90% of the cars dont turn. So much understeer in this game whats this about??? When you try to tune out the understeer then you just oversteer. Yet some cars turn very well and not any car that makes sense for it to turn well, It makes no sense, the warthog turns better than my lamborghini aventador sv. Im really really dissapointed in how this game drives, FH2 fealt so much better. The cars in this game feel like boats.
Off the throttle, i break, i turn in and the cars just plow even the shelby gt350r understeers like a fat pig, smh! I know for a fact that this car doesnt understeer like this in real life. Im just so dissapointed. Its totally random, the 69 camaro turns in better than the gt350r. My gosh whats going on with this game? Am i missing something???
I just dont get it, the cobra r doesnt turn, the aventador sv doesnt turn, the gt350r doesnt turn. Whats going on with this handling model??? Its like its unfinished or somthing. The cars feel so numb, i feel like im playing nfs prostreet.
You have to slow down so much to make some cars turn and then ai just fly past you like as if they are on slicks and your on wooden wheels.
Please fix your handling model its broken.
This is so bad it got to the point where i thought my controller was broken so i tested it to make sure it was sending full lock signal for the steering stick. Of course theres nothing wrong with my controller.
The AI are fairly known to exceed corner speeds that exceeds what is capable from the player which is annoying.
Regarding the understeer while it doesn’t eliminate the problem Ive found running 0-100 on handling dead zone and upping the steering linearity seems to help to nd extend by making the car more responsive some player on another thread run 65 linearity though I prefer 55 as 65 made the cars somewhat twitchy
You know, I have to say I agree with you! Even when you set the ARBs to full opposite settings (front all the way left, back all the way right) on some cars, it still doesn’t seem to make much difference as far as turn in!
I am new to Horizon, so I chalked it up to it just being a different game. But for tuning to be this different from FM6, I just don’t get it.
I do agree that the game has an inherited understeer problem but I have my cats setup so that soon as I apply even 10% throttle for example the car starts to turn back, I have noticed that the diFF is over reactive but I have in S1 the lotus esprit that will do 210 round certain corners and higher speeds on corners on the goliath track.
I believe they have made the game understeer hell to make peoples understanding of throttle control better ?
I am running the 0-100 on steering deadzone and also increased the linearity to 70 (for now) may go back down to 60 though… Lowering the rear decel diff down to about 20% helps a lot I find. Softening front anti roll bar and stiffening the rear bar will help too.
What is even more absurd to me is the snap oversteer in the game, like the physics themselves were built to make cars drift instantaneously. Its super annoying, makes rwd cars past A class feel at a huge disadvantage to AWD.
Are you using a controller and playing with sim steering on? I used to do that and its so much better set to normal steering with a pad… Less of a challenge but the snap oversteer is too much.
Yeah all the cars are definitely understeery, at least that’s what I’ve noticed. The way I manage to get around it is doing the trick where you tap the handbrake for a fraction of a second just enough to get the car to turn in faster. Takes a lot of practice to do it right though.
I run a lot of rwd cars, mainly A to S1. I have found for tuning that I’m running higher front toe out settings. Previously I never went past .1 but I have a couple .2 and .3 cars. Also before I used to run at approx 75% to 80% stiffness. In this game anything near 1:1 stiffness feels sluggish to me, so I usually run 50 to 100 lbs above 1:1.
I haven’t really gotten into bump and rebound tuning too much. My problem with horizon is the lack of consistency, bump and rebound are how I do fine tuning to set ups. Which is hard to do when I don’t have a track to tune to, that will share characteristics to other tracks.
Sorry OP but I have to disagree, the handling is ‘different’ from FH2 but not any worse, the strange way cars handle compared to others and in real life has been a thing in all the Horizon games.
I have to say I disagree with your comment about RWD cars past A class being at a big disadvantage as well, as previously mentioned in FH2 most the RWD hyper cars benefited from going AWD but in FH3 this is not longer the case, I can now drive a LaFerrari or Mclaren P1 in RWD and beat AWD Venenos (which was next to impossible at a certain level in FH2).
What I have noticed is that tuning plays a bigger part in FH3, in FH2 you could pretty much just change to AWD, throw on enough upgrades to get you to the desired class and then drive away. In FH3 doing a good tune gains you massive amounts of time.
With regards to tuning tips don’t worry about using extremes but always keep an eye on how they effect your simulated speed.
I.e. toe in and out should be kept to a minimum (0.2 out up front, 0.2. in at the back) but negative camber can be used at fairly high extremes without much effect on straight line speed.
Really low Tyre pressures work well and I personally go down to as low as 15 on some cars.
Try going really soft on the springs with the rear springs around 50-100 Lbs stiffer.
Ride height should be kept as low as possible but try to keep the rear a degree higher (to allow flow under the car).
With regards to bump and rebound the way these two things behave in game is somewhat odd and I’ve found that having more bump and rebound up front actually works better.
Anti roll bars can be used at extremes as well, you can go max softness up front and max stiffness at back without any effect on speed, if it doesn’t feel right then slowly pull both sides back in.
Down force is another strange one that I’ve never quite been able to make the most of so I usually just leave it at default, adding more down-force just seems to lose to much speed and reducing it effects handling too much, if you are going to tweak it then maybe just add a tiny amount rather than taking some off.
On an RWD car you’re only going to have acc and dec options to tweak, I’d suggest going low on the dec setting and then tweak the acc setting as you test the car to increase/reduce under-steer/over-steer.
Lastly while I’m sure you are experienced at the Forza games remember that your speed ‘OUT’ of the turn is what’s important and this seems to be paramount in FH3 more so than the other FH games, don’t be scared to feel like you’re breaking early as long as it get’s you a good line to exit the turn. Try finding a track you like and then spamming rival races, the ghost cars will give you a good indication of how you should/shouldn’t be driving.
The problem is the steering assist. the wheels literally won’t turn unless you almost stop in sharp corners. Just look at your wheels. they are just straight forward.
The brake balance is reversed again (the way it was in FM5). That means that moving the slider to the rear(right) increases front brake pressure, creating understeer. Move the slider to the front (left) to increase rear brake pressure, creating oversteer.
Well I wouldnt use the word “Hate” as it is rather strong word… but “dislike” Absolutley How ever I passed it as “it’s much more arcady than Motorsport,”
Than again I preferred FM5 over FM6 on the way the cars drove. but that’s entirely different topic
Couldn’t agree more! Cars tend to have attitude: ah, dear sir take a turn you say, don’t mind if I don’t. Unless you slow down to crawl, you can forget sharp turns. And AI merely cheats past you.