I remember Tiff Needell saying Forza 4 physics had a few flaws, like the lack of pitching under acceleration and braking and the steering behaving the opposite of real life under opposite lock. Personally I don’t find Forza’s road cars to be too bad, its the racecars I feel that are really far from reality. The racecars just don’t have the feel or performance they should, if you look at most peoples times they can get a road car around a track many seconds quicker than the real car, however the race cars (and race upgrades) are way off the real pace.
The slicks feel like they are too hard and feel like they are just sliding across the surface and they don’t provide the performance increase over the semi slick they should, realistic tyre pressures also impair the handling as they are too low for the current tyre model. The suspension model doesn’t seem to cope with realistic camber angles either especially the on the front, you get lots of understeer over -2.5 degrees.
When it comes to braking all racecars have adjustable brake bias which has a big effect on turn in, however currently only cars with carbon brakes get this feature, so I hope they change that because it would make a massive difference. Finally I feel like the aero isn’t that great, like at higher speeds you don’t feel the car sticking any better than at low speeds.
I just hope we can adjust the steering lock of the cars so we can drift at more of an angle and make sexy sexy pictures with tires that stick out 3 miles.
(I was good at drifting btw, I could drift anything anytime anywhere, give me a tank i’ll put that beach 90 degrees upside down F-zero style)
With regard to controller settings, the best experience I’ve found requires simulation steering with steering inside deadzone of 1 and outside deadzone of 100. What I felt needed changed about the thumbstick function for steering was that it did not seem to symbolize a set degree of rotation, but rather the rate at which the wheel turns left or right. This makes steering corrections difficult as a degree of rotation to the right does not always exist at the same degree of rotation on the thumbstick. So, you would aim for a set degree of correction but then the thumbstick sends an exaggerated angle to the game and you overcorrect into a wall. Because of this, I mostly gave up drifting on Forza 5 and stuck to circuit racing with rewind always available to undo these failed corrections…
Overall, I would like to see a return of set correlation of degrees of thumbstick to degrees of in game wheel rotation. I don’t believe wheel users experience this issue, but it certainly exists on the base controller.
I completely agree with CarlsonsRaiders!
In past Forza games it was a much larger sweet spot on the corners so many players could get it right. In Forza 5 it was a much smaller sweet spot, although still achievable, meaning more players were making errors in the corners. This gives those who get them right a much bigger reward in time over those who didn’t. If racing cars was really as easy as some would want everyone would be a race car driver. Believe me I enter the wrong angle and overshoot an occasional corner more often than I would like to admit but it sure feels good when you hit it right and get by someone who you forced to drive over their ability. Very rewarding for me.
Forza 5 was definitely lacking, at least for me in overall enjoyability, compared to 4. Let’s not forget that Forza 5 was forced out by T10 because of pressure from MS wanting a flagship title at launch.
As far as car control, my issue wasn’t with the game itself but rather the controller triggers. Compared to the 360 they feel like they have much less resistance and just require a bit more finesse.
I haven’t played FM5 before, so I don’t know anything about the new physics. I may be the only one here using FM4 to get myself prepared for FM6. If the physics are entirely different to FM4 then I guess I’ll have to try my best to get used to it by driving in freeplay before I actually start career mode. I think the brake will be the hardest to get used to as I’m not sure how the left trigger of the Xbox One controller wii behave(I don’t have Xbox One lol). If it’s too sensitive I may not be able to do races without ABS. Fingers crossed.
From some of the video’s I’ve watched from Gamescom, a couple of guys have said the handling is half way between FM5 & FH2, which if correct is good with me.
moving further in the arcade direction is the exact opposite of what I want, personally. what FM needs is less assumptions and generalizations and more real physics.
Though Forza Horizon 2 is more arcadey than Forza 5, some of the physics in Forza Horizon 2 are actually more realistic than Forza 5. The cars have more grip than Forza 5 and are more responsive which is more realistic. Obviously the grip and responsiveness in Forza Horizon 2 is over exaggerated, but the grip in Forza 5 is underexaggerated, that’s why the cars seemed to understeer a bit too much in Forza 5. A little more grip like Horizon has is what the game needs, but only a LITTLE more.
I understand where you’re coming from now… I do agree that FH2 managed make cars feel appropriately “heavier” in some cases. I just hope that if they did manage to add that feeling of mechanical grip back into FM, that it feels better and not just easier
You put it better than me… they do need to make the grip feel better not easier and I think they’ve done that. I’ve seen some gameplay of people really pushing the 2017 Ford GT,. Going round a corner the car gripped but the started to kick out under pressure. That’s exactly how I want it to be like.
If so the cars will have more raw grip which is just what the game needed, that and better suspension which through gameplay so far, it looks like it has got.