Poll: Are you experiencing unrealistic understeer or lack of steering angle in FM?

stock cars have always had understeer, been like this since forza 1.

put race springs on the car,
lower the front offset, 8 clicks to the left
the car will turn

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Has anyone else noticed that it is virtually impossible to turn too tight into a corner unless the rear of the car is sliding or you’re nearly stopped (or slowed to a unreasonable amount)?

On controller nearly every corner is made by going full lock on the analog stick, with zero way to turn tighter mid corner without braking or initiating a slide (such as chopping the throttle), no matter how little front tire slippage is occurring- with the only real exception being the oval tracks and super slow corners.

The only variables for your cornering line are the entry speed and angle, because the amount of steering input (and the rate at which it occurs) seem to be picked for you.

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Yes it’s a well understood problem among the community on this forum - and there are a considerable number of posts, sugestions, troubleshooting pages and complaints about the problem.

Turn10 have ignored all of these since release for 6 months.

If you want to help get them to do something, allegedly vote on the suggestions in the hub.

I have voted. I have started a few suggestions thread. I have sent bug reports.

I post here out of frustration, in the hopes that a dev might accidentally stumble upon the topic and actually allow us the option of actual ā€œsimā€ steering, instead of the hot mess that the game currently has.

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I just started another suggestions thread. please vote if the steering input bothers you.

Hopefully this one doesn’t get buried, too.

EDIT- here is the link to the thread:

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Unfortunately you Forza veterans don’t say much as to what needs to be fixed. The understeer in this game isn’t fun, and the tire slip has decreased severely across the board. I know your post has nothing to do with what I’m talking about, but this understeer compared to every other simulation based game out there is bad.

Just curious as to what your take is on the physics of this game compared to the Forza’s of the past. I went back to FM6 and it took hours to recalibrate my brain to deal with the steering inputs needed to drive the MP4/4.

I’m under the belief that they took away oversteer to get rid of ā€œsim twitchā€ and made it easier to drive at the limit.

What would you change about the front axle debacle (if anything)?

Btw I’ve played AC on controller, and it was doable but it made me appreciate the controller support of Forza.

You hit the nail on the head. In Assetto Corsa for example I have no problem overdriving cars. I can use momentum to step the tail out a little and power oversteer out of turns. Most satisfying feeling ever.

With Forza you have to lock the analogue stick fully in either direction, hoping to oversteer a little and break traction to gain traction… Nope, doesn’t happen. It’s on rails and it’s the hidden controller aids that are to blame.

Here’s me on a controller enjoying the puhjeebees out of Assetto Corsa.

What are your settings? You can take a pic and send it to me. It looks good, but the wheel in FM looks smoother. Just out of the box, FM and GT are impressive. I’m sure a lot of work goes into getting the inputs to line up with what the steering wheel is doing. AC is barebones in comparison.

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Oh I had to tweak the heck out of it and took lots of experimentation!

Post settings soon.

the understeer is worse in this game mainly due to the default setup of the cars. you can tune that out which will make the cars behave a lot better but you will never be able to steer more than peak grip with a gamepad as thats how the input filters have always been designed to work in forza.

tuning the car for an oversteer bias in combination with sim steering to allow quicker weight transfer should help

i strongly suggest all of you do some laps with the tyre friction telemetry open and see how much of the grip you are actually using. If your front tyres are constantly around 100% and the rears are much lower during cornering it means that the car has a very sever understeer bias and being able to turn the front wheel MORE will not help you rotate the car because the front tyres do not have enough grip alone to overcome the rear tyre grip.

Explains a lot. That’s probably the reason my deltas are larger in this game than previous Forza’s. It’s either that or the game punishes over driving the fronts more (I like to threshold brake and sharply lift off of the brake to induce understeer, allows me to add more lock).

The Stock tunes bar the Valk AMR pro are horrid. I’ll probably complain less the better I get. If it’s one thing I liked about FM 5 and 6 it’s the fact that cars were lively out of the box.

I agree, once the fronts reach peak friction there’s not enough friction available to turn them anymore. The faster you go, the wider the turning radius, due to the forces at play (momentum? Centripetal force?). Turning circle 101. It seems that the point of max friction comes much quicker and unexpectedly though. It just doesn’t feel right. Some bends are super easy, then I find myself at full lock in a bend that feels like it should be taken with minimal lock.

Regarding the issue of the steering seemingly ā€œnot turning in enoughā€ on some occasions… I’ve been running some laps in FM1 and I’m pretty sure I’ve encountered it in a couple corners. So it’s definitely an issue (or quirk) that’s been around for quite a while now

Did the handling change with one of the updates? I could swear my cars didn’t understeer this much.

The driving feels really on rails. It’s almost as if T10 deliberately dialed out oversteer as much from cars as possible, irrespective of the drivetrain configuration, and took the understeer multiplier to an 11 or something.

Why are my cars understeering for no explicable reason? I have to go to nearly full analogue stick lock on every turn and this was never the case with previous Forza games. Even the other racing games, I have to apply near full or full analogue stick lock only around hairpins or if I want to induce oversteer.

The cars feels very stiff and take forever to change direction. Something is very wrong here. The steering, weight transfer and front wheel mechanics need looking at. In fact, I just purchased the 14’ Huracan for example, maxed it out and it won’t power oversteer around turns. And of course the understeer is shinning as always!

What’s the point of skillful driving if you just have to sit back and jam the analogue stick all the way in either direction, scraping the front tires crossing your fingers and hoping it will point to the apex in time?!

@T10ManteoMax Should I report this as an issue? The steering, handling, turn in and front wheel grip are all very sluggish and does not feel even remotely close to real track driving. You never need this much input to effectively steer through high speed turns IRL! Help me out please.

My sentiments too. I think one of the updates may have introduced the unusually high understeer as I remember how much I immediately liked the game’s physics on launch and didn’t really notice any understeer problem to begin with. In fact cars rotated quite nicely and realistically, hitting the apex when you wanted them to. Now they change direction sluggishly as if some kind of hidden aid is being forced. I’m going nearly full analogue stick lock on every turn just to get the car to turn as it feels really numb and unresponsive around the centre.

Again, this wasn’t the case last year when the game released. Cars felt very lively and handled realistically.

Went back to FM 7 recently. The turn in and front wheel grip/response is phenomenal! You don’t have to go even near full lock on your controller, unless you’re negotiating a slow speed hairpin.

Suzuka- Both photos, same entry speed, 20% front tire slip- only difference is the part of the track the car is located in.


Entering ON or INSIDE of the ā€œauthorized racing lineā€ results in the player being allowed to have the (still limited) maximum amount of steering angle, as shown in photo 1.

Entering OUTSIDE the ā€œauthorized racing lineā€ results in the player being allocated a maximum of 45 degrees of wheel rotation, as shown in photo 2.

This is NOT UNDERSTEER, this is NOT A TUNING ISSUE, this is NOT LACK OF SKILL, This IS steering angle and the rate at which it is applied being linked to TRACK POSITION, and SPEED ONLY.

The amount of grip a vehicle in this game has makes absolutely NO DIFFERENCE in the amount of steering angle allocated to the player on controller.
If you are on or inside the line, you get 90 degrees wheel rotation, if you are outside of it, you get maybe 45.

TRY THIS FOR YOURSELF.

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Honestly to me the handling doesn’t seem that different from launch. I’ll probably run some rivals laps soon just to be absolutely positive though. I just don’t see them touching the physics at all without notifying the community

EDIT: (This was a reply to a moved post)

report it. It is in the implementation of the controllers. The amount of steering angle available to players (even on SIM) is severely limited, and tied to vehicle position and speed- which results in EVERY single corner becoming a ā€œjam the thumbstick all the way and prayā€ affair.

I have a thread on suggestions hub to try and get a way to adjust this or turn it off.

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use. the. telemetry.

can almost guarantee your tyres are always being turned to their maximum grip. what looks to be throwing you off is quiet possibly track rubbering in providing more grip on the racing line.

Can you not read, or are you being deliberately obtuse?