.
 
Fuel estimates generally take about 2 laps to be accurate.

In UDP the first lap over-estimates fuel consumption but by Lap 2 it tracks properly.
It's the big pause I was griping about. It impacts my QoL and one'd hope the AI had already run those two laps in a similar vehicle before the start of the race.

I normally run at least one extra practice lap (except on long tracks like Le Mans, Nordschleife or Spa-Francorchamps) and add an extra percent or two of fuel for luck as I've run dry at the end of races before without it due no doubt to my rough and inexpert driving.
 
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The graphics do seem like they have been touched up again huh. It didn't fully dawn on me until playing it again today and its looking really good.
I was playing yesterday evening and I thought the same. Is my mind playing tricks on me, or have they done something to the colour grading again?

In one of my races I was driving at Indianapolis during the day, with lots of bright sunlight, and the colours seemed less washed out than before (first picture).
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I was playing yesterday evening and I thought the same. Is my mind playing tricks on me, or have they done something to the colour grading again?

In one of my races I was driving at Indianapolis during the day, with lots of bright sunlight, and the colours seemed less washed out than before (first picture).
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I don’t think your eyes are playing tricks on you, I was doing some custom free play races yesterday and had the same feeling. I actually think that little by little they are tweaking and fine tuning the graphics and colour spectrum with each update ☺️

Also with Fujimi Kaido coming next month, they will want to ensure it looks nothing less than perfect. It might not be my personal favourite (I would have preferred another track from WEC or IMSA), but this track will bring people back in to the game. It’s quite interesting to see how many likes their Twitter post got compared to other big announcement: 4k compared to 1,4k for the BMW month announcement with the M V8 Hybrid and M4 GT3, 3k for the return of NASCAR or 1,2k for Sebring and the Porsche 963.
 
It seems they are catching on the post-processing effects area, which was very lacking in the beginning and a major reason the game was a visual letdown from the advance and release trailers.

That may explain why I kept having to lower my saturation boosts with each update. On the sharpness side, I'm still cranking it up. Since update 18 I'm sering moire patterns everywhere so, they've done something.
 
Small PSA: For those looking to try to Mission R Spec Series in multiplayer, even though the game doesn't 100% confirm it, the Mission R is very much capable of running out of "fuel" and will come to a stop if its "tank" is empty.

This should probably be common sense, but it is a little annoying since when you adjust the Fuel in the settings, the game won't tell you how many laps of fuel you have to work with.
 
That may explain why I kept having to lower my saturation boosts with each update. On the sharpness side, I'm still cranking it up. Since update 18 I'm sering moire patterns everywhere so, they've done something.
Xbox or PC? On PC and Nvidia GPU the new driver profile made DLSS (DLAA, in particular) better than the default TAA solution.
 
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