Guys, that is all good stuff... but I fear we might have run off into the land of amock here.
In hopes of bringing this thing back in line, let me make myself a little more clear about the question I would like answered/discussed etc...
Now, the purpose of this thread, hell, this board even, is to fellowship around tuning the cars in the game Forza. It is our luck in many ways that Real World and Forza can mesh and intermingle in this arena and that is in particular what draws many of us to the game. But, to get all a tangle in measurements that we have no access to - to see, let alone alter - while perhaps interesting, does little to enlighten the issue at hand.
I contend that the Published Weight Bias has little or nothing to do with the physics engine - it is no more than an interesting tidbit on the track, a waterfall, and like Kaido's Waterfall, paying too much attention to it will put you into the fence if you're not careful. Furthermore, I contend that the Spring Bias, is important to the game, along with a calculated value, SWR...
(Front Spring + Rear Spring)/Curb Weight
(For intance - weight changes are applied to the springs according to the SWR, not the Sb, and most certainly not the Wb)
The argument for my position is manifest, and I won't repeat all of it here. I understand this. I can grasp why they are doing things like this. There are 428 cars in the database - coming up with a unique set of parameters for each car on a one by one basis would be prohibitive. So, they are calculating many of the values, deriving them from a few data items that are stored in the car record.
You can see what a bunch of the data record fields are by checking the Car List from the Car Detail screen. Part of the program's process is to load a runtime structure, or object, with these items of data, and to populate other values in the structure with calculations so they don't have to be recalculated each time they are addressed. Now, all of the car's data items are not displayed, and tow of these hidden fields are the initial SWR and Spring Bias. They are saved in a data structure stored on your xBox once you buy a car, or build a Tune for one in Free Run or something.
Now, you can get the...
- Total Spring Weight by multiplying the SWR x the Curb Weight. Front and Rear are divied up according to the Spring Bias.
- Total ARB by using the SWR as a varible in a trend calculation, the constants in which are located in a jump table associated with the data items, Car Type, Body Style, Engine Location, and Drive. There are essentially two, one for production and another for race an pre-tuned. Tonka figued this out last year. I jury rigged a new one for the race cars using Phil's data and Tonka's old equations. It's pretty good too - within a few thousands. I could have got it closer but I was using a binary hunt and peck process and it was getting late. Suffice it to say, if we can do it - so can they. Mark this point... they take that total ARB and divvy it up by 55% to the front. For every car!
- Total Rebound Damping by using the SWR and another trend calc. There appears to by two, one for production types, and the other for race and pre-tuned types. The Total Rebound is divvied up by the Spring Bias. Bump is derived from the Rebound values using a jump table - basically 70% for production cars and 50% for everything else.
That's really not too bad when you think about it. For a few fields and a bit of code you can describe the handling characteristics of the world's four wheeled objects.
Now let's consider the Forza Mission Statement. The stuff that gets talked up in the conference rooms at the back of the building. They want realism. They have built their reputation on it. They claim it in the media. They want to provide a realistic driving experience. Then the issue comes to balancing what it takes to be realistic and fiscally responsible at the same time. Hence, the formulaic mechanism.
So... I don't know whether you buy all this stuff I just said or not. But if you consider it, does a straight 55% biased to the front arrangement of the ARB for
every car in the world make sense? Last year the ARB were distributed by the inverse of the Sb. Were they that wrong? Is there some automotive geometry rule that supports the 55% deal?
And the damping. Last year Bump was 50% of Rebound across the board. This year it is 70% for production cars and 50% for cars that have been fine tuned - the racers. What would be the impedous for putting the production cars near the high end of the industry norm?
And, while we are at it. Production cars have an SWR that damn near doubles their suspension setup values. Is there an industry standard that indicates they were too soft last year?
My thought is that if we can get a good understanding of these changes to the system will help us get a grip on the things we need to change with our tuning to improve the performance of our cars. I mean, I've been known to subscribe to "Shoot and Holler Sh*t" methodologies as much as the next guy. But I do try to avoid it when I can...

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