Physics in FH5

That’s kind of what I mean, a company that makes Test Drive for example only need to find someone who can do reasonable physics… so why don’t they?

Forza Motorsport has very good physics and car list in Horizon is more or less the same as FM. Get physics from Motorsport cars, insert into Horizon for the same cars - done.
By default let the physics be dumbed down for casual players, but let the option “realistic physics” for everybody else.

Perfect game ready.

Motorsport has terrible physics, the braking distances are way off. The inertial effects don’t work properly, the weight distribution is wrong, and the spins are fake spins, and gravity is added incorrectly. I’m talking about a big improvement in game physics.

Well, FM has the best physics of all sims. I don’t know how real it is, but it is definetly better than Assetto Corsa, rFactor 2 and Projects Cars 2.
I played Assetto Corsa for a while and I don’t believe it. BMW M3 E30 drives like an F1 car, and Z4 can barely stay on the road, spining all around from pretty much everything. This is not how the things are in real life, like not at all. Same cars in FM are much closer to reality.

Can you please provide to the rest of the group your daily intake of medicinal aids? I want to know what it’s like in your mind when you come up with the above quote…

What with engines turning off on the grass, and cars sliding at 12 mph? Weird reality.

Buggies in FH3 were super squirrelly. And I began to avoid races that went through the gold mine area because the short sharp jumps so easily caused calamity. Allegedly, FH5 is supposed to have improved suspension that makes off-road in general better.

Well that doesn’t make is worse than Motorsport 6, you can’t drive on the grass at all in Motorsport 6, it turns your engine down, it also makes your handbrake turn off a bit as well (instead of making you slide they just turn things off completely).

I would say those are examples of poorly implemented enforcement of race rules in FM6 rather than examples of bad physics. Not that the other person was even necessarily saying that FH3 had worse physics than FM6, just that it has “some of the worst” in the series. And you asked for examples of that, which is all I was giving - and I’m sure there are more, but those are what’s stuck with me years after I have stopped playing FH3.

I would point out that FH3 in reality only had two surfaces (tarmac and not tarmac), but that hardly seems like a knock considering that is a category most racing games seem to struggle with.

It’s been a while so I apologize for my somewhat hazy recollection, but if I remember correctly, FH3 also had these strange physical limits superimposed on cars. The best example I can think of is reaching the limit of static friction during a turn. Weight would transfer through the car as it should (albeit in Forza’s typically muted fashion), but then as you went over and started to slide, it was like the car had become weightless and an entirely different physics engine took over. It made driving on the edge and transferring between static and kenetic friction a jittery, unpredictable affair, and not in the raucous, violent fashion that in should and would be in some cars, but in a cross-eyed, illogical nonsense kind of way. It’s part of the reason why I converted everything to AWD in that game. As soon as something started torque steering, you felt like you had to battle both the car and the game’s flip flopping physics engines.

Luckily that was MUCH improved in FH4. That’s the only thing I can think of that would be the basis of people saying the physics in FH3 were bad. BTW I’m not taking a side in that debate, just providing information based on my experience to work on.

I can only judge when I play, but I already know the vibration in the new Xbox Series controller is much improved next to the old one, so I think it’s gonna be fun.

And ice. But that was only in the expansion, lol.

FH3 was FM6, but softened. Since it was FM6, all cars were excessively slippery. On top of that, the stupid PI system (worst in the franchise) forced people to go AWD with bad tires, so the competitive aspect of the game was simply not fun. FH4 was a bit of an improvement but it still had the AWD bias, which I don’t think will change in Mexico.

No similarities between FH3 and FM6 at all.

Playground Games themselves have confirmed FH3 uses FM6’s physics, but “more forgiving”.

They don’t need to confirm anything I’ve played them, and they don’t use the same physics. You don’t have to believe someone if you have both games in front of you. Physics are what the game feels like not who programmed it. If they used the same code, but changed the numbers that would be called different physics. But not a single part of the two games is the same.

So… if they use the same parts then not a single part of the two games is the same.

You are confusing code with physics.

G = 1

and

G = 2

Would completely change the physics for gravity, yet the code is going to be the same.

Don’t know, just tried a buggy race in FH3, and it was fine.

I’m downloading Motorsport 7 now to try it out, because my new PC is super fast.

So FM7 Honda Civic FE skidded off a dry road at 40mph, it wouldn’t even turn… so no better, not realistic.

No I think that Forza has 4 wheels that contact the ground individually. The square box would be the chassis… which is like a square box anyway. So it’s not like a 90’s game.