Why does it feel like cars are moving faster than in FH4? Is it just sense of speed or are they moving faster? Like they are moved by one class up or have extra PI.
Well some of them have extra PI - example below, but still it feels kind of weird.
For me S2 class in FH4 was a bit to quick to say I was fully controlling a car and now it feels like S1 car is at that pace.
disclaimer: After few days of playing it feels better than day one. Haven’t really touched tuning yet, don’t know really well tracks and did only few races in Horizon Open. Still kind of afraid that it will turn into powerbuilds game - was reading one of the discord discussions and power numbers were high.
Handling is strange too. Like car have at the same time more grip and understeer than in FH4.
Or maybe I’m over exaggerating?
example: Lancer EVO X (from left to right): stock car, stock car performance, modified engine to B class + rest stock, maxed out engine + rest stock
The thresholds of the higher PI restrictions have been moved up to account for new cars, since nothing can start in x. Cars from previous Horizon games have all moved down in pi, unless they’ve been adjusted for balance reasons. A, S1, and S2 are all notably faster. Unsure about the rest of the classes. B, C, and D all feel about the same but it’s harder to tell.
Who likes the handling compared to FH4? I can’t get on with it at all. I mean, I can play, but it doesn’t feel good. I’ve played solidly for two days now. With FH4 I felt confident to brake hard for corners consistently, I can’t do that here at all. And the general understeering and numb feeling, it’s hard to explain but in FH4 everything felt like second nature. Drifting also felt poor, even with a formula drift car (which are really easy to drift in FH4) - luckily the PR stunts I’ve done so far have all had a very easy target so at least that won’t be a problem.
I’d say the handling is better, by a significant margin, but better does not equal easier. The new suspension system is a lot more intuitive, with transitions between different states all happening naturally. The game is a lot rougher and tougher though (which is realistic).
To put it in as layman terms as possible, FH4 had more forgiving thresholds, but when you went over those thresholds it was like the car transformed into a completely different entity. You’d also get these weird interactions where your car would give no indication before losing traction. It would just suddenly go for little reason, and it made grip driving a bit of a guessing game sometimes, especially in cars you were unfamiliar with. It sometimes felt like there were two handling models in the game, one for grip, one for drift.
In FH5, braking and handling are tougher (though some of that might just due to the effective increase in speed across most PI values), but the car remains a single entity. You can feel the car struggle and shift as it approaches thresholds, and the transfer between the moment when you’re at a threshold and over it results in much more intuitive weight transfer and car behaviour. Yes, that means much tougher braking, but it also means proper turn in on a fast, loose surface corner, and proper weight management while drifting.
I’ve also found the braking lines to be a shade of terrible in this game. Now that I’m thinking about it, that might be your issue. It’s like they updated the brakes, wheels, and suspension systems, but kept the braking lines as if they were using the old systems from 4.
Good point. I was doing a bit of Rivals yesterday and kept smashing walls in all car classes on certain tracks. It’s a few select turns here and there where you often just have to be a tad (or a tad more) earlier on the breaks. Also it’s a bit more challenging not to slide when braking as in FH4 imo.
Braking does feel a bit weird at times however. Sometimes I don’t feel like I’m braking at all, sometimes I just lock them up right away and start sliding terribly. I don’t use any driving aids but I can certainly see a point for many them in FH5.
Sure, but typically you were able to squeeze out those last few (milli)seconds by tuning assists off so that’s usually my starting point. After having done “a few” laps with “a few” cars on “a few” tracks I think I can get the job done decently enough.
I also dislike having driving aids available when driving cars that are unable to have these (oldtimers with ABS / TCR …?), but there’s no option to allow these when technically feasible.
That’s interesting, you could be right about the braking lines. Now I should say, I’m not saying the handling is less realistic than FH4. I’m just saying that so far, I prefer FH4’s mix of semi realism but semi arcadey accessibility, I mean I don’t really want an ‘open world Forza Motorsport’ exactly. I appreciate that in real life, if you drive at high speed into a corner and slam the brakes on at the last moment, you probably aren’t going to brake in a nice straight line (unless you get it perfectly right perhaps), but it did make FH4 more fun to play, arguably.
Oh I’m the opposite. Breakable trees and fences I’m cool with, along with unbreakable cars, but outside of that I want the physics to be as realistic as possible. FH5 still makes plenty of concessions for accessibility, like the fact that you can’t ever get fully stuck in mud, or the somewhat magical nature of the upgrade system, or how easy (and good) the game is to play on controller, where you don’t have to deal with the torque of the car trying to rip the steering away from you and counter-steering is heavily assisted. I use a controller and I’m thankful for that last one.
I still think they have a good balance there. I’m still playing with gearheads and total noobs alike. Sometimes in the same convoy. We’re all having fun. Adding more realism to the handling model just adds more depth to the game.
Set your steering deadzones on 1 and 90 to get FH4 handling (in combination with simulation steering). Personally i would set all the assists off to get realistic handling.
Another thing I’ve noticed, the car can refuse to move for a second or two when you try and pull off. This is when using ‘M’ so it isn’t because I’m using M+C, but it’s the same sort of effect where the car acts like it has stalled. You put it into 1st, full throttle, and… nothing is happening. After a second or two, it responds. FH4 would respond immediately in the same circumstances. TCS is off.
Something similar happened to me, and what appears to have fixed it was turning up the braking deadzone from zero to a few percent. Telemetry showed that when this was happening, my pedals were registering 1.4% brake input (and 100% throttle), and just pressing the brake and releasing it tended to make it go back to zero and allowed the car to start moving.
As an aside, my guess is that this type of small baseline input fluctuation is what’s causing the main input source to constantly switch back to the wheel when I’m trying to tune with the mouse and keyboard. It’s really annoying, deadzones should be taken into account before switching the input source.
I think this must be due to the new feature, launch control? It holds the revs briefly before accelerating, meaning it takes longer to get away. Is there some way to turn this feature off?
I feel like bone stock, untuned cars handle better in FH5 than 4. Traction in FH5 is better. I’m not having an understeer problem, any worse than FH4 (but I do tune it out.)
I’d say the overall handling is smoother in FH5. I’m playing with a g920 now (cause FH5 doesn’t support the g923) and its easier to drive stable (not neccessarily easier in regards to difficulty). In FH4 at high speed you’re always close to losing control entirely, one small mistake and its beyond recovering. In FH5 driving is pretty relaxed even at ludicrous speed.
Can’t say which is more realistic, I don’t drive like that irl, I’m not suicidal.
Performance wise FH5 might be a little harder. At first I struggled with ‘expert’, but now I’m already winning on ‘professional’ again (was playing on ‘unbeatable’ in FH4), had to do some changes in regards to upgrading/tuning.
I’m now getting better results with rwd compared to awd which I think is nice. In FH4 awd was pretty much mandatory.
FH5 definetly has far stronger understeer. I use my own formulas to set suspension balance, and I have a ‘understeer correction factor’. In FH4 I use 5 to 10 for rwd, and 40 to 50 for awd. The FH5 builds I made today ended up at 30 for rwd and 75 for awd, which is extrem.
If that’s ‘Deceleration axis deadzone inside’ then it’s still set to the default of 15, the only thing I changed from defaults was to put the steering inside deadzone to zero because my pad doesn’t need a deadzone (no stick drift luckily).
The thing I described, it doesn’t always do it so it’s hard to put my finger on it. It can be a problem when you’re trying to do something quickly like the trailblazers, when the car doesn’t respond for a while, those seconds can be precious.