Driver weight in FM6

Well, a simulation is something that represents the characteristics of something that are evident within it. To do so “could” require adding weight so that it fits within their physics system to actually represent said characteristics or functions or it could not. A simulator doesn’t mean a 100% representation of something as that is never possible in the first place. I am not defending their decision here, just going against whatever thoughtless, misconstrued point you were trying to make as it is asinine.

With the emphasis on physics being hyped almost as frequently as 1080p @ 60fps, they seem to be implying that they are trying to simulate something. If they want to add weight on the back end to fix their flawed physics model, that’s one thing, but there has been no explanation for why they increased the displayed weight in the UI by 30% over a span of 4 iterations of the game. Dan even stated in the pictured tweet that the manufacturer’s curb weight is displayed in the UI while additional weight calculations are handled in the background. Now, if they haven’t managed to notice that a 1700lb race car gained 500 pounds from FM3 to FH2, it’s hard to say how accurate their background numbers are.

Well two of them were cut down to continue racing and then added a larger V12 engine and one was left alone. The two that continued on racing were raced further down the line. There are also different specs listed for the cars from 1700-1929 and I doubt that includes the one with the larger engine. Makes it a bit tough to find accurate background numbers. They also don’t need to explain anything to you and you’re drumming up simulator and bringing up Horizon 2 in the same sentence.

I mentioned Horizon 2 since the 330P4 was not in FM5 and FH2 was it’s first appearance on the Xbone. The weight in FH2 is the same as FM6. If you had bothered to actually read the thread you would have picked up on that.

As I previously posted (HP figures added today):
1967 Ferrari 330 P4
Real Life = 1746lbs, 450hp
FM6 = 2271, 450hp
FH2 = 2271, 450hp
FM4 = 1967, 464 hp
FM3 = 1742, 464hp

So, to summarize, a Driving/Racing “Simulator” with an advanced “physics” engine required that they add 500lbs to the weight of a car in order to extract somewhat accurate performance. I say somewhat as the top speed of the car (when built as close to spec as FM6 allows) still has a 10mph slower top speed than its real-life counterpart. And, the aero components have been broken since launch to boot (identified and reported during the early release period), yet the same problem with the Daytona Prototype was addressed within a week of its release.

You’ve still failed to identify where it is said that Forza is a simulator. It contains rewind, allows assists, tires don’t puncture, engines don’t fail, etc. Do you use a controller, most do. If you’re sitting there in your room without a harness, helmet, suit, and using a steering wheel do yourself a favor and shut up with the whole “sim” argument.

THEY claim the physics model they are using is accurate enough to simulate real life handling and real life weather conditions. They even had the audacity to insinuate that they would be providing accumulated cloud data from users racing the Ford GT in game to Ford engineers to aid in the development of the GTE/GTLM car. Seriously.

I’ve never accused Forza of succeeding at being a simulator. You really need to go back to the beginning of this thread, look at the original question that was asked, and look at the response given by Dan via Twitter.

What I’m trying to sort out is, why, when the majority of cars in the game are accurately represented and Dan indicates the weight in the UI of the game represents the manufacturers’ claimed curb weight, they have increased the weight of one particular car by 30% gradually over a period of 4 iterations of the game. That’s it. Well, that and waiting for them to acknowledge that, after over 6 months of reporting, the aero on the same car is screwed up while they fixed the Daytona Prototype within a week of the error being identified.

And to answer your incorrectly punctuated question, I do not use a controller. I use a wheel and pedals (with a clutch and shifter) as I have with most racing games (and sims) since the mid to late 90’s.

As far as telling people to “shut up”, you need to slow your roll young lady and let the adults have a conversation here. If you were to actually comprehend what I’ve said in every post in this thread, you would realize that we are on the same page as far as the glaring inaccuracies and improbabilities present in most Forza titles.

All those assists things you can turn off… And then youll have a “game” that is trying to simulate all those things like driving, tire wear, collisions, engine failures, track look, conditions, heck you’ve got rain now, etc… Theyre trying to do the simulation the best they can to make it as realistic as they can given that it is impossible to simulate everything completely accurately. But the point is, since the beginning they’ve always intended to make forza look and feel as real as possible and I think its the best at it. With forza6 i see videos getting posted on FB by people thinking it’s real.

Did you call me fat?

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Forza Motorsport has indeed some racing sim aspects when considering that tyre temperature and pressure affect grip eg, but it’s not a pure racing simulator. That’s why the distance meter is in ft and not time based. That’s why there is no further wheel implementation and the game actually rewards driving with the controller (the vast majority of the super fast guys use controller + 3rd person view). That’s why we get Limos and Aztecs as DLCs. Car sounds and physics are not realistic at all and there are a few other things to be mentioned.
Don’t get me wrong, I know for many many people Forza is the absolute favorite racing game and i don’t want to hurt anyones feelings at all. I like Forza 6, it’s a solid racing game, maybe the best on the market so far and it can be really fun, but I’m wondering why people still call it racing sim, it’s far away from that…

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That’s a lot of assumptions there

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I consider it a simulation. There are a lot of variables so they have to standardize it. Like driver weight… ok to simulate that then you should enter your real weight and if you’re fat then oh well, you should lose weight or you can lie about it and then there goes the simulation.

btw, they don’t consider it a sim.

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I can’t speak towards the inaccuracies depicted in the Ferrari, but in Forza Motorsport 2 the 1970 SS Chevelle and 1970 Challenger weighed about 3,500 lbs and are currently weighted at around 3,800 lbs. The lighter weights would have been accurate… On a small block version of the cars.

(feminist) TRIGGERED

So, let me get this straight.

A game with a powerful physics engine that accurately depicts the handling characteristics of the vast majority of it’s roster, that simulates the different tire physics from old bias ply, modern radials, high dollar sport tread, racing slicks and drag compound tires; isn’t a simulator?

I guess that by using a controller it somehow magically stops the game from simulating the physics of each car all together… Wow, I feel so enlightened.

But it doesn’t simulate different tire physics properly. Tell me where you can run 160mph on a stock set of 60’s and 70’s standard bias ply tires, cornering and all, and they not melt. They don’t simulate tire physics that great at all considering what is readily available. Just stop.

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I’m not going to “just stop”, because if you’re gonna sit there and try and nit pick I’ll just kick you in the pants.

First off, just because the game doesn’t simulate failure states doesn’t mean it’s not a simulation. Secondly, Bias Plys don’t “Melt” at 160 MPH, and there are Bias ply tires than can handle being ran at 160 MPH.

Thirdly, they don’t simulate tire physics all that great? I’m going to prove you wrong.

Bias ply tires have weak sidewalls, inferior compound and looses surface contact while cornering. This causes a slowed steering response, poor grip and stability through corners, this gives the cars a very “slidey” feel to those that wear them. Upgrading to a “street tire” which is an example of modern radial designs that has a stiffer sidewall, better compound and the tread doesn’t loose it’s contact patch through cornering. Slipping a set of these onto a car that had been running bias ply and you’ll see a major change in the car’s handling characteristics, it becomes more stable, more responsive and often times causes more understeer because you’ve no longer got the rear end of the car shifting about on it’s tires because of the stronger sidewalls. You’ll actually see a larger change in characteristics by swapping from bias ply to modern radials, than from “street” to “sport”.

I don’t know of any other driving/racing game that depicts that.

TL;DR version - quit being delusional.

Yet since FM2 muscle cars on stock tires have set #1’s all throughout Forza. Sim…LOL! Nice try for the kick in the pants.

Did you forget to complete your thought?

So, #1’s in what exactly? The leaderboards? I’ll assume leaderboads and explain to you why you are wrong, yet again.

You do realize that the cars in Forza Motorsport are split into different classes via the performance index, right? Well, considering you’re arguing against Forza as a sim I think it’s safe to assume that you don’t. So to spell it out for you, each car is placed into a specific class based on it’s level of performance; this system has nothing to do with the simulation of the car’s physics and handling attributes; it’s a system of evaluation.

That being said, usually (classic) Muscle Cars are ranked pretty low with the exception of the Shelby Cobra, and this is pretty much universally due to sub-par handling characteristics. It’s really not unheard of, or even really all that rare or unheard of to set faster times with a fast car that handles like crap. It means alot, on alot of tracks, if your car can get from 0-100 mph in less time than it takes your opponents to get to highway speeds. It’s a bit of an exaggeration, but basically if a car takes to the straights faster than you can catch them in the corners, you’re gonna loose the race.

With that said, if you’re not going to be bothered to try harder than that, I’m done with this conversation; I believe I’ve spanked you hard enough, and if you’re not gonna match my effort you’re not worth my time.

In this game what they are simulating is a tire with the performance specs they give it such as stopping distance, lateral g’s, etc… It’s the same way i think of a car in forza… Doesnt matter what brand, model or year, etc. a car is, it’s going to perform what it’s specs let’s it perform in the physics engine.