Forza motorsports 2 suspension setup calculator
At those, body motion is still pretty wild. The car doesn't settle quickly after bumps, and an undulating surface Rio is a good example gets downright bouncy. I'll add more feedback as I get more testing done, but it'll be a slow process. It's been taking me about two weeks to work through one build. The two that aren't are both closer to the recommended settings. For normal street cars like the Lotus Cortina rebound and Bunp usually does the job.
Rebound around 4 is certainly too low. Try 7. Originally Posted by: Mr Pinstripes Great stuff, as always. It's currently the heaviest car I have finished.
I do have an Aston Martin that I've named "Heckin' Chonker" on my cars-to-tune list, which should qualify handily for "well over kg". I think it's pushing kg, but can't remember offhand. I wrapped up the setup on the Lotus tonight, so tomorrow morning I'll try to get the Aston far enough into the tuning process to start roughing in the dampers.
If not, it'll be two weeks before I get a chance to play again. I put those numbers into the old calc for Forza units, then those into the new one. That's far softer than The Cortina at 4. I'll try to load up Horizon soon and check some setups, take notes, then go to 7, maybe with my wheel, and try tuning a variety of cars. Storage space and download bandwidth are at a premium right now. Edit: I lost my initial post by changing tab accidentally. Tested with and intended for Forza Motorsport 7 and Forza Horizon 4.
If you are looking for something to work with X Forza titles, check out the Classic 1. New Beta update coming soon. Units Imperial Units Metric Units. Enter Vehicle Data for Tuning. Define preferred Damper Stiffness and suspension length of Travel. Shortest Shorter Average Longer Longest. Enter Tire information. So yes, even you going on your phone, or computer, or calculator and typing in , the computer is literally adding to give you 1. Tuning Calculator.
The formula to balance ride rate does not involve the min or max. I don't use matched rates for drifting. I use. Ride frequency is the rate at which an undamped, sprung mass will oscillate when disturbed. Determining it in Forza requires a simple calculation, using wheel rate and sprung mass. There isn't "single" correct output. Pick your ride frequencies, try different rates.
Pick your overall roll bar stiffness, then tweak the final balance as you wish. Pick matched damper values, shifting up and down as you need, for rebound and bump, and polish it off with test driving and fine tuning. Horizon 4 rally suspensions have more travel and lower minimum spring rates.
Look again. Vehicle weight and spring rate are not necessary because Forza dampers are unitless, and there is an arbitrary range of weight-matched values to choose from. If you expand the hidden columns on the right edge of the sheet, you'll see the un-rounded ARB values, and un-rounded ratio-matched damper outputs. The front outputs of the ratio-matched section has the same weight correction factor as the simple damper section critical damping increases by the square of the weight increase.
The rear outputs read the weight distribution, and spring inputs. If the spring rate balance matches the weight distribution, the outputs of both damper sections will be the same. If the rear ride rate is lower, the rear dampers of the second section will be lower, and vice versa. This is the formula for the front spring value in the first default 1.
Actually, my calculator even's out the car's suspension, period. You are using math from another game and for suspension in real life scenario. Now I see why your stuff makes absolutely no sense and the car ride I, and others, experienced from your tune. Which explains why your entire set up was janky. If you pay attention to my calculator, it literally even's out the car's suspension ratio. Which is the correct spring rate, the correct ARB, and the correct stiffness with the only one needing to be changes is the bump stiffness as I have said.
It doesn't matter much about the ride height, so that is not a factor, and it isn't all about just drifting as it pertains to Drift, Race, and Rally suspension.
What does that mean? It means there is as little body roll as possible. Body roll can equal death in the racing and even drifting world, and in Rally, well I hope you like rolling over and flipping because that is what it will do. The values you are pulling, are no where near equivelant to Forza. Not in the least bit because 1, Forza is a simulator and not factual. And 2, you picked a formula for a completely different game than the Forza Brand, which automatically will disqualify it for Forza because of how things are set up.
Meaning the types of tuning we can do, that is why you can't take a set up from Forza and use it on let's say virtually any Gran Turismo game because of the difference in Tuning. That being said, the reason most people will dismiss your sheet, is because it is completely irrelevant to Forza as a whole.
As I said, you spent a lot of time on your sheet, made it look nice, did a lot of calculations, but is completely useless for probably As for my sheet, it is based off of a Formula that is several years old, follows the Forza tuning set up, has been slightly altered over the years to combat the changes made to the tuning and additional upgrade options in Forza.
But the old formula that is the base on my calculator has been around for several years, is based off of Forza and Forza's tuning guideline, has been tried, tested, and proven since Forza Horizon 3 and probably even before that. Which is fine, but it will never do anyone any good if the settings do not make the car handle the best way possible. And no, you can use my calculator for Front, Mid, and Rear engines meaning the Front weight ration can literally be , or more realistically, which is what most of the ranges I have seen in Froza for weight distribuition unless the car is a special anomaly.
Stop trolling me. LMAO trolling you? You literally just posted it yourself. Your website, isn't even for a game.
Then, you literally said you used something from another game. What I said, is not a troll but a fact. The information I gave you, is all from here in the Forza Forums, which is a fact. Which comes from the web archives even for the Forza Forums. Which has the member's complete brake down for tuning from Forza Motorsports 4, which he even states comes from Forza 3, which is a fact.
And then I gave other thread posts, from the Forza Forums once again, to further illustrate this. It seems the only one trolling anything, or anyone is you because you can't literally show anything as actual proof, or the fact that it even works in actual use besides theory crafting your tuning.
Mine, has been used for over 6 years over several Forza titles. And bringing this to your attention, you asked not to be trolled? It's not my site. The first calculators I made were small, very simple. Their purpose was to run the same calculations I was doing manually during tuning, efficiently. Here, I was still tuning with "bump ratio". This what that looked like.
At this time I was experimenting with weight-corrected tire pressures. Mixed bag, that. Every car was it's own rabbit hole. Then came the concept of ride frequency. Ride frequency is the metric of spring stiffness, applied in passenger car and race car engineering.
Offroad, everything. GT Sport can tune in ride frequency because it makes sense , especially between cars, to show the effective stiffness of given springs, by taking the sprung mass into account. Setting spring rates without it is shooting in the dark. You can get it right, or do it fast.
With ride frequency as a guideline, you can do it right, fast, once you've learned which frequencies you like. So, I made 2 moves. Two, I eliminated all of the manual data entry, aside from the weight and weight distribution.
If I want stiffer springs I shift down. If I drive a tune for a while that does well, that shows itself to be
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