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 Forza 6 - Touge Standards

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MiNd
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PostSubject: Forza 6 - Touge Standards   Wed Sep 16, 2015 12:01 pm

So as in FM4, we had forza standards such as B class with no aero etc. Now with the track in question also, we need to be a bit more creative with the settings of the cars and tracks.

As what I messed with so far.
B class would compare to FM4 - 575ish A class. So B class seems like the appropriate power and weight.

The Nurburg Touge Section seems pretty fun with a fully modded B class car. The section is loosely based off the Fm2 nurb touge section. I have been starting at the straight before the carousel and then ending on the straight-ish after the big elevation drop slight left corner. Can be run in reverse.

This thread will be for testing and discussing what rules we want to "standardize". And the simpler the better. I'll be on later for testing!

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PostSubject: Re: Forza 6 - Touge Standards   Thu Sep 17, 2015 8:01 am

So it starts on the Caroussel...Can you describe the sequence of corners around the finish area?

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PostSubject: Re: Forza 6 - Touge Standards   Thu Sep 17, 2015 9:57 am

Id do C-class and B-class.
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PostSubject: Re: Forza 6 - Touge Standards   Thu Sep 17, 2015 10:33 am

Obelisk wrote:
So it starts on the Caroussel...Can you describe the sequence of corners around the finish area?

MiNd wrote:
The Nurburg Touge Section seems pretty fun with a fully modded B class car. The section is loosely based off the Fm2 nurb touge section. I have been starting at the straight before the carousel and then ending on the straight-ish after the big elevation drop slight left corner. Can be run in reverse.

For more detail on the end, its where the road straights out a few corners after the quick bump. It is also the straightaway that is 4 corners before the very long straight.

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PostSubject: Re: Forza 6 - Touge Standards   Thu Sep 17, 2015 10:36 am

MiNd wrote:
Obelisk wrote:
So it starts on the Caroussel...Can you describe the sequence of corners around the finish area?

MiNd wrote:
The Nurburg Touge Section seems pretty fun with a fully modded B class car. The section is loosely based off the Fm2 nurb touge section. I have been starting at the straight before the carousel and then ending on the straight-ish after the big elevation drop slight left corner. Can be run in reverse.

For more detail on the end, its where the road straights out a few corners after the quick bump. It is also the straightaway that is 4 corners before the very long straight.
Oh, the quick chicane-straight? I know where that is.

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PostSubject: Re: Forza 6 - Touge Standards   Thu Sep 17, 2015 10:39 am

lBrawnyemperoRl wrote:
Id do C-class and B-class.

Obviously we will do all classes at some point, But I would definitely recommend the lowest would be B class as the main class. Nurburg is much faster than Fujimi. And due to this, in FM4, B class hit the sweet spot for Fujimi and A class for Nurburg. In this case FM6 B class is basically A class.

C class would just seem to be underpowered, It would feel like the uphill in B or C class on Fm4, granted the mistakes you make 10x the difference, but it just looks inherently slow. That would just make for rather dull races especially if the cars aren't bumper to bumper.

This is only my opinion however.

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PostSubject: Re: Forza 6 - Touge Standards   Thu Sep 17, 2015 3:18 pm

That sounds good, looking forward to it
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PostSubject: Re: Forza 6 - Touge Standards   Thu Sep 17, 2015 5:40 pm

Obelisk wrote:
MiNd wrote:
Obelisk wrote:
So it starts on the Caroussel...Can you describe the sequence of corners around the finish area?

MiNd wrote:
The Nurburg Touge Section seems pretty fun with a fully modded B class car. The section is loosely based off the Fm2 nurb touge section. I have been starting at the straight before the carousel and then ending on the straight-ish after the big elevation drop slight left corner. Can be run in reverse.

For more detail on the end, its where the road straights out a few corners after the quick bump. It is also the straightaway that is 4 corners before the very long straight.
Oh, the quick chicane-straight? I know where that is.

The road has two bends that can be taken pretty flat out, I wouldn't call it a chicane though if its the same place were thinking of.

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PostSubject: Re: Forza 6 - Touge Standards   Sat Sep 19, 2015 3:20 am

I'm having trouble making a few cars competitive in b class such as the supra and R34 ect, and some cars I tune have trouble in b class because they are then over powered and are best suited to c class
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PostSubject: Re: Forza 6 - Touge Standards   Sat Sep 19, 2015 6:01 am

bukkaz wrote:
I'm having trouble making a few cars competitive in b class such as the supra and R34 ect, and some cars I tune have trouble in b class because they are then over powered and are best suited to c class

Whats times are you getting in the Supra and R34?

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PostSubject: Re: Forza 6 - Touge Standards   Sat Sep 19, 2015 6:15 am

I haven't bothered with the R34 because it's already a B class standard but I managed a 7:56 in the supra on nurb at night but that was a dirty lap, then got a 7:53 in the 86 on the first lap which is also a dirty lap
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PostSubject: Re: Forza 6 - Touge Standards   Sat Sep 19, 2015 6:33 am

7:47 in the 86 now
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PostSubject: Re: Forza 6 - Touge Standards   Sat Sep 19, 2015 12:46 pm

Is anyone considering Rio for touge? I think its nice because of how bumpy and narrow it is.

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PostSubject: Re: Forza 6 - Touge Standards   Sat Sep 19, 2015 1:13 pm

I did think about it while I was driving it, might have another drive on it and have a harder thought about it
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PostSubject: Re: Forza 6 - Touge Standards   Sat Sep 19, 2015 3:49 pm

ZeroFoxGiven wrote:
Is anyone considering Rio for touge? I think its nice because of how bumpy and narrow it is.

I did mention it in the FM6 thread just below this one, as it could be a good speed track.

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PostSubject: Re: Forza 6 - Touge Standards   Sun Sep 20, 2015 4:40 pm

Granted Rio might be a "mountain road" but there is like 6 total corners on the mountain part. Not very touge like even.

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PostSubject: Re: Forza 6 - Touge Standards   Sun Sep 20, 2015 4:41 pm

bukkaz wrote:
I haven't bothered with the R34 because it's already a B class standard but I managed a 7:56 in the supra on nurb at night but that was a dirty lap, then got a 7:53 in the 86 on the first lap which is also a dirty lap
I wouldn't base how good a car is for the touge section by running the whole track, The track has many parts that benefit more powerful cars and typically have higher top speed especially on the long straight.

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PostSubject: Re: Forza 6 - Touge Standards   Sun Sep 20, 2015 5:39 pm

I'm not basing them on how fast they can get round the ring it's just I can't get some cars in b class that I used to have and be a decent car at the same time, and some of the cars I can get in b class are too powerful for its own class because the tyres are too skinny for the power it produces, well I've got my main b class car down anyways and that's my ae86 it's a beast
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PostSubject: Re: Forza 6 - Touge Standards   Sun Sep 20, 2015 6:01 pm

Can't we do things like C class Street tires and B class Sport tires? Slow cars would then be similarly balanced to faster cars and just be racecars with underpowered engines. We can literally start fresh with any rules now.

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PostSubject: Re: Forza 6 - Touge Standards   Sun Sep 20, 2015 7:56 pm

Forza aero
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PostSubject: Re: Forza 6 - Touge Standards   Sun Sep 20, 2015 9:24 pm

KraZe wrote:
Can't we do things like C class Street tires and B class Sport tires?  Slow cars would then be similarly balanced to faster cars and just be racecars with underpowered engines.  We can literally start fresh with any rules now.

Yeah. but the easier the rules the more acceptable it will be to others to partake in it.

Like for FM4, nearly everyone, touge or not, had a B class maxed car that they could pull out in a downhill race. However if someone wanted to touge race but then found out it had only certain tires, certain power, certain weight, all make it complex.

Also, the nurburg "touge" section is a much higher speed section. It does have corners but you rarely drop below 4th gear, just because of the speed most corners can be taken. I have not tried the 86 myself, but just by its handling/power stats, it is much less unsuited for the course then it would be on fujimi. In Fm6, B class is like FM4's A class, where the 86 was a pain in the ass to get decent because of its power. It may be easier on nurburg because its not as tight, but that is just the nature of the class/track combo.

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PostSubject: Re: Forza 6 - Touge Standards   Sun Sep 20, 2015 10:35 pm

I think that tires should be down to dealers choice, as that would make the most sense. There are some cars which are already in Bclass, that just would not work with race slicks. As that one upgrade could bump it into A class, or an A class car into S class.

I would also say to let members on here pick what class they want to use in a battle challenge, and have both drivers agree on that before the race takes place. This allows someone to race in S-class if they want, or even E-class. Most people will have a selection of cars from E to S class anyway, so that just makes the most sense to me. But obviously just have B-class as the main touge class, or even A-class.

As for Forza aero, you will have to let everyone know if it is banned or not. It can make a real impact with track based racing, as I showed Bukkaz when he got FM5. There are cars you can run on the stock tire compound, and just use forza aero to substitute for it. My 370z in FM5 is just one example, as it is only 2 seconds slower than Bukkaz and mines fastest laps on the ring in Evo 6's. It has a ton of power, and is on street tires with Forza aero to compensate for the lower compound. The same thing works in FM6, so it can be a real game changer. More so than on Fujimi in FM4. But because of the faster speeds that can be taken in most corners, this is why it makes such an impact.

@Bukkaz. As for cars you could try in B class on FM6, give the BRZ/GT86 a go. It is a cracking car in FM6 in C-class and B-class. I have been having some decent runs in it, and it might even be my go to car in FM6 for both of those classes. I already have non-aero tunes set out for each class.

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PostSubject: Re: Forza 6 - Touge Standards   Sun Sep 20, 2015 10:57 pm

Ialyrn wrote:


I would also say to let members on here pick what class they want to use in a battle challenge, and have both drivers agree on that before the race takes place. This allows someone to race in S-class if they want, or even E-class. Most people will have a selection of cars from E to S class anyway, so that just makes the most sense to me. But obviously just have B-class as the main touge class, or even A-class.

I'm by no means saying we need to limit to one class. Just before we start messing with all classes to figure out the base "go to" class. Like how B class was in Fm4.

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PostSubject: Re: Forza 6 - Touge Standards   Tue Sep 22, 2015 12:33 pm

What do yall think about b class sport tires instead of race to make it interesting? cuz they did improve the tires as far as i can tell.

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PostSubject: Re: Forza 6 - Touge Standards   Sun Oct 04, 2015 3:18 pm

Can someone post a picture of the map with the touge section highlighted? It's on Nordschleife, right?
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