- Performance Index (PI)
- A single number from 100 to 999 that rates a car's overall performance in Forza Horizon 6. PI decides which class a car races in.
- Class
- A performance bracket set by PI. FH6 classes are D (up to 499), C (500 to 599), B (600 to 699), A (700 to 799), S1 (800 to 899), S2 (900 to 998) and R (999).
- Differential
- The component that decides how the driven wheels share torque. Tuned with acceleration and deceleration lock to control traction and rotation.
- Acceleration lock
- How tightly the driven wheels are tied together on the throttle. Higher lock puts power down cleanly; in FH6 road racing it runs high, 75 to 95 percent for RWD.
- Deceleration lock
- How tightly the driven wheels are tied on lift-off. High decel lock causes corner-entry understeer, so road builds keep it low, 10 to 20 percent.
- Ride frequency
- How quickly the car bounces on its springs, measured in Hz. Setting springs from ride frequency keeps light and heavy cars consistent. FH6 tarmac runs 2.6 to 3.2 Hz.
- Spring rate
- The stiffness of a spring in lb/in or kgf/mm. Calculated from the weight over each axle and the target ride frequency.
- Anti-roll bar (ARB)
- A bar that resists body roll on an axle. The front-rear ARB split is the fastest way to shift balance between understeer and oversteer.
- Mechanical balance
- A readout in the FH6 tuning menu summarising front-rear balance. Aim for 0.55 to 0.65, with 0.60 as the target.
- Camber
- The tilt of a wheel viewed from the front. Negative camber keeps the tyre flat through body roll for more cornering grip.
- Caster
- The backward tilt of the steering axis. More caster adds high-speed stability and self-centring, but too much dulls turn-in.
- Toe
- Whether the wheels point inward (toe-in) or outward (toe-out). Front toe-out sharpens turn-in; too much rear toe-in causes understeer.
- Final drive
- A master gear ratio that shifts all gears together. Raise it for acceleration, lower it for top speed.
- Aero balance
- The front-rear split of downforce, shown as a readout. The FH6 meta target is 0.40 to 0.45, roughly 40 percent front and 60 percent rear.
- Downforce
- Aerodynamic force pressing the car into the road for more grip at speed, at the cost of straight-line drag.
- Understeer
- When the front tyres lose grip first and the car pushes wide. Cured by softening the front, adding front grip and lowering the diff deceleration lock.
- Oversteer
- When the rear tyres lose grip first and the tail steps out. Cured by softening the rear or adding rear toe-in.
- Rebound damping
- How fast a spring is allowed to extend. Higher rebound controls weight transfer; usually set higher than bump.
- Bump damping
- How fast a spring is allowed to compress. Usually around 60 percent of rebound so the tyre absorbs hits without kicking.
- Ride height
- How high the car sits. Minimum on tarmac to lower the centre of gravity; raised off-road to clear obstacles.
- Weight distribution
- The front-rear split of a car's mass, which drives the spring and balance calculations. A nose-heavy car needs stiffer front springs.
- Tyre compound
- The type of rubber fitted, such as slick, semi-slick, sport, rally, off-road or drift. Off-road and rally are a road racing value meta at A class and below.
- Centrifugal supercharger
- A forced-induction upgrade that is currently the biggest performance-per-PI power item in FH6, almost certainly a bug, so it is the strongest power buy until patched.
- Rivals
- Forza's time-trial leaderboards, the yardstick competitive tuners build against.
- Meta
- The current best-performing cars, parts and settings, as proven on the leaderboards. It shifts with each balance patch and new car.
FH6 Tuning Glossary
Every Forza Horizon 6 tuning term, defined in plain English.
A quick reference for the language of Forza Horizon 6 tuning, from PI and ride frequency to aero balance and the current meta. If a term in one of our tuning guides is unfamiliar, it is defined here.