I am hoping to see more input options similar to what Assetto Corsa has - where you have a lot of control over how the stick input gets mapped to in-game steering (filtering, linearity, delay, speed-sensitivity…). You can even set how much lock the animated steering wheel in the cockpit has, just in case the driver’s insanely fast arm movements annoy you.
Also, in that game you can actually look at the angle of the virtual steering wheel to see where your front wheels are pointing. You can’t really do that in Forza because the steering animation doesn’t mirror your actual inputs properly.
Wish developers could provide us a complete, more detailed set of controller options to mess with, in the advanced menu. I guess we have to wait how the input device menu will change once they introduce the wheel support.
But I hardly believe they will turn Forza into rFactor or Assetto Corsa in terms of input-controller customization.
One thing is sure for me:
I played rFactor with a pad, just to see how unplayable it could be compared to Forza and what I can say is that rFactor with pad is amazing!
There’s no forced “dampening” effect applied…
This means the folklore of racing simulations that can’t be developed on consoles because they break the user happiness with frustration, is just BS.
It’s just matter of introducing proper driving aids and input controller customization, to let a simulation being properly played on console without dumbing down physics.
3 points to make
Simulation steering doesn’t fix the issue.
Forza 4 had the some steering assist, but since 5 it’s extent has GREATLY exaggerated giving this very damped and slow response steering whereby you just need the right speed and hit the analogue stick full left/right to hit the apex. Otherwise it’s understeer central.
The assist is needed, unlike in the OP example of RBR, where at speed the steering becomes much more difficult/impossible (and how the poster on this page explains that Forza limits the lock based on optimum slip angle). Try playing Rfactor or Assetto Corsa with a pad. The assists extent was perfect in Forza 2/3/4.
Tried to play Iracing with a controller, they do as the OP seems to want (give direct control of wheels to controller). I personally couldn’t use it. The amount of movement the analog stick has really isn’t enough to steer a car that has 360 degrees of steering wheel rotation.
Say the gamepad stick moves 45 degrees left, and 45 degrees right (I think it move less). that means you have to translate that 90 degrees of stick movement into 360 degrees of in game wheel movement. On top of that , the stick is very short so that 90 degrees of movement takes place over about an 16mm of space. So 16mm divided into 90 parts gives you .18mm of real life movement for every 4 degrees of rotation of in game wheel movement. So 1 mm of real life stick movement would we equivalent to about 22.2 degrees of in game wheel rotation.
You have to have some pretty spectacular thumb coordination deal with that kind of movement translation.
I think some of you may be confusing animation vs physics. They have said in the past that if you set simulation, the steering is what you give it. Hence the snap oversteer on controllers. But the wheel animation is not exactly corresponding to the wheels “physics”. In other words it may turn 50 degrees and you only see 20 degrees of the wheel turning radius. They did explain why but off the top of my head i can’t remember what reason they gave. It’ll be something silly knowing Turn 10. But the point is even though you only see the wheels turn so far, the game sees them at the angle they actually are. So you’re getting more responsive steering than you believe, it’s just the wheel animation doesn’t keep up. I mean who looks at their wheels while they should be paying attention to traffic? lol
On the Elite controller with the longer sticks you get a bit more response with the longer sticks, and obviously a wheel is a massive step up in range. But the standard controller is limited in resolution from one side to the other. Once they get wheels working things will improve no end i imagine.
incorrect. even setting the steering mode to simulation, there still is a delay.
you can observe that delay not only through the movement of the wheels, but also through the telemetry screen and the motions of the car.
the car behaves as if you were turning the stick much more slowly than you actually are.
There are three parts to the steering on a controller, there seems to be a bit of confusion going around so here is a detailed look:
Dampenening- the time it takes to go from lock to lock, sensitivity so to speak (simulation and normal are both the same) this really needs to be adjustable part that people are requesting
Slip limit assist- this is what helps you be fast on the controller as already stated it will allow you to turn the car on the maximum slip angle (simulation and normal are same) if the added the option to disable this I bet almost nobody would actually turn it off
Weight transfer dampening assist- this is were the game alters your input to avoid big weight transitions/tankslappers/overcorecting and helps keep the car more stable (this is the only part of the steering model that is disabled with simulation steering)
There is no accelerated input when correcting oversteer on simulation, it’s just that the game will let you countersteer as far as you want and it allows you to fully play with the weight and inertia of the car, but the dampening is too slow to allow for quick corrections.
The steering dampening is awful. I have a steering wheel setup on my machine and you can see a visible delay between where the wheel is turned and where the wheel on the screen is turned.
Why can’t it just respond to where the controller axis is?
If the final version of the game doesn’t do this, I don’t think it’s a sim. Dampened steering makes correctly with opposite lock IMPOSSIBLE. Literally impossible.
This is literally the most important issue for forza’s survival against what is, a tremendously advanced set of rivals.
I own AC, PCars, iRacing, GTR1-2, GT Legends, GPL, Forza 1-2-3-4… GT2-3-4-5-6… The whole Dirt catalog, Richard Burns Rally, Colin Mcrae 4, and I’m pretty good at the vast majority of all of them.
The steering in forza apex is a joke. stop pandering to the lowest common denominator and start requiring your base audience and fanbase to step up a little bit. Look at Dark Souls. Demon’s souls was hailed and heckled by critics, until it became an unlikely smash hit. and Dark Souls 3 keeps selling like hotcakes. The same goes for every piece of DLC for iRacing. Do you want to know why? They’re unapologetic engines that Reward your effort and diligence.
I truely want to like Forza Apex. I want to organize stock bodied D and C grassroots “improved touring” cars series that puts dozens of different makes within tenths and hundreths a lap, and then I want to throw the better drivers of each make and model into races and see what happens. You know what will pee all over that idea? If you can’t take the race seriously. If you can’t count on your input to do what it’s supposed to do. If you can’t use a wheel.
The Forza engine has dozens of very visable variables that we can bring up and look at even while making a run. Dynamic Caster/Camber, Suspension travel, HP/TQ, a half a dozen wear and temp readings, why would you calculate and simulate all these things and then turn around and put damping on the steering lock to essentially destroy all the things you’re trying to get right?