Forza Horizon 6 - General Discussion

  • Thread starter Thread starter PJTierney
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I finished the Playlist last night, I thought it was a good first Playlist to start the game off, nothing too hard or challenging just a nice one to ease us in. I ended up on 33 points and I won't complete anymore of it.

I'm still to get the Gold wristband but I'm not far off with just 2,5k points away, after that I need to complete the exploration side of it which I have been neglecting a bit but after that I should be done.

Its been tough trying to play properly this week as its been a bit mad in work.
 
FH6 progress so far.
Got to Japan
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Entered the Festival
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Got my first wristband
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Listened to Hospital Records
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Downloaded some liveries from @PJTierney
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smashed some boards
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did some drifting events
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Did some food delivery jobs
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Had a pasty @UKMikey @Edax 76
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I might need to find a Youtube video hint to get this board!
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That one's tough. Even while I was actively smashing every board I came across, I'd drive by this one with a :grumpy: on my face. I knew I didn't have a solution. It had me beat. Think this one came last for me.
OK, I'm gonna break down and ask for hints. Which car and class did you use, please? The BRZ ate up all the other boards (even the Sotoyama ski lift one) but fell well short when I went over the hill so I tried an R-class tune but it had no grip. Maybe I should max it out manually in my garage instead. Tacoma FE was no good for me either.

I still have a bunch of other boards to get when I reach Legend Island. Think I'm still a wristband or two away. I turn the radio off when I'm near them just to hear the soothing lo-fi music from the speakers.
 
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Bonus board failure. Totally beached. Had to fast travel to get it off there. Maybe I should use the Beearzed Effee instead. (I don’t know why, but I think it looks better if I write it like a Star Wars name.)
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I think you should definitely consider it. I thought Sotoyama 17 was gonna be like that pylon board in FH5 but with it this turned out to be a breeze, comparatively.

Enjoy exploring and I hope you enjoy Mei's puns when you complete each region. They were like having teeth pulled, even for me.
 
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According to the latest article from PGG on Forza.net they are apparently working on a fix for the AI, at least regarding their pace. So hopefully it'll get a bit less aggressive as well.


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The problem isn't their pace as such, it's that they don't use actual car physics and as a result hit speeds that are impossible in the cars they're using, and even beyond that, to the extent to which their speed might just be borderline possible with a super low grip build, they hit those speeds while still being able to hurtle round corners. So if I change my own build to a super low grip build in a bid to match their impossible speed, I have to slow down a huge amount to take corners, but they match the speed of my super low grip build while still cornering like they're using a high grip build. As an example, I did 2 races of Colossus, and in one where I used the Venom F5, I did 6:04 and 2 AIs were behind me in the Centenario with 6:05. Ahead of me was a Speedtail with 5:59. The fastest AI is ALWAYS 5-7 seconds ahead of me, no matter what car I use or what time I do. I tried the Speedtail myself and there's no way to make that car drive like the 5:59 AI drove it. I had the grippiest widest rear tyres and it still drifts around every corner. It has no option to add rear aero. I did 6:29, but now the Centenario AI does 6:22, not 6:05. It's using the same car at the same PI, and one race 6:05, the next race 6:22 because it simply isn't driving an actual car with actual parameters like we are, instead it's artificially staying around my lap times.

The other problem, more of a problem with a street circuit like Electric Town than a fast circuit like Colossus, is that I can match the pace of the fastest AI in rivals, but it's impossible to catch them in a race because to catch the leader I have to pass the cars behind it first. And once you're in front of one of them, if you take the fastest line through a corner, the AI will simply drive into you from behind. This forces you to take every corner in a slow manner, with an early turn in and late braking to try to get past the apex as early as possible so the AI can't hit you. But when driving like this, it's impossible to catch the leader as you're losing so much time every corner.

I'm talking about Unbeatable difficulty here. The only way I've beaten them is via the rewind bug where the AIs sometimes lose control of their car after a rewind.
 
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Some notes on grinding credits etc.

I mentioned the Tacoma FE in the past as being good for grinding credits, but if you have it, the Wuling Sunshine FE is even better. It can lap Colossus with auto steering and auto braking, remaining in top gear so you get the extra credits for using MC, in 5:27 vs 6:17 for the Tacoma FE. All you have to do is hold the trigger.

I notice some people are using the Nissan S-Cargo FE, which also has a credits boost like the Sunshine and Tacoma, but I don't have that car yet.

BUT, you have to consider whether credits are really what you want. The game has a LOT of wheelspin exclusives, so maybe wheelspins are really what we should want. To get wheelspins you first need skill points, and for that, a great car is the 917 LH FE, which has a speed skill boost. You can use it to lap Colossus just like the Sunshine FE but this time it gets around 17 skill points per lap, but obviously fewer credits. To keep racking up skill points you need to make a little steering input every now and then, or it stops racking up skill points. A couple of times a lap, just tapping the stick while on a straight is enough to keep the skill points accumulating.

Then having got your skill points you have 2 options:

1. You buy copies of the Impreza 22B, and you can get a super wheelspin for 30 skill points.
2. You buy copies of the Revuelto, and you can get 3 wheelspins and one super wheelspin for 39 skill points.

The Revuelto is a more efficient use of time and skill points, but is credit limited. The Impreza is skill point limited.

It's up to you how you mix using the 917 LH FE and Sunshine FE for Colossus to get a mix of skill points and credits, and the Impreza and Revuelto for converting credits and skill points into wheelspins.

If anyone has any improvements on this, let me know - I just filtered for legendary cars and sorted by price, then looked at the mastery trees in ascending price order, so those two cars are the cheapest legendaries that have those masteries.

Edit: I've now realised it's not that easy to get 17 skill points per lap from the 917 LH FE. I thought it was, because my car did it, but the stock car doesn't. The key thing is it must bank the skill chain after the final corner of the lap, which means it must slow down to a fair bit below 200mph. One way to get it to do this is change the tyres from stock to slick (which are lower grip), change to AWD, and adjust gearing. This car does clean 6:20 laps and banks the approx 500k skill chain before crossing the start/finish line.
 
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I think you should definitely consider it. I thought Sotoyama 17 was gonna be like that pylon board in FH5 but with it this turned out to be a breeze, comparatively.

Enjoy exploring and I hope you enjoy Mei's puns when you complete each region. They were like having teeth pulled, even for me.

Awesome jump and precision!! That was spot on! 👍👍
 
Nice, I could not get this approach to work but I was able to do it from an approach on the beach, using a tuned BRZ FE. Definitely the billboard that had me stumped the longest.
This is the approach I tried but couldn't find the correct tune.
Awesome jump and precision!! That was spot on! 👍👍
You're extremely kind, but I was hoping to get over the ski lift pylon rather than crash into it. It's relatively easy with this car.

For anyone who wants one and missed my earlier post, go to the aftermarket car spot near Snow Forest Cross Country at the top of the map. If you add the Don Joewon Song A-class tuning setup, you should also be able to beat the unlimited offroad cars in the two CC races which require them for progression on Expert .

That song by R-Patz's baby mama Suki Waterhouse is stuck in my head. You can't go wrong with the classic "Sympathy For The Devil" I-VII-IV-I chord progression. It's not the best, but pretty good (to quote label Sub Pop's jingle) despite the corny Cool World-inspired video.

 
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Just wanted to share a little thing that happened to me when doing the Yahikoyama Cross Country race. Decided to slow down before a jump, you know, to get back on the ground faster and gain time accelerating with my wheels on the ground. This was the outcome upon landing:

Captura de ecrã 2026-05-23 164136.webp


No, it is not a view from bumper cam, that is the view from Chase Cam Far.
No, I cannot move from where I am.
No, I have not no-clipped into the Backrooms, but stayed in a kind of limbo, I guess.
 
Just wanted to share a little thing that happened to me when doing the Yahikoyama Cross Country race. Decided to slow down before a jump, you know, to get back on the ground faster and gain time accelerating with my wheels on the ground. This was the outcome upon landing:

View attachment 1539454

No, it is not a view from bumper cam, that is the view from Chase Cam Far.
No, I cannot move from where I am.
No, I have not no-clipped into the Backrooms, but stayed in a kind of limbo, I guess.
There's a bugfest thread on the forum full of reports like this.

 
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Standard Tacoma FE, driving from due west. I actually had to brake a little to not overshoot it, and ended up inside the building :|
Thanks.

I was wondering whether it had anything to do with that pointing towards the board. It seems to be set up at just the right angle.


Didn't get much juicy info on the game development today, but I did meet THE GUY WHO SITS NEXT TO TORBEN!!!!
The blurry face guy? You're probably one of the few people worldwide who knows what he actually looks like now.
I also met the developer who created the light effect on the Forza Edition licence plate in the dark, as well as the swaying power cables.
I previously had no idea jikō-shiki plates were a real thing but the vehicle art team cerainly did a great job on them.



I think this is my first Forza Edition from a wheelspin. I'm thinking I'll go with flower power for the livery.

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One thing I found out was that Playground has a driver that benchmarks the AI. Basically, they run each circuit and set near world record pace, then use the guy’s data to train the AI on Unbeatable. After that things cascade down to the lower difficulties.

Sounds very similar to how AI was trained in WRC, we had a pro rally driver run esports pace and derive the max difficulty from that, then scale down and add variable modifiers.

I also caught up with a few Codemasters people who moved to Playground to work on the game, they said it was a great experience to develop for, shared some fun anecdotes.
 
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There's a bugfest thread on the forum full of reports like this.

I confess, I hadn't noticed the Bugfest thread. So thank you for sharing. However, I didn't share this really to report the bug. Instead because of how funny it was that I managed to land precisely where there was a glitched hole on the ground. Sometimes you can be aiming at something for hours on end and never hit it, and sometimes you're not aiming at all and pull the most unbelievable shot.
 
One thing I found out was that Playground has a driver that benchmarks the AI. Basically, they run each circuit and set near world record pace, then use the guy’s data to train the AI on Unbeatable. After that things cascade down to the lower difficulties.
I'd like to see them run near world record pace with the trained AI following them and forcing them to take every corner super weirdly to avoid being hit.
 
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