Ok so this is a list that will be comprised of things on Forza that I think Turn 10 should have a look and see if they can fix. Feel free to add to this list anything you feel Turn 10 should probably attend to. The list will be comprised of different sections each of which should be fairly self explanatory. I will try to add pictures if possible to highlight what I’m talking about and if you feel it would help your point feel free to add it too. This isn’t meant to be an attack against Turn 10 but instead a list that Turn 10 can hopefully use to make their game better. Not sure if one of these has been made already so we shall see. Anyways without much further ado here is the list: Tracks
At Sebring there are various bump on the track that aren’t related to the curbs. The areas that I could find are;
~ Turn 2 on the inside next to the curb, it is right on the racing line and very difficult to miss when playing the full circuit
~ Between the third and fourth last corners in the esses section there is a bump close to the left hand side of the track that, like the first one mentioned, while throw the car off
~ When racing on the north section only the road that takes you from the straight towards the fast kinks cutting across to turn two on the right side of the track there is a bump that can be felt when going over an area around the white line
The curbs at Sebring feel way too aggressive for what they should be, almost as if they were backwards. Many times when racing the back end has been kicked up a few feet into the air because of them, something I’m yet to see happen there in real life.
At Le Mans coming out of Tetre Rouge heading onto the Mulsanne straight on the left hand side of the track there is an area parallel to the curbs or the left where the cars suspension ‘freaks out’. Going in the correct direction the suspensions maxes (full negative offset) out while going the opposite direction the suspension bottoms out (full positive offset)
This is one is probably more how Turn 10 designed them to work however they can be a pain anyways but on the exit of the Porsche Curves at Le Mans the bumps on the inside will slow your car down massively, which in a race at those speeds can cause quite a few accidents, and on the exit the yellow painted tarmac too will slow you car down a lot which again is far from idea when racing around that section of track.
Cars
The Porsche 911 GT1s performance is far from what its real life counterpart could do. Around Le Mans my best time was a 3:59.5 while its qualifying time was a 3:38.3, big difference!
The Ferrari F333 SPs performance is far superior to what its real life counter part could do. The real car set a qualifying lap time of 3:48.3 while I could get a 3:29.3, again quite the contrast
Around Daytona in the Corvette GTLM (GT2) race car I managed a 1:36, on par with their qualifying time from that year, however the same time was achievable in the Audi R8 LMS GTD (GT3) when in that year it qualified with a time 10 seconds slower then the GTLMs at best
Painting
On the 2011 McLaren 12C GT3 on the left hand side the painting areas are a bit messed up. Everything west of the rear bumper panel is shifted left and there is a deadzone of the wheel arch where the player cannot apply decals. Likewise trying to paint near the read bumper/rear quarter panel line the decals will cross over
When painting on the new 2011 Porsche 911 GT3 RSR adding decals to the flared wheel arches will often cause them to become distorted and will go at an angle
On the back of the Nissan 300ZX IMSA GTS Race car any vinyl added will become stretched vertically
On the Mazda Lola B12/80 part of the rear fin paint area merges with the rear wheel arch so anything at the bottom of the fin appears on the rear wheel arch. It is also uneven on both sides and this is a feature/error I’m yet to find n any of the other race cars
Other
When in Forzavista mode if the Forza icon is activated the player can back out to the menu where the dialogue continues instead of turning off and the player is unavailable to select any menu options
After purchasing a car the woman will talk saying what the car is. Despite the cut scene skipping the voice will continue to play and the player is unable to select a menu option
(Not really something broken just something to better) Better segregation between race cars. For example the GT Race cars. Within that group you have a mixture or GT1, GT500, GT2, GT3 and GT4 race cars which all coniside to different regulations which determines their specific class so putting them all in the same class seems a bit silly
I doubt T10 will be fixing much on FM6 at this stage, but if they do I sincerely hope the can find higher priorities than any of the points in your list.
Agreed, this is not the type of title to receive major feature inclusions and bugfixes 6 months after release, especially when there are future titles on the way.
Ok so this is a list that will be comprised of things on Forza that I think Turn 10 should have a look and see if they can fix. Feel free to add to this list anything you feel Turn 10 should probably attend to. The list will be comprised of different sections each of which should be fairly self explanatory. I will try to add pictures if possible to highlight what I’m talking about and if you feel it would help your point feel free to add it too. This isn’t meant to be an attack against Turn 10 but instead a list that Turn 10 can hopefully use to make their game better. Not sure if one of these has been made already so we shall see. Anyways without much further ado here is the list: Tracks
At Sebring there are various bump on the track that aren’t related to the curbs. The areas that I could find are;
~ Turn 2 on the inside next to the curb, it is right on the racing line and very difficult to miss when playing the full circuit
~ Between the third and fourth last corners in the esses section there is a bump close to the left hand side of the track that, like the first one mentioned, while throw the car off
~ When racing on the north section only the road that takes you from the straight towards the fast kinks cutting across to turn two on the right side of the track there is a bump that can be felt when going over an area around the white line
The curbs at Sebring feel way too aggressive for what they should be, almost as if they were backwards. Many times when racing the back end has been kicked up a few feet into the air because of them, something I’m yet to see happen there in real life.
At Le Mans coming out of Tetre Rouge heading onto the Mulsanne straight on the left hand side of the track there is an area parallel to the curbs or the left where the cars suspension ‘freaks out’. Going in the correct direction the suspensions maxes (full negative offset) out while going the opposite direction the suspension bottoms out (full positive offset)
This is one is probably more how Turn 10 designed them to work however they can be a pain anyways but on the exit of the Porsche Curves at Le Mans the bumps on the inside will slow your car down massively, which in a race at those speeds can cause quite a few accidents, and on the exit the yellow painted tarmac too will slow you car down a lot which again is far from idea when racing around that section of track.
Cars
The Porsche 911 GT1s performance is far from what its real life counterpart could do. Around Le Mans my best time was a 3:59.5 while its qualifying time was a 3:38.3, big difference!
The Ferrari F333 SPs performance is far superior to what its real life counter part could do. The real car set a qualifying lap time of 3:48.3 while I could get a 3:29.3, again quite the contrast
Around Daytona in the Corvette GTLM (GT2) race car I managed a 1:36, on par with their qualifying time from that year, however the same time was achievable in the Audi R8 LMS GTD (GT3) when in that year it qualified with a time 10 seconds slower then the GTLMs at best
Painting
On the 2011 McLaren 12C GT3 on the left hand side the painting areas are a bit messed up. Everything west of the rear bumper panel is shifted left and there is a deadzone of the wheel arch where the player cannot apply decals. Likewise trying to paint near the read bumper/rear quarter panel line the decals will cross over
When painting on the new 2011 Porsche 911 GT3 RSR adding decals to the flared wheel arches will often cause them to become distorted and will go at an angle
On the back of the Nissan 300ZX IMSA GTS Race car any vinyl added will become stretched vertically
On the Mazda Lola B12/80 part of the rear fin paint area merges with the rear wheel arch so anything at the bottom of the fin appears on the rear wheel arch. It is also uneven on both sides and this is a feature/error I’m yet to find n any of the other race cars
Other
When in Forzavista mode if the Forza icon is activated the player can back out to the menu where the dialogue continues instead of turning off and the player is unavailable to select any menu options
After purchasing a car the woman will talk saying what the car is. Despite the cut scene skipping the voice will continue to play and the player is unable to select a menu option
(Not really something broken just something to better) Better segregation between race cars. For example the GT Race cars. Within that group you have a mixture or GT1, GT500, GT2, GT3 and GT4 race cars which all coniside to different regulations which determines their specific class so putting them all in the same class seems a bit silly
Punishing corner cutting.
Fix collisions to be less absurdly punishing to those being bumped and more punishing to those doing the bumping.
Fix Vote To Kick and reporting of griefers.
Fix the points system in leagues.
Fix the inconsistent track-limit mark-up.
Fix the starting grids so that people joining a lobby during the countdown start at the back like they’re supposed to instead of being put on pole.
Put the “missing” tracks into rotation.
I thought this was purposeful decision, are you saying its a mistake.
I think the logic is that persons have a shot in 20 persons lobby, a kind of get off on the right foot instead of having to battle from last. I do understand how, we are not for it- I’m just saying I don’t think it’s a mistake/ glitch. But I have no idea if it is or isn’t.
Firstly, when T10 reps have described the system they’ve always stated that newcomers start at the back.
Secondly, it’s only those who join during the final countdown who start up front. Those who joined during the previous race and waited start from the back as intended.
the bumps at sebring is supposed to be there. real racedrivers have learned T10 where the tricky bumps are if i rember correctly in a huge twitch live show when the game first released.
like in real life you have to be exctra careful there. and they have made it in the game. so i don’t think it needs a fix. for me i just need to drive properly there
Point taken, especially the second one. I just noticed this myself today and yesterday. But came together today – because I will separate and run clean fast lap if having bad race to get moved to the front and was expecting to be in front row and I was in second. And I just noticed I started dead last when I waited to join.
Does anyone else watch their own replays and if so how are they?
The reason I’m asking is because whenever I watch the replays my car always shifts horribly with the engine revving with grinding noises even though I shift perfectly fine in the race, I can even go into the damage chart in telemetry and see the transmission damage steadily climb with (what seems to be) every other shift.