Forza 6 Update 1.01 Undocumented Changes

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As with the GT6 Undocumented Changes thread that is made with every update, this thread is designed to help find changes that either slipped the Turn 10 writer's mind, or are just flat-out hidden.

To start, here are the documented changes:
· Corrected the engine sounds for the 2016 Ford Shelby GT350

· Corrected issues with all of the V8 Supercars in the game, so that each car uses the correct engine sounds.

· Improved the cockpit camera positioning for a number of cars in the game, including the 2015 Dodge Challenger SRT Hellcat, 2011 Lamborghini Gallardo LP570-4, 1971 Plymouth Cuda 426 and the 1970 Ford Escort RS1600 Fast & Furious edition, among others

· We have addressed an issue with drivetrain swaps that was causing some cars (including well-known examples such as the 1968 Abarth 595 esseesse, the 1965 MINI Cooper S, and the 1975 FIAT X1/9), to perform beyond their PI classification. To coincide with this fix, we are performing a wipe of all leaderboard times set with a car that used a drivetrain swap. We expect the leaderboard wipe will happen Tuesday (10/6) afternoon. With this content update in place, cars that were previously banned from multiplayer will now be allowed back in. In addition times set in cars that feature drivetrain swaps will be allowed to post times to leaderboards.

· Numerous additional car improvements and corrections

· ROAD ATLANTA: Removed an “invisible dip” that was appearing in the drift loop section of the track

· MONZA: Fixed a bug that allowed players to gain an unfair advantage at the Ascari Chicane

· TOP GEAR: Corrected several areas that were incorrectly “dirtying” players’ lap times

· We continue to investigate issues involving inconsistency in Drivatar behaviors during Forza Motorsport 6 races; namely several Drivatars pulling away from the rest of the pack. To coincide with this content update, we have instituted a server-side fix that we believe will help the issue as we continue to investigate further. Stay tuned for more in the future.

· Fixed an issue where Drivatars were not taking damage when the player was driving with simulated damage turned on

· Fixed an issue where players could not import liveries from Forza Motorsport 5 that used certain characters, including the lower case “a” character

· Corrected an issue where players’ saved tunes could not be applied to a car unless it was applied immediately after downloading it. With this fix, saved tunes can now be applied to cars at any point

· Addressed an issue where downloaded tunes were missing front suspension settings.

· We have corrected issues with the “World Traveler” achievement, which should now work as expected

· Fixed an issue where only a maximum of 2 AI cars could enter the pits at any time

· Pitting will now fix headlight damage when simulation damage is turned on

· Fixed an issue with rewind, where players could not rewind when AI cars were in the pits. With this fix, players will now be able to rewind, even when AI cars are pitted

· Using Boost Mods in a Career or Free Play race will now “dirty” your lap

· Fixed an issue where Crew Mods modifiers would only work on the unique track specified on the card. Now Crew Mods modifiers will work as intended, with a general indicated performance increase on all tracks, and a specialized increase on the specified track

· Fixed an issue where players would get the exact same Mods pack upon starting the game with a new profile

· Power-related Mods are now applying the correct amount of additional power to all cars

· Fixed an issue with the “Cockpit Camera/No HUD” Mod, whereby the HUD would reappear after doing a few practice laps.

· Better League result reporting after each race, points earned displayed and access to the League Leaderboards in the Lobby

· Added ability to order the grid by the previous best lap in Multiplayer. This change will be rolled out in the more competitive lobbies first

· Some multiplayer hoppers will now allow the starting grid to roll off by row in order to help with the congestion in the first and second corners

· Prizes from Tombola spins will now be gifted to the correct player in splitscreen races

· Fixed an issue with the mini map and the player location arrow when playing in Tag mode

· Fixed an issue in Free Play where changing the assists in the pre-race menu would reset the Drivatar difficulty level

· Changed Total Time in the “My Drivatar” menu to appear into days:minutes:seconds format

· Fixed an issue where telemetry shows no data when viewing a replay directly after a race has finished

· Fixed an issue where Drift scores report incorrectly, resulting in different leaderboards for different players

· Fixed an issue where headlights would turn off and then on again after rewinding in a race

· Fixed an issue where controller dead zones were resetting after completing a race

· Fixed an issue with control mapping when a player has both a controller and a wheel connected to the Xbox One when starting Forza 6


And here's what I've found that was undocumented so far:

- Upon taking a photo, a menu pops up asking whether you want to save the photo, or save+share it.

- Rewing bug is NOT fixed. I've had it cease to work during longer races.

- Clutch grinding glitch is NOT fixed. As a professional manual+clutch driver in the Forza series, I can safely conclude that I can still clearly hear clutch grinding when in 1st person view.

- Not all leaderboards were wiped from glitch car times. Had a look on D Class Daytona, and saw that the top 200 spots were plagued with glitch-RX3s.

- Slipstreaming other opponents now invalidates your lap like in previous Forza games. Even worse is when another opponent slipstreams you, your lap still invalidates.
 
Clutch grinding glitch is NOT fixed. As a professional manual+clutch driver in the Forza series, I can safely conclude that I can still clearly hear clutch grinding when in 1st person view.

Since the update, I have not had this once while in Cockpit view. Before the update, it would grind gears no matter how slow/fast I shifted.


Slipstreaming other opponents now invalidates your lap like in previous Forza games. Even worse is when another opponent slipstreams you, your lap still invalidates.

As it should do, as both parties get a speed boost by drafting. Though the lead car not as much as the rear. Not doing this would create an unrealistic expectation to hotlap only with friends.

Not all leaderboards were wiped from glitch car times. Had a look on D Class Daytona, and saw that the top 200 spots were plagued with glitch-RX3s.

Not all the times set with the "glitched" cars would have been glitched, as it wasnt the cars themselves that where glitched. T10 stated that they will wipe the times of those who had a drivetrain conversion done on the cars.

"To coincide with this fix, we are performing a wipe of all leaderboard times set with a car that used a drivetrain swap"

If the cars that are still on the LB didn't have a drivetrain swap, then those times are considered to be legit. As it was only combining a race diff set to 100 on the accel and a drivetrain swap together that caused the glitch pre-patch. The glitch affected every car in the game to some degree. Some where very minor, but others, like the RX3 and Mini gained a massive advantage because of it.
 
I've noticed that I used to get a "failed to get match server list" often in multiplayer. So far, haven't had that issue since.

Also, the I've noticed the AI now pit more fairly and often in a longer race/endurance race.

And I didn't realize you could sort designs in the sharefront by rating, group etc. Was this in the before the update? Can't remember.
 
Sorting designs was there before.

Someone pointed out that the watermark is there on pictures all the time now so it can't be bypassed by screen shotting with the xbox one.
 
They fixed the highlights thing in Forzavista, it no longer hangs off the screen. However, it's still measuring distance driven in feet rather than miles or kms.

Why does this bother me so much you ask? Because who in the history of ever has said, "Oh nice car, how many feet have you driven it?" "Oh it's like new! Only has 1 million feet on the odometer!" :lol:

Edit: Anyone also notice that the lady's voice got louder after the patch?
 
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Sorting designs was there before.

Someone pointed out that the watermark is there on pictures all the time now so it can't be bypassed by screen shotting with the xbox one.


This is correct. In middle of taking some shots now and its always there starring at me lol. Suppose now you can see where it will be and adjust shots accordingly at least.
 
If the cars that are still on the LB didn't have a drivetrain swap, then those times are considered to be legit. As it was only combining a race diff set to 100 on the accel and a drivetrain swap together that caused the glitch pre-patch. The glitch affected every car in the game to some degree. Some where very minor, but others, like the RX3 and Mini gained a massive advantage because of it.
Those RX3s are definitely glitched. I haven't looked today to see if they were removed but last night when I looked at the boards that car was still on the ones I looked at as was the mini and a couple of others. Maybe they had not gotten to those tracks yet or something.

There are also times posted were people used mods that increase HP. The ones that stand out the most are the Indy cars on Daytona. Last I looked there were at least 3 at the top, 2 on the day time track and one on the night time track. Who knows how many other times have used this and just do not stand out. All of those need to be removed as well.


Edit: I just looked again this morning and on Daytona daytime E Class I still see that I am ranked somewhere in the 180s. Only a handful of cars there ahead of me are legit. Most of them are RX3s but there are also some minis and Fiats there. The car I am driving there is quite possibly the fastest legit car in the game for that track/class combo and is about 8 seconds behind the glitched car at the top which of course is a lifetime on an oval track.

the funny thing is that the speed of those glitched cars in mph is higher than the HP rating. Imagine if the Venom or Ultima GTR was that way. They would be doing somewhere around 1200-1500mph
 
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As with the GT6 Undocumented Changes thread that is made with every update, this thread is designed to help find changes that either slipped the Turn 10 writer's mind, or are just flat-out hidden.

To start, here are the documented changes:
· Corrected the engine sounds for the 2016 Ford Shelby GT350

· Corrected issues with all of the V8 Supercars in the game, so that each car uses the correct engine sounds.

· Improved the cockpit camera positioning for a number of cars in the game, including the 2015 Dodge Challenger SRT Hellcat, 2011 Lamborghini Gallardo LP570-4, 1971 Plymouth Cuda 426 and the 1970 Ford Escort RS1600 Fast & Furious edition, among others

· We have addressed an issue with drivetrain swaps that was causing some cars (including well-known examples such as the 1968 Abarth 595 esseesse, the 1965 MINI Cooper S, and the 1975 FIAT X1/9), to perform beyond their PI classification. To coincide with this fix, we are performing a wipe of all leaderboard times set with a car that used a drivetrain swap. We expect the leaderboard wipe will happen Tuesday (10/6) afternoon. With this content update in place, cars that were previously banned from multiplayer will now be allowed back in. In addition times set in cars that feature drivetrain swaps will be allowed to post times to leaderboards.

· Numerous additional car improvements and corrections

· ROAD ATLANTA: Removed an “invisible dip” that was appearing in the drift loop section of the track

· MONZA: Fixed a bug that allowed players to gain an unfair advantage at the Ascari Chicane

· TOP GEAR: Corrected several areas that were incorrectly “dirtying” players’ lap times

· We continue to investigate issues involving inconsistency in Drivatar behaviors during Forza Motorsport 6 races; namely several Drivatars pulling away from the rest of the pack. To coincide with this content update, we have instituted a server-side fix that we believe will help the issue as we continue to investigate further. Stay tuned for more in the future.

· Fixed an issue where Drivatars were not taking damage when the player was driving with simulated damage turned on

· Fixed an issue where players could not import liveries from Forza Motorsport 5 that used certain characters, including the lower case “a” character

· Corrected an issue where players’ saved tunes could not be applied to a car unless it was applied immediately after downloading it. With this fix, saved tunes can now be applied to cars at any point

· Addressed an issue where downloaded tunes were missing front suspension settings.

· We have corrected issues with the “World Traveler” achievement, which should now work as expected

· Fixed an issue where only a maximum of 2 AI cars could enter the pits at any time

· Pitting will now fix headlight damage when simulation damage is turned on

· Fixed an issue with rewind, where players could not rewind when AI cars were in the pits. With this fix, players will now be able to rewind, even when AI cars are pitted

· Using Boost Mods in a Career or Free Play race will now “dirty” your lap

· Fixed an issue where Crew Mods modifiers would only work on the unique track specified on the card. Now Crew Mods modifiers will work as intended, with a general indicated performance increase on all tracks, and a specialized increase on the specified track

· Fixed an issue where players would get the exact same Mods pack upon starting the game with a new profile

· Power-related Mods are now applying the correct amount of additional power to all cars

· Fixed an issue with the “Cockpit Camera/No HUD” Mod, whereby the HUD would reappear after doing a few practice laps.

· Better League result reporting after each race, points earned displayed and access to the League Leaderboards in the Lobby

· Added ability to order the grid by the previous best lap in Multiplayer. This change will be rolled out in the more competitive lobbies first

· Some multiplayer hoppers will now allow the starting grid to roll off by row in order to help with the congestion in the first and second corners

· Prizes from Tombola spins will now be gifted to the correct player in splitscreen races

· Fixed an issue with the mini map and the player location arrow when playing in Tag mode

· Fixed an issue in Free Play where changing the assists in the pre-race menu would reset the Drivatar difficulty level

· Changed Total Time in the “My Drivatar” menu to appear into days:minutes:seconds format

· Fixed an issue where telemetry shows no data when viewing a replay directly after a race has finished

· Fixed an issue where Drift scores report incorrectly, resulting in different leaderboards for different players

· Fixed an issue where headlights would turn off and then on again after rewinding in a race

· Fixed an issue where controller dead zones were resetting after completing a race

· Fixed an issue with control mapping when a player has both a controller and a wheel connected to the Xbox One when starting Forza 6


And here's what I've found that was undocumented so far:

- Upon taking a photo, a menu pops up asking whether you want to save the photo, or save+share it.

- Rewing bug is NOT fixed. I've had it cease to work during longer races.

- Clutch grinding glitch is NOT fixed. As a professional manual+clutch driver in the Forza series, I can safely conclude that I can still clearly hear clutch grinding when in 1st person view.

- Not all leaderboards were wiped from glitch car times. Had a look on D Class Daytona, and saw that the top 200 spots were plagued with glitch-RX3s.

- Slipstreaming other opponents now invalidates your lap like in previous Forza games. Even worse is when another opponent slipstreams you, your lap still invalidates.
I misunderstand the OP. Shouldn't undocumented changes mean changes that happened that they have not logged? It's all a bit odd since you are listing things that have not changed.
 
Haven't really tested with other cars but I think the louder opponent engine sound issue may have been fixed. I raced a v8 supercars race and could hear my engine over the others the whole time.
 
Since the update, I have not had this once while in Cockpit view. Before the update, it would grind gears no matter how slow/fast I shifted.




As it should do, as both parties get a speed boost by drafting. Though the lead car not as much as the rear. Not doing this would create an unrealistic expectation to hotlap only with friends.



Not all the times set with the "glitched" cars would have been glitched, as it wasnt the cars themselves that where glitched. T10 stated that they will wipe the times of those who had a drivetrain conversion done on the cars.

"To coincide with this fix, we are performing a wipe of all leaderboard times set with a car that used a drivetrain swap"

If the cars that are still on the LB didn't have a drivetrain swap, then those times are considered to be legit. As it was only combining a race diff set to 100 on the accel and a drivetrain swap together that caused the glitch pre-patch. The glitch affected every car in the game to some degree. Some where very minor, but others, like the RX3 and Mini gained a massive advantage because of it.

Really? why does it help the person in front? increased air pressure pushing the lead car?
 
@SlyNine From Wikipedia:

"...two or more vehicles can race faster when lined up front-to-rear than a single car can race alone. The low-pressure wake behind a group's leading car reduces the aerodynamic resistance on the front of the trailing car allowing the second car to pull closer. As the second car nears the first it pushes high-pressure air forward so less fast-moving air hits the lead car's spoiler. The result is less drag for both cars, allowing faster speeds."

https://en.wikipedia.org/wiki/Drafting_(aerodynamics)
 
- Slipstreaming other opponents now invalidates your lap like in previous Forza games. Even worse is when another opponent slipstreams you, your lap still invalidates.

That's not worse, that's better. It's supposed to be that way. Being drafted makes you faster, as it does in reality.
 
Undocumented: Some Crew mods that increase power on cars exceeding 1200HP would not go beyond 1200HP with that Mod on place, like for example: Hennessey Venom GT, Bugatti Veyron Super Sport, Koenigsegg Agera (fully customized), cars with the 6.0L V12 engine swap and even Paul Walker's Supra when fully customized and a some other cars.
 
It's now possible to use installed DLC on user accounts other than the one it was purchased from. I can't tell if this fix is related to the title update, but it wasn't possible last time I checked before the update.
 
It's now possible to use installed DLC on user accounts other than the one it was purchased from. I can't tell if this fix is related to the title update, but it wasn't possible last time I checked before the update.

I was able to do this on day one, as my boyfriend had a go after the ultimate edition early access unlocked.
 
That's not worse, that's better. It's supposed to be that way. Being drafted makes you faster, as it does in reality.
@SlyNine From Wikipedia:

"...two or more vehicles can race faster when lined up front-to-rear than a single car can race alone. The low-pressure wake behind a group's leading car reduces the aerodynamic resistance on the front of the trailing car allowing the second car to pull closer. As the second car nears the first it pushes high-pressure air forward so less fast-moving air hits the lead car's spoiler. The result is less drag for both cars, allowing faster speeds."

https://en.wikipedia.org/wiki/Drafting_(aerodynamics)

thanks for posting that, i literally never knew that. i feel kind of ashamed haha.
 
thanks for posting that, i literally never knew that. i feel kind of ashamed haha.

Don't feel bad, me either. Nothing wrong with intellectual honesty. It makes perfect sense, I always thought the disrupted air would actually cause more drag. I was, in general, wrong.
 
I don't know if I just wasn't paying attention, but I'm pretty sure the '03 Celica SS-I has had its name shortened to just the Celica in the dealership/garage menu since the update. I know the voiceover calls it the Super Sport I, rather than just SS-I (which is still dumb as it stands for Super Strut (package) 1), but I figured with the whole SS naming controversy, they may have quietly shortened its text name to avoid any other potential headaches.
 
Drivatars in Career and Free Play events will now drive race cars in their original liveries if the "Drivatar liveries" option is deactivated. I don't know if they drive cars without a livery in factory colors (as it is in Horizon 2) too.
 
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