Forza made marketing clips where they show how near the game is to reality. The januar car pack show how turn 10 cheated me.
For example the the nismo GTR GT500 from the autobacks super gt series
That car have in forza a handling level of 7, 3 like gt3 cars…every driver who drive such cars says that this cars have downforce level of lmp2 cars. PI of 863 in comparsion with reality is laughable. The cars runs in gt500 class which is extrem faster than the gt3 cars that run in gt300 class. The gt500 cars with dtm regulations are much faster than the old gt500 till 2013. I can’t take this serious…
After some test laps in hockenheim I think this car is minimum 5 seconds too slow and have nothing to do with a GT500 Car in 2014. A dtm car in 2014 needs 1:32 min for a lap in hockenheim. 1:32 min … I need 1:40 with the car but then I have tuned it to R898. Without tuning I need 2 seconds more maybe. So then I’m 10 seconds as an average player away from the laptimes of a dtm car.
Did someone really check and analyze race reports by turn 10. Not only results. Thats not the only car thats lightyears away from it’s real speed. Why you choose the gt500 version when it have the speed of gtr gt3. I can understand why gt3, gt2 and gte cars that close…but gt500 and dtm is other level…
Thats one reason why the sales go down. Because not less people expect from a game like forza authentic and realistic car implementation.
Another example is hybrid cars
Go play a Toyota TS040 in pcars and forza. In forza the ts040 feels not like a hybrid car with 1000hp. I feels like the other lmp cars with no hybrid system. Even in games like forza a lot of people expect here more. Its not enough what turn 10 here offers. I have zero control offer the boost. A studio like turn 10 should bring more and I say the sales will not grow up if they didn’t realize that people want more control. Back to the TS040. In pcars the cars feels like a rocket. The acceleration is amazing. But at the other hand you can save the boost for straights. That’s give me as player the feeling how hybrid system works.
To sell people over ten years the same game with no innovations didn’t work. Ok turn 10 work on the physics but didn’t implement new technologies like drs and hybrid in engine. I bet gran turismo 7 will do this. Formula One Series do this since 2010. And you can’t call the F1 Games hyper sims. So the arguments that to much for a series like forza.
Microsoft pay turn 10 to bring the best racing game on the market. Forza 6 didn’t reach that goal. All the significant prices in 2015 goes on project cars or rocket league
Its really dissapointing!! There is a lot of work if Forza want reach that point they have years ago. 1080p and 60 frames is not evetything in the world.
Yeah loving driving this car, just still struggling to get my gear ratios right so it doesn’t stall at the start of each race. If anyone has any ratios they wouldn’t mind sharing I would be very grateful.
Op - yes this car is not as potent as it is round some tracks however if it was closer to real life it would be in P class and would therefore be totally redundant as it wouldn’t keep up with the mazdas. By lowering it to R class means it can have some very competitive races with the GT race cars.
Each to their own of course but I know I would much rather have a car that isn’t 100% true to life and able to have a competitive race against other cars rather than totally accurate but not able to be used competitively in its class.
And here’s your problem. You are not the best player, you are an average player. Put an average driver in a real-life DTM car and see what his times around Hockenheimring are. Then we’ll talk.
That argument didn’t work. Because racinggames are should made get the feeling of the racecar. The pi level of the car is unrealic. I think nobody can reach 1:32 in this car at pi level 869 and when only 10 of 600000 players. Thats not the point. A toyota runs circls around a mazda 747b. Not because he runs 220 mph. The toyota would beat the mazda on every track even in le mans. But not in forza. Here whe have a ultra dominant mazda that destroy every online play. Because everybody use this car.
The point is that the two cars are have nothing to do with the real cars. A racing series like forza should make everthing possible what technology at 2014 offers. Technology like kers and drs are not hard to realize. That’s the point. In the description I can read about the technology of the cars but in the game I can’t feel or see it. Maybe 5 years ago this was enough. But not know in 2016. When I drive cars like the new lmp1 hybrid cars I expect that I have control over the kers system.
“Thats one reason why the sales go down. Because not less people expect from a game like forza authentic and realistic car implementation”
I guess you are representing a real tiny minority that cares about this…
I dont…i’m only interested in the handling of the car and the lap times.
But each to their own…
Those cars that have been rated P class in previous games that were not LMPs were almost always uncompetitive, but I assume somewhat realistically rated.
But because they could not compete with the LMPs their use was limited.
If you keep the current PI system and want to add a car like the GTR you need to decide - add it as an uncompetive car at PI 950 or add it in at PI 850 and make it useful.
Sometime decisions are made for video game playability and this time I think it is a good decision.
You’re expecting the dev team to do an awful lot of programming to make the ERS systems work the way you want them to, for something that effects what, 2 cars in the game? One of which wasn’t available until several months after launch. Saying that the F1 games do it is a ridiculous argument; EVERY modern F1 car has ERS, so EVERY car in the game has it. For T10 to spend the time and effort for something that effects only 2 cars out of the 600 or so in the game would be a waste. If you think this has cost them sales, you are wrong. The vast, vast majority of racing game players would never notice or care about this.
Gran Turismo 6 has working hybrid systems for the GT-R LM, TS040 and the Honda CR-Z, despite having over 500 “premium models” (ie: not Gran Turismo 4 port-overs) in the game. Granted it’s a PlayStation 3 title but bespoke elements for race cars in a game of this size is not outside the realms of possibility.
I don’t doubt that it’s possible, I just don’t really think T10 thought it was worth the effort for such a limited amount of cars, and I tend to agree. I think the time needed to be it is (and was) better spent elsewhere.
That’s like saying, “the reason spoilers on certain cars don’t go up or down because the rest of the cats in the game have stationary rear wings”.
If they could take the time to make a bugatti’s rear spoiler move up and down at correct speeds, and breaking. I’m almost certain they could have developed a system for two cars that don’t even involve graphics.
Agree with Satnite about the PI adjustments. You might not like how cars are rated, but Turn 10 have a decade of experience with this now, and also, they test the cars in their bespoke system to calculate the ratings. They say it’s run on a special course set up to test the cars. After years of doing that i’m sure they know that it’s not always been a good representation of specific cars in the past, and they are now tweaking ratings to make cars more useful where before they’d have been rated to high and never used.
So yeah, the ratings in a game don’t actually relate to the real world. That’s just how they do things based on their physics engine, not based on the real world.
Psychomantyx makes an argument that seems logical on the surface – Super GT 500 and DTM are sharing the same platform, a DTM car can get around Hockenheim in 1:32, therefore a Super GT 500 should also get around Hockenheim in 1:32 – but it’s hardly a scientific argument.
First off, there isn’t to my knowledge any recorded lap time in a super GT-500 around Hockenheim, so we don’t really know how fast they could get around Hockenheim in real life. Also, the Super-GT/GT-500 class cars haven’t fully transitioned over to the DTM rule book yet, though this is in the works. Furthermore, DTM is using a Drag Reduction System that GT-500 cars do not. While it’s permitted in the rulebook, it has not been adopted by any of the teams yet (including this car).
Lastly, while we strive for real world authenticity in everything we do, this is a game with 100s of cars that need to be competitively balanced for career, multiplayer, leaderboards, etc, using a Performance Index system we’ve developed over the past 10 years that does an admirable, if imperfect, job of fairly balancing cars relative to each other compared to their real world counterparts - in this case, the FM6 career’s Modern GT class.
Thankyou for your input Jonk. It’s nice ti see a staff member chip in on subjects. Obviously the majority of people have no idea what goes into making a game, but assume it’s easy, takes two minutes and should be perfect. It helps when actual staff step in with some explanations fo how certain things are done and/or why.
Just throwing this out there - any explanation on why indy cars are in the game, wet / rain racing is now in the game, but wet tires for the indy cars are not in the game?