Has Anyone else noticed the madly annoying understeer in Forza 7?

So I’ve been playing through the single player and I’ve noticed a pattern that exists with EVERY single car I’ve driven in this game: they all have the turning radius of a double-decker bus. I’ve tried messing around with settings to mitigate this problem but there’s almost no difference, turning the joystick as far as it will go to one side only results in the wheels turning a couple degrees in that direction. Now before the “you suck, git gud” people show up, I should preface that I play on Expert difficulty with all driver assists turned off because I like the challenge. I have absolutely no problem losing if I’m legitimately being outplayed, but losing to the Forza 7 AI feels like the game is artificially handicapping me as it seems the computer-controlled drivers are completely unaffected by this problem. I can’t be the only person to notice this trend of horrific understeer that essentially makes every car feel like a brick on wheels. I understand the developers want to deter people from going into turns with too much speed but this just feels unrealistic. Maybe it’s just me, but it makes every car feel the exact same, there’s almost no difference between a 60s-era muscle car and a state-of-the-art supercar aside from straight line speed and acceleration.

P.S. I’ve participated in real track days, I know what understeer looks and feels like. I can easily say my GTO handles corners better than 99% of the cars in Forza 7. However, I do NOT hate this game (in fact I really do enjoy it), I just think there is room for improvement.

Update: I’ve mitigated this problem somewhat by dropping the steering deadzones to the absolute minimum for the inside and absolute maximum for the outside. However even this improvement is barely noticeable. It honestly makes me think this was purposely implemented to artificially increase difficulty, the AI just feels far too perfect in their movement. I can honestly count on one hand the amount of times I’ve seen computer-controlled players lose control in a way that wasn’t the result of a collision.

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To be fair to tanks, they can turn on the spot…

Seriously though, what tuning settings are you using for your cars? Are you tuning them yourself, picking up someone else's tunes, or running with the default settings?

The tune can make a huge different on the handling of the cars, as can the build.

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I’ve come to the conclusion that the root cause is you don’t get the same sensation of speed in the game as you do in the real world, and this causes people to not realise how fast they’re trying to take a bend. A friend tried the Centenario rivals that was up last month, and immediately complained about the understeer. I watched his replay and pointed out that he was trying to take a hairpin bend at 60mph, and if a car could do that in the real world, he wouldn’t be complaining about understeer, he’d be saying what an incredible car it was.

The game adjusts the relationship between stick position and steering wheel position based on your speed, so if the steering wheel won’t turn enough, it’s because you’re going too fast. I find the game’s manipulation of my inputs incredibly annoying, but it’s how it is. I don’t see why it would be so hard to provide an option in the settings to have the stick position simply directly correspond to steering wheel position and have the game provide absolutely no inputs beyond what the user is providing. I’ve seen it said that it would be unplayable like that, but if that’s the case, at least people would be able to try it, agree that’s the case, and then they’d be more accepting of what the current “normal” and “simulation” settings do in terms of manipulating the user’s inputs.

The cars aren’t all the same in this way. If you try the February Competitive Driver Training rivals with the 996 and F1 GT, for example, the F1 GT noticeably rotates more easily than the 996.

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Which cars?

Homologation forces Street tires on certain cars. Street tires suck.

P.S.: Which GTO? Pontiac? I wish we had one in this game. :frowning:

I was referring to my real-life GTO, it’s a 2004. Or for you Aussie guys, basically a rebadged Holden Monaro

Seems fine to me. Quite consistent across the series. I mean some cars are terrible, but never felt anything was off overall.

Understeer and Forza has been best friends for a long long time. It is one of the first things people complain about, when they try the game for the first time. With some tuning you can do things better, but, out of the box, understeer is a thing, when it comes to Forza.

FM6 was pretty bad with understeer, but FM7 actually has really good turn in.
If a car is not turning in that great, I would say :
lower the front sway bar to equal that of the rear.
Negative camber the front a little bit
Tire sizes too small in front
Or maybe just go a little slower through the corner and accelerate harder out

If you’re playing on a controller change your dead zones if you haven’t already, SUPER GT has done a good video on it, this alone makes a huge difference.

Plus come off the gas when turning this also helps a lot
Apologies if you know that already.

SGT and JWS make some great videos. I’m sure my controller is set to the same as JWS but I’m crappy at racing, always brake too late…assisted braking stops ANY under/over steering.

Eliminate all deadzones. I.e put them on 0 and 100 respectively. FWD cars understeer unless you Scandinavian flick, RWD oversteer and AWD do either depending on your tune, like real life.

Or unless you do some wizardry in your tuning to counteract the rearward weight transfer on throttle.

tune your car and it’ll handle perfect or pick up a popular tune for the cars and try them.

I recommend employing trail braking.

Tune the cars. Maximize front end grip then tailor the rear to get the balance you want.

Also be careful with adding positive caster. This is good for making tail-happy, powerful RWD cars manageable, but too much can dull turn-in response to an unacceptable degree.

I used to have that problem but my driving’s improved substantially since I started using a tuning calculator. Have you tried that yet? It’s usually worth a shot. I use bg55.com

Without a good tune, when the arrows are “RED” you are not turning!!
May need to slow down more on corner entry.

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Why do you all call it understeer? I would be SO happy if it was actual understeering because then we would not have any problems. The problem as it stands now is that the game across the board does not allow your front tires to actually loose grip because whenever this might happen, the game’s speed sensitivity kicks in and you simply cant turn the wheel to the point where you actually would push over the front tires grip. Thats why me and others feel artificially limited. I dont say that i want my steering to not be connected to the speed i drive. Speed Sensitivity is a good thing when playing on a controller, but man, this setting must be right now at 1000%. Compared to good controller settings in Assetto Corsa, Project Cars 2 and GT Sport, i barely can ‘feel’ the car in FM7, and i have all assists off except ABS, steering on simulation.
Dare i say it: Without any tweaking, i feel FH3 cars more.

The game limits steering if you lose grip.
Say for example you’re approaching a bend too fast and use full lock on the joystick, the car will turn to the point where the front tyres squeal and you cant turn anymore, and even if it let you turn the front wheels more it would make no difference, that is understeer. What benefit would it be if you could turn the front wheels fully to the left if you’re understeering anyway? It would make zero difference to your corner because you’re already going too fast, the only difference would be purely visual in the animations of the front wheels.

I know what the game does, thanks for the explanation and i know what it tries to prevent. :slight_smile: Why does anyone in favor for this system keep repeating it to me as if that would make me say “ok, then i have no problem”. Thats exactly the problem. :))
The fact that i am bothered by it because the speed sensitivity on the controller is not as high in other games and you don’t even get a proper setting for it in controls menu (why is that?) shows that for me at least there would be a benefit.
The way the game handles potential understeer now by not allowing me to hear and feel it is patronizing. The game takes that away from me and gives me the feeling that i am not in complete control over my car. If i want to understeer a bit into a corner then i want to hear and feel that (also visually, i want to see the steering wheel turn more than it should in order to take the corner with grip). Thats what i get in all other racing games and it feels great seeing, hearing and feeling the actual limits of the car in corners. In Forza 7 i am basically asked to just believe that those are the limits. And to be quite honest, i think the game limits you too soon. Often i drive the exact same line as the AI just to test that and i find that they can take corners faster and can steer in more than i can. And when i try to duplicate that, i drive out of corners. I honestly don’t know how you guys dont feel handicaped by this system when i every other racing game this is handled way better?
And again my question. Okay, i get what Turn10 tries to do, i really do, but then why not giving the player the speed sensitivity setting to adjust to their gusto? Please come up with a valid reason why they dont want me to adjust it.
Someone said earlier that this system is in place so ‘the masses’ dont complain about the game being too difficult. I get that and thats okay. But some of us are not ‘the masses’ and to implement a speed sensitivity setting in the controls settings menu is not that hard. And implementing more visual turn in on the steering wheel also not that hard.

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