Forza Motorsport General Discussion Thread

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In my opinion FM6 is the best of the games in the Xbox One-era, but that's not much of a compliment, is it? 😉

I do miss the driving missions though. I believe they were called showcase events, right? There were also the "stories of motorsports" races inspired by real motorsports events.
I miss the trivia text on loading screens from the 360 era. Now I have to find my own, like after always seeing Mazda Cosmos leading races, I looked up its history, and then ended up buying one and doing some laps around Nurburgring after seeing an article about the 'Marathon de la Route Nurburgring. Dubbed the 82 Hours of Nurburgring'
Those overtake challenges were fun, both to actually complete and to play completely wrong. I think there was one at Monza with an FXX or something and you were lapping Fiat 595s, it was fun to ram into them at like 170mph and send the little things flying.
I've recreated that mode in free play, with different classes of Ferraris. It works out alright once you get the staggered starts down.
 
I miss the trivia text on loading screens from the 360 era. Now I have to find my own, like after always seeing Mazda Cosmos leading races, I looked up its history, and then ended up buying one and doing some laps around Nurburgring after seeing an article about the 'Marathon de la Route Nurburgring. Dubbed the 82 Hours of Nurburgring'
They never stopped doing the track trivia.
 
Now I know how my English teacher felt when he left a "Stop being flippant" comment in my book. :P

I've given the game credit in the past for the track history narration before races, and the intro videos are pretty cool. But I love that stuff, so the more the merrier, it adds something extra for me.
 
Now I know how my English teacher felt when he left a "Stop being flippant" comment in my book. :P
My English teacher Mrs L wore her pen out writing "stop being facetious" in my workbook after every essay I handed in. At least I learnt a new word.

Personally I don't see the functional difference between a voice over and a text screen. Sorry if that sounds flippant.
I've given the game credit in the past for the track history narration before races, and the intro videos are pretty cool. But I love that stuff, so the more the merrier, it adds something extra for me.
Kind of a one-time-only watch for me, I have YouTube for that.
 
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That was about my third rewind. Admittedly, I had TCS disabled. When I put it back on all the AI cars remembered to enable it as well. Either that or I was able to leave them behind and catch up with the cleaner racers in the front, I don't care. Spamming the extra grip and braking mods also helped.I did a couple of the showcase events. They include things like passing challenges where you have to overtake a bunch of slower cars before the lap runs out. Stories Of Motorsports is the main career though. I don't think there were any real life events in them, just regular races. They may be somewhere else in the game though.
Sorry, I mixed things up a bit. I meant the "moments in motorsport" events under the showcase section 😊
Screenshot_20250429-035124_YouTube.jpg

 
Now I know how my English teacher felt when he left a "Stop being flippant" comment in my book. :P

I've given the game credit in the past for the track history narration before races, and the intro videos are pretty cool. But I love that stuff, so the more the merrier, it adds something extra for me.

Something I can understand - I enjoy reading the blurb for cars in Gran Turismo games and miss when titles don't have it. Ride 4 gets a notable mention for being one of the few modern games I've played outside of GT that have it.
 
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WE have a blog post


Changes to Drivatar AI Coming in Forza Motorsport Update 20​

30 April 2025- Turn 10 Studios
Learn how we're updating our Drivatar AI capabilities using a new multi-line system.
Let’s talk about the Drivatar AI in Forza Motorsport, and how we’ve been working on important changes for our community to improve the experience of driving against the AI in traffic. We’re excited to share a preview of those updates today, which you can look forward to trying in the game when Update 20 is released this May.
Before we jump into the changes, we want to reflect on the AI system we created for Forza Motorsport in 2023, and how it has evolved since the release of the game.
Since launch, we’ve made improvements to passing behavior, reduced instances of unnecessary braking, and prevented cars from following the racing lines too strictly. We also added support for new tracks and events, such as the oval circuits that are featured in NASCAR.

With Forza Motorsport, our goal was to make the AI more competitive with our fastest players. We run the simulation through thousands of laps on a per track layout, per car type basis. This builds a custom racing line, enabling the AI to drive really fast on any given track. To dial in the AI system, we also gathered feedback from the community, including sim-racers and professional racing drivers, to help us achieve the desired pace and proficiency. This process even included input from some of our own designers here at Turn 10, who compete in autocross and racing events in their free time.

When driving in traffic, the system frequently moves to a dynamic racing line as the Drivatars try to find their own ideal line on the track. This can result in sub-optimal driving performance, such as collisions, AI driving off track, or things that a professional driver would not do. Here is what we would like to see in our Drivatar AI to ensure you can enjoy fun and engaging single-player racing:

  • Faster, even when they are not on the optimal racing line.
  • Skilled and defensive, providing exciting competition.
  • Capable of overtaking the player and passing other AI opponents without veering off track.
  • Able to better limit collisions and off-track behaviors, including awkward mergers when they attempt to return to the ideal racing line.
To get us closer to the outcomes listed above, we've developed and will be releasing a multi-line AI system that is trained on multiple lines of traffic, giving Drivatars more options for the optimized racing lines they can follow. This update should improve side-by-side racing in heavy traffic scenarios, allowing AI to skillfully and consistently race without erratic driving behavior when it's not forced to stay on the optimal line.

Another great aspect of our new multi-line system is that the AI can now elegantly blend between different racing lines in traffic. Like before, they can still drive fast by themselves, however with this update they also benefit from race start behavior improvements, collision avoidance, situational awareness, and improved passing behavior. All while being able to drive fast and safe when around other opponents on the track.

The new multi-line system is the new foundation for Drivatar AI training in Forza Motorsport. As we look ahead, it sets us up for more authentic opponents in our games – building offensive and defensive behaviors that will lead to more competitive and engaging racing.

We can’t wait for you to compete against the new Drivatar AI that is being released with Forza Motorsport Update 20 next month. As always, we will be keen to hear your thoughts about it and how you would like to see it further evolve in the future.
 
I hope this is the end all be all AI update, which might also explain why we have not had any AI fixes this year so far. Please T10 don't screw this one up. It's been like whack a mole with the AI updates since it began, fix one issue another pops up. I just want them to all be fast, competitive, making believable yet infrequent mistakes and have better awareness of not only us the player but the track and weather conditions.
 
PSA for this weeks GTX Spec Series in multiplayer: the BoP is completely borked. It seems all the cars, save for the IMSA Quattro and GTO RX7, have had their performance reset back to stock, but without the percentage-based multipliers for weight, power and aero that T10 have started used for GT and Touring Cars. As such, there is a massive spread in performance within the class, likely to the tune of at least 5-10 seconds per lap between the fastest and slowest GTX cars, depending on the track.

Because of this, both of the new 935/78s (the MOMO 935 in particular) are looking to be pretty OP on any track with at least one decent straight, due in large part to to the cars having by far the highest power output at 845 HP.

Also, one of the races in the GTX rotation is 26 laps on the Daytona Tri-Oval...because why not?

Shark Tank Lori GIF by ABC Network
 
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I hope this is the end all be all AI update, which might also explain why we have not had any AI fixes this year so far. Please T10 don't screw this one up. It's been like whack a mole with the AI updates since it began, fix one issue another pops up. I just want them to all be fast, competitive, making believable yet infrequent mistakes and have better awareness of not only us the player but the track and weather conditions.
I hope when I set the weather to Rainstorm in Free Play the A.I. would stop often pitting at the end of lap 1. Sometimes all of them will do that thus allowing me to get 15-20 seconds of lead. Dunno if that's happened to anyone else of us.
 
I hope when I set the weather to Rainstorm in Free Play the A.I. would stop often pitting at the end of lap 1. Sometimes all of them will do that thus allowing me to get 15-20 seconds of lead. Dunno if that's happened to anyone else of us.
I do notice that happens sometimes. It's all random, sometimes they pit after lap 1 or sometimes they pit multiple times even though I would set the mandatory pit for only 1 or 2 depending on how many laps i have set for said race. That definitely needs some work and I even recall a past update saying they reworked the AI pit logic...no they didnt 😑.
 
PSA for this weeks GTX Spec Series in multiplayer: the BoP is completely borked. It seems all the cars, save for the IMSA Quattro and GTO RX7, have had their performance reset back to stock, but without the percentage-based multipliers for weight, power and aero that T10 have started used for GT and Touring Cars. As such, there is a massive spread in performance within the class, likely to the tune of at least 5-10 seconds per lap between the fastest and slowest GTX cars, depending on the track.

Because of this, both of the new 935/78s (and the MOMO 935 in particular) are looking to be pretty OP on any track with at least one decent straight, due in large part to to the cars having by far the highest power output at 845 HP.

Also, one of the races in the GTX rotation is 26 laps on the Daytona Tri-Oval...because why not?

Shark Tank Lori GIF by ABC Network
I realise they wanted to make their spotlight car look good but those fixed stock tyres had me braking harder than the Rock Steady Crew when approaching the Brooklands and Luffield turns. It didn't stop me crashing out more times than Raygun though.
 
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I realise they wanted to make their spotlight car look good but the fixed stock tyres had me braking harder than the Rock Steady Crew when approaching the Brooklands and Luffield turns. It didn't stop me crashing out more times than Raygun though.
Yeah, coming to a stop isn't really a strong suit of either of the 935s. Or turning, for that matter. :lol:

It's a little funny to me. On one hand, I'm glad to have the 935(s) present with all 800+ Horsepower on tap, compared to the how they were balanced via Homoligation in FM7. On the other hand, the BoP screw-up, along with the state of the GTX class before their inclusion, just turns the whole thing into a giant mess, so I'm not sure how to feel overall, honestly.
 
Yeah, coming to a stop isn't really a strong suit of either of the 935s. Or turning, for that matter. :lol:

It's a little funny to me. On one hand, I'm glad to have the 935(s) present with all 800+ Horsepower on tap, compared to the how they were balanced via Homoligation in FM7. On the other hand, the BoP screw-up, along with the state of the GTX class before their inclusion, just turns the whole thing into a giant mess, so I'm not sure how to feel overall, honestly.
So there are two different 935's? The one from the first challenge of the series is different than the one they want you to buy for this challenge?
 
I realise they wanted to make their spotlight car look good but those fixed stock tyres had me braking harder than the Rock Steady Crew when approaching the Brooklands and Luffield turns. It didn't stop me crashing out more times than Raygun though.
Yeah and you need to pit for some FRESH tyres..
 
I hope this is the end all be all AI update, which might also explain why we have not had any AI fixes this year so far. Please T10 don't screw this one up. It's been like whack a mole with the AI updates since it began, fix one issue another pops up. I just want them to all be fast, competitive, making believable yet infrequent mistakes and have better awareness of not only us the player but the track and weather conditions.
Fully agree, this sounds like a big update and I am really hoping this brings a significant improvement. Too often in my free play races the AI is just messy (especially on the first lap) and if this could make the AI lap cars more swiftly in multi class that would be excellent.

With this being announced ahead of the update itself it makes me think that this could be a really big one, fingers crossed it delivers some good cars besides the return of Fujimi Kaido :)
 
I don't even care that much about the "mess" on the first lap. Sure it's not great, but what gets me is the AI braking at points that don't even call for a lift on the accelerator.
A perfect example is 5/6 on Indy Road course. That is full out and the AI is mashing the brakes there. A lot of other places too. How many times have you rear ended the AI at the bus stop on Watkins?
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I don't even care that much about the "mess" on the first lap. Sure it's not great, but what gets me is the AI braking at points that don't even call for a lift on the accelerator.
A perfect example is 5/6 on Indy Road course. That is full out and the AI is mashing the brakes there. A lot of other places too. How many times have you rear ended the AI at the bus stop on Watkins?
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Turns 5/6 on Indy is definitely a problem. Depending on the car I can swoop around the dummies and fly right past. But there have been a couple of times where I smack right into a car at that kink. Lime Rock has a problem with the back AI cars spinning off track repeatedly right around turns 2 and 3. I end up lapping them a few times as they struggle to get out of the grass. So weird
 
So there are two different 935's? The one from the first challenge of the series is different than the one they want you to buy for this challenge?
Yep. There's the #43 935/78, which was added to the showroom when the Porsche update dropped, and then there's the #78 MOMO 935/78, which was added to the showroom last night. They're mostly the same car, except that the #43, for whatever reason, has a lot more drag than the #78 MOMO Porsche, so it has a much harder time reaching its top speed. Keep in mind that both cars have the same default PI values as well.

Even as someone who absolutely adores the 935/78, I really don't get why there's 2 of them, especially with the #43 being inferior to the #78 car.
 
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Think I'm gonna wait for the AI update after getting side-swiped off the track halfway thru the first race.
Good luck with that. Hopefully things'll improve but I'll be surprised if they fix everything with this. They say no plan of attack survives contact with the enemy and it's impossible to predict with total accuracy how a largish playerbase will drive. I think it's gonna be a work in progress although they've made a few strides already over previous games.
 
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