I don’t know how many people know about the existence of this, but I’m sure if they read this post they will realise what I’m talking about.
In online races when two cars are close together the downforce of the car in front is significantly reduced. Now I don’t know if this is done on purpose to artificially make the races more ‘exciting’, in any case it is undoubtedly something negative. There are other ways to make races more exciting, such as introducing mandatory pit stops and the use of two different compounds. Sometimes I myself, for example, do not qualify to have a race in which I do more battles.
Being penalised simply because you are faster is just frustrating. Please remove this ‘content’.
Unless you’re racing in NASCAR at a superspeedway or an Indycar around an oval the car in front shouldn’t really feel any effect.
But even then it’s over exaggerated, in this game the car in front is penalized a lot more than the car behind
I have to agree with you, I watched some yt videos of skilled drivers and this aero penalty seems to get much stronger the higher the downforce of the car. I don’t know how strong a realistic aero penalty would look/feel like, but forza could definitely improve it’s physics when it comes to downforce and airflow.
They do say in the Bug fix list for Update 2.0, “Improved balancing and overall impact of slipstream effect between cars in races”, but I guess we just have to see how much it helped…
Yes it is really annoying. I think the community calls it “forza wash” and it was reduced because of many complaints. That is the last info I have.
It is really frustrating to race like this I think the effect is just poorly done and not well simulated. It feels like a stat debuff you get for a brief moment.
It is also very noticable as the car behind which is fine because dirty air exists for the car behind, it is just overdone in my opinion. I often take that effect into consideration, brake slightly earlier and harder and my car will still almost run off track although I took that corner 10 times during practice.
I wouldn’t be surprised if this dirty air causes many of the crashes which are so typical for this game.
Yes, Aerowash still exists. Not to the extent that it did before where you was getting spun out when people were behind you, but it is a still having too much of an affect on the racing and artificially rubber bands you to someone unless you’re either lucky enough to break draft or just multiple sec per lap quicker.
‘Dirty air’ as it should exist, doesn’t in FM. It should be extremely noticeable when following driving a high downforce car like a GTP. But there’s no understeer for the following car.
The higher aero the car you’re driving the worse aerowash is. I’ve historically over the past 3 FM games been one of the quickest Prototype drivers in the game, Right now the state of driving for example the new Porsche 963 hypercar in a race with someone within 0.8s(slipstream range) I would say I lose on average around 0.6-1s from my unobstructed aerowash free pace. The pace loss manifests itself in 2 very clear ways, though there are probably more unknown factors too.
When someone is within 0.8s or roughly 150ft or closer to your car you lose rear downforce and the car balance shifts overwhelming to oversteer, especially in high speed corners.
Braking distances are longer for the lead car. You could say this is actually a consequence of having less aero caused by point 1 above. But I can quite reliably alone hit the same braking marker over and over again. Yet as soon as someone is in slipstream it feels impossible to slow down in time if you brake at the same spot. This is part of an unwanted positive feedback loop, keeping the slow driver behind stuck to the back of your car sapping you of more grip, causing artificial racing with people who aren’t really on your pace.
On the whole, it’s extremely frustrating to race at the top level where everyone is super consistent and within a few tenths. It is so much easier to just sit in 2nd and let the guy in front do all work for you. It makes the league racing more a of a lottery than an actual race.
I’m paraphrasing here, the patch notes for that update said something along the lines of ‘rebalanced the aero effect of slipstreaming’ not that it had been fixed or removed entirely. A lot of players aren’t skilled enough/consistent enough to notice the effect. However at the top level of the game it’s abundantly clear it’s still detrimental to fair and realistic racing.