I upgrade the compound and still have a lack of lateral grip. Race compound at stock width = almost as slippery as the stock compound. This doesn’t make sense. Example: 2008 M3 doesn’t really gain proper lateral grip ( which it should have with its stock 265 width tires in the first place - y’all really need to have a good look at this car. Something’s off. ) until you set the tire width to 295.
This isn’t the only car that has this issue tho. Just about every RWD I’ve tested behaves the same way. IRL when I upgrade the compound of my tires the lateral grip increases too.
Like every RWD car I get in feels really sloppy with stock tire widths. This is wrong.
Since FH5 physics are still based off of previous generations of FH and FM, that means a single point of contact is used in the physics calculations. We most likely won’t see a change until the next FH when it comes to how thing are calculated (since the “reboot” of FM uses a multitude of contact points).
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Then Mike Brown lied to us when he said that they’ve been updated to FM spec. Sure doesn’t feel like previous FH and FM physics. He said 8 points of contact.
The tire physics in this game are completely borked. It’s one of my main complains when it comes to driving. Who ever was responsible for the physics presumably never switched tire compounds of a car and therefore has absolutely no clue about the difference it makes. Changing from UHP to semis or slicks is night and day on faster cars when it comes to achievable corner speeds and handling in general. This is in no way represented in this game.
Additionally the PI raises of certain compounds in comparison to what advantages they actually provide are completely of the chart.
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Even if they were updated to “FM Spec”, it was FM7 spec they used, which is still 1 point of contact. The first game to receive 8 points of contact will be the “reboot” as Esaki has stated. So, in conclusion, we can assume that FH6 may use the same physics setup as the reboot.
Most of the higher tier cars (Porsche GT3 RS, et. al.) IRL use Michelin Pilot Cup 2 R tires, which are actual track day tires. In game, those cars perform poorly around corners compared to IRL.
But, when this games physics only care about max width (even off road), everything else becomes irrelevant.
Wrong. Go back to the reveal ‘Let’s Go’ video and watch it. Mike Brown says that the tires have 8 points of contact. Basically says the same thing Esaki says about the new FM tire model. Nothing in FH5 feels like FM7 or FH4 far as physics are concerned. There’s a reason we can’t import our FH4 tunes into it directly.
Well, if you believe that, I have a bridge…
Do you have a link to that reveal video? I can’t seem to find anything on 8 points of contact for Horizon.
Edit: Yep, just went through all of the Forza YT channel, and watched all “available” Let’s Go streams before the release of Horizon 5. Not one time did Mike Brown mention tire physics, let alone “8 points of contact”.
I will say this, there are a few missing episodes that would have aired prior to the launch (Ep 2, Ep 4 notably). Maybe they were pulled cause Ol’ Mikey boy was talking out his backside? Who knows…
Scouring the web for Forza Horizon and “8 points of contact” only provided references to the FM reboot.
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I think FH5 feels a bit like FM7 without simulated steering (forgot what it’s called).
Yeah. I can’t find it either, but I do remember him saying something to that effect in one of the pre launch vids. Well before Esaki said it about FM. It was when they were talking about how much was done to the handling model. I mean there is a reason that we can’t import tunes from previous Horizon games. Anyways, my point stands. Stock tire widths are pretty much useless regardless of compound.
Definitely has more grip than FH4, but yeh I can see where you’re coming from.
I’ve tried to find anything that Brown said in relation to tire physics but also couldn’t find anything. The reason why it’s not possible to import tunes is presumably rather related to changes in the suspension physics.
"So we’ve completely rebuilt the way suspension works. Which perhaps sounds like a small thing, but suspension is actually one of the main ways in which your wheels and the body of the car interact with the road surface.
And so by really working on that simulation to make the suspension behave in a much more authentic way, you might think — as I say — it’s an improvement to simulation, that it would make it more challenging. But it’s actually the opposite that’s true. Because the springs on the car behave much more like they would on a real car, the cars are now able to react to the terrain in a much more authentic way. Which actually, whilst improving the simulation, also improves the accessibility of that as well, which is a great result for us."
Source: https://jalopnik.com/forza-horizon-5-will-handle-better-have-a-more-engagin-1847526912
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This makes much more sense. A number of cars have had their min/max changed in some way, so importing may “break the game” in some way if the numbers aren’t possible in the new game.