The braking is terrible. Underbraked even when dialed up. Doesn’t seem to make big diff with or without upgrade. Inconsistent between cars. Off-road tires have lower PI than semi slicks but not enough to have that gap.
I slide more in this than fh4, need to slow, not much else to do.
They lowered lateral grip but increased longitudinal grip of tires (this is probably more realistic actually).
Brakes were severely nerfed, to more realistic levels. Real cars take longer to brake than we’re used to in Forza. Although the brakes lock up too easily for some reason (which means that maybe longitudinal grip wasn’t increased?).
A healthy amount of shifting weight to the front helps turn in, which is consistent with other games.
Drifting is very easy even without drift parts.
When it comes to PI, the handling stat was lowered. Tires are the same as in FH4, but now there’s new minimum and maximum tiers: Vintage White Wall and Slick respectively. Rally tires are very effective offroad but less so on tarmac than FH4. Offroad tires are useless on tarmac.
There’s a large amount of cars that cannot reach the top of their starting class without a large amount of modifications (some of them are useless in competitive anyway).
This game did change a lot and not just the physics overall. The suspension change is major and too many people were getting away with improper set ups because of how forgiving FH4 was. Not to mention all of the tire changes with the difference in surfaces and overall changes. I know everyone has their differences in tuning but I still prefer one method that has been used as far back as FH3. I even built a tuning calculator based off of this formula here https://forums.forza.net/turn10_postst169445_FH5-Tuning-Calculator.aspx . The calculator had to be changed very slightly and i have no problems with body roll. The main difference I have seen is with the tires. Normally, I tune everything for 32 PSI as the “sweet” spot. In FH4 I could get away with 27.0 in the front and 25.5 in the rear for a drift car and hit 32 PSI while drifting Needle Climb. I take the same car, same set up and take it to the volcano and nope, will be just as slippery with drift tires, which were made to slide more at angles. So, I pulled up the Telemetry and looked at it. I found that my PSI was WAY too high so now I set the front tires to around 24.5 and rear to 22.5 and monitor from them. This seems to be around a good average for grip and slip.
Now, if you can’t get your suspension and your tires set up right, you bet it will affect your breaking. After all, this is one reason we want to reduce as much unwanted body roll as we can. In an even car, you should be able to turn slightly while applying adequate brake pressure to not slide. What ends up happening is too much PSI in the tires create the tires to balloon out with contact on the ground. Mix this with an unwanted body roll and locked up tires while breaking and yet, you’re flying off the cliff like Rafinki punting Simba off of Pride Rock.
Instead, you want to even out your suspension, get your tire pressure to run at the correct optimal PSI WHILE running, and then set your breaking pressure to a point where you can safely and effectively brake without breaking traction. Don’t believe me? Look at the difference between a car breaking at full brake while turning for a full second, vs a car breaking at 50% at a turn for a second. This is a bit dramatic but sure, that’s what happens.
With realism we have to know that when you are actually driving, you are not 100% Accelerator to 100% break everywhere you go. You use throttle control mixed with break control. We all know that you can slam on your breaks and slide and hope you don’t hit the person in front of you. We all know that you have to apply so much break while turning to not only keep your car moving, but not to swing to wide to hit another car. So why can’t it be applied to a video game? Well, that’s what they’re moving to. So yes, you might have to break a bit sooner, and with less brake, but hey, that’s racing.
As far as the “Brake Line” option, I only use that as a reference because that thing hasn’t worked correctly in years.
What is there to do in this game? Seasonal objectives so you can get extra cars so you can … ??? do what with them? They left out the part of the game where there is anything much to do with the cars. The online racing is gutted, MIA.
I was in an S2 lobby earlier, did two races, got to the third and realised it was one of those stupidly long courses which takes like 20 minutes so I just quit. Too much hard work for no reward (unlike FH4, playing isn’t fun in itself, the driving model is too much effort required to brake and corner).
I can still drive the cars just as well as in FH4… I like the physics!
In FH4 I had a delay, because the XBox One S that I owned had a delay. That delay helped me learn FH5. What has probably happened to all of you is that you are used to instant response from your controller, and the new graphics are slowing the game down a bit, and you all aren’t used to a delay. My PC is so powerful (£3500) I get faster responses now, so FH5 is easy for me to control. The Ai however are harder to beat.
Hmm no, that isn’t what’s happening. The game runs at 60fps without hitches just like FH4 did. I don’t even need a £3500 PC either (lol). They changed the handling and braking model bro… the cars don’t grip or stop as well any more. If people like that then more power to them; I don’t. It’s kind of like driving in an FH4 winter season all the time now.
It was well known that people couldn’t do PR stunts (like speed zones) during winter very well, and a lot of people preferred the other seasons because they were grippier. Did you ever try playing Eliminator during winter? Grippy? Come on.
Anyway, the reduced grip level of FH4 winter versus the other seasons, reminds me of how FH5 is now, all the time. Cars reluctant to grip for corners, very slidey, loads of wheelspin even in 4th or 5th sometimes, very long braking distances etc.
Snow was grippy, it was harder to do stunts in the rain than the snow. You couldn’t even drift in the snow it was too grippy. You do realise that the physics aren’t real, and snow in a game can be grippy?
I have already explained the differences on why the handling is different between the different games. But, I did not find any problems with the snow in FH4. Matter of fact, I created an entire drift video on Needle Climb in the snow and still had no problems. Yeah, the snow gave way to more sliding on the roads but that was it. It wasn’t more grippy or more slippery than FH5 is now. Here is the video as well
If you are telling me that FH4 snow was too grippy or undriveable and a unimog can drift on it, then something’s quite wrong.
However, I do trust Aqua’s word because I have seen his name around for awhile and am familiar with their work. But I don’t really agree with either one of you on this subject. But hey, that’s just my 2 cents and I usually tune my vehicles to handle each and every situation, even for different seasons.
Yeah but Gravity was messed up in FH4, and you are going downhill so that can be just the messed up gravity. I mean the messed up gravity combined with a slight slip, and you get your video.
My first reaction to H5 was “oh we`re back to H3-physics…” Mybe not precisely but H4 gave more surface-information through the
tires/controller, could feel the tires work & slip.
But so far, the AIs has behaved a lot better in free-roam than in H4. I cannot count how many times Ive switched off H4 bcs
I was fed up by the annoying AI`s.
3 weeks later I still can’t get the hang of driving in this game very well, especially S1 and S2. The cars are so slidey, and I’ve been using recommended tunes on some of the meta cars which are meant to handle well like the Sesto FE or CCGT. It’s like someone swapped the tyres for rollerskates, they turn well until you exceed their limits and then they just completely lose grip like you’re on ice. And as for braking I still can’t confidently brake maximally like I could in FH4 just by muscle memory.
I think I will just complete the remaining accolades that I can, to satisfy my completionism… and go back to FH4. Although the last time I checked, multiplayer was all but dead, so it might be time to move onto other games entirely. There is no multiplayer in FH5 worthy of the name anyway. Maybe if they change it, it will make it worthwhile staying.
That was how tires worked before. Now you have gradual loss of traction which is much more cool and better for playing. rF2 has it very much. On/off tires were in Forza until H5.
I realy like how FH5 feels when it comes to handling and braking. The gamepad give enough response for me. Tuning the brakes now make a big difference which I like also. Lock up the wheels with the brakes now make you skid like real which I like also.
Especialy handling with a ffbwheel its way better as it was before in FH4.
But also with a gamepad my feeling is that FH5 has much more grip as FH4 had.
And rwd cars feel like they have way more grip in the front and now it make much more fun to drive them. So I don’t tune all cars to awd as I did before in FH4.
I like the extra grip in FH5 and would say no changes please, its just perfect.
Btw. I play gamepad with normal steering and ffbwheel with simulation steering.
Well thats what you may feel. I feel different My personal experience with cars like the lambo forza edition is like driving on rails even if its tuned to x. I feel just a unreal amount of grip. I did the x-class racing accolade with it.
After more than three decades of playing racing games I can say its all about “adapt how the game wants you to drive” because it will be a large number of games after a few decades and all feel different.
And for the new brakes in FH5 its be aware what kind of brakes and tires you have in your car (also aero, weight, suspension etc.) and brake early enough while having in mind if its going downhill or uphill and what your speed is… etc. I would say braking is a science and this all end up in most cases just begin to brake in the yellow zone before the red zone begins…
And for the grip its just get used to the feedback the gamepad or ffbwheel gives you. The devices telling you before you run out of grip. But also without any devicefeedback like until the late 90s its possible to get used to the way the game wants you to drive. In arcade you can’t complain if one way or the other is the right way. Each arcade game have its own way. And everytime a followup game comes out there are those dudes who say I want the old behavior back.
Yes there are games that don’t suit my drving-style in games and guess what… I don’t play them, but Forza is different its the only arcade game with good arcade-physics IMHO
there is no change in grip and brakes needed IMHO FH5 has just the perfect arcade-physic with that special taste of sim-ish behavior.