Autumn #Forzathon Shop, Festival Playlist events and rewards through April 23

I had a good experience using a tuned Rover SD1 - was nice having a more unusual car, plus it looks awesome with a BTCC livery on it! Good turn of speed on it.

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If anyone wants to try my tune of the Lancia 037 for the Trial, the one to use is “Oasis Pass v2”. I spent quite a few hours on it today, tuning it for our rivals contest on the lego Oasis Pass circuit. All my improvements will also improve it for the Trial. When I tried it for the Trial, I won race 1 by miles, having got into the lead by the first corner. Race 2 I missed a checkpoint and still won. Race 3 was a struggle, I finished directly behind the 1st place AI, but I think any tune of that car will not be ideal for that race. It’s now faster than any other tune of that car anyone has tried for the Oasis Pass circuit due to some painstaking optimisation of the choice of upgrades that took considerable time.

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Hello All,

Cars/tunes/suggestions for this weeks online seasonal events plus PR stunts for those that find such useful. All tunes are my own, unless otherwise noted, all shared by myself (or others). ~ tune name / share code. If you use anything offered here, and you like it/it was useful to you, please don’t forget to leave a like.

Online:
**Trial: “Silicon Rally” | Dirt Racing | (B700) Retro Rally
**Car used: 1980 Renault 5 Turbo (Autoshow 120,000 Cr)
**Tune: B700 Rally Trial / 933 218 659

Firstly, I want to say I am over class/type choices by the developers which make it impossible, or give very limited choices that can take tire upgrades - in this case, rally, most if not all choices should be able to take rally tires, as dirt events (almost full dirt no tarmac), with tight corners plus rain - B class is far too limiting if you actually want to not fight with your car. I have the same issue with this weeks games event.
I really don’t know what was going on with my system when testing, for a long time I got no where in finding something to use, no matter the choice/tune/speed/acceleration the lead A.I. would fly off into the distance. When testing once I caught the leads, they would boost off into the distance as if ‘fast-forwarded’, just like scenes from the “Fast and Furious” films - it really did seem to be some type of boost and not a driving skill issue, as I could catch them, only to have them zoom off Eventually I just decided to enter the trail and see how I would go, only to discover there really was something odd going on with my A.I. (from my POV, could be everyone else too), in the trial this issue never occurred, I even saw the A.I. cars having loss of grip issues.
So my choice for the trial is the Renault 5, which can take both tire upgrades along with power upgrades. Performance wise , provided you can get around the pack without issue, this car/tune will easily be able to take the lead, even with the fact that it doesn’t have a great top speed I was still able to lead in the race with the long straight. A good example of the performance is when I missed a check point early in the first race on the first lap, now in 12th, I was able to make it to 1st place with some lead (yes, some of my teammates here were not great, but they were not in last place). Tune is AWD, with Forza rear air (some help, plus P.I. cheat), with rally tires.

**Seasonal Playground Games | Slate Quarry | (B700) Retro Saloons
**Car used: 1995 Audi RS 2 Avant (Autoshow 50,000 Cr)
**Tune: B700 Games / 162 583 958

Grip will usually win against power with no grip, and this games event is good at showing this. Choose this Audi as it has very good stats as standard form the available choices. Al-round good car/tune for the quarry games, great grip, good acceleration and enough top speed for the quarry. Avoid the lake at the bottom, you will lose a lot of speed, however I think it will slow any other car choices in the same way too. I feel this tune will also be good in a railway yard games event, should one come up. For the tune, very much stock as limited P.I., it has rally tires, and rear Forza air (P.I. cheat), and is AWD as standard. If you want to make the car look like a rear ‘grocery getter’ try this livery: ‘Woody’ (100 336 957) by Thee Mad Hatter, it works really well with the rim choice (rims where also about P.I. cheating).

PR Stunts:
-The Bridge House Speed Zone, 2018 McLaren Senna - ‘So Much Grip’ (921 240 335) by Don Joewon Song,
-The Grange Speed Trap, 2019 Rimac Concept Two, with the tune ‘PR Stunt Rally’ (120 633 544), but no tune is needed - any car that can meet the speed needed will do it,
-Hilltop Vista Danger Sign, 1993 Toyota #1 T100 Baja Truck - ‘Dont Fall Off’ (424 583 676) by Don Joewon Song.

Hope these helps someone out there.
Cheers.

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This is important. Could you screencap and post finishing times from races that appear to be glitched? Difficulty doesn’t matter.

This has been discussed elsewhere and what I tested, I couldn’t replicate it, neither with stock or tuned car but that’s just me. If there’s an issue, it should be identified and fixed ASAP.

I have been thinking what things could contribute toward bad experienced on Trial (excluding outright terrible events like “Summer Buggies”) and one thing contributing might be the whole cheating Drivatar talk. That doesn’t encourage players to experiment with it. When / if there are genuine issues with Drivatars that’s even worse and faster issues like that would be identified and fixed, the better for everyone.

Hi,

Ran the tracks again yesterday, system is no longer doing the behavior of the other day, at least on that start up of Forza 4. I am sure I am not suddenly just driving much better, so is certainly that the issue has vanished for the moment.

Ran all three tracks, same car, same tune, same game settings. Tracks are tracks I blueprinted with the trail track conditions, so same time of day, same weather, same vehicle choice.
As mention elsewhere by others, my view is also that unbeatable in the trial is different to unbeatable solo (whether playing in Horizon live or Horizon solo).

I actually don’t know how to go about doing a screenshot or how I would upload it from Xbox, the only thing I use Xbox for is Forza Horizon - but this is an issue for another day if it happens again.

Did record the A.I. times for the Ambleside Scramble, as this is the track where the A.I. seem to perform the best - I did it on Expert, Pro and Unbeatable, there seems to be quite a jump from the times in Pro vs Unbeatable. I won all races on expert and pro, came in second against unbeatable (that one short uphill sharp corner to the left does me in two times out of three).

N.B. lap times on expert and unbeatable are not those of the actually leading A.I. car.

Expert:
0.48.792 / 2.31.595
Pro:
0.47.157 / 2.27.624
Unbeatable:
0.45.456 / 2.20.843

Some things of note, on both Expert and Pro you can see the A.I. lose traction and slide in corners, on unbeatable this behavior disappears (based on what I saw, it may happen and I missed it), the A.I. is much more aggressive on unbeatable, by this I don’t mean they ram you, but they will push into you if you are on their line to the point of pushing you out of the way (may as well push against a brick wall for all it is worth to try to push them back and keep your line) so they can keep on their line.

Helpful? Hopefully.

Drivatars fishtailing and losing grip used to happen a lot in Street Scene/Unbeatable still during October if my memory serves, but I don’t think I have seen that kind of behaviour for months now.

About Drivatar times.

In single player there’s possible issue with using other than time from Drivatar finishing second (assumedly behind player) or Drivatars finishing ahead of player. It can also happen at least on circuit type races with Drivatar finishing 2nd behind player, that final lap time and overall finish time doesn’t match actual Drivatar performance.

For example, I was running some single player tests (default blueprints for a season btw) with stock Mitsubishi Lancer Evolution VI GSR and at Broadway Village circuit I finished first with time 3:27.484 best lap being 1:07.317. I finished way before Drivatars and saw previous lap from fastest Drivatar being 1:14.??? but that changed to 1:10.905 when it finished, total time being 3:43.441. Boost like that on results screen doesn’t reflect Drivatar actual in game performance, but is probably done to cut waiting time for players at the end of race. I don’t think it occurs if Drivatars are still within visual range of player. For Drivatars finishing further behind, it can be even more ridiculous. On tad longer circuit like Holyrood Park, you can sometimes seeing bottom of the pack having ~15 seconds faster lap times or something stupid, than top 3 on race result screen.

That’s why top position Drivatar times are important, because those are from Drivatars most likely to remain within player visual range or “Drawing distance”.

Other condition, even that is only reliable on default blueprints. If races are blueprinted to more laps, Drivatars actually mirror players best lap after falling behind from player visual range. Rayne SE has a very good post about it here.

I noticed Drivatar “time compression” happen few times when I was testing your tune. With your tune Renault could do lap in race at Broadway Village Circuit in 1:05.938 with little effort (note, default blueprint for season is wet) and Drivatar finishing second had best lap 1:08.938 in results screen when it actually wasn’t even in the race after first lap.

Some food for though:

Unbeatable Stock: Ambleside Scramble default blueprint for Autumn

Audi Sport Quatro (B 620) 0:46:163 / 2:29.024 vs Drivatar 0:48.415 / 2:30.844
Mitsubishi Lancer- (B675) 0:46.113 / 2:28.265 vs. Drivatar 0:48.416 / 2:31.152

Drivatar performance didn’t scale with player car PI

'14 Ford Fiesta (B 621) [FWD] 0:48.081 / 2:33.704 vs Drivatar 0:50.150 / 2:35.790

Drivatar performance scaled based on player car. FWD? Type (Hot Hatch)?

Renault 5 Turbo (B 700) [RWD] 0:46.977 / 2:30.817 vs Drivatar 0:47.064 / 2:25.863

Renault 5 Turbo (B 700) [AWD] 0:45.462 / 2:24.570 vs Drivatar 0:46.980 / 2:26.570
Renault 5 Turbo* (B 700) [AWD] 0:44.194 / 2:21.050 vs Drivatar 0:45.754 / 2:22.669

Drivatar performance scaled between different builds RWD/AWD at same PI.
Drivatar performance scaled between different AWD builds at same PI. My built used in comparison used stock tyres, could that be it?

*WangKeRui tune

AWD Comparison used for WangKeRui tune is shared in my creative hub. I built it for power gliding and for fun, it competitive in Trials but not nearly as fast and beginner friendly as WangKeRui tune.

In general, I don’t recommend RWD tunes for Trials with such technical routes as Ambleside Scramble. While numbers look fine, it required quite a few retries to get theoretical performance of B 700 RWD to be any practical use. On other two routes, Broadway Village and Tarn Hows it worked but Ambleside Scramble was a nightmare to get right with it. I might have actually deleted that RWD built in my frustration after test runs in Ambleside Ascent. If it’s still shared description reads “Use for your own peril”.

Get TrueAchievements account. I didn’t even know that there’s gallery feature there, but screencaps from my Xbox are automatically uploaded there, or were as it looks like I don’t have anymore storage page left there. Gallery looks like this: ClawedScroll554's Captures

Did some tests myself yesterday and will post notes for comparison later so stay tuned. But I’m inclined to consider that Trial Unbeatable, for this event at least is about Pro level compared to single player.

And check Ambleside Scramble B-class leaderboards top 100. That’s your tune and I think it can do even a bit better :wink:

Hi,

I am also of the feeling that the trail feels more like Pro level on single player most of the time, of course how teammates behave, and how the servers are dealing with traffic can easily turn the trial back to something akin to ‘unbeatable’.

Rival time, don’t know what to say about that, impressed with myself for the tune (made to really only do one thing, beat the trial, not rivals), impressed with your driving (certainly), both?! Your lap time is a full 2 seconds faster than my quickest lap on that track! I just can not master that one corner (left uphill hook), I guess I am losing at least a 1/2 a second or more there alone. What I find really impressive/interesting is that that is the only Reno 5 in the top 100, and the next Reno 5 is just beyond 200 (there is a FE in the 100-200 range, but I consider these s different cars). So congratulations on getting a very non-meta car so far up the list!

Ah, yeah I understand, that explains a lot. Do note, while the lap times I gave for the A.I. were not the leading A.I., they were not far down in position, however point noted for future reference

Cheers

For some reason, unbeatable in the Trial seems to be much easier than unbeatable in single player. I think it might have been C class Ambleside Scramble that I tried in single player after reading a post about it, and you have to be doing times that would be competitive on the rivals leaderboard to match the AI, whereas in the Trial they’re nowhere near that standard.

It’s a short track so not many opportunities to catch up to them.

Just tried it, they are insanely fast on Ambleside, but was able to came in first with Impreza on stock tires, doing second or so slower laps then being on rally tires where I could only manage 4th.
AI works in mysterious ways and as you already said, trial was totally different. I was almost lapping them there.

Only thing I can say about C-class Ambleside Ascent is that it was one of the few races I couldn’t win with stock Mercedes in some playlist champ months ago.

In general, AI in single player is very adaptive beyond player car PI. I just did some tests runs on single player routes for current Trial with different setups.

Unbeateble, Single car: Renault, always the same PI (B 700), different tunes resulting lap time differences sometimes in 3 seconds, that’s huge!

Result: AI adapted to every setup and I won every race I entered, good tune, average tune, bad tune, didn’t matter.

What comes to Drivatar AI in Trials, some have suggested that it’s more like Pro difficulty than Unbeatable but perhaps it’s something between. It might be some sort of average of player team car selection weighted by PI and whatever other performance estimation is used in single player.

EDIT: WangKeRui’s tune for Renault is very good. Not exactly what drive, but very good for those who look something a bit different that is also safe and competitive.

Hi all,

Cars/tunes/suggestions for this weeks seasonal events plus PR stunts for those that find such useful. All tunes are my own, unless otherwise noted, all shared by myself (or others). ~ tune name / share code. If you use anything offered here, and you like it/it was useful to you, please don’t forget to leave a like.

Solo championships - Raced against Expert, Steering: Simulation, ABS: on, Traction/Stability; Off, Gearbox: Auto.

**Championship: “German Engineering” | Road Racing | (S1 900) Country: Germany
**Car used: 1967 Mercedes Benz 280 SL (Current Season Forzathon store - 600FP)
**Tune: S900 Road SC / 149 134 017

Lets start with this is not the best choice of car for this championship (if you have just started out playing Forza Horizon you may want to skip this one, I feel it maybe hard to drive beginners.), but i have been wanting to use this car in something ever since I got it (had it since the season whenever it was weekly completion prize). The car/tune is perhaps pushing the limits of the cars frame game physics, however is a fun drive once you know the limits, and it will win these events. Interesting strange game quirk #whoknows -this tune has what should be very good lateral G numbers, yet its performance is that of a car with lower lateral G grip. Yes, I know these numbers are known to be, lets just say less than reliable, yet it is all you have to go by when first upgrading, so it would be very helpful if they did reflect actual performance Forza 5.
Tune is engine swapped for 6.2L V8, supercharged, AWD, with Forza air.

**Championship: “Priceless Porsches” | Road Racing | (S2 998) High Rollers
**Car used: 1964 Ford GT40 Mk 1 (Barnfind)
**Tune: S950 Road / 514 103 777

If you look it up online, you will find ‘high rollers’ is 1 million credits plus, this is what all the ones I can find say, yet a 1.5 million credit car can not enter this event, the lowest value is 2 million, did it get changed?
I used the barnfind GT40, which should help anyone starting out that does not have 2 million plus cars yet, although you will need to have found the barnfind! Car preforms well, especially in the Horizon Circuit track, which I at first felt would be a problematic, difficult track at lower classes let alone S2. While you can fit this car higher than the P.I. 950 I have done, it does not seem it car reach P.I. 998 with the engine I used (wanted to stay as a V8 to remain little true to form for the car), I made it 950 just to not have a random number. This car tune will/can win this championship with the following things to note ~ As far as A.I. choices go, the system will match to the P.I., unless it chooses the Rimac… the Rimac starting untuned P.I. is 998 - in this case you will get a field of P.I. 940~950 and one (I only ever got one) 998! Rimac is only a problem on the “Elmsdon on sea sprint”, if it gets in the lead you will not easily, if at all, catch it - either go with placing second (hopefully!) in this event, or try quitting out till it is in a lower grid starting position - note if you ran the other races in the championship the line up of cars will not change, only grid position can change. Tune is engine swapped for 5.2L V8, supercharged, AWD with Forza air.

**Championship: “Overnight Parts” | Street Scene | (A800) Country: Japan
**Car used: 2013 Subaru BRZ (Autoshow 32,000 Cr)
**Tune: A800 Road / 146 727 678

Not a fan of street scene, the traffic cars always appear right in the place I want to be, while the A.I. preempt where they will be and moved to avoid them before they can even see them (you can use this to help yourself too, just depends if you can make the move quickly enough)! Using a previous championship tune here, good choice if you want something competitive and challenging - top end is on the low end. Tune is RWD, has the Rocket Bunny wide-body kit.

Cheers.

Ford Escort 92 RS Cosworth not as good???

I don’t know what some of you were using as a tune but the one i got has had me win consistently in the Escort for quite a few Trial events.

I think the major difference between winning the Trial outright and coming in the bottom of the pack is whether or not you get taken out or miss a checkpoint.

I’ll admit i have had to play dirty in one or two trials but then again, i was smashed first on the first corner of the first race so all bets were off after that as far as i was concerned.

I think the majority of the cars in Retro Rally can win if driven correctly. I don’t think any one of them is going to be a standout in my opinion.

I do think that the races should be 5 laps though as any class below A do not have the get up and go to reign in time on 3 laps (especially when it becomes a smash and derby event on corners or other players deliberately block you from overtaking).

By all accounts it should be slower than the other choices, but than you can put rally tires with other upgrades on it, and I would say this should give it an edge against most other choices in the trial.

I tend to agree as regards missed checkpoints/how well you get through the pack, only I would say there is only a few choices of cars that can win easily, the rest are difficult (drive with standard tires, in dirt, in the wet, even more difficult if you go all “POWER!”) , to no real chance at all choices. Watching stock P.I. (human players) 621 Quattro’s (this means stock standard tires) doing better than full B700 “POWER!” builds (clear no grip at all builds) was amusing.

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And you would be right, with experienced players. Bone stock Mitsubishi I tried first was good enough. I think it was EVO VI GSR, B 675 one and for my experience that PI is for real practical value. I was second in first race because I messed couple of corners (had to adjust to AWD), first on second race and third in last one because I missed a checkpoint.

Did two races with Escort I tried to tune. All podiums with couple wins with Escort too. Once I lost to Drivatar, rest were securing positions for our team. I just couldn’t build it to what I really wanted to. Subaru build I did was a bit better. Did 5 Trials, 15 races with 14 podiums, one 6th. position, missed checkpoint again. I can usually recover from that sort of thing with tuned car but with this I couldn’t built to that come back power. Great races though.

Compared to Lancia Delta HF Integrale EVO I built, they just weren’t that fun.

Fastest players would be lapping both, slowest Drivatars and human players though. In couple of races came pretty close with my “optimised, LOL no” builds already.

Power vs grip … hmm
I went and try to make a rally tired Lancia and Impreza and it kinda works, lacks much speed for first race and is few seconds a lap slower, in second race I can lap more or less at the same times, just last race it pulls faster laps. Only problem on all races is the start, as they are heavy and somewhat underpowered, also takes long time to get going. So starts are no fun, when whole grid pulls past you and then you have to work your way up.
I still prefer a bit more power, with stock tires and grip upgrades and possibly getting away fast from first corner/lap shenanigans.

If anyone wants to try those rally tired B 700 cars:
Subaru Impreza 22B - tune 508 268 254
Lancia 037 Stradale - tune 250 654 324

Very fun trial this season.
10 trials done, 30 win with my Audi Quattro

That’s impressive ratio. Made many team mates happy I suppose. :slight_smile:

Yes, if someone needs help, let me know, I’m available