What do you guys think forza 6 could improve on in terms of their physics. I always felt that the supercars and sports cars in Forza didn’t have enough high speed grip. They always seem to understeere a little too much. Also I always thought that the tire wear model in Forza was a little inaccurate because you couldn’t really feel the tires wearing out as much as you should especially in f1 cars.
I thought most cars in Forza 5 didn`t have enough grip, pretty much throughout all classes, with a few odd exceptions here and there.
While the underlying physics were probably an improvement over #4, driving in Forza 5 was a bit less fun to me because of it.
Another thing for me was that stock cars handled too …bad. As if cars would be near undriveable unless you tune them.
Stock cars did handle a little funky sometimes. One that jumps to my mind is the 458. They totally butchered up that car. And yes most cars didn’t have enough grip for some reason. It’s almost like there new tire model simulation actually made the cars have less grip because in my opinion forza 4 had better grip, not better physics but more grip. It kind of feels that forza 4 tires are on soft compounds but forza 5 is on hard compounds. I hope they fix this for Forza 6.
Fuel should matter though because when you loose fuel your car accelerates faster and if forza 6 brings back endurance than the fuel consumption needs to be spot on. And yeah those tires were a bit more than inaccurate
I’d really like to see faster tire wear and fuel usage. I did ten laps of the 24-hour Nurburgring and pitted once, and probably didn’t really need to at all.
I remember the forza 3 days where tire wear and fuel consumption were actually a factor in long races. Onetime on a Lmp1 endurance race at the nurburgring nordschliefe I ran out of fuel on the sixth lap after saying to myself “Nah, I’ll be fine” Ill tell you after just racing for almost 30 mins I was not amused, but that’s the whole point of endurance racing, to manage your strategy and if there’s no strategy to manage then there’s no point doing an endurance race.
The main improvement (physics wise) I would like to see is in the crash physics, rolling your car in a Forza game is like when a kid throws a toy car, it just doesn’t look or feel right.
The second, is to make the cars feel more fluent and heavy on their suspension. I find that this problem combined with the lack of grip makes the cars feel… wrong.
The third is the grip, there’s a lot more natural grip on vehicles in real life.
I think I read somewhere that car manufacturers don’t like to see their car’s being flipped over in the game, so the physics engine does a lot to suppress a car rolling over. Basically the physics engine is fighting with itself because it’s calculations say the car should roll over, but it has a limit on it to prevent roll-over due to the manufacturers requesting that the cars do not flip over.
It’s an old word of mouth thing that dates back to the earliest Gran Turismo games, and maybe even to earlier PC games. Back then, it was mainly used to explain why many games didn’t allow flipping at all, but I don’t think I’ve ever seen an actual source for this. There’s also a similar rumor that explains damage models.
That doesn’t mean there wasn’t a source at one time, or one currently available. I simply have never seen one. But, it is interesting to note that in the time since the story first started making the rounds, games began allowing flipping, despite the supposed bans on doing so.
Some games have also had damage in a rollover, and others have not. Some games seem to suppress rolling to a degree, while others do not. If there’s any truth to the explanation, it would also seem that auto manufacturers do not remain consistent on this position.
While I could see specific manufacturers being opposed, I suspect In many cases it was probably just a physics choice, to conserve resources, or some other design consideration on the dev’s part was involved.
Tyre temperature cool off period is WAY too fast in 5, it literally takes a matter of seconds for a tyre to drop from well over 100 degrees back to optimum temp.
I think that tires and downforce will play much more in forza 6 because in forza 5 I felt some cars handled better on sport tires than race which is wrong and forza’s aero didn’t really affect some cars as it should.
I hope they improve it. I’m tired of the wide turning on sharp turns at very low speeds. It’s like you’re driving a boat sometimes, and then you have to break to get the nose to turn. This shouldn’t happen at 20 mph.
I brake on straights, and use my brake heavily, but I’ll still get ridiculous understeer on a wide rounded turn at 35-45 mph with certain cars like the 458.
This has been the case with Forza since they introduced speed sensitive steering (felt more on the controller) since FM3. However, the turn in problem, front wheels not biting down properly is something that’s been irking many gamers in FM4 and 5 only.
I do not believe the game’s physics engine is to blame inherently. Rather, it’s the way your inputs are translated on the controller: the steering speed is slow and due to SSS, there’s a cap on how much you can turn on any given speed. If you are a fan of braking late and trail braking into turns, there isn’t much hope! The cap on turning seems to increase more the harder you brake.
If T10 is still keeping speed sensitive steering and assisted steering on controller in FM6, then at least I hope they give us options to toggle speed sensitivity levels and steering speed/sensitivity. I do not understand why they can’t include such simple settings to let players to get the cockpit wheel and steering input working to their preference. You’ve got settings for deadzones… why none for steering speed and sensitivity?
This is not a problem on a gaming wheel though as you can steer faster and get much more turning angles around turns, even on higher speeds.
My fix: I try not to brake too hard right before hitting the apex or entering a sharp corner. Downshifting plays a major role and if all else fails, just switch to Normal steering; it’ll give you far better turn in response and generally allows for more steering freedom at lower speeds. I don’t think Sim steering was meant for the controller anyway.
I think that there are several reason why cars appear to handle poorly when in fact they probably don’t. Firstly, in any game, there has to be a wider difference in performance between a stock tune and a well tuned car than you would experience in the real world. Take the 458 as an example. These leave the factory with just about all the handling upgrades available in game already fitted (tires aside) so in order to make upgrading and tuning work the stock tune has to be set at a level that allows noticeable improvements. Then we have the players reduced impression of speed. In a game you’ll drive MUCH harder than you would naturally and of course this invokes undesirable results. The game also has to reward taking a good racing line and even if you’re a little off it seems to cost some grip and traction. Then there’s the tuning and a general lack of understanding of how to set a car up. There are a lot of variables that influence turn in and grip and it’s a long process to dial in the optimum settings. If you’re suffering from a lot of understeer at different speeds the diff is your friend
I don’t think there’s much wrong with the physics - they have to make the game challenging and it wouldn’t be if you could take most corners flat.