In real life this car is a Giant Killer on the track but in every Forza Motorsport game it’s been featured in, it has been a turn plowing, understeering dog. I know it has a trick torque vectoring dual driveshaft awd system but I have a sneaking suspicion that the complexities of it haven’t been implemented in Forza. Am I wrong for thinking this or can someone chime in with some insight.
What is the purpose of featuring the GT-R if it can’t handle like a GT-R? Without the trick AWD system all we’re left with is an AWD G37 coupe with a turbo. Just slapping a generic AWD system completely robs the GT-R of its most amazing attribute, Its ability to defy physics.
Also, how could someone like that post. it’s like some of you are 100% content with what’s going on. We wait 2 years for a new Forza just to get the same game just with better graphics. Bugs aren’t being fixed in a timely fashion, heck it’s been 7 months and the hellcat still sounds like a blender on liquify. but I bet the DLCs are never going to be late. \rant
There is no way possible that the xbox one could even come close to replicating what the new attesa system is capable of nor could it simulate the changes the cars ecu makes to the suspension depending on the road conditions and how fast you’re going, the xbox just doesn’t have the power to do that.
I’m pretty sure that Nissan wouldn’t give Turn10 the license to even do this of the xbox could do it because then they would just be sharing their tech with the rest of the world/whoever owns the game.
This is a question that has been asked with every new Forza that has the GT-R and it’s always going to be the same answer…they just can’t simulate what the GT-R is capable of on this weak system. Besides unless you’re keeping the car stock there is no need to worry about it(as has been mentioned)
So you’re telling me that it is possible to tune out the understeer, but it is impossible for Turn 10 to code out the understeer. I don’t buy it. Its easier for T10 to copy/paste code from FM4 but I don’t buy for 1 second that something can’t be done to mitigate understeer, and allow us to power out of turns the way the man upstairs intended when he gifted the hands at Nissan to create such a marvel of modern technology. Need for Speed on the PS1 was able to accurately depict snap oversteer on a 911 just like real life, so I don’t buy that it is impossible on the XBone.
Care to explain how they are going to tune out the understeer for the car on every track this game has and then expect the system to know when to kick in? We can’t even do that when we fully build any car on Forza which is why tuners have multiple tunes for the same car.
What turn10 does is take the specs of the car and then apply them to their game engine which is why some cars on game are faster and some are slower than their real life counter part. The system hyst isn’t powerful enough to simulate all the nannys the GT-R has plain and simple, also snap oversteer is not even close to being the same thing as getting a car to try and predict a turns
The picture at the bottom of your post says everything about how Forza has been able to simulate the GT-R. Three cars…one is the 08 Viper ACR, one is the Aston Martin, and one is the gt-r according to what Forza is capable of modeling at present.
Hopefully there will be an improvement by the next Forza or at least an adjustment to the awd modeling.
Out of all the high powered AWDs in the game I find the GTR to be one of the better handling. Sure if you try and drive it like a RWD it will understeer. Not sure if the problem is with this car specifically, AWD generally in the game or the user trying to push too hard.
Personally, I’d like to think it’s the person pushing too hard, making the car understeer. I race most of the time in AWD cars, especially in career mode (just my preference), and if I take it easy on the throttle, I don’t have many issues. When someone is trying to pass me (drivatar or real person in Leagues), I push a little harder, and the car starts driving worse.
But if I know the track, and know where to push hard, and where not to, I don’t have to tinker with the diff settings at all. They are, for the most part, fairly good. If I make a tune for an AWD car, a lot of times I will change the diff settings just to get a little better turn out of the corners, but not necessarily needed. I usually run 20% accel 0% decel on front, and usually 40% accel and 10% decel on rear. If I feel like the car is sliding too much on the rear with those settings, I’ll adjust the rear to 60 or 70 accel, and leave decel alone. If I don’t have good enough turn-in, I raise decel to around 35% max, depending on the car and the track. But that’s for my driving style with no STM or TCS.
Assists hurt AWD cars, I’ve noticed, in this game a lot more than previous games. Not sure why, but I feel a difference. If there isn’t, then maybe it’s just that I’m set in my ways now that I think there’s a difference. But who knows. lol.
Until recently I definitely pushed too hard with the awd cars in multiplayer. Luckily the lambo league has helped me sort that out. Now I will have to give the GT-R another try. I do agree that the stock diff settings on awd are actually quite good.
I don’t blame the manafacturers for not giving away all their secrets. Maybe we’ll get lucky and the community will do a tuning comp for the GT-R.
It’s a problem with a lot of new cars nowadays. Nissan, Porsche, McLaren and so on, must open their ECUs and controllers to T10 so that T10 could replicate the systems into the game…I believe that none of the carmakers would allow that… And the more software there is, the less likely it will be that the cars handle like they do in real life.
As said forza only models the basic chassis, so none of the torque vectoring shenanigans.
Given the cars will have more computing power than an xbone to replicate what they do on top of running forza tech would be near impossible. You could code them outside of the normal physics system to produce something that feels more true to life I guess. But Forza tech is more suited to muscle and race cars than heavily technology assisted cars with active components so what you end up with is what a GTR would be like if the computer was off.
It’s not just the GTR, a lot of high powered FWD have trick diffs that don’t make it to the game as well. Anything with an active drive train is not fully modelled in respect of performance but lines must be drawn somewhere.
The game does not replicate any of the systems at all on any car. The skyline is the most obvious because the basic concept needs all the wizardry to work.
I seem to recall Mclarens run an open diff in real life and the brakes are used to simulate the action of one. Also I believe they brake the inside rear wheel if understeer is detected to pull the nose in. Obviously in game none of this happens, same with the active suspension you mention
They’ve been using the same “assists” in forza since the inception of the series they’ve always worked the same and were representative of the standard of assists when forza 1 was new. But in that same time what your average road car has on board has improved exponentially but modelling it either on top of forza (each car having different systems) or effectively having to hand code each car to make it handle like it does in real life would be a nightmare.
Then if you had handcoded it on top of the algorithm they use what happens if you were to tune it? Would it then lose ability because you’d removed the active parts when you fit say racing suspension?
Not having a go at you or anyone but this would be a minefield.
The game is not inaccurate in its modelling of AWD, even the advanced torque vectoring types we have nowadays. I have driven top tier AWD’s at a 10/10ths pace, on race trascks. I will tell you this, AWD cars, no matter the flavor, no matter the tech they posses, still push when driven that hard. As the others have said, you have to compensate for this push with a different driving technique.
That said, I distinctly prefer a good a rwd car at the track over a good awd any day, unless traction is at issue.
I think AWD cars handle really nice in this forza, granted they need a tiny bit of tuning but my GT-R handles like a dream 95% of the time… only when I really push it gets a bit of understeer but I geuss that’s just the disadvantage of AWD