I have never noticed the problems at lime rock or COTA, but I will say this did happen with me when I hit the curb on inside hairpin at Sebring, but only when I was in a car with a very low ride height, and also when I took nearly the whole curb, felt to me like it was loss of traction due to no wheels being on the ground for a moment, I will test Lime rock and COTA and report back.
Edit - I will confirm the curb on Lime Rock does have a problem, used same car as Sebring"Caterham" and when after several laps on Lime Rock west, hitting all curbs, the inside left curb at turn 2 stopped me like a brick wall and spun the outside of the car out. I did manage to replicate this on a separate Lime Rock route with same car. looking at the curbs, they run opposite direction, so cant see any visual reason this could happen.
Ihave not tested COTA yet but I will admit, that it does have some of the tallest curbs in racing, iff you have ever watched it on TV you will notice the drivers keep well clear of the curbs there.
I never said there were any problems, but I have noticed people hitting an invisible wall or something at the second to last corner on Lime Rock multiple times in Leagues. As for COTA, it is super rough to race fast on. I normally just quit trying to take it normally and now I am just cutting to the inside and using the curb to keeping on the inside of the corner. I set an extremely fast clean time doing it on the medium COTA in leagues, and it seems like the only way to keep the car to not slide.
I’ve never had the “brick wall” effect from curbs at COTA, but I will tell you COTA has some of the most aggressive curbs of any racetrack in the world. I witnessed cars hit the curbs and break suspension components in real life.
read my edit above dude, Im usually the type of person to shrug off little silly complaints about games, but does happen at Lime rock. COTA is just aggresive curbs and should be avoided as the real drivers do.
P.S. I do use my own tunes and one of the more experienced drivers within the Forums, but where the problem is at Lime it sometimes can not be avoided, like in racing situations where you kiss the curb up the inside on a pass.
It isn’t as bad as Forza 5, but the cars still bounce up pretty far when they run over certain curbs. Sebring for example is pretty brutal through the esses coming on to the back straight. The cars will often bounce up almost on to two wheels. Other curbs seem to actually grip the tires causing the cars to want to spin. I’ve mainly noticed this at Sebring, though it might be occurring elsewhere too.
i noticed that on some curbs in the game there is a really heavy steering pull when driving over curbs.
I use a TM TX Racing Wheel and Simulation Steering and there are huge differences between driving over one curb and the next. On Sonoma Raceway in the S Curves almost every curb has a different effect on the stabillity of the car when driving over one.
I am pretty aware of different kind of curbs, as seen on Nürburgring Nordschleife etc, but it effects the drivability of the cars too much and doesn’t feel realistic. Like one side of the car is glued to the curb.
TX racing wheel as well here and I agree. I found the game so hard to play due to bad TX wheel implementation + aggressive / hard AI drivers that for now I just switched to using TC+SM+normal steering. But Turn 10 should really fix those problems urgently.
I’m starting to think that some of the kerbs online are the equivalent of sticky grass, there’s one on circuit of the americas that seems to throw your car side ways instantly if you run too wide.
I think the curbs are more or less right for the first time in Forza. Curbs in real life are super diverse. Some are very low, others have a high angle, some have a round top, others are flat or have wedges on top, there are curbs made of asphalt, made of bricks, made of plastic. In very low cars with a very hard suspension setup a LOT of curbs in real life are a no-go for rear tyres and may only be slightly touched with the front tyres. Look at some F1 qualifying laps, how many curbs you’r normally drive over they only touch… and an F1 car is not setup to be particularly stiff compared to some super- or hypercars.
What is still more wrong is that there is FFB-rumble and the wrong sound for some painted-asphalt curbs.
Turn 2 on Lime Rock… Inside curb, there’s an invisible pole or wall sticking up that will literally stop your car dead in it’s spot. Found it when I was drifting a few nights back. Now I drift wide in turn 2! LOL
I ran quite well last night with Force set at 70, and Vibration all the way down at 25… .
The feelings are muted a lot, but still providing feedback sensations…
Its tolerable for now… Tons of people pointing this out… Other threads discuss it thoroughly, with members of Turn 10 contributing.
I have a long post in “Wheels and You” thread by VooDooUomo (Turn 10), where I discuss a bug I am pretty sure I pinned down that can occur where vibration feedback will go through the roof and produce an Always-to-the-left pull when off normal driving surface…
Others found the same.
If you experience that, Exit to main menu, and restart race, and it should clear up… until it comes back…
Once I started racing with low Vibration settings, it stopped happening to me though!
I don’t see any issues with curbs in the game. You have to try and avoid going extreme on them, and that means you need to curb your approach to the curb. It’s all about dialing it down some, after all, that’s what “curbs” are there for, to curb driver behavior. To be successful in Forza M6 you have to be very, very gentle with your inputs be it steering wheel or controller. I’m a controller guy, but still, I see no issues with the curb in the game!!!