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GAF Forza Car Club?

Crag Dweller

aka kindbudmaster
With a little more than a week before release, I was wanting to see how much interest there would be in starting a gaf car club for this game. If you're interested post here so we know how many we have.


Gaffers on board so far:

Name/Gamertag
Coin Return/CoinReturn
Musashi Wins!/caninusrule
op_ivy/Op1vy
Ratcage/Ratcage
DopeyFish/DopeyFish
monchi-kun/DIRTY MANHOLE
hgplayer1/hgplayer1
chespace/???
stewy/DrJealousy
m0dus/m0dus
thorns/Motorkafa
Ryudo/???
Stinkles/???
+Aliken+/Aliken
IJoel/IJoel
Rorschach/r0rschach
Bog/Bog
HokieJoe/HokieJoe
Agent Icebeezy/icebergisonfire
ManaByte/ManaByte
Fight for Freeform/nrXic
Blazyr/???
VictimOfGrief/???
Sal Paradise Jr/???
Spazbiohaz/Spazbiohaz
D'ultimate/Dultimate
newsguy/ujustlost
Shantyman/Shantyman
shpankey/shpankey
Nutter/NutterIsAFK
 
Coin Return said:
I'm interested, any specific group of cars?


It doesn't matter to me. I not even sure what region I want to start in yet to get the discount on parts. I'm leaning towards Europe as my starting point right now, but that could change.
 
Glad to see a few names from the old rsc2 season so far. Hopefully more will show an interest in joining this as well. Looking forward to racing with you all on the pavment instead of the dirt this time around.
 
I'm in.

We might have be more cohesive as a group if we were all to say... GO CLASS B JAPANESE IMPORT DRIFT SPECIALTY.

:)
 
chespace said:
We might have be more cohesive as a group if we were all to say... GO CLASS B JAPANESE IMPORT DRIFT SPECIALTY.

:)


That would be pretty cool to see the whole team drifting a corner one after another. :)
How did it go friday against MS? Did you try out the wheel?
 
Kindbudmaster said:
That would be pretty cool to see the whole team drifting a corner one after another. :)
How did it go friday against MS? Did you try out the wheel?

Oh it went awful against MS... no excuses, really, but I was still in my drift-only mentality... even going so far as to take my drift tuned cars to the track. If you're an amateur drifter... you're gonna get burned by grip racing every time. So yeah, it was fun, but I was sucking. :)

The wheel so far... umm... I need more time with it, but so far, it's kinda sucky.
 
Sorry to hear about that. Still sounds like fun tuning a car for drifting. I'll probably go for a Mustang or some other American car, just to be different. Can't say I'm surprised about your impressions on the wheel though, I had a bad feeling about it.
 
just preordered the PAL version from play.com, but says it will be shipping 05/13.. no idea why. but count me in, and i hope there will be some europeans in the club as well.
 
Maybe when the game gets closer to release in EU we'll get more interest thorns. So far we have twelve people, maybe we can get it up to at least twenty once the game gets released worldwide.

Edit: Where's the madden crew? You guys were pretty competitive in rsc2. Not gonna show Forza any love? :)
 
Sign me up. Che alerted me to the presence of the very zenith of human achievement - the Mazda Protege.
 
Had no idea what this "car club" was until I read the review (Aussie Xbox).

This is where Forza sets its online features away from the competition, not only does it let you download another gamer's replay to see how they took to the track, but it also offers the gamer the ability to download their complete car set-up.

The other noticeable feature for Xbox Live is the online Car Clubs. Groups can build their own clubs and their stats and information are then tracked as a group in different leader boards. Car clubs then get to race online in a car club challenge mode where clubs can battle it out in team racing to obtain bragging rights. The online car club can have up to 100 members in it and also adds another friends list allowing you to find other club members at any time while playing Forza Motorsport. A car club lets you set a team motto, description, and URL for other racers around the world to look up.

I aint a racing fan at all but those sound sweet as fuck. Dunno about the car setup sharing tho...
 
I'll hook it up. But I won't get it until after 05/13 or so. I have exams during that period and if I buy this freakin' game I'll fail all of them. :lol
 
Does anyone have any ideas about a logo or a paint scheme for the team? If we're able to race against other car clubs like I think we can, do we want to have all the team cars look the same?
 
As long as I can use a real car like a Mercedes or BMW, not this Japanese tuner bullshit.
 
Since you started the topic Budmaster do you have an idea for the name? Are thinking something obvious like: The GAF League; or something else?

On the topic of paint scheme, I say we look toward a real example of paint scheme that we can reach a consensus on, and then possibly make a variation of it.


gamertag: HokieJoe
 
Truthfully, I haven't given a name much thought yet. I would welcome anyone who has signed up so far to give some sugestions about any of the team related decisions about the club(name, team colors, ect.).

It's still up in the air about what kind of car club we all want still. Does everyone want to just race against each other in the club to avoid the idiots in the public games or do we want to compete against other car clubs? For myself, I looking for a little bit of both. I enjoy the bragging rights that come from competing against the other racers here as much as I would like to see our club at the top of the rankings on live.
 
i'll definitely be working on a paint scheme to mimic the martini lancia car

rk32114martini1.jpg


the stratos

stratos.jpg


and the castrol celica

celica95_4.jpg


the celica paint scheme would probably translate best to a variety of cars, though who knows if any will actually look good across body styles. really, its just an ode to sega rally :D
 
That will be cool op_ivy. I'm down for any ode to sega rally. :) You know,in between setting up the cars and playing around with how the car looks, this game is going to suck all my free time up this spring.

And welcome Agent Icebeezy, you make us an even 20. Not a bad showing so far. We should be able to get a few more members to sign up before the game comes out. Even more when it ships in the EU. Hopefully the online portion of the game is meaty enough to keep everyone's interest for more than a few weeks.
 
Here's some that I like:

I love this paint scheme, but it's already in the game. :)
race_carbot.jpg

race_head.jpg


dtm_4_2.jpg


dtm_5_1.jpg


Insert GT4 joke here
dtm_1.jpg


55image.jpg


This one has a nice Flying Tiger vibe, but they seriously need to lose that goofy lightning bolt. And they need to take their car to the dentist because he's missing some teeth. :)
5image_1.jpg
 
Here's a real-life suspension tuning FAQ I found on drifting.com that I've been using to tune my drift machines in Forza. Really helpful. Just like the first Gran Turismo, Forza is the only other videogame that has taught me so much about real-world physics. :)

drifting.com forum FAQ said:
Advanced Suspention Setup, Toe? Camber? Spring Rates? Learn here!

Front spring rate increase:
More under steer; increase in proportional weight transfer to the front when rear wheel rate is not increased; reduces front traction when rear rate is not changed.
Usable adjustment: 150-600 lbs/in
Symptoms of too much adjustment: terminal under steer; front of car hops in corners; excessive wheel spin on inside front tire on FF cars.

Front spring rate decrease:
Less under steer; decreases proportional weight transfer to the front when rear wheel rate is not increased; increases front traction when rear rate is not changed.
Usable adjustment: 150-600 lbs/in
Symptoms of to much adjustment: Too much over steer; over steer then under steer if spring is so soft that the car bottoms out on lean, car bottoms out excessively with a jolting ride.

Rear spring rate increase:
More over steer; increase in proportional weight transfer to the rear when front wheel rate is not increased; increases rear traction when front rate is not changed.
Usable range: 100-600 lbs/in
Symptoms of too much adjustment: too much over steer; sidestep hop in corners; twitchy; pretty scary.

Rear spring rate decrease:
Less over steer: decreases proportional weight transfer to the rear when front wheel rate is not changed; increases rear traction when front rate is not changed
Usable range: 100-600 lbs/in
Symptoms of too much adjustment: car under steers; if way to soft car under steers then over steers as car bottoms out on lean; car bottoms out excessively with a jolting ride.

Front anti-roll bar stiffer: more under steer
Usable range: none to 1.25 inches in diameter
Symptoms of to much adjustment: terminal under steer; lifts inside front tire off the ground witch can cause massive wheel spin on FF cars; also not good for most effective tire usage as inside tire is now doing nothing.

Front anti-roll bar softer: less under steer
Usable range: none to 1.25 inches in diameter
Symptoms of to much adjustment: overstate scary; more like fun

Rear anti-roll bar stiffer: more over steer
Usable range: none to 1 inch in diameter
Symptoms of too much adjustment: Big-time over steer. Can cause inside rear tire to lift off the ground.

Rear anti-roll bar softer: less over steer
Usable range: none to 1 inch in diameter
Symptoms of to much adjustment: under steer; slow and boring

Front tire pressure higher: less under steer by reducing slip angels on most tires
Usable adjustment: up to 55psi hot
Symptoms of too much adjustment: no traction- tire crowned so more under steer; adds wheel spin in FF cars; jarring ride; center of tire wears out

Front tire pressure lower: more under steer by increasing slip angles on most tires
Usable adjustment: not less then 20psi
Symptoms of too much adjustment: edges of tire wear quickly because tire is folding over; feels mushy; tires chunk because low pressure means heat build up.

Rear tire pressure higher: less over steer by reducing slip angles on most tires
Usable range: up to 45psi hot
Symptoms of too much adjustment: no traction—tire is crowned so more over steer; bad wheel spin on FR cars; jarring ride; center of tire wears out.

Rear tire pressure lower: more over steer by incresing slip angles on most tires.
Usable range: not less then 20psi
Symptoms of too much adjustment: edges of tire wear quickly because tire is folding over; feels mushy; tires chunk because low pressure means heat build up

More negative camber front: less under steer because of better lateral traction as tread is flatter on the ground under side load.
Usable range: up to 3.5 degrees negative
Symptoms of too much adjustment: poor braking; car is road crown sensitive; twitchy; front tires wear on inside edge

More negative camber rear: less over steer because of better lateral traction as tread is flatter on the ground under side load. More rear grip
Usable range: up to 2.5 degrees negative
Symptoms of too much adjustment: more over steer; car feels twitchy in back; tires wear out on inside edge; less breakaway warning when limit is exceeded.

Ride height to low (typical beginner mistake): car is twitchy with unpredictable dynamics. Bump steer make you life miserable.
Usable range: usually 1.5-2.0 inches lower then stock unless car has been modified to go lower.
Symptoms of too much adjustment: everything that could possibly go wrong: sudden over/under steer; twitchy due to bump steer; very harsh ride; premature tire wear.

Toe in – front: car is stable going straight. Turn in is average
Usable range: 0-1/8th inch
Symptoms of too much adjustment: car has slow twitchiness under braking; feels odd; kills outside edge of tires

Toe out – front: Car turns in well; works pretty well on FF car as they tend to toe-in under load.
Usable range: 0-1/4 inch
Symptoms of too much adjustment: Car is really twitchy under braking; car wanders on straight road; kills inside edge of tire

Toe in – rear: car is less likely to over steer when the throttle is lifted
Usable range: 0-1/8th inch
Symptoms of too much adjustment: weird, slow, rocking movement in back; feels slow but still unstable; wears outside edge of tires.

Toe out – rear: Helps car rotate useful in low speed and slalom courses; very common on FF pro rally cars.
Usable range: 0-1/8th inch
Symptoms of too much adjustment: not to good for street driving; causes lift throttle over steer; makes violent side to side rocking motions in the rear; tie wears on inside more.

Positive front caster: helps stability; suspension will get more negative camber when turning; reducing positive caster reduces steering effort. (Negative caster is not usable)
Usable range: 4-9 degrees positive
Symptoms of too much adjustment: can increase under steer especially in cars with wide low-profile tires. Can increase steering effort.

Single adjustable shock stiffer: Better turn in; better transient response; causes slower onset of over/under steer by slowing weight transfer depending on what end of the car is adjusted.
Symptoms of too much adjustment: suspension becomes unresponsive; ride gets harsh; car skips over bumps, loosing traction; Causes a big delay in weight transfer resulting in strange handling like under steer then late corner stage over steer.

Single adjustable shock softer: slower transient response; quicker onset of over/under steer
Symptoms of too much adjustment: car oscillates due to under dampened spring motion, like a boat. Car gets twitchy in turns. Feels unstable.
 
Interesting about FF rally cars using rear toe out. I wonder if any game actually factors in naturaly occuring toe.
 
My ride in Forza... until I perfect the tuning and get bored of it. I suppose I still need to make it look more flashy... but that's the least of my worries right now. :)

 
Fight for Freeform said:
Count me in, I'm gonna get Live again for this game!

BTW, is there a drag racing track?

Yes there is a drag racing track.

As well as a fucking k-leet downhill/uphill track called Fujimi Kaido that spans about 7 or 8 miles with a million hairpin turns.

And a punishing infield test track (reversable) to check out your latest tweaks... as well as your typical speed ring.

All told, there's something like 40+ track variations.
 
Che is that really a pic from the game without any enhancement? That looks fucking amazing. the lighting is dead on and I like how the lights in the rear look. I watched one of the videos you posted and you were always leading. I am hoping the ai is much more competetive.
 
ManaByte said:
So is Forza basically what GT4 should've been (the online stuff I mean).

I think so. During the beginning of GT4 I remember some interviews where Kaz mentioned how he wanted to create an online car community where people could not just race but interact and exchance ideas with other car enthusiasts.
 
That's some interesting stuff on the car setups Chespace. That was one of the harder things to grasp in Papyrus' Nascar Racing series. Once you got the basic physics down though it wasn't so bad. A lot of it was just trial and error/process of elimination stuff.

I always liked cars setup loose, that is with more oversteer. With a full fuel load it could get pretty squirrely. However, the emptier the fuel tank got; and more of the relative weight transferred to the front wheels, the faster you could go.

I'm really itching to drive the Porsche GT1 in Forza. It's such an awesomely balanced car. :)
 
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