Stop downloading random tunes and start building your own. Every parameter explained with real numbers that work in Forza Horizon 6.
Forza Horizon 6 uses the same deep tuning system as FH5, with refinements to suspension and aero modeling. You don't need to touch every slider to get results. Focus on these four areas first — they make 80% of the difference:
| Setting | What It Does | Starting Point |
|---|---|---|
| Tire Pressure (Front/Rear) | Lower = more grip, more heat, slower top speed. Higher = opposite. | 28-30 PSI road; 26-28 PSI dirt; 24-26 PSI cross country |
| Setting | What It Does | Starting Point |
|---|---|---|
| Final Drive | Shifts entire gear range. Higher = more acceleration, less top speed. | Start stock. Adjust until top gear redlines at fastest track point. |
| 1st-2nd Gear | Launch and low-speed corners. | Short enough to avoid bogging out of hairpins. |
| 3rd-5th Gear | Mid-range — most corners happen here. | Tighten spacing for power band (5,000-7,000 RPM). |
| 6th+ Gear | Top speed on long straights. | Stretch to just below redline at end of longest straight. |
| Setting | What It Does | Starting Point |
|---|---|---|
| Camber (Front) | Negative = more cornering grip, less braking stability. | -1.0° to -1.5° road; -0.5° to -1.0° dirt |
| Camber (Rear) | Same trade-off for rear axle. | -0.5° to -1.0° road; -0.3° to -0.5° dirt |
| Toe (Front) | Toe-out = better turn-in, less straight-line stability. | 0.1° to 0.3° out road; 0° dirt |
| Toe (Rear) | Toe-in = stability. Toe-out = looser rear. | 0.0° to -0.2° (toe-in) for stability |
| Caster Angle | Higher = more camber in turns, heavier steering. | 5.5° to 6.5° for most cars |
| Setting | What It Does | Starting Point |
|---|---|---|
| Front ARB | Stiffer = less body roll, more understeer. | 20-25 road; 15-20 dirt |
| Rear ARB | Stiffer = more oversteer, sharper turn-in. | 25-30 road; 20-25 dirt |
Pro tip: Rear ARB 5-10 units higher than front = neutral to mild oversteer. Equal values = understeer.
| Setting | What It Does | Starting Point |
|---|---|---|
| Spring Rate | Stiffer = better response, worse over bumps. | Road: 70-80% stiffness. Dirt: 50-60%. Cross country: 30-40%. |
| Ride Height | Lower = better aero/CG. Higher = rough terrain. | Road: minimum. Off-road: near max. |
| Rebound | Controls spring extension speed. | ~70% of bump stiffness as baseline. |
| Bump | Controls compression speed. | Road: 6-8. Dirt: 4-6. Cross country: 2-4. |
| Setting | What It Does | Starting Point |
|---|---|---|
| Front Downforce | More = better turn-in, less understeer. | Match or slightly exceed rear for neutral balance. |
| Rear Downforce | More = high-speed stability, less top speed. | Speed tracks: min. Technical: max. |
| Acceleration Lock | Higher = both wheels spin together, more traction. | RWD: 60-75%. AWD F: 30-40%, R: 60-70%. |
| Deceleration Lock | Higher = more engine braking stability. | RWD: 20-30%. AWD: 10-20%. |
Use for: Highway sprints, Goliath. Trade cornering for raw top speed.
Use for: Most road circuits. The most versatile setup.
Use for: Dirt and mixed-surface races. Softer springs absorb bumps.
Use for: Drift zones. High rear PSI reduces grip, locked diff keeps wheels spinning.
| Problem | Fix |
|---|---|
| Car understeers (won't turn) | Soften front ARB, stiffen rear ARB, add front negative camber, reduce front toe-in |
| Car oversteers (rear slides out) | Stiffen front ARB, soften rear ARB, reduce rear tire pressure, add rear toe-in |
| Wheelspin on corner exit | Increase accel diff lock, soften rear springs, shorter gearing |
| Car bounces over bumps | Soften springs, reduce bump damping, increase ride height |
| Slow top speed on straights | Lower final drive ratio, reduce aero, increase tire pressure |
| Poor braking stability | Increase decel diff lock, add rear toe-in, reduce rear ride height |
| Car feels sluggish in corners | Shorten gear ratios, increase front camber, stiffen springs |
| Class | Tire Pressure | Gearing | Camber (F/R) | ARB (F/R) | Springs | Ride Height | Diff (Accel/Decel) |
|---|---|---|---|---|---|---|---|
| S2 (901–998) | 30–32 PSI | Speed-focused, 5.0+ final | −1.2°/−0.8° | 35/30 | Stiff, 150+ kgf/mm | Lowest | 70%/30% |
| S1 (801–900) | 29–31 PSI | Balanced, 4.5 final | −1.0°/−0.6° | 30/28 | Medium-stiff | Low | 60%/25% |
| A (701–800) | 28–30 PSI | Accel-biased, 4.2 final | −0.8°/−0.5° | 28/25 | Medium | Mid-low | 50%/20% |
| B (601–700) | 27–29 PSI | Short, 3.8 final | −0.5°/−0.3° | 25/22 | Soft-med | Mid | 40%/15% |
| C/D (100–600) | 26–28 PSI | Very short, 3.5 final | −0.3°/−0.2° | 22/20 | Soft | High | 30%/10% |
Data sources: Xbox Game Studios / Playground Games — official Forza Horizon 6 announcements; in-game tuning telemetry data; community lap time benchmarks from Forza Horizon 5 (tuning model carries forward to FH6).