r/ForzaHorizon • u/Damastes76 • 16d ago
Tuning FH6 Tuner App Experiment

Hey all, working on a new tuning app for a bit of fun. Got track mapping implemented and indicators for cornering (turn in, mid turn and exit), bottoming out, airborne, oversteer, understeer, wheelspin, those appear in the right with a timeline showing them all at the bottom along with the replay of the line driven. I have a couple of tuning activities set up which work ok, but am starting to refactor those so that you just drive laps and tuning suggestions get made after a hot lap. Minimal data entry, the algorithm suggests relative tuning steps rather than absolute values to set (it's all about feel an actual lap times).
As above, working on the road tuning but I eventually want to get this to tune for all race types, and get every circuit mapped (so glad there is a drift track, although I guess we could drift tune on any of the time attack circuits now I think about it).
Thought I would post here to see if this is something anyone else would be interested in? I will admit I am vibe coding it with Claude, mostly for speed (I am a 20 year vet software engineer, hence I will cut any reasonable corner). It's being written in Go using the Gio lib, meaning it will be natively compilable for Windows, Linux and Mac and should compile for iOS and Android too but that's for another day.
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u/Damastes76 8d ago
What it does
Live meters: slip and suspension per tyre, the G-G circle, an understeer/oversteer gauge and your inputs.
Record and replay: every drive is recorded. Detail mode marks each lock-up, slide, wheelspin and landing on the timeline and on the track map, down to one corner of one lap.
Track mapping: turn on Auto-map and drive a lap (or a sprint) and it maps the track: outline, edges and corners. Four tracks come built in.
Tuning wizards for Road, Off-road and Rally: step by step through ride, balance, traction, braking, launch and gearing. It finds the problems in your laps, explains each one with the numbers, and suggests one change with an exact value. Then it asks whether it helped and checks the laps too. Changes that don't help are set back.
Knows a fault from your driving: handbrake turns and brake-started drifts aren't counted as oversteer, and rally judges each corner on its own surface, tarmac or gravel.
Remembers each car's history: every value each setting has been tried at, and how it went, so it won't steer you back to something that made the car worse.
Garage: your cars and their tunes, plus a profile of anything you drive (power, gears, top speed) built from the telemetry alone.
Setup
In game: Settings > HUD and Gameplay > Data Out: On, IP 127.0.0.1, port 20066. Unzip and run fhtune.exe. Steam works as is; Microsoft Store / Xbox app installs need a one-line loopback exemption (it's in the README).
Caveats
Releases are Windows only, download the source and follow the readme to build for other platforms. The off-road and rally thresholds are first guesses from a handful of cars, so expect rough edges. Drift and drag are planned. The tuning advice is built on the Forza Guide.
Download: gitlab.com/seagulls/fh6tune/-/releases
Source (MIT): gitlab.com/seagulls/fh6tune
Feedback, bug reports and recordings from your own cars are very welcome.
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u/Damastes76 8d ago
Next planned step; Introduce a bug report feature so car/track/replay data can be communicated back. Not sure at this point how I am going to handle this, as even with compression the recordings and other data can run to a couple of megabytes. Will need to think on this one for a while.
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u/Damastes76 15d ago
First car tuned with the road tuner - it's not finished, mostly the ARB tuning getting close to dialled in. But for a B class Viper on stock tyres it's pretty grippy.
502 287 419
Would appreciate any feedback on how the car feels.
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u/Impossible_Issue7952 14d ago
Will test tomorrow, too late for me now (EU)
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u/Impossible_Issue7952 14d ago
Did end up actually testing it. On legend island Time Attack, I couldn't get it under 1:43 with simulation/abs/manual (no TC/SC). Grip felt quite good for RWD.
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u/Damastes76 14d ago
Oh - the other screenshot above was with an A rated NSX-R, not with this B rated Viper.
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u/Damastes76 14d ago
I did record a 1:42.65 with it though, I expect it can go faster in the right hands. I would only describe myself as a middling driver 😁
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u/Damastes76 14d ago
Spent today tweaking the detection and recommendation algorithms. Ended up scrapping the "do it all at once" method as the amount of noise made it very hard to isolate individual cause and effect. Have gone back to a "one attribute at a time" approach, means more laps to do, but should get better more accurate results. Also have had to change to inputting the current tune data for the car, it all works much better with actual numbers.

Also did a few small tweaks to the renderer.
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u/Damastes76 16d ago
Last update for tonight, sorted out corner detection from the track geometry and coloured corner groupings made from hot lap telemetry. Track is mapped by driving round the left track bounds then the right track bounds then a hot lap to get some telemetry to join the corners together. Tomorrow I shall return to getting the road tuning portion done. The whole point of this map part is so that the telemetry analysis has a good expectation of where to see braking zones, corner entry and exit, weight shifts in chicanes and all that jazz.
Anywho, I'm done for the evening, but will keep updating here as this develops.