The only times you can get a truly consistent experience is either in rivals or a full static freeplay session with locked time of day and no track rubber. Tire heat also plays a bigger role than it has in past games, so if you overheated your tires on one corner and theres another right after it can be compromised.
I personally havent noticed much inconsistency. I was actually hotlapping the other day and gave myself a pat on the back with how consistent i was keeping within a tenth lap after lap. As ive gotten older and play games less and less my consistency has worsened so at the time i took it as a small victory. Soon ill have to change my name to Im2fast4most, but not yet.
I get the inconsistent handling/physics I mentioned in every mode: rivals, free play, multiplayer, etc.
As I mentioned, I get inconsistencies when taking the same turn(s) each lap, in which case my tires for each turn would be the same as they were coming through the prior lap.
I also get it with turns at the end of long straights too, where my tires had time to cool.
Even the inconsistencies are inconsistent: some days/sessions, it’s more random, while it’s sometimes less random during other days/sessions.
Just my personal experience/observations.
Anyone else’s mileage may vary.
my brother I completely agree I am regular player of GT7 and ACC in both cases cars actually turn, I don’t think people who designed this game have actually driven cars. it doesn’t need to be any GT3, GT4 cars normal daily life cars are good examples. Cars in this game has very hard difficulty to turn on top of that if we apply breaks the cars doesn’t have any stopping power even with upgrade parts. They always slip and keep moving forward. I am driving a lambo at 200_ speeds on Nurmberg and if I apply breaks I can stop in ACC and even in GT7 cars actually stop, best example is their stopping license challenges.
The cars also feel they are wobbly bull cars and doesn’t gain any speed on top of that they feel slippery and ice skating. In GT7 and ACC cars are planted, they feel good balance of weight, they are not hunking slow bull carts at the same time they feel planted.
I really hope FM puts work into making the handling model good, this is just embarrassing.
This isn’t the best example as the braking physics in GT7 are fairly basic and not that nuanced. Furthermore, ACC has GT cars only which are known for having ridiculous stopping power.
The cars in FM23 brake way to easily and quickly if anything. I think they either nerfed the braking physics or they haven’t been worked on in depth as the braking feels really basic to me, requiring minimal effort from the player. Braking these cars, especially road cars, IRL from 160-200 mph before a corner takes a lot of finesse and skill or you can upset the car easily and end up in the barriers. This is not simulated in much depth or nuance in FM23. Not yet anyway.
Additionally, you have to time your braking and use engine braking. Gear ratios also play a role, as does your racing line and steering angle, tire pressures, etc. I’ve literally not had any issues with braking and cars stop very easily. I’m extremely critical of physics in racing games and I think Forza needs to have more in-depth and nuanced braking physics for sure, depending on what kind of car you’re driving.
i agree i have noticed this as well i hope T10 will look into this i think it could be the tyres in general as well 8 points of contact has it’s own pros and cons like any other tyre model has and I hope they will refine it more because it doesn’t feel consistent with its current implementation with the sliding and some cars don’t turn very well even when I have tuned the car
I bounce between several sim titles and use a wheel with load cell pedals and find FM’s braking deep enough to reward proper threshold and trail technique, and I find it very responsive to adjustments via brake bias and other suspension tuning.
I run most cars with an aggressive brake bias to improve braking distance (and mainly to add rotation), usually between 44-47% based on weight balance and overall tune demeanor. Factored with running without ABS, I find that I’ll rarely be out-braked but that took time and practice due to riding the lock-up thresholds that tend to vary greatly between cars.
iRacing has the greatest depth and complexity to its braking system. It’s almost like that title completely revolves around brake mastery. ACC’s is bog-simple (run low ABS, mash pedal, understand how to trail). AMS2’s is more forgiving. GT7’s is plain simple by comparison.
If anything, I think Forza’s huge delta between players likely mostly using standard brake biases (eg 50/50) and leaving ABS on, and the lack of understanding when it comes to threshold braking, means that there’s way too much chaos at braking zones in public lobbies.
In other words, so many Forza races are simply won last-to-first because a player can have a basic understanding of braking and throttle techniques, so they’re lopping off at least several tenths to half a second on each major braking zone. You don’t find that inconsistency in a GT7 lobby, for instance.
I’m on a controller. Braking feels rather basic and not nuanced enough. For example, going hard into a turn with momentum and braking hard should upset the car’s balance but it doesn’t. Also, braking in a line is way to straightforward, literally, you just tap or press it halfway and you come to a stop. Pretty sure braking physics were more nuanced at launch.
I like the base physics model, but I really want to see more nuance and depth in everything, especially steering, braking, and suspension/chassis movement.
Maybe that depends on which car and/or which tune is being driven.
Lots of cars I’ve driven in this game got very unbalanced under braking with their default/stock setup, and I’ve had to tune that behavior out of many cars.
Lots of cars I’ve driven in this game also have awfully long braking distances too - far from “just tap the brake & come to a stop.”
Sounds like you’re leaving the brake bias untouched which imo leads to an understeering default most of the time. Start dropping it towards the rear for better braking and more rotation mid corner
Also not sure about your confidence in simplifying straight line braking; sounds like you’re leaving room on the table. ABS off right?
At default pressure lock up can be 30% on some setups, 80% on others, and still requires threshold trailing as speeds drop regardless of what end of that equation they’re on (or more at higher speeds)
You might get 80-90% of the result by braking “at 50% and holding” but it’s definitely leaving room for improvement
If you believe that to be the case, then that is good. I always hated how cars braked in FM6 and 7 - nearly all cars seemed to have F1 brakes. they would stop instantly requiring no skill or even engine braking!
Glad the braking distances are somewhat more realistic this time around. Brakes are never this gluey or sticky IRL, although many factors come into play. Thank God the semi-arcade physics of FM6 and 7 are gone.
I dsrive mostly stock cars and even when I do apply upgrades, I almost never touch brake upgrades as the stock brakes are already grippy enough.
I don’t use assists, never have.
I literally do not have a single issue with the braking, if anything, it requires little skill and seems far too easy. Still, a great departure from the F1-style super sticky braking in the last two FM games.
Anyhow, I hope they do not nerf the physics, especially braking, but rather make the physics more true to life.
The 919 still doesn’t have any grip. It boggles my mind how previous entries in this franchise (never mind other games) got it right, but this one got it so wrong. I’ve not yet been able to tune grip into it without making heavy sacrifices to speed as a result. Honestly, every race car I’ve driven in Motorsport 2023 is like that - you can either have good handling or good speed, but never both at the same time. I know that they’ve been monkeying around with the physics, because some cars in this game (I cannot stress some enough) drive better than they did when I last played it, but Turn 10 needs to make a long, hard pass over the cars and their handling and figure out what went wrong and how to fix it, because as it stands, this game is still solidly in the running as having the worst implentation of physics since Motorsport 5.
And hopefully publicize any such changes instead of leaving players to discover mysterious oddities, speculate, & bicker over it.
…I really hate the way lack of definitive & accurate information from the source can lead to so much hostility among players arguing over what’s true & what’s not.
It kills community vibes and erodes the desire to play.