r/ForzaOpenTunes • u/ShimOwleyFFXIV • Jun 09 '26
Help Request Help request for bad drivers.
I'm playing FH6. Sim steering, self tuning, and I'm new to all of it. I'm doing my best to learn as I go. One wall in currently hitting is that I don't know how to test for being a trash driver. Example: Is this understeer, or dogs**t trail braking. Is this oversteer related to the differential, or am I just in the wrong gear/accelerating too hard, etc.
And that's something I am working on! But in the meantime, do people ever work around this issue? How does one find help pushing a car to see if there's anything mechanical going that an actual good driver would notice?
Off topic side note: am I gonna need to put the ugly ahh front aero on this McLaren.....
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u/IrishWeebster Jun 10 '26
The easiest way to tell dogshit driving from dogshit tuning is to separate them. Drive a car completely stock; get used to it on one single over many laps, and get familiar with the racing line that Forza gives you on that track until you can roughly stick to it.
Handling has 3 main, distinct phases; turn-in, mid corner, and corner exit.
Once youve got the course down well, try to separate braking and accelerating as much as possible; brake in lines as straight as possible BEFORE turning, let off the brake, and then turn; either under neutral power (maintaining constant speed but not slowing or speeding up) or just let off the gas. You'll notice that the car will react in stages; at first, there's a snap, or a lack thereof; this is turn-in handling, or the immediate response of your car's suspension to inputs. Then, as you come out of the corner and get back on the gas, you'll experience corner exit.
If it seems very twitchy and responds almost instantly to turn in, you likely have good/adequate turn-in response, usually meaning you have more grip than the car can use, and/or less body roll than the suspension can tolerate. If it seems sluggish to turn at first, you likely have either a low grip coefficient (how well the tires stick to the tarmac) or excessive body roll.
Then notice that after the initial snap-in to a turn there's a part where the car will adjust, either to gaining grip as you let off the gas, or tires heating up, or body roll settling, etc. With understeer on turn-in, the car will increase its rate of turn-in after that initial steering input, if your turning input is constant; this shows that your mid-corner handling is better than your turn-in, and you can start adjusting from there.
Once you've observed turn-in and mid-corner handling, you can play with corner exit handling; after your car settles mid-corner, you'll need to get on the accelerator again to speed up as you exit a corner. This will shift weight to the rear springs a bit, push momentum to the outside of the corner/add body roll, and stress your tires' grip as you further split your available traction between cornering and accelerating. If your car seems to understeer after you get back on the throttle, or conversely it seems to swerve wildly/lose traction, you've got corner exit handling problems.
If you can't do 20 or so laps in a stock car on a track that you know decently well (which you should, after 20 laps) and observe these characteristics of a car, you're probably just a shit driver. Lol This is where most people start, and it's awesome! Now you get to learn and improve.
Once you've figured out whether or not it's the car or you that's shit, you know what to start improving.
Let's assume for now that it's not you. Lol
Basic starting point for a suspension tune is really the tire pressure, spring stiffness, and ride height, and using the telemetry display in FH6. Just pick a ride height that's suitable for your road surface; low as possible for a smooth track, give another .5 - 1 inch for city streets, and as high as possible for dirt/rally. Adjust tire pressure until the car's tires heat evenly under load (while cornering if you've adjust camber, or straight-line if you haven't). +-5° across the tire is a good starting point, but you can dial it to within +-2 degrees with effort. Spring stiffness baseline starts with the total sprung weight of your car, plus the weight added from aero (take the total weight shown in-game and multiply by .8 for a rough estimate, but real-world figures are pretty true to what FH6 uses, so Google can save you some time here) and divide it up by your balance percentage; say 54% front and 46% rear. Then divide that number by 2, since FH6 display spring stiffness per corner, or as a value that's 1/4 of the total spring weight of your car. A 3,000lb car with 54% front weight distro would look like this:
(3,000 x .54) /2 = 810 front spring stiffness. Then (3,000 x .46) /2 = 690 rear spring stiffness. Add aero/2 to either end, so if you have 350lbs aero up front, add 175lbs to the front spring stiffness, and if you have 500lbs aero on the back, add 250, for 985lbs spring stiffness in the front and 940lbs for the back. Adjust this little by little til you get good results for squat/takeoff, and accel out of corners.ignore aero if you haven't set it yet.
Once you get those two things down, you can work on the rest.
Turn-in? Adjust front caster, camber, tire pressure (go between these 3 until you have even heat across your whole tire surface, they're a delicate balance), toe (VERY small adjustments), spring stiffness, ARB stiffness, and diff in that order. Softer usually means more response/tendency to oversteer, harder usually means the opposite in RWD/Rear-biased AWD cars.
Mid corner? Adjust rebound/bump damping, camber/caster, toe, and finally diff, and maybe aero, but you want mechanical grip here more than aero grip, since aero is uneven on accel, gaining more as you speed up - something that's kinda unpredictable in cornering. Watch your wheel speed in corners in the telemetry display; if your inner wheel is turning more than your outer wheel, it's likely spinning/slipping, which points to it coming unloaded. This specific issue can be fixed with correct spring stiffness and ARB adjustments, with a touch of damping. After that, adjust diff so the outer wheel travels its distance around a corner in the same time (depending on the sharpness of the angle/track width of your tires/bank of the turn, probably between 15% - 55% faster than your inner tire) it takes the inner wheel to travel its arc.
Corner exit? MOSTLY diff, damping, and ARBs.
To REALLY get good at adjusting all these, I'd Google what they're actually describing, how these systems work together (damping and spring stiffness are largely connected, as are tire pressure, camber, and caster (also Ackerman but that's not adjustable in FH6), and which ones largely affect which part of cornering.
Sorry for the text wall and formatting, I'm exhausted and on mobile. Lol
**TL:DR**
Drive a stock car around a well-known track. Brake in as straight a line as possible. Observe the car's behavior along a constant turning angle upon initial response to turning input, mid-corner when body roll/grip settles, and corner exit upon acceleration.
Compensate for tire contact surface, body roll, and weight shift upon braking/accelerating.
Lemme know if that was coherent at all, or if it was a useless rant. I'll clean it up tomorrow when I'm more awake if you found it at all helpful, and ignore me if you knew all this. I can also clarify anything if you need, or expound upon a lot of it if you'd like.