If Forza 6 is anything like Forza 5 in terns of driving/drifting then GG Forza 6 saaaah

Apart from the lack of raw mechanical grip, the game was the most realistic and the nicest to drive in the franchise and of almost all the racing games I’ve played.

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All I can add to this was two things I noticed from FM2-4 to FM5/XBOX One. Not sure if they’ll help or if they’re obvious etc - just my observations.

  1. The left trigger (brakes) seem to be a lot more sensitive on XBOX One (Forza 5), so ABS (or wheel lock) triggered a lot faster - you have to be sure to carefully modulate this as it seems to happen only about halfway down the trigger. Once I adjusted, no big deal.

  2. Ensure if you’re using a controller you set the steering to “Normal”. Again, in my observations it seemed like that worked a lot better (than Simulation steering).

Cheers.

This guy’s spot on. Locking up occurs more on the Xbox One’s triggers. They are more sensetive, making the sweet spot harder to hit with a controller. There’s two ways around this. Adjust the braking settings in the advanced controller settings or adjust the braking pressure on the race brakes. I prefer 65 to 85% pressure on my brakes depending on the car.

To me sim steering for the game is made for a 900 degree wheel, not for a controller. I use a wheel and have different DOR for different cars, but I generally use normal steering.

As for drifting in forza 5, I loved it. It felt realistic but still kept the fun element, the perfect balance. There are always things I want to make the game more drift friendly, like advanced tuning or drift tires but the actual feel of the car felt good, much better than Gran Turismo and Project CARS.

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This is a bit off topic but has to be said…
The concept of PCars is amazing and I loved it. I picked it up yesterday and played till like 4 a.m. However, I just took it back for one reason and one reason only. The stupid framerate drops on that game ruined it for me. After being spoiled by Forza having locked framerate, PCars became more and more un-driveable(spelling?) The more I played. Physics were pretty dead on and I hope Forza 6 feels just as good or better but I cannot wait for 1080p/6fps LOCKED next month!!

The physics in Project Cars were wrong. If you pretty much can’t drift in a racing game, then there’s something wrong with the physics but yeah the resolution and framerate ruined it for me to. Shame, the game had great potential.

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The physics in Project Cars were wrong. If you pretty much can’t drift in a racing game, then there’s something wrong with the physics but yeah the resolution and framerate ruined it for me to. Shame, the game had great potential.

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Rubbish, utter rubbish.

The physics in Project Cars were wrong. If you pretty much can’t drift in a racing game, then there’s something wrong with the physics but yeah the resolution and framerate ruined it for me to. Shame, the game had great potential.

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Rubbish, utter rubbish.

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How so? The game is extreemly hard to drift it and drifting is a fundemental part of a game’s physics that project cars got wrong. The racing physics was good in projects cars, but the minute the cars got sideways it was like the physics just packed it’s bags and went on holiday. The best part of projects car’s physics were the suspenision physics, that they did very well on. I don’t know what was wrong with the sideways/drifting physics in project cars, but it wasn’t right and it effects all parts of the game even circuit racing.

Rubbish, utter rubbish.

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How so? The game is extreemly hard to drift it and drifting is a fundemental part of a game’s physics that project cars got wrong. The racing physics was good in projects cars, but the minute the cars got sideways it was like the physics just packed it’s bags and went on holiday. The best part of projects car’s physics were the suspenision physics, that they did very well on. I don’t know what was wrong with the sideways/drifting physics in project cars, but it wasn’t right and it effects all parts of the game even circuit racing.

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They didn’t get anything wrong in that regard.

Race cars generally don’t go sideways. Road cars don’t just drift either.

Forza needs more grip to match reality.

How so? The game is extreemly hard to drift it and drifting is a fundemental part of a game’s physics that project cars got wrong. The racing physics was good in projects cars, but the minute the cars got sideways it was like the physics just packed it’s bags and went on holiday. The best part of projects car’s physics were the suspenision physics, that they did very well on. I don’t know what was wrong with the sideways/drifting physics in project cars, but it wasn’t right and it effects all parts of the game even circuit racing.

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They didn’t get anything wrong in that regard.

Race cars generally don’t go sideways. Road cars don’t just drift either.

Forza needs more grip to match reality.
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Thank you… Finally someone who agrees with me!

+1 to this. Project CARS is a rigorous simulation with no generalized suspension or chassis models. According to people who race the real cars they are simulating, some of their models are better than others, but for the most part, they are bang-on in terms of handling and how cars behave beyond peak grip. Some of them drift quite well (have a go in the Caterham), but many are purpose-built race cars and are just not equipped for drifting.

Git gud.

No, seriously. FM5’s physics weren’t the same as those of the previous Fortsas because they were better. Either l2drive, or don’t play simcades/sims.

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I found that while Forza 5’s driving physics were tricky and a bit frustrating at first, once I got the hang of them they were much more fun and rewarding than previous Forza titles. I learned to become a smoother, more precise and overall faster driver, and I look forward to more of the same in Forza 6.

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Yeah,pretty much all you said applies to me.

Same here in previous forza games I ran no assist with sim steering. Then I came to fm5 I was all over the place at first. The added stm and Tcs got a feel for the physics then took off Tcs shortly after stm and I was back to no assist.

Agreed. FM5 took a little longer to get into than FM3 or 4, but it was muuuuch more fun in the long term. So tactile and so rewarding when you got it right. I hope FM6 will be like 5 in that regard.

I found FM5 was tricky sometimes, mainly on the brakes but I got comfortable enough and was able to get up to the level I left 4 at. Soon as I got the feeling, it all came to me.

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I didn’t have much of a problem with driving in forza 5, unless I tried driving an RUF. for some reason I couldn’t keep those things straight to save my life. they are good for drifting though.

Im not being funny but you dont need to be fast, or indeed have half a brain to know that although FM5 physics were probably the most realistic in the Forza series, they were far from realistic…
Infact they were/are rubbish and to say lack any feel or grip is an understatement.
I for one hope FM6 has been improved majorly on FM5, because over $100 on FM5 with more content n ‘the you know what’ will really hit the fan…
Because lets be fair Forza is already starting to fall behind, n sticking with physics from the 80s would be a huge mistake.
No grip
The tyres flex the wrong way
Abs…anti-lock braking system, on forza locks up n slides
Tcs…On or off, no settings or slip
Stm…doesnt work
Drag tyres in circuit racing…
No independant chassis movement
Pendulam effect on mid engie cars…
Cold tyres at the start of a race.
The list goes on, so i hope FM6 pushes the boundaries because FM5 certainly didnt…

U can transfer your Forza 5 tunes over to Forza 6, so I expect the tuning and handling of the cars to be similar or identical. Also Dan hasn’t said anything about the physics engine and he has in the past Forza’s when there was a change to it. I haven’t heard one word this time about it.

What? I don’t normally reply in these types of threads, but FM6 Physics have actually been discussed quite a bit. The tire and surface physics are being completely reworked.

Here is a quote from this news article: News - Forza - There have been other physics discussions on podcast and interviews with several members of the Turn 10 team. ManteoMax’s Forza 6 spreadsheet has links to a ton of news articles, podcasts and other information on FM6. Here is a link to his spreadsheet: https://docs.google.com/spreadsheets/d/1fJjy1c3hdHcWey9rsu6MfEtCdGKEOA_uvSCeOCvhfkg/edit#gid=1157974076

And to the OP’s original concerns, I agree with what some of the others have posted. #practice I actually have really enjoyed FM5. It was definitely lacking in content when compared to FM4, but FM5 laid a solid foundation for Forza on the Xbox One. No game will appeal to everyone, so it may not be for you. Pulling numbers out of thin air and making extremely opinionated statements about the failure of a game due a perceived lack of features is pretty silly. If you don’t like the game, then don’t buy it. Consumer power is in the wallet. If no one buys FM6, then Turn 10 will have to rethink their strategy.

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