Forza Motorsport General Discussion Thread

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What track is this? First i thought it is on the s-es at Suzuka, but after a check, it's not. Any idea?
 

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Any noticed the NASCAR Multiplayer series has been renamed to the 'Modern NASCAR Series'? Strange delineation since there are only Modern NASCARs in the game... a hint towards classics coming in the future?
Perhaps the Cyclone Spoiler from FH5 is coming?
MS8
What track is this? First i thought it is on the s-es at Suzuka, but after a check, it's not. Any idea?
Road Atlanta or the Corkscrew at Laguna Seca running backwards?
 
Any noticed the NASCAR Multiplayer series has been renamed to the 'Modern NASCAR Series'? Strange delineation since there are only Modern NASCARs in the game... a hint towards classics coming in the future?

Perhaps the Cyclone Spoiler from FH5 is coming?

Gen4 cars are among the highly requested cars on forum and they were on FM3/FM4, used to play a lot with them

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When I did the steering wheel calibration I didn't see any kind of numbers graph below, just turn the wheel 90 degrees to the left and hit ok. A co-worker today said he had numbers below as he turned his wheel. He is on Xbox and I'm on PC. Is there supposed to be some sort of indicator when you do that procedure?
 
I was checking some japanese videos of FM without HUD

it really shows the realism of game, could easly trick some people into think its a actual race/car footage






I wonder if someone can get this texture file and post here in its full glory

Here you go, (still blurry but this is the highest resolution i managed to find so far)
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Bonus interesting textures related to fujimi kaido
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Hakone Circuit Texture that can be seen from Fujimi Kaido i think?
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When I did the steering wheel calibration I didn't see any kind of numbers graph below, just turn the wheel 90 degrees to the left and hit ok. A co-worker today said he had numbers below as he turned his wheel. He is on Xbox and I'm on PC. Is there supposed to be some sort of indicator when you do that procedure?
in my case on PC there were no numbers during the calibration, but in the advanced input menu right below the option to run the calibration is where the manual setting it changes is
 
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When I did the steering wheel calibration I didn't see any kind of numbers graph below, just turn the wheel 90 degrees to the left and hit ok. A co-worker today said he had numbers below as he turned his wheel. He is on Xbox and I'm on PC. Is there supposed to be some sort of indicator when you do that procedure?
I'm on PC and it gave me numbers. They should show up after you do the calibration.
 
On the same screen where you do the calibration?
No. Like notarjy stated, it will show up in the advanced menu. I'll take a screen shot when I get gome from work. Mine ended up being a very weird number. Like 1187. It makes a huge improvement though. My lap times are much faster now.
 
No. Like notarjy stated, it will show up in the advanced menu. I'll take a screen shot when I get gome from work. Mine ended up being a very weird number. Like 1187. It makes a huge improvement though. My lap times are much faster now.
I thought the calibration was in the advanced menu.
 
It's about turning the wheel 90 degrees, not the numbers. That's the point. The numbers are fixed mindset and the exact point where your wheel is at 90 can be + or minus what you think you want it to be. Mine was 1032 or something like that.
 
It's about turning the wheel 90 degrees, not the numbers. That's the point. The numbers are fixed mindset and the exact point where your wheel is at 90 can be + or minus what you think you want it to be. Mine was 1032 or something like that.
I don’t think he’s worried about the actual number. He wants to make sure there’sa number in general so he knows the calibration worked.
 
Well I had a brief go at Fujimi last night. The AI definitely behaved differently from usual - forming 2 lines as they left the grid and for numerous corners afterwards, better able to drive close alongside me in corners, and more likely to overtake me if I went off the racing line into a corner.

Starting from the back of a full grid in Fujimi the frame rate was about 10fps lower than usual. No big deal, but probably to be expected given the impressive visuals. I wonder how Fujimi frame rates are affected on the Xbox? Does it keep 60fps solidly?
 
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Well I had a brief go at Fujimi last night. The AI definitely behaved differently from usual - forming 2 lines as they left the grid and for numerous corners afterwards, better able to drive close alongside me in corners, and more likely to overtake me if I went off the racing line into a corner.

Starting from the back of a full grid in Fujimi the frame rate was about 10fps lower than usual. No big deal, but probably to be expected given the impressive visuals. I wonder how Fujimi frame rates are affected on the Xbox? Does it keep 60fps solidly?
I play on series x and perfect smooth. Even with rain, night and 23 cars
 
After you run the calibration, it will adjust your degrees of rotation. I ran it 3 times and it was different all 3 times.
The way my co-worker represented it this morning was that it was a number on the screen while you were turning the wheel and I didn't remember it that way. Tonight when I did it again I saw the number AFTER I finished it. I just wasn't paying attention to that the first time around. Mine was 888 after I did it.
 
Those of you who played and remember (fondly) FM3 and FM4, will recall that the narrator for those games was Peter Egan.

And will therefore will be very happy hearing the intro to the new 20th Anniversary tour...!:



Where dreams are driven!
This is why I wish they had unlocked that the same day as Fujimi.

(I love how they compare the cars to the series, esp performance. Because at the very least, you know you're always gonna get a rock solid frame rate on console with a Forza game.)


Anyone else got a bug where the podium cut scene is really dark?
 
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I play on series x and perfect smooth. Even with rain, night and 23 cars
Great to hear. My Series X is not plugged in right now to test, but clearly there's no problem :)

Back to the AI. FINALLY, they have stopped braking on the Hockenheim start/finish straight. That was one of my biggest dislikes of the AI, and it's gone.

They are not perfect and still make mistakes and bump too much, but I can see myself racing a lot more frequently just having fun with the AI as it now is than previously.
 
I went 2 full laps on Mid Ohio in C-Class cars (can't remember which now) and had an AI right next to me for two whole laps. Back and forth for 2 laps. I was laughing and impressed. No more the second you pass a car you're instantly 2-3 seconds ahead because they mashed the brakes after you passed. I can now use FM for a whole night without getting sick of some of the nonsense the AI used to do and going to AMS2. You could foretell on different tracks where the issues were and just adapted.
 
I went 2 full laps on Mid Ohio in C-Class cars (can't remember which now) and had an AI right next to me for two whole laps. Back and forth for 2 laps. I was laughing and impressed. No more the second you pass a car you're instantly 2-3 seconds ahead because they mashed the brakes after you passed. I can now use FM for a whole night without getting sick of some of the nonsense the AI used to do and going to AMS2. You could foretell on different tracks where the issues were and just adapted.
Now if only they remove that stupid behaviour that all the AI seem to be quicker on lap 1 than subsequent laps, it'll be really very acceptable.
 
Now if only they remove that stupid behaviour that all the AI seem to be quicker on lap 1 than subsequent laps, it'll be really very acceptable.
I'll tell you what, that's actually a feature that is true of sims too. For example, AMS2 has a wild ability to customize the AI. They will start strong and their stamina and ability value is what makes them start to drop off. Here's an example of what we can change.
<name>John Smith</name>
<country>USA</country>
<race_skill>0.75</race_skill>
<qualifying_skill>0.823</qualifying_skill>
<aggression>0.3</aggression>
<defending>0.51</defending>
<stamina>0.998</stamina>
<consistency>0.2</consistency>
<start_reactions>0.36</start_reactions>
<wet_skill>0.25</wet_skill>
<tyre_management>0.85</tyre_management>
<fuel_management>0.0</fuel_management>
<blue_flag_conceding>0.53</blue_flag_conceding>
<weather_tyre_changes>0.12</weather_tyre_changes>
<avoidance_of_mistakes>0.39</avoidance_of_mistakes>
<avoidance_of_forced_mistakes>0.69</avoidance_of_forced_mistakes>
<vehicle_reliability>0.847</vehicle_reliability>

I think FM does OK with this. Out of the gate in real races the drivers are edgy and put it down on the first few laps until it settles down a bit.

Coincidentally, with this new FM update, I was perusing through some of the files and found an interesting term in one of them.

<GameOptions Version="V1" DraftingEnabled="1" DynamicTrackEnabled="1" DynamicTrackStartingScorePercent="50" AIDifficulty="Expert" CollisionMode="AlwaysOn" DamageDifficulty="Simulation" NumPlayerBuckets="1" DrivatarTrainingDisabled="0" MaxAIPlayers="21" MaxPlayers="24" MaxDrivatars="21" CrowdExcitement="1.000000" CrowdSize="1.000000" UseCollisionSubobjects="0" CollObjLayoutId="0" TrackScenario="0" TrackScenarioVariation="255" UseDynamicTimeOfDay="1" TimeOfDayStartHour="16" TimeOfDayStartMinute="0" TimeOfDayTimeScale="4.000000" WeatherForecastId="9999" StartRaceWeatherConditionId="3" MidRaceWeatherConditionId="3" MidRaceWeatherConditionProbability="1.000000" EndRaceWeatherConditionId="3" EndRaceWeatherConditionProbability="1.000000" TrackId="33" TrackFilterType="All" EnvironmentFilter="255" _321Type="Full" GameTypePreset="1" EventSessionType="None" IsTuningAllowedDuringRace="0" CanJoinInProgress="0" RaceRegulationsId="103" GhostBackMarkers="0" DisqualificationEnabled="0" QualifyingSkipLapEnabled="1" PracticeSkipLapEnabled="1" AIRubberBandingEnabled="1" AIFieldFile="" Branding="">

Sorry for the amount of hullaballoo with this but some might find it interesting. The 3rd from last value shows that some sort of rubberbanding is enabled. Which doesn't necessarily mean anything seeing as most games/sims need some sort of this feature to reign in AI and keep the racing close. It would be interesting to find and edit what those AI parameters are though. :)
 
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One more if we're sharing things. If you're on PC and you have a wheel, you may be able to change the aspect of your wheels feeling outside of the in game settings. I haven't really fooled with this at all yet but just letting you know it exists. Here's the new settings they just added for my base:
VendorProduct 0x0EB70007
FirwareVersion 0
FriendlyName FanatecDD2
PowerLevel -0.01
DynFFBScale -1
LeftVibrationType 1
LeftVibrationAmplitude 0.1
LeftVibrationWavelength 60
RightVibrationType 1
RightVibrationAmplitude 0.1
RightVibrationWavelength 40
InMenuSpringScale 0.5
InRaceSpringMaxForce 0.4
InRaceSpringScale 0.4
InRaceDampingMaxForce 0.6
InRaceDampingScale 0.4
SpringScaleRearSlip0 0
SpringScaleRearSlip1 0.8
SpringScaleRearSlipScale0 1
SpringScaleRearSlipScale1 0
SpringScaleSpeed0 5
SpringScaleSpeed1 30
SpringScaleSpeedScale0 0.2
SpringScaleSpeedScale1 0.6
TrueForceMixProfile 0
AligningTorqueScale 8
MechanicalScrubScale 1
MechanicalTrailScale 1.5
PneumaticTrailScale 0.015
RoadFeelScale 0.65
RoadFeelLoadHighPassSmoothingTimeConstant 0.0025
RoadFeelPowerFunctionCoeff 0.6

This is the name of the file in I believe, the root folder: controllerffb-0x0eb70007.ini
Sorry for the double post and the wall. lol
 
Now if only they remove that stupid behaviour that all the AI seem to be quicker on lap 1 than subsequent laps, it'll be really very acceptable.
That and the one AI car that somehow can keep up with you and leave the rest of the field in the dust, really needs some fixing. Had a race yesterday in the A-Class open where the 2nd placed AI was 1.5-ish seconds behind me all race, but the others were 15+ away.
 
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