Prototypes are nigh-undrivable. This can't possibly be right

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So, I was masochistic enough to try to go for the Acura, and I’ve finally cleared all of the required tours except for the Prototype series. So, I buy the Porsche 919 because I really like that car and set out to finish the job.

Because this forum won’t allow me to use the proper language, this will have to suffice:

OH MY GOD. WHAT IS THIS, AND WHY?

I had an inkling of something being deeply wrong with the physics model when I hopped into both the AMG-GT Black Series and the C8 Z06, and both of those cars handled so poorly that it took me lots of time trying to build and tune them into driveable shape. But the Prototype cars…those just drive the point home with all the subtlety of a right hook from Mike Tyson when he was in his prime. They don’t handle. They don’t handle. The concept of handling and these cars as Forza Motorsport 2023 presents them have gotten a divorce, and it was an acrimonious one at that.

The biggest fix to this that I have found so far is to crank the rear downforce to the max. At this point, I’d rather sacrifice 10 mph if it means the car doesn’t immediately spin like a top at the slightest touch of the analog stick. Now, it only takes 10% pressure on the stick. Yay me.

This can’t be right. I know I’ve considered the physics model to be one of this game’s depressingly few highlights (probably the only highlight), but I really have to think about that now in light of this. There’s a Circuit Experience test in Gran Turismo 7 that asks the player to take a Peugeot 908 DPi Prototype around Le Mans and complete a lap in about 3:05 for Gold. In this game, I’m in a car with 300 more horsepower and all-wheel-drive, and I’ll be lucky to crack 3:28. Something is deeply wrong with this picture. Something is deeply flawed with this system.

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Great fun in the Toyota. Difficulty set to 1, Ruleset set to 1, auto steering, auto brake, manual over ride to keep them on the track. Gotta learn how to get the run up on a car ahead and shoot around otherwise it’s a bear passing with this setup. But hey, it was fun and I didn’t stress out. And since it’s JUST A GAME. Fun is the end game.

Lol the Ginetta is bad too. I’ll try the Porsche tomorrow.

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You’ll have a hard time convincing anyone that auto drive is a fun way to use prototype cars

As for OP, yeah. Took the 919 for a spin when I first launched the game and it was complete dog. I think touring cars are one of the few groups of cars that may actually handle somewhat realistically.

In stock form these cars feel less stable and less grippy than some road cars.
The 919 has always been one of the worst prototypes in Motorsport. It’s forced AWD which makes it PI-inefficient and the engine is crap.

They all need full rear aero, wider rear tires than front and unrealitically low camber to become stable.
Then adjust the amount of understeer/oversteer with front aero and ARBs.

This way I turned the Ginetta, 919 & Nismo into well driving cars that are still extremely poor in comparison to the P-class detuned '90s F1 cars.

Same PI but up to 4 seconds slower/lap on Catalunya for example. These modern prototypes are even beaten by the '90s equivalents like the Sauber.

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I had to turn on TCS and Stability to make the Ginetta drivable in the featured Prototype event, but with those turned on it was, in fact, drivable. Barely.

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I saw this a couple days ago, haven’t try this settings on the 919 yet myself. May later.

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To add to this, many of racecars have a lot of Anti-Squat. Lowering this setting reduces the oversteer when getting on-throttle. Set this to around 0-2.5 and play with it from there.

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I really don’t care, works for me.

Haven’t compared to real-life but in the F1 games you need to be very easy on the throttle going out of corners. Some of these monstrously powerful RWD cars are a bit like that too.

Great, having the game control the car for you works for you. Full auto assists is not a solution to crap/unrealistic handling traits

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What worked for me in the Ginetta G60 is to crank the rear aero to the max, move the front areo to around 75% amd lower tire pressure a bit. Now back end is planted. Throttle control with these cars is so crucial. Not trying to flex but with those quick adjustments I won a race in that G60 spolight lobby by over 9 seconds over the field. You just have to find what works right for you.

Btw I am on controller, Elite Series 2, no assists

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The Acura is easy to drive without any assist. With wheel abd controller. If you want railroad please buy railroad sim.
To simulate a prototype with controller is a challenge. To make it more stable use aero and diffsetting. The physics are the ONLY positive here. Cars behave different and not every prototype should drive equal.

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Prototypes at the very least should drive like they have more than 1lb of downforce on them.

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The 919 is so bad in this one. The snap oversteer is insane and the car is nearly undriveable. Other prototypes are a lot easier to drive than this car is. I softened the rear anti-roll bar a ton and that helped a bit but doesn’t fix it. But keep in mind when a car like a prototype starts to slide, even the pros have a hard time catching it IRL so that is true to form to some degree.

AWD isn’t the PI hit it used to be. They are a lot more balanced now. They nerfed them in FM5 because they were basically cheater cars in FM4 and they have finally balanced it back out so that they don’t take much of a hit anymore.

I put my settings into Sport for TCS and Stability Control as well. Even then it still wanted to step out coming out of turns (with gentle throttle inputs as well). It was manageable, but annoying as both of those settings pull throttle out and make the car stumble and choke. The Acura seemed a bit more stable though, not sure why.

To be fair I’ve had raging experiences in both FH5, F1, Dirt and this one with cars that have too much torque at lower rpms. They take a lot of time getting used to and are oh so satisfying when you learn how to control them. I have no idea of how realistic this is, but the same behaviour is in the F1 sims(?) from Codemaster so I don’t think it can be that wrong in prototype cars.

Too strong on GT7 3m05 per lap while with the Peugeot 908 of 2010 the pole is 3m19 if it takes 14 seconds to a real driver you think it’s normal I call it from the arcade and not from the simcad

That is with the pad true?
With the steering wheel feels ok, I changed the stock parameters to have more real feedback, but even the stock ones feels good.

These cars still shouldn’t drive like they’re on ice, though. That’s a big problem with the vast majority of supercars and race cars in this game. These cars are lauded for their grip, responsiveness, and stability. But you wouldn’t know that from the way Motorsport 2023 depicts them. It’s as if Turn 10 just stopped caring about modeling them accurately or even authentically by the time they got around to putting them in. I would hope that they know this is wrong and it needs to be fixed, but…gestures at everything

I’ve marked your post as the solution, but you and @sizascompa both provided some good help here. Thank you for that.

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