Install a race differentieal to the car and play with the settings. Lower the power setting if you have to much wheelspin accelerating out of corners and set higher the braking setting of the diff if you have corner-entry oversteer. Diff settings can make a big difference in stability.
All the cars have too much tire pressure by default. You can pretty safely drop 2 or 3 psi right off the bat.
It helps to read telemetry. If your tires are orange theyre pushing it. And almost everything lve driven goes orange real soon stock.
I’m driving around finishing off PR stunts and discovering the remaining roads etc. and grip is noticeably lacking. I’ve tried various cars and tunes. I’m currently using a Hoonigan RS200 which was a great car in FH4 but here there is very little grip with any tune I use. Wheelspin is prodigious in gears below 4th (yes I could use TCS but I never use that in FH4, I don’t want it to get completely bogged down) even though conditions are dry. Driving this on dirt is not much grippier (if any) than an S2 hypercar with race tyres.
I would love to be driving on this map using the same cars and handling from FH4, I think it would be a much more enjoyable experience.
It’s and arcade now but it’s great for crazy stuff. I don’t care about cars because they are not there. As a awesome arcade, it’s good. I would love H4 in this map too ![]()
It could be many things but if you have correct speed into a turn, the cars in this game has lots more grip than they should so it can be bad tuning. You can try one of my Bmw tunes which should be turning in properly and if you still have problems it may be your drivingstyle.
Most cars in this version like -2 to -3 front camber and around -1 rear. High rebound front(10-14) and high bump rear. This and springsettings(try softening front) should help you turn your car better.
The corvette you get at first has virtually no front downforce and max downforce to rear.
This shifts balance to the rear and help with corner exit grip but hurts corner entry. The wide body kit and max rear tire width also compound this issue.
I’ve been playing since Friday, and at first, and over the weekend, it was fine; not much different than Horizon 4. But the last couple days, all of a sudden, I can’t drive worth anything. The cars are extra slidey and floatey. Even cars that I tuned up over the weekend behave differently now. I don’t know if it’s just me, or if something needs to be rebooted, or if I just need to re-learn grip tuning with the new suspension model. But yeah, there’s quite a bit of sliding going on.
It’s not you, this is not H4, it has completely different parameters and suspension.
I just had a quick online adventure over at FH4 and the difference is night and day. The cars grip relatively like they’re on rails compared to FH5, and stop on a dime. I felt completely confident pushing it to the limit and knew where the limits were consistently. I’ve played FH5 a lot this week and have not (in every sense) got to grips with the handling yet and am not sure I ever would feel as comfortable with it as I do with FH4’s handling model.
Maybe there are some bugs to be worked out which will improve the experience with some patches.
It’s not a bug.
It’s our Horizon physics with different parameters. You need to adjust to more fantasy world. Today I played few hours and I love it like yesterday. Is it real like H4? Not a chance! Is it still Horizon physic but much faster? Yes. It’s crazy car game, like COD in shooters. You can do stuff you can’t do in real life but with pretty good physics. This skill for both games is the same because but you need to tune your “parameters”. For instance, cars are lighter, you need to acomodate to it.
Well people who understand the technical stuff better than me, reckon there is something amiss with the brake bias or whatever, which is affecting not just braking distances but handling / car behaviour too. So if that is addressed it could improve things.
I had one bad race tonight, and the rest were fine. The one Hot Hatch championship got off to a rocky start, and I came in 4th, but won the rest easily. The Muscle car championship, the car was still a little slippy, but no big deal. Whatever seems to have been going on has hopefully eased up a bit. Or maybe I was just having a couple of off days. I don’t know.
Unfortunately Horizon games are heavily biased towards AWD. That’s the reason every Vette, Porsche, and iconic RWD car with custom tuning is converted to AWD. It’s shocking that even with the 300 LB weight penalty how much better AWD handles vs a properly tuned RWD in ~most~ cases. To top it off, the point cost for AWD is unfairly low, often costing more to have an inferior handling RWD. The only times RWD is an advantage is with time consuming tuning and a fairly good driver (one that would typically keep drivetars at Expert or above. Even then, AWD still shines through most of the time and all the time some dirt or water is on the track.
Somewhat related, there is a culture of keeping traction control, stability control and other assists turned off. This is coming from players who stay in AWD vehicles. Do you think AI drivetars are forfeiting their innate ability to calculate extremely nuanced throttle control when cornering? Obviously not as you almost never see them slipping even the tiniest bit. I stand by the philosophy that assisted RWD is more natural than AWD with assists turned off. In real life, traction, stability, and other computer controlled elements is what makes many of the exotics fast.
Horizon treats RWD cars as almost nothing but gimmicky drift cars.
I have no idea what you are talking about. Yeah 1300 hp in a rwd car is nonsense and will be uncontrollable. 600, 700, hp with wide race tires and its fine. I literally have no idea how you are having this problem. Maybe you should use TCS and STM.
One advantage of this grip problem is that I have loads of Tune downloads. I’ve never been a top tuner before.
Nope, cars have plenty of grip. The physics model is improved in this game. Arcade physics may make driving games more accessible, but they kill depth of gameplay and immersion.
There are still plenty of concessions made in this game for the sake of accessibility, some which are good ideas that add to the fun without killing the depth. Others, not so much.
Trees and fences are still made of matchsticks.
The e-brake activates magic mode (let’s you keep way too much control of the backend).
You can never get stuck in thick mud or water, regardless of what tires you have.
You can still build and tune using somewhat magical materials and tuning force.
That’s just stuff off the top of my head.
There is much improved weight transfer in this game, and especially for those of us playing in driver cam, the car gives a lot more, and a lot more gradual, information on what it’s doing and where it’s thresholds are. Please don’t ask for us to go back to the guessing game of FH4 physics, where it felt like cars became entirely new entities once they lost grip. I don’t think I could handle going back.
There may be a few reasons unrelated to physics regarding why you feel there is less grip in this game though.
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PI restrictions have all moved up in speed. This is particularly true of A, S1, and S2, and S1 might have moved up the most. You might be thinking “This car gripped just fine with this type of setup in S1 in FH4, why isn’t it working here?” and the answer is that S1 in 4 and S1 in 5 are not comparable. S1 in 5 is way faster, and you’re going to need to account for that when building your cars, since that higher effective PI comes with a more desperate need for better tires and more downforce.
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The braking lines in this game are a shade of terrible. I almost feel like they upgraded the tire, suspension, and brake systems, but then forgot to update the racing line system to account for those things. Light curves tell you to brake too much when you really shouldn’t, while heavy turns don’t really warn you enough, especially if you’re playing with ABS on. I’ve only now, after a solid week of playing, started to learn how to read the braking lines, and how best to optimize my brakes with ABS off. I only keep them on since I haven’t memorized the courses. I mostly ignore them and race my own race otherwise. Following them exactly seems to be a fools game. I mean it always was, but more so now than before.
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Related to #2, the Forza Horizon driveline assist system has never really accounted for changes in elevation very well, and Horizon 5 has a lot of elevation change all throughout the map. Kind of piles on to the issue of “the braking lines are bad”.
double post bug when I tried to edit