This is not a rant about the lack of proper realistic steering in the game but the lack of responsiveness and unnecessary understeer baked into the game when using a pad.
Why does Forza force me to steer sluggishly and cautiosly, as if a 5-year old is just learning to drive?
In a previous update, the steering on pad got fairly responsive with little to no deadzone in the middle and cars responding somewhat realistically to my inputs. Now, I have to again go to practically full analogue stick lock on every turn, no matter how sharp or gradual it is.
Why does T10 keep dumbing down the steering on pad? Why do the front wheels always feel like they are scraping along and not biting down around turns like they should?
I am not going too fast into turns
I am using trail braking and throttle feathering to steer my car
I am downshifting and using the right gear when entering turns
My car is setup properly and no amount of tuning mitigates the understeer and unresponsiveness around centre.
I am using sim steering and have the deads set to 0/100. I’ve tried different levels of steering centering as well, that doesn’t have any impact at all.
The steering seemed to feel good in one of the previous updates but after the Bathurst update it seems we are back to the numb and dull steering around the centre where I am having to go to full lock every turn just to force my car to bite it’s nose down properly.
Why can’t we have realistic steering in this game? Why does it always have to be slow, steady, unresponsive, and filtered? Why doesn’t the steering wheel in cockpit move 1:1 with the front wheels according to the real max wheel lock angle on either side of each respective car?
The developers are turning this into an arcade game and I am absolutely fed up to be honest!
Oh, and the “cockpit steering wheel suddenly going dead with no vibration and the driver stopping to turn further” BUG is still there.
Give…me…raw…unfiltered… control… on the standard pad!!
I never have any steering issues in DR2, AC, PCARS2 etc. the cars feel very responsive and lively. If I make mistakes, I live with the consequences but seems T10 just want their players to win and enjoy a half autopilot driving experience.
For whatever reason it even feels like steering right understeers much more than steering left. I drove 45 minutes on Laguna Seca yesterday and it was a total mess. Steering left always worked fine, but not steering right.
Maybe I just see things that are not there, but I am not sure. I used the 1991 Holden HSV Commodore Group A SV. I do like the sound of the car, not sure if it’s accurate. But the rear lights are a mess and it understeers like crazy to the right side.
I use standard not simulation, afaik you shouldn’t use simulation with a game controller.
I’m not a fan of how strong the speed sensitive steering is either, it should at least be adjustable. The game is so precise in what it thinks you should be doing it automatically turns your wheels exactly that much.
You either grip or you don’t. There is no fight for traction, or a dig into the track as you mentioned. I remember when the game first released I was impressed driving around Laguna Seca in an A class Camaro. The car was literally hopping in the corners gripping the track.
Same car, same track, one year later. It just slides everywhere. Grip is and on/off switch, it seems.
I dunno how they could have messed up such a beautiful aspect of the game. Physics and steering were definitely better on day one as we’re many car sounds (hello, V12 Ferraris)
The games that youve mentioned were all designed to primarily use a steering wheel. The way controllers worked, while “direct”, was in fact more unrealistic as you cant turn a steering wheel that fast. In some of those games its actually detrimental to use the controller as it has increased tire wear over a steering wheel due to the increased friction.
In forza the delay when steering with a controller was added to put it more in line with the length of time it takes a steering wheel to turn. Its not there to make it easier or more arcade like, its there to keep things on an even playing field. The other way might be your preference but that doesnt make it better.
I will also add turning isnt just about the speed and position of the in game steering wheel. Weight transfer, grip and throttle all play roles when turning into a corner. Time of day, weather conditions, rubbering in percentage of the track as well as percent of tire wear also have an effect.
I have no doubt people are feeling what theyre feeling so im not calling anyone a liar but the fact is theres no way to remember exactly how things felt months ago to say things are different now especially if it wasnt mentioned by turn 10. The fact that there are numerous variables at play make it hard to prove a difference even exists.
So no nothing has changed with regards to steering, physics etc. Unfortunately this discussion wont have a positive ending as those who feel things have changed and those that dont wont ever be able to convince the other to change their minds.
But these type of discussions do come up time to time. In the past many people would constantly think the ffb had changed with every update when it hadnt. I know not everything is always reported in updates, but any kind of physics or control changes would most certainly be announced.
The best way to determine if there’s been any changes is to plot out various things with UDP. That should give you something more objective than “the cars feel different”.
Obviously it’s too late to get data for older builds, but if one is determined enough they can come up with an objective testing methodology and apply it to the same car/track/conditions after every update.
I always felt the handling was a little odd in FM7,like the car rotated or steered from the centre of the car and not the front.Thats just how it felt to me on a pad,never played or tried anything with a wheel so i dont know if its different.
It would be difficult to prove changes no matter what unless it was something major. Like when they fixed rivals, i dont remember if it was fuel related or what but it was a major change and times got substantially faster.
Rivals would be the best place as it has static settings. The only variable would be the driver, but even that variable can fluctuate. If you consistently play you inevitably get better, if you dont you can get worse. But even then, if you have been using race cars for a month straight then switch to a road car, its going to take a bit to adjust again.
In all the years ive played forza i cant think of any time theyve adjusted physics. There were only 2 times that controls were changed, fm4 and fm7 and both times it had to do with steering wheels not controllers.
If you mean top 5% of all players, then that would be a lot of players that i would also be included in, so if it was something negative thered be a lot more comments about it. The fastest tunes are geared towards oversteer, if there was any changes made that added understeer or a delay of any kind a lot of people would know about it.
Im not saying this is the case, but often times some players feel there are outside reasons for performance deficiencies. They are also prone to use anecdotal evidence to prove what their conclusions are. Its easier to blame someone or something else rather than themselves. If people are feeling a difference id look to other things besides turn 10 changing the physics or controller settings as the reason.
There could be bop changes to certain cars, there could be rubbered in or temperature changes to certain events, could be controller issue or it could just be a change in class of car after using something more familiar. Like this month is Australia month and i have to say the cars arent that great even with upgrades, theyre big and heavy and wallow around the track.