Forza Motorsport Understeering?

Thanks for trying to help but I already know how AWD drift works. :slightly_smiling_face:

Breaking the traction is indeed key - and part of the problem where it shouldn’t be. 300 hp in a (stock) modern compact AWD car is all you need to break traction on wet track as shown on the video. Just upset the car and floor it. Owners have called even the base model mk3 TT (a 230 hp non-S/RS car) scary / sketchy because of its tendency to go sideways when quickly accelerating in sport mode on wet roads.

In FM most stock AWD cars just understeer when floored in corners. Only way to get even the 400 hp TTRS to go throttle oversteer is to literally drive 10 km/h wheels already full lock left or right and floor it & hope for the best. I suggest using right because to left the car tries to straighten the wheels mid drift. Don’t ask me why.

I don’t know if these cars are any better with wheel but with controller there isn’t much you can do if you actually want to keep the car any way drivable (and safe for multiplayer) where lap times are considered.

How much of this all is due to controller steering, I don’t know. What I do know however is that controller cuts almost all steering angle mid drift if correcting a slide. If you can start one, that is. My 500+ hp S-class low grip TTRS is able to go drift in very tight corners if wet (just) but even then the controller steering ruins the slide pretty quickly and the car goes wide.

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AUDI TT is sketchy because it is a bad developed car intended to be a SLOW FWD for those that can’t buy a R8.
They increased the speed and had to put a rear spoiler or it would fly, after they put AWD but it is not a sedan or a Station wagor, so the Rear is to light. That’s why the rear goes off like that. Maybe in Forza is what was suppose to be. :joy:
And Are you playing on a controller? That makes sense, the game is adjusting the controller for better recovering the lost of grip.

The high speed oversteer / spoiler thing was early mk1 problem, not mk3 and had nothing to do with this. In mk1 the original suspension was tuned too much to compensate understeer caused by front-heavy weight distribution (the famous Audisteer), which resulted unpredictable handling characteristics and the aerodynamic properties of the car weren’t perfect either so Audi re-tuned suspension to be more balanced and added wing (+esp to some models). I don’t know how any of this is related to what I was writing about the AWD handling in the game.

About the controller, yes indeed it does limit steering to the point where controlling AWD drift doesn’t work in most cases because steering stops allowing steering angle in the middle of a drift. Controller steering issues has been discussed in the forums many times and by looking the poll I made a year(?) ago it indeed seems to be problematic.

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Let’s just rename it to Microsoft Understeer Simulator so everyone knows what to expect :rofl:

Having to tune it out isn’t really a user friendly experience.

Just another barrier for entry.

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To fix mid-corner understeer, you can try:
Softening the front springs
Stiffening the rear springs
Adjusting the anti-roll bar softer front or stiffer rear
Toe-out in the front also toe out in rear can help loosen the car
Caster adjustment lower for small tracks, higher for fast tracks like Daytona.
Lowering ride height in front raise the rear
Camber adjustment
Raising the rear roll center height over the front can help aswell

Do small changes and try it. You might want to check out my tuning page for tips.

Yeah, I’ve tried all of that, and the car still won’t stick mid-corner. :frowning:. Toe out seems to help the most on top of ARB’s and RCO. I can’t soften the front suspension too much or else the car bottoms out along with soft front ARBs. According to Forza ARBs are what mitigates mid corner behavior.

I’m starting to think there’s no way to tune it out, but I haven’t tried monitoring front tire temps to keep them from overheating mid corner.

I’ve noticed a strange difference between using a wheel & controller. I use a wheel setup for MP racing & with good tunes it feels natural but when I’m just taking pics I’ll use a pad to drive & just recently felt bizarre massive understeer on hairpins & tight turns, sometimes literally coming to a standstill just to stop the car from pushing. I don’t remember it being that bad previously but I can’t pinpoint when it started.

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Might be controller steering issue many have wrote about in the forums.

I too suffer from the dreaded MCU (mid corner understeer) and like you I tried all the tricks. There seems to be a deadzone on corner exit which makes the car go wide. I tried fixing it with throttle application but in the end I still have to endure some sort of delay which hurts my exit and run down the following straight.

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Same, it looks like people are getting creative to get rotation on replays. I can’t take the line that’s supposed to be taken. I don’t know if it’s wide spread, or just exclusive to road cars, but boy it’s been 7 hours with one car, and no luck.

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Part of the issue for me is my limited ability to tolerate oversteer. I think there are benefits to making the car super pointy for corner entry but then you need to be super precise on the throttle and I can’t seem to find the right spot. Maybe I’m just too safe with my car placement. I feel like there is something wonky with the physics but it’s possible it’s a skill issue on my end at this point. I’ve played this game plenty, still haven’t figured it out…

From a youtuber which name I forgot (sorry):



I’m either an under driver or over thinker :smiling_face_with_tear:

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I like a pointy, slippery car through corners, but not at the expense of time. I’m definitely an overdriver when it comes to hot lapping. Looking at the Valkyrie AMR Pro, I can tell that T10 CAN make a car that can overcome understeer. I can take my normal lines with that car.

I don’t think it’s a skill issue, anyone who has car awareness and good car placement should be fine. I watched the limited edition GTI ring lap and the driver was getting on the power way earlier than I could in the GMA T.50, and he was just tracking out to the corner exit like he was supposed to. I tried the FK8 CTR and couldn’t get on the power like in the said car’s video. It’s definitely a physics issue, there are more points of contact, but I suspect the tire modeling hasn’t changed. So there’s more grip, but no slip.

They didn’t advertise tire modeling when promoting the game. I don’t know much about tires but they seem to not know about slip angle. Or it wasn’t as big of a focus as suspension dynamics. The drop off of front tire grip is ridiculous.

Maybe you could chime in on technique preserving tire life (Using the whole track to maintain speed and use less rubber) online and if that’s any different than previous Forza’s. I’m not ready to race online yet as my race craft isn’t where I want it to be yet. :sweat_smile:

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