Forza Motorsport (TM) - Features
 
General Info Press Releases Physics / Damage  A. I.  Regions 
 XBox Live! Penalty System Sound / Music  Controls Links
 
Physics / Damage System
 
Tires
Dan Greenawalt - "Our tire and suspension model is extremely realistic. We partnered with Toyo tires to get real-world data on production and race tires to model in the game. Our tire model exhibits pressure, wear, heat, and load sensitivity. Tire friction is also affected by the rubber groove and marbles on the road. "
 
Game Informer - "Forza also features various states of tire wear throughout a race, meaning that different areas of the tire will heat up and degrade depending on your style of racing."
 
Suspension
Dan Greenawalt - "We worked with an engineer from Ferrari’s F1 program to completely simulate real-world suspensions. When configured to simulate a double “A” arm suspension, the track decreases as the suspension compresses and negative camber is introduced. In turn, the camber and weight affect the tire heat and thus pressure. Most consoles simply do not have the power to compute what we’re computing for the physics and still render a game. "
 
Lift / drag
- both lift and drag calculated
 
Damage System
 
Dan Greenawalt
The on-track experience is a simulation. However, we have customizable levels of difficulty, in the form of damage, assists, and opponent skill, that allow you to alter your experience.
 
Forza Motorsport features performance-affecting damage. However, realistic damage can be extremely punishing. Therefore, we’ve integrated damage into the difficulty system. You can play with fully simulated damage, limited damage, or simply cosmetic damage.
 
Challenging yourself will increase the rewards for winning. With the difficulty settings at default, I expect most players to be able to pick up and play the game successfully. Meanwhile, they are encouraged and armed to grow their racing skills.
 
Persistent Damage
Any tire tracks left on the ground will remain on the track for the entire race.
 
Any collision between a car and the guardrail will transfer paint to the guardrail. That paint transfer will remain until the end of the race.
 
Car Wear
When damage is set to full simulation, the car does wear and degrade. (Link)

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