If you like racing a car for the hardcore leaderboards, you should be able to run the car at it best and most cars have assist stock. It would be nice being able to hit REAL in a menu .
Damn I didn’t even thought about it, but that’s such a cool idea you have, we should indeed have an option to use stock assists for each car to get the most realistic result possible (In addition to all the other assists or assists off options).
That’s something I’ve been asking for years.
It would be nice to have “extreme” hoppers and leagues where assists are catered to what the car has in real life and where you’re locked to either dashcam or cockpit view with no look back feature. Virtual mirror would be needed then though.
You could always play Assetto Corsa instead. That actually has that option.
From what I remember Project CARS also allows you to choose “authentic assist” which enables the stock assist systems of that car. Of course it’s still challenging to drive old open wheel racing cars since these had no assists.
Source: Discord
Yea, could play an actual sim if you want that…
Dont see it happening as forza uses it as an additional “skill” item. This would also require them to build proper (and adjustable) traction control… not going to happen, doesnt make them money. New cars for DLC does tho…
Adjustable traction control and ABS is needed badly. What confuses me is they already have the foundation for this as you have three preset options for traction control and stability control which are obviously off, on or “super easy”.
A pretty simple way to improve this is to set these assists as a sliding scale from zero to ten with zero being “off”, five being “on” and ten set as “super easy”. All they’d need to do is divide the strength between off and “super easy” in ten and problem solved. It would instantly improve the general physics of the game.
As for hoppers and leagues, I would like “authentic” assists for cars. For example a “hardcore” Renault R.S.17 endurance league would be extremely cool. Same goes for specialised Rival events.
But first, Turn 10 needs to properly implement features such as fully functioning Forza Race Regulations, yellow flags, safety cars, proper rolling starts, actual tire wear, refuelling, different tire compounds, actual pitstops, more endurance hopper, the list goes on.
wouldn’t work in this game since most players are bad and don’t know how to race. More than 90% of this community can’t race cleanly or keep their lines. Great idea, community can’t do it.
Look at the achievements. Hard Driver. Win a race in multi player with no assists turned on. Only 1.03% of the players have achieved this.
Which means 98.97% of the players don’t play with no assists.
Two takeaways from this.
First, if Turn10 really wanted to make the game better for all, they have a perfect tool right there in the achievements. Just look at the numbers and make adjustments to the game which will (A, make achievements easier to get and (B, give players cr incentives for reaching achievements.
And
Two, 98% of the players bragging about how you need to learn how to play with no assists are blowing smoke out their hinderparts.
I like Two best lol, but I hope Turn10 will listen to number One. It could really help improve the overall gameplay.
What percentage of players have played multiplayer?
There’s a reason why I never bothered with that achievement, the depth of view in this game is horrible. You can’t judge your braking points correctly and you’re using different cars a lot. You’d have to dedicate far more time into this game that most simply aren’t willing to do. This also includes using sim steering which while make you faster, feels god awful and it’s hard to counter steer.
1.03%…it’s actually even lower than this. Some of that 1% would be going out just for the achievement. Maybe half. So most likely 0.5-0.75%.
OK, so let’s allow assists in the hardcore leaderboards. What will we call the “NEW” no assists leaderboard??
No assist is allowed in real FIA sanction race, my advice is practice make perfect!!
I prefer to drive pre 1980s cars in game so hardcore mode is more or less accurate as far as that is concerned. There are too many subtleties to achieving this goal that someone will get left in the cold. I don’t think that what you are asking for is a bad idea, just that it is a lot to change. For instance, in real life I own a 1980 Fiat spider 2000. It drives very similarly to the in game offering, and sounds very similar too, albeit mine is carbureted and the in game version is fuel injected (fiat offered it both ways in 1980).
My Fiat has a proportioning valve attached to the rear axle that meters brake fluid to the rear brakes. The harder the brakes are pressed and the more the tail lifts, the less fluid makes it to the calipers (4 wheel disc brakes) in the rear of the car. This effectively stops the rear brakes from locking up when they are unloaded by the weight transferring to the front of the car. Forza cannot directly replicate this process other than to manually set the brake pressure heavily biased to the front wheels, which does not accurately represent what is happening. The proportioning valve was a predecessor to ABS and was relatively common on 70s and 80s cars.
Every car has an interesting quirk IRL that makes it safer or faster or both. The development of those systems is proprietary to the manufacturer. Ferrari’s traction control system is very different from Fords. Some cars have only front wheel ABS, some have 4 wheel. Some cars can divert power to singular wheels when traction is low, some can only slow a wheel when it spins. Some cars have electric differentials that control wheel spin and equal traction.
I think it would be very interesting to have an authentic option for assists, but I also enjoy the option to drive a car without intervention. Some cars cannot be driven IRL without assists so it is interesting to drive them without the assists in Forza.
I would happily settle for more realistic damage and more realistic mechanical failures than are presented currently. (Tire blowouts, engine overheating, oil pressure spikes and drops, etc.) But any new features that add depth to the game would be welcomed.
I assume the developers to do a lot of research for all the cars which they model and build into the game since the 2017 Ford GT looks, drives, feels and sounds different than a 1980 Abarth Fiat 131. It would be interesting to know if they also have details about these quirks in their car database. They might consider adding an “authentic” option in the next Forza Motorsport game, which could emulate those individual assists.
The line, whether full or just braking is considered an assist, even though it’s really more of an aid. Your steering setting doesn’t affect “assists”.
They dont, they have an elaborate formula which they pump numbers into and whatever pops out is the car. They dont need the car or to be able to drive it to add it to game. They may need it to scan the car, which i havent found verification anywhere that they actually scan all cars either.
Most modelling is more than likely outsourced.
And yes, there’s pretty much an algorithm that determines every cars characteristics. The Forza Horizon 3 developer files sort of illude to this as there’s actually a hidden “Off-Road Performance Index” that you can’t see in game which is definitely interesting.
So are all the in-game performance attributes genuinely based on physics? You don’t just tap in the manufacturer’s quoted top speed and the car model performs to that – you honestly program in the physics then hit the accelerator to check that your car can actually simulate those figures?
"Well first up, all the manufacturer data we get, we mostly throw away! This is because we’re either getting it from a licensing agent or a marketing agent, we’re not getting it from the engineer who knows the real data. So we research cars – we actually go find out what it really does. We look at magazines such as Road and Track and Car and Driver, and we see what their test results are.
And we often notice that their test results are different. A manufacturer may say, this car does 0-60 in 4.3 seconds, but Car and Driver says 4.6, Top Gear may say 4.5, so you can’t really trust any of that. We look at the simulation output and ask if we’re getting the same range as those figures. And we have actually found issues in cars, we’ve called up the original manufacturer of the suspension, rather than calling up, say, BMW about the suspension. We might call KAW or H&R depending on who actually provided the springs, especially with older cars. We’ll actually find out the real gear rations from the maker. We put all that stuff in and the car might understeer, it might oversteer, we’ve found some cars that just don’t drive very well in the simulation. We don’t fix it because that’s how it really is."- greenwalt
I found a different article at one point the said more about this. The article basically said they punch in some numbers and what comes out is what they get. In the other article they supposedly got numbers for a model that wasnt released or tested yet. They got the data punched it in, drove it and with their system it said it was going to drive like crap and supposedly it had the same characteristic in real life. Im still not sure how you can do this without human feedback from professionals but it is what it is. I know in Iracing when they release a new vehicle they basically work with one of the pros who drives the car to test it afterwards. Surely part of the reason forza doesnt do this is because you cant setup the sim hardware and get proper feedback because the FFB isn’t good enough to give the driver actually knowledge of it unlike other sims.