Slippery physics in FM

Hi everyone, I would like to talk about the physics of cars in forza motorsport. I apologise in advance for my English, as I use a translator.

I’d like to start by saying that it’s not the first time I’ve heard from the game’s community that the cars in the game are too skiddy and slippery. As if you are driving on conditional ice, or you have completely wiped out tyres, but at the same time, the tyres you have intact and warmed (About the physics on the lawn, I’m not talking, there drags as if it is a swamp)

I became interested in this topic and decided to look into it more deeply. I started by watching videos from other games, in the example I will use Gran Turismo 7, as well as the car Porsche 919 Hybrid, because this car is in FM and GT7. I also used personal observations by renting this car and running different tracks in FM (in my case Le mans circuit).

From my observations, the following came out. The car physics in FM is quite strange, it doesn’t allow you to corner on popular tracks with cars that should be able to do it very easily without losing speed. However, in the conditions of the game, you need to drop significantly speed to pass this or that section of the track.

Well, let me show and tell you what I mean.
I will take a section of the Le Mans track called: Tertre Rouge Bend, it is a section of the track with a turn, after which a long straight line starts.

In FM, to get into that corner and onto the straight, you have to let off the throttle, and to some extent, you have to put on the brakes, and as a result, you go around the corner at 170-180 kmh, and that’s assuming the weather is dry and the tyres are soft and completely intact.

Now let’s take the GT7, all the conditions are the same, the car goes round the corner at 260 kmh - EXAMPLE

Well now it’s time to show an example from real life, it’s hard to know what condition the tyres are in and what type they are, only the weather is known, it’s dry. So the car goes round the same corner at 210 kmh - EXAMPLE

In the end it turns out that the speed in real life is much lower than in GT7, but still faster than in FM.

And there are a lot of such examples, not only with the LMP class of cars, but also the same GT2 or GT3. Also this situation will not change even if you put tuning on the car, it will still feel quite slippery on the road

It would be very desirable that the physics in FM became less slippery, so that the car held on the road, and not trying to leave it, I hope this message will see the developers or at least I will get here an adequate explanation of why it is not or will not be in the game. I sincerely want to believe that this game will flourish, but so far with this comes out hard. Thank you all for reading to the end.

8 Likes

Maybe you should tune your car in the best possible was and try to do it again? Use a tune from chronic f.e. and i bet you get Close to the result of your dreams. And please dont compare the GT7 physics which ist more Like a train simulator, to the Forza physics

3 Likes

I think a major reason why the cars feel so slippery is the TC. In other sims you have really fine TC adjust ability, so that you can easily push out of the corners without spinning out, but in Forza it seems like either no TC at all or Sport TC which feels super aggressive already, but then there is an even more aggressive TC level.

Of course the Forza Physics aren’t that realistic and therefore we cannot expect it to feel like hard core sims and there are still issues with grip, like GT3 cars who are known for immense grip, but in Forza they feel pretty unstable, if you don’t have the right tune. But I think most of that could be improved by just implementing a good and realistic TC setting.

2 Likes

In principle there is a place for this, but most players with experience don’t use assists. In fact, I do not mean that the game was very hardcore physics as in the same ACC or iRacing, but I would like the cars to have more grip with the road. At the moment, even tuning with this will not really help, the cars will also be with low grip

I think on sport and race tires theres no issues.

Before I provide my own detailed insights into the topic, I’d like to know what kind of reference you are using to gauge the physics in FM. Is it just GT7? PC sims? Real world driving experience?

What kind of driving techniques do you apply while driving in Forza?

FM has a pretty good base physics model which they are improving over time. But please don’t run comparisons with other games and tell the developers that a certain games behaves like that on the road, and so, Forza should be the same.

The driving feel is honestly the best I’ve experienced in any Forza game and I hope they make it more nuanced.

Again, I’d like to inquire about your driving style, you pad or wheel setup, any assists or electronic aids you are using on the car. Your tunes, etc.

Also, post some videos so I can see what you’re doing that’s making the cars feel “slippery” as you put it. Let’s see your tunes and your driving style, because I feel the opposite: Grip feels just about right. Minus the hidden steering aids on pad, that I’m not a big fan of!

I think judging from the general tone and perspective in your post, you just want the game to feel easy and less nuanced, you know, kind of like a pick me up for a few minutes and then put it down. People want instant gratification these days and don’t want to put the time to learn a game’s physics engine. Sorry, but you folks are really missing out.

I hope they never nerf Forza just to make the game “easy” and more on rails for a certain player base. Cars will always feels slippery when you try to drive them like a “videogame”. Think about the factors that come into play when driving for real on a track. Apply those factors to Forza.

5 Likes

Adjust tyre pressures according to track and car type, as well as weather conditions and time of day.

Assuming you’re just referring to stock cars with no parts?

I think people too often come from other racing games and want Forza to be like them.

I kind of dont understand your example of “slippery” physics. That corner can be taken flat out by an lmp car at worst slightly lift the throttle to get a little more rotation. They dont “slip” around a turn like that, if anything if youre going too fast youd understeer wide at corner exit.

Imo i think this game has the most grip a forza motorsport game has ever had. The only slippage ive noticed is if you induce a slide or overheat the tires they lose grip and take a little time to recover.

I think this game has a nice balance when it comes to controlled loss of traction, or drifting. You can actually drift a car in this game where as gt7 its much more difficult to do so. If you lose the rear end you can catch it 99% of the time, in gt7 that percentage is much lower.

2 Likes

Agreed. Both games have a good base physics model.

I still use Assetto Corsa as the ultimate reference physics model though, that one is unbeatable.

Are you using a Wheel or a controller?
Did you tune your car’s suspensions?
GT7 has always been faked simulation, but because it’s easy and forgiving, everyone calls it the Driving simulation…(… :man_facepalming:)
Do you think taking a 200kmh corner is EASY for you?? Think properly. In Real life the Pilots make it look easy, but it’s not! So why should it be easy also in a simulation, making a KID go faster than a PRO.
Just keep practicing, be clean and smooth, you will se the achivements.

1 Like

Very well said. Forza rewards good driving. OP needs to practice more and drive his cars as if he’s driving then IRL and not a casual videogame made for easy gameplay and cheap dopamine hits!

Cars like the LMP class take any similar corner without any difficulties. If you don’t want to believe me, you can look it up on the internet. In FM any car in that class literally slides around every corner lol.

The topic is closed, because all comments are the same in meaning, it feels like people came here to defend the game, but do not notice that the game has terrible physics.

1 Like

Physics in this game is good that’s why people seems defending the game physics side.

lol

Hahah sure dude

Normally cars that require a lot of downforce at high speed are very unstable ad low speed, because they don’t have downforce and the suspensions are very stiff, tuned to carry the load at higher speeds. But if you say that they are easy, it means they are.

1 Like

Keep in mind that they have changed the physics and handling characteristics of this game multiple times on individual cars and overall game physics.

Absolutely unacceptable to release a game in ALPHA development for AAA game price and let the community be the test team that turn 10 was too cheap to hire.

3 Likes

The physics havent changed. The only cars that have seen changes would be cars within multiplayer races that have bop applied.

1 Like

I don’t believe the physics have changed either. They merely adjusted the grip and responsiveness around center which was always lacking and forced players to go full analogue stick lock even on normal bends.

I did however notice that braking is somewhat easy now. Previously you had to take momentum, racing line, gear, and braking force all into account when going into turns as to not upset the balance of the car too much. Did they nerf the braking? Can’t be sure…

I’ve always felt like this game’s physics are inconsistent.

I can take the same line through the same turn using the same braking point aiming for the same apex on the same track in the same car in the same weather across multiple laps and get different results.

I remember how Mugello’s “death curbs” (before they were patched) would only snag me sometimes: I could often smoothly roll right over them without problems, but then they’d randomly nuke me.

It almost seems like the game’s real-time physics calculations are somehow tied to some other randomly fluctuating variable(s) like ping to the game server or something.

2 Likes

I think this sounds more like you got better over time as you do in any game you play for a year.

1 Like