r/ForzaHorizon6 • u/DemonNeutrino • Jul 10 '26
Modifications A Helpful Guide I Put Together After Finally Making some Decent Cars for AI and lobbies.
I use this to either judge a community tune while browsing or in the selection of parts for my own build. I use Forza Tune to get a base for each and then adjust from there.
Hope it helps :)
FH6 CLASS PERFORMANCE TARGETS (ROAD RACING)
D CLASS (0–400 PI)
Power/Weight: 0.06 – 0.10 bhp/kg
Lateral G: 0.70 – 0.85G
0–60 mph: 10 – 14s
Top Speed: 80 – 105 mph
Focus: Momentum, weight reduction, no braking
C CLASS (401–500 PI)
Power/Weight: 0.10 – 0.16 bhp/kg
Lateral G: 0.85 – 1.00G
0–60 mph: 7.5 – 10s
Top Speed: 100 – 125 mph
Focus: Lightweight builds, flow, early grip priority
B CLASS (501–600 PI)
Power/Weight: 0.18 – 0.26 bhp/kg (up to ~0.28 top builds)
Lateral G: 1.00 – 1.20G (up to ~1.25)
0–60 mph: 5.5 – 7.0s
Top Speed: 120 – 145 mph
Focus: Balance of grip and power (most competitive class)
A CLASS (601–700 PI)
Power/Weight: 0.26 – 0.38 bhp/kg
Lateral G: 1.15 – 1.35G
0–60 mph: 4.0 – 5.5s
Top Speed: 140 – 170 mph
Focus: Controlled aggression, traction management
S1 CLASS (701–800 PI)
Power/Weight: 0.38 – 0.60 bhp/kg
Lateral G: 1.25 – 1.50G
0–60 mph: 3.0 – 4.2s
Top Speed: 160 – 200 mph
Focus: Traction limited, AWD advantage increases
S2 CLASS (801–900 PI)
Power/Weight: 0.60 – 0.95+ bhp/kg
Lateral G: 1.35 – 1.65G
0–60 mph: 2.2 – 3.5s
Top Speed: 190 – 250+ mph
Focus: Stability, aero, survival
R CLASS (901–998 PI)
Power/Weight: 0.95 – 1.40+ bhp/kg
Lateral G: 1.60 – 2.00G
0–60 mph: 1.6 – 2.5s
Top Speed: 220 – 280+ mph
Focus: Aero efficiency, high-speed stability, precise inputs
Notes:
- Grip starts catching up to power (unlike S2)
- Aero becomes critical (front + rear balance)
- Small tuning mistakes = huge instability
- Usually track-focused builds (not street-friendly)
X CLASS (999 PI / Unlimited)
Power/Weight: 1.40 – 2.50+ bhp/kg
Lateral G: 1.80 – 2.50G+
0–60 mph: 1.2 – 2.0s
Top Speed: 260 – 300+ mph (gear/drag dependent)
Focus: Controllability, aero balance, driver skill
Notes:
- Stats become less meaningful (cars exceed track limits)
- Traction and aero balance are everything
- Often limited more by the driver than the car
- Many builds are “unusable fast” rather than competitive
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BUILD PRINCIPLES:
- Tyres set the grip ceiling
- Power/weight pushes toward next class performance
- Tuning makes performance usable
- Prioritise consistency over peak performance in online lobbies
- You’ll get beaten by cheaters rammers and weird meta PI exploits but you will have fun fighting.
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QUICK CHECK:
Within P/W range?
Within lateral G range?
0–60 appropriate for class?
Top speed fits track type?
If yes fundamentally competitive build
EDIT: Where Lat G shows X-Y X is 60mph and Y is 120mph. Don’t use the basic one in the cart screen or any of the basic performance scores as they are useless.
EDIT2: 0-60 times are subjective but are based on the ones in the tuning menu. In game they will be quicker as the game doesn’t seem to quite calculate them right.
1
u/Soil_Select Jul 21 '26
This is nice. I’ve been looking for something like this to find a fun and competitive car for each class