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Road Racing

Tuning Guide

The Only Three Numbers I Care About

When I’m choosing the parts for my build, I use the Toggle Stats button to open the detailed numbers. On the usual controller layout this is the Y button, but use whatever button the game shows for Toggle Stats.

These three numbers are what I use to judge the parts build:

1. HORSEPOWER-TO-WEIGHT RATIO

Think of it as Top Speed to Handling ratio.

For handling builds, lowering weight will improve cornering and braking. This is what I prioritize in most of my builds. For top speed builds, power matters most.

2. LATERAL Gs

This is the grip number.

Tire compound, tire width, vehicle weight, and downforce are the main things changing it. If you want your car to stick to the road, this matters.

3. BRAKING DISTANCE

How quickly can you stop?

Brakes matter, but so do tire grip, tire width, vehicle weight, and downforce. A lighter car on better tires can stop much better without the most expensive brake package.

Upgrades and Tuning Menu Flaws & Myths

The game gives you enough information to make a good build, but it puts the useful information behind the stats toggle and gives too much attention to ratings that should not be trusted.

The Performance Chart is a lie.

By this, I mean the Speed, Handling, Acceleration, Launch, Braking, and Offroad ratings.

They are not reliable when building your own car, and they are not reliable when comparing community tunes.

  • A 10-speed transmission can raise the Launch and Acceleration ratings even if it makes the car worse.
    More gears = more weight, and also more shifting.
    Too many gear shifts can slow you down.
  • The Acceleration and Speed ratings do not get updated when customizing downforce or gearing.
  • The Handling number does not get updated when fine tuning improves or worsens the car’s Lateral G’s.

Focus on Horsepower, Weight, Lateral G's, and Braking Distance instead.

The tire-selection menu can lie about grip.

When you highlight a tire compound, the large tire graphic may say something like “Grip -0.10.” That is the misleading number.

Toggle the detailed stats and look at Lateral Gs and Braking Distance at the bottom of the menu. Those numbers show what the tire is actually doing to the car.

Rally tires are currently valuable for road builds because the menu treats them as if they have less grip than they really do, while their lateral Gs can be close to semi-slicks for much less PI.

The 0-60 and top-speed estimates are useless while choosing parts.

The gearing has not been tuned, the downforce has not been set, the differential balance has not been chosen.

I’ve seen top speed numbers that have been off by 50mph (in either direction) compared to the finished build.

I’ve also been able to improve 0-60 times every single time by adjusting gear ratios on the transmission.

My Build Order

I pick the car and target class, then work through the actual upgrade menus in this order.

I can swap engines and parts as many times as I want without paying. I do not check out until the entire combination makes sense.

1

CONVERSIONS

These make the biggest impact to performance and PI ratings.

  • Engine Swaps
  • Aspiration Conversion
  • Drivetrain Conversion
  • Widebody Kits
2

AERO AND APPEARANCE

Improves grip. Lowers top speed.

  • Front Spoiler
  • Rear Spoiler
3

TIRES AND RIMS

Grip matters more in Forza Horizon 6 than it did in previous games.

  • Tire Compound – The most important decision of the build.
  • Rear Tire Width - Always max for AWD builds
  • Front Tire Width
4

DRIVETRAIN

Customizability of gear ratios and power delivery to the wheels.

  • Transmission – Race, 7 Speed or above are usually worth it.
  • Differential – Always pick one.
5

PLATFORM AND HANDLING

If you want to go around corners fast, this is how you do it.

  • Weight Reduction
  • Front & Rear Anti-Roll Bars – Always Use
  • Suspension – Always Use
  • Chassis Stiffening – Only for higher classes, older vehicles
  • Brakes
6

ENGINE

More power. Enough said.

  • Exhaust
  • Centrifugal Supercharger / Turbo / Supercharger
  • Camshaft (best for top speed builds)
  • Other Upgrades (Air Intake, Fuel System, Ignition, Valves, Engine Blocks, etc.) will be reviewed individually for HP to Weight + PI cost.
7

FINISHING TOUCHES

Increase or decrease PI by small amounts to hit your target class.

Increase PI:
  • Front Tire Width
  • Drivetrain: Driveline
  • Tires & Rims: Wheel Type (Lighter)
  • Aero and Appearance: Hoods, Front/Rear Fenders, Side Skirts (Lighter)
  • Engine: Flywheel, Oil Cooling
  • Tires & Rims: Front Wheel Size (Increase)
  • Drivetrain: Clutch (Frequently not worth it)
Decrease PI:
  • Tires & Rims: Wheel Size (Increase)
  • Tires & Rims: Wheel Type (Heavier)
  • Aero and Appearance: Hoods, Front/Rear Fenders, Side Skirts (Heavier)
  • Aero and Appearance: Rear Spoiler
  • Aero and Appearance: Front Spoiler (Front spoiler decreases PI on lower class builds)
  • Engine: Flywheel (Occasionally this decreases PI, not sure why)

Conversions

Engine Swaps

I check every engine swap before I commit to anything. I want to know whether the engine can fit the target class while leaving enough room for additional upgrades. Check which engines can use a centrifugal supercharger and prioritize those options, while comparing power to weight ratio.

Open the sortable Engine Swap Guide →

Aspiration Conversion

Drivetrain Conversion

For maximum performance, AWD is my default unless I deliberately want to avoid it. It improves launch and makes power easier to use. The differential gives me enough control to make an AWD car rotate instead of accepting the usual power-on understeer.

Widebody Kits

Using widebody kits is a judgement call. The reason to use it is wider rear tires, which helps with grip and handling.

The downside is added weight, increased PI, and lower top speed. I compare the complete build with and without it. The body kit only wins if the extra tire is worth the cost.

Aero and Appearance

Front Spoiler

Front aero is especially important because front grip is what improves turn-in.


Maximum front downforce costs less top speed than rear downforce, and the turn-in benefit is usually worth it – even on lower class builds.


As a bonus, it will usually decrease the PI for vehicles in lower classes.

Rear Spoiler

The adjustable rear spoiler will usually decrease PI.

For lower class builds (B class and below), I can set rear downforce to the minimum in the tuning menu and reduce the top-speed penalty.

At higher classes, I start with 0 and move it up as needed to maintain grip.

Tires and Rims

The only compounds I currently use:

CompoundWhere I use itHow I decide
StockMight work well up to B class (road or dirt) even when the tire itself is not great.

Some cars are already equipped with great stock tires (slicks, offroad, etc.) for higher class usage.
Try it. If turn-in and overall grip are holding the car back, look at other options.
RallyRoad racing tunes.Strong real lateral Gs for low PI. Ignore the misleading grip change over the tire graphic.
They currently make everything except Stock or Slick irrelevant due to how much grip they offer for the PI.
SlickMy normal choice for S2 and X.Some cars come with stock slicks that have more lateral grip than the regular slick tires.

Compare Lateral Gs for both sets and choose the grip the build needs.
OffroadRally, dirt, and cross-country.My default off-road compound. If the vehicle already came with stock offroad tires, test with both and see which one is best.

Rear Tire Width

On AWD builds, I use the widest rear tires available. They can lower PI while improving lateral grip, braking, and acceleration. I would pay PI for that result if I had to.

For RWD builds, you will pay extra for this, but it might be worth it depending on the rest of your build.

Front Tire Width

More front tire width can increase front-end grip, improve turn-in, and reduce understeer. It also helps with launch on FWD builds. The PI cost is high, so it is one of the last things I consider and I only use it when the car needs it.

Drivetrain

PartWhat I useWhy
Transmission7-speed about 90% of the time.Stock and Sport transmissions change gears slowly and don’t let you customize gear ratios.
Higher gear counts add weight and can lower PI, but more shifting can slow you down.
I usually use 8-10 speed transmissions only when the build needs the PI reduction.
DifferentialRace for road racing
Offroad/Rally for dirt and cross-country.
For an untouched road setup, the Drift differential defaults are closer to ideal than the Race differential defaults.

Platform and Handling

PartMy choiceReason
Weight reductionOne of the highest priorities, period.It improves power-to-weight, lateral Gs, and braking distance at the same time. The only reason not to do it is if top speed matters for your build, and you want to spend the PI on engine upgrades instead.
Front and rear ARBsAlways install both.They usually cost about one PI and unlock one of the most useful adjustments.
SuspensionRace for road
Rally for dirt/cross-country
Drift for drift
I never leave it stock unless the car is already adjustable. I need access to the settings to maximize grip in the corners.
BrakesRace for S1 and above
Sport for most A and B
Consider stock in C and D.
Brakes are worth it up to the point where the PI cost is better spent on weight reduction, tires, or power. Prioritize brakes a little more for touge builds.
Chassis stiffeningUsually stock. I consider it on very old cars.It adds weight and normally is not worth the PI cost unless the original chassis genuinely needs it for higher power builds.

Engine

After the rest of the build is taking shape, I use the Engine menu to fill the remaining PI. For handling builds, every choice is based on the finished horsepower-to-weight result.

PriorityPartsHow I judge them
1ExhaustMy first engine upgrade for handling builds because it adds power and reduces weight.
2Supercharger / Turbo UpgradesAdds a large amount of power, and in the case of the centrifugal supercharger, it’s usually a GREAT value in terms of PI.
3CamshaftI only use this if I’m targeting a top speed build or if I have a lot of PI to spend.
4Other Upgrades (Air Intake, Fuel System, Ignition, Valves, Engine Blocks, etc.)For handling builds, I use whichever option gives the best power to weight ratio.
For top speed builds, focus on adding as much power as possible, even if weight increases.

Finishing Touches

Once the important parts are chosen, I use these options to move the build a few PI without changing the entire setup. The goal is not just to hit the class cap. It is to spend or remove PI while protecting horsepower-to-weight, lateral Gs, and braking distance.

SPENDING REMAINING PI

AdjustmentWhat It Actually ChangesMy Priority
Front Tire WidthAdds front-end grip, improves turn-in, and helps FWD launch. The PI cost is usually high.Best when the car actually needs front grip.
Driveline UpgradeRemoves a small amount of weight.One of my preferred small PI upgrades.
Lighter WheelsReduces weight and rotating mass.Good final upgrade if the PI cost fits.
Lighter Hood, Fenders, Bumpers, or Side SkirtsRemoves a small amount of weight. The exact result depends on the car.Check each part individually.
FlywheelRemoves a small amount of weight and improves engine response.Useful after the important upgrades are finished.
Oil CoolingAdds power, but can also add weight.Only use it when the finished power-to-weight ratio improves.
ClutchCan improve shift speed with a Stock or Sport Transmission. It normally does very little with a Race Transmission.Low priority. Driveline is usually better.
Larger Front WheelsRaises PI without providing enough useful performance.Avoid.

LOWERING PI

AdjustmentWhat It Actually ChangesMy Priority
Front SpoilerOn many lower-class cars it lowers PI while adding front downforce and improving turn-in.One of the best possible PI reductions when available.
Rear SpoilerUsually lowers PI and adds adjustable rear downforce and drag. Rear downforce can be set low to reduce the top-speed penalty.Very useful, especially in lower classes.
Larger Rear WheelsLowers PI, but reduces tire sidewall and can make the car worse over bumps.One of the first small PI reductions I test.
Heavier WheelsAdds weight and lowers PI.Simple and predictable. Add only as much weight as necessary.
Heavier Hood, Fenders, Bumpers, or Side SkirtsAdds weight and may slightly change weight distribution.Useful when only a small PI reduction is needed.
FlywheelOccasionally lowers PI instead of raising it. The result changes by vehicle.Check it, but do not expect the same result on every car.

After every change, I use Toggle Stats and recheck the three numbers. Reaching the class cap is not an improvement if the cleanup part makes the finished car worse.

Tuning the Finished Build

I do not change every number immediately. I use a few strong starting values, leave the uncertain settings close to default, run the car, and then change the setting connected to the problem I can feel.

Tire pressure

Leave it alone if you do not know what you are fixing.

Higher PSI can sharpen response and can increase grip until it goes too far. Too high loses grip.

Lower pressure adds flex and can become vague.

Camber and toe

Start near default. Use camber only when the tire needs more cornering support. I normally leave toe at zero because it adds drag and can make the car unstable.

Caster

Start at 7.0 unless it causes a problem. More caster helps turn-in and gives the front tire useful camber while steering.

Anti-roll bars

Start at 1 front and 65 rear for a road tune. This can cause oversteer on some cars, so test it rather than treating it as permanent.

Springs

Start with the suspension defaults and adjust from feel. Softer front generally gives the front more grip. Softer rear generally gives the rear more grip and can calm instability.

Ride height

Start with front and rear ride height maxed. Lower the car only when body roll is creating instability in corners. Softening the rear suspension relative to the front can also help calm that instability.

Damping

Start near default. If the car skitters over bumps, soften it. If it keeps floating or oscillating after the bump, add damping gradually.

Aero

Use strong front downforce. Set rear downforce only as high as needed for stability. Finish aero before gearing because downforce changes the speed the car can actually reach.

Braking

Leave it at default first. Adjust only after testing shows a braking problem.

AWD Differential Starting Point

SettingStarting pointWhat I change
Front accelerationAs high as possible without causing understeer.Reduce it to reduce power-on understeer.
Front deceleration0%.Raise only when entry stability requires it.
Rear acceleration100%.Reduce if the car understeers or will not rotate under power. This should be less common.
Rear deceleration0%.Raise only when lift-off or braking makes the rear unstable.
Center balanceRoad: 65–86% rear. Offroad: 50–60% rear.More rear bias improves turn-in but reduces stability under acceleration.

Gearing Comes Last

Aero and differential settings come first. Downforce limits the speed the car can actually reach. Differential balance changes how well the car accelerates. If I tune the gearbox before those settings, I may have to do it again.

Start with final drive

The gearing chart shows a maximum mph at the far right. That does not mean the top gear should always reach the far right edge. Once downforce is added, the car may not be capable of that speed.

Experiment with lowering final drive up to 20% to see if top speed increases. This checks to see if the top speed is being met in the second-highest gear. If the top gear isn’t where your top speed is met, then it goes unused. The first six gears have effectively been made longer for no benefit, which costs acceleration.

Seven progressively closer gear ratios reaching an 8,000 RPM redline as vehicle speed increases
Each gear is shorter than the last, and the gaps close toward top speed.

Individual gears

  • First gear must launch without wasting the power in wheelspin.
  • Each gear should be shorter than the last.
  • The gaps should be larger in the early gears and get smaller toward the top gears.
  • Watch where RPM lands after each shift. The engine should stay in its useful power range.
  • A 7-speed is enough almost all of the time. Do not add shifts unless the PI reduction is worth it.

How I Test the Tune

A person cannot be completely objective, but I can be consistent on a small area. I use Narai-Juku Circuit because it gives me a sweeping corner, multiple chicanes, bumps that test the suspension, and most importantly, a hairpin.

The hairpin is the most rigorous test for a tune in my opinion because one corner exposes several potential problems with a tune. It will expose problems with braking, turn-in understeer, corner-exit oversteer, and acceleration as the car leaves. If the car can handle hairpin turns without any of those issues, it’s probably a good tune.

My comparison process

  • Run the same course until the clean times are reasonably close. Within one tenth of a second is excellent, but the point is simply to stop comparing a perfect lap with a bad one.
  • Average several clean attempts before changing anything.
  • Save the tune before the change so it can be rolled back.
  • Change one setting or one connected area at a time.
  • Run the same test again and keep the change only if the average or the specific problem improves.

Speed-zone alternative

Find a speed zone with a good mix of corners. Pick a fixed starting point next to a street lamp, pavement mark, or another landmark. Start from a dead stop, run the zone, record the average speed, and repeat until the results are consistent. Then change the tune and compare the new average.

Fix the Problem You Can Feel

I describe the problem by the part of the corner where it happens. “The car is bad” does not tell me anything. “The front loses grip when I turn in” or “the rear steps out when I add throttle” tells me where to look.

U1

Entry Understeer

The car refuses to turn in when you brake into the corner. Front tires feel dead.

  • Front Anti-Roll Barsoften
  • Front spring ratesoften
  • Front rebound dampingsoften
  • Brake biasshift rearward
  • Rear diff decelreduce
  • Casterincrease
U2

Mid-Corner Understeer

Steady-state pushing — you’re cornering at constant throttle and the front just won’t bite.

  • Front Anti-Roll Barsoften
  • Front tire pressurelower
  • Front camberadd negative
  • Front downforceincrease
  • Front ride heightlower
U3

Exit Understeer (On Throttle)

Front washes out when you apply power on corner exit — common on AWD and FWD.

  • Front diff accelreduce
  • Rear spring ratestiffen
  • Rear downforcereduce
  • Rear bump dampingstiffen
  • Rear toe-inreduce
U4

High-Speed Understeer

Plows through fast sweepers but slow corners feel okay. Front lacks aero grip at speed.

  • Front downforceincrease
  • Front camberadd negative
  • Front ride heightlower
  • Rear downforcereduce
O1

Entry Oversteer (Lift / Trail-Brake)

Rear steps out when you brake or lift off entering a corner.

  • Rear diff decelincrease
  • Rear Anti-Roll Barsoften
  • Brake biasshift forward
  • Rear spring ratesoften
  • Front reboundstiffen
O2

Mid-Corner Oversteer

Rear keeps sliding through a steady corner at constant throttle.

  • Rear Anti-Roll Barsoften
  • Rear camberadd negative
  • Rear downforceincrease
  • Rear ride heightlower
O3

Power Oversteer (Snap on Throttle)

Rear breaks free when you get on the gas. Common on high-power RWD.

  • Rear diff accelreduce
  • Rear spring ratesoften
  • Rear bump dampingsoften
  • Rear downforceincrease
  • Rear toe-inincrease
O4

Snap Oversteer (Violent, Sudden)

Rear comes around without warning. Almost always a too-stiff rear.

  • Rear Anti-Roll Barsoften
  • Rear spring ratesoften
  • Rear reboundsoften
  • Rear bumpsoften
  • Rear diff accelreduce

Other Problems

B1

Nose Dives Under Braking

Front compresses dramatically when you brake, upsetting the chassis before turn-in.

  • Front bump dampingstiffen
  • Front spring ratestiffen
  • Front reboundstiffen
B2

Bouncy / Floaty

Car oscillates over bumps — suspension can’t settle. Dampers too soft.

  • Bump (both axles)stiffen
  • Rebound (both axles)stiffen
  • Springsstiffen
B3

Skitters Over Bumps / Curbs

Loses grip suddenly on rough surfaces — suspension too stiff, tires leave the ground.

  • Bump dampingsoften
  • Springssoften
  • Anti-Roll Bars (both)soften
  • Ride heightraise
B4

Bottoms Out / Scrapes

Suspension hits its travel limit. Causes sudden grip loss when it does.

  • Ride heightraise
  • Springsstiffen
  • Bumpstiffen
B5

Wheel Spin on Exit

Rear tires spin instead of putting power down. High-power RWD classic.

  • Rear diff accelreduce
  • Rear spring ratesoften
  • Rear bumpsoften
  • Rear downforceincrease
B6

Lazy in Chicanes

Car feels sluggish changing direction quickly — too soft to transition.

  • Anti-Roll Bars (both)stiffen
  • Rebound (both)stiffen
  • Springsstiffen

Tuning Cards by forza.guide - Used with permission.

The build creates the potential. The tuning makes it usable. The test tells me whether I actually improved it.