after seing a pic of the twingo i just pre-ordered the game!
after seing a pic of the twingo i just pre-ordered the game!
| Lostplanet22 said: Is their an official FULL track list released? I want to know if my favourite is in the game. |
No but there is a Work in progress track list on the official site lmao. It is quite complete.
Same ol..
Link:http://forums.forzamotorsport.net/forums/thread/2605117.aspx
If you can't get on it... Credit to Reaper392.
We now have 62/115 tracks confirmed (excluding the 'many other stages' of amalfi coast), with another 12 expected.
Officially confirmed tracks list
Amalfi Coast (Italy) [image]
location mentioned by T10![]()
Track Layouts:
Benchmarkring
Track layouts
Circuit de Catalunya (Spain)![]()
Track Layouts:
Fujimi Kaido
Track layouts
Laguna Seca
found in press interview (click)
Le Mans (France)
in 'le mans' pitpass report![]()
Track Layouts:
Maple Valley
Track layouts:
Montserrat (Spain) [image]
tracks in playable demo at E3, all confirmed in gameplay vids![]()
Track Layouts:
Motegi
Track layouts
Mugello
pictures from IGN article confirmed to be mugello. pg 21 in this thread
Track Layouts
New york
Track Layouts
Nürburgring
found in news articles
Track Layouts:
Stage A, B and C are presumably P2P races on the Nordschleife, and looking at their length, their may be more, but the only picture confirming these tracks said a 3 heat race, and the track shown was stage C
Road america
side by side photo's confirm road america is in FM3
Track Layouts:
Road atlanta
side by side photo's from the latest blog have confirmed Road atlanta
Track layouts:
Sebring (USA)
found in news article below![]()
Track Layouts:
Sedona Raceway Park (arizona desert)
Track Layouts:
Silverstone [image]
side by side photo's have confirmed silverstone
Track Layouts:
Sunset Peninsula
found in picture on T10 twitter (pg24)
Track layouts:
Suzuka Circuit [image]
found in news articles![]()
Track Layouts:
Tsukuba Circuit
Track layouts
expected but not officially confirmed
Donnington park
mentioned in PUMA article, but it was quickly removed. che said it was a PR mess up, so it may be in the game
Monaco
was mentioned in the PPR, but was hurriedly taken down. it may be a future reveal, or it may not be in the game
Track layouts:
Montserrat (Spain) [image]
these are all the other ribbons that have yet to be confirmed by T10![]()
Track Layouts:
Infineon Raceway
location of prize for the audi design contest (driving an audi round there). found in this article
http://xbox.com/forza3contest
Rio De Janiero
thought to be found at the begining of the E3 community at play video, where the audi is driving through the tunnel

Thanks....Sadly Spa-Francorchamps my favourite track (simply because I been there) is not on the list (yet).
Need for Speed Shift has it and GT5 (rumor) has it aswell...
My interests will spike up or drop down if it will be in the game or not.
this game looks AWESOME! and everytime i see it i want it even more
Long Live SHIO!
Damn what a right up. They said best physics produced on any console. Also the graphics were outstanding. This game sounds amazing. Can't wait for October 27 here in UK. Samn AAA all the way. This game could meta above 95!
Maffka do you really need to quote whole the text? can you change your post please? Thx.
Yeah you really didn't need to quote that. I felt bad enough pasting it in here to begin with.

| selnor said: Damn what a right up. They said best physics produced on any console. Also the graphics were outstanding. This game sounds amazing. Can't wait for October 27 here in UK. Samn AAA all the way. This game could meta above 95! |
Yeah and this is a early build!
There was an interesting IGN preview/interview where a member of Turn10 answered some very good fan questions. I'll find the link, more physic answers inside :)
I know you will love it.
http://xbox360.ign.com/articles/102/1026124p1.html
The 360hertz physic's caculations is impressive and why they chose such a high amount of frames. *below*
"IGN AU/IGN Readers: How much of the processing power is dedicated to the 360 frames a second physics processing?
John Wendl: Well, you have two primary restraints on any system like this. One is the CPU and one's the GPU. The GPU is used primarily for graphics, the CPU is used primarily for some graphics set-up, but it's also used for audio and physics in particular; physics and gameplay. So a good portion of the CPU bandwidth actually goes towards running the physics simulation, as well as the AI. And then the GPU is almost completely consumed with displaying the game at 60 frames a second visually. But we're doing things with physics that no other games are coming close to, with things like tyre flex. We model chassis flex. It's beyond just a rigid body physics system. We're doing things that race teams aren't actually even doing…
We work with Michelin and McLaren, and groups like that. McLaren really helped us with our aero modelling, because they've taken aero modelling to places that – y'know, how the air moves over the car and the turbulence it creates and what it does, so we partnered with them on that, and with Michelin on our tyre physics, so we're actually doing visual tyre deformation now. We do tyre temperature on the outside, middle and the other outside of the tyre. We do gas temperatures inside the tyre, which modify pressure, tread compounds, slip angle, all that stuff. We measure all that – it's calculating a tonne of things, to get the car to feel just right.
So that [way] a big old heavy classic Mustang with a twisty chassis and tall tyres will feel that way. Even though it's got a lot of horsepower, on paper it might look like it's a fast car, but once you get out on a race track, because of the limitations in the tyres, in the chassis flex, and how the suspension's set up, it's actually not that fast around a race track, compared to a new modern car. A lot of games you won't feel that difference because – honestly – they're not that different, and you have to simulate all these things to get that feeling, and whether you even know about it and can articulate that or not, you just know it feels right.
That, combined with sampling the physics at 360 hertz is critical because these cars can reach 200 miles an hour, and at 200 miles an hour at 60 hertz, you've covered almost ten feet, and there's a lot that can happen in ten feet that you're missing basically. At 360 hertz you're covering only about eight inches at that speed, so you just get a lot more fidelity and the car feels a lot more responsive."
