Forza Motorsport 3 is almost here. The gang is ready. Are you???
So a slight refresher about engine building in FM2 (since everyone else has too.)
Torque builds were the king for FM2. The further up you could peg the accel number, the faster the car was on track. .... If you could handle the tire shredding power. (hello Cobra, Norris style

)
The only instance when that was overruled was a limited PI space build for top speed tracks. Turbo gave the best bang for the buck when you didn't have 400 PI to burn on engine mods. They gave a nice mid range boost. With a good push for the top end.
Now that FM3 is soon to be in my greedy little hands, and the advent of further engine building options. The question is "How are the new mods going to play into engine building in this iteration?"
Valve and cam upgrades are separated from the cylinder head. Flywheels and clutches are part of the engine family now.
And Turn10 says there are good tuning and bad tuning decisions now. That if you choose the wrong parts then it will be less effective than another build path. Interesting.
Now that I have one foot in the real world of engine building. And possibly enough smarts to figure out what an engine needs to be more efficient first (that's debateable

). What are the go to mods for this game. If the builds are going to go a single pattern like FM2. Or if each car has a best path based on its real life counterpart.
For what its worth, I'm dedicated to supplying the best information I can get as far as engine building is concerned. Trying to prove that the "House" is still the best source for your FM3 power needs.
Its going to be a long and winding trip down this road. And if the time spent on FM2 (or FM1) its going to be years of enjoyable tuning, driving, and racing with all of you.
Here's to the journey.