The main reason I don't like Forza

Why does it cancel friction sensitivity? The front tires are sensitive to slipangle all the way to 90 degrees, if they are rotating! The exact steering angle is relevant during opposite lock.

Yes, it would. currently any amount of oversteer is a huge loss of control–not realistic, not fast, not fun to push.

Why not make the steering less twitchy? The point of gamepad integration, as I said before, is to generate effective outputs in real-time based on player input that guide the car as a calm, perceptive, experienced driver might, in a real car. If you don’t want Forza to feel like driving a real car, that’s fine. I would, which is why I’m trying to drive this point home.

Isn’t twitchy the opposite of boaty? Make up your mind.

Sim twitch is fixed in FM7. You know, when you try to catch a slide and fling the car into a snap spin to the outside, instead. It happened in FM4, FM5, and FM6, but not 7 in my experience.
If anything, sim steering is mind-numbingly slow in FM7. There’s a difference between slow, deliberate car control, and ginger, unconfident steering input. Watch the video I shared. Look how controlled the rotation of the car is. Sometimes the steering wheel turns slowly, sometimes he snaps to opposite lock. 100% of the time he’s focused on carrying maximum speed.

No clue as to why it cancels friction sensitivity. I assume it’s to balance out the controller compared to the wheel. If it didn’t cancel out friction sensitivity, small mistakes would go un-punished.

No. Friction sensitive steering based on rear tires or yaw wouldn’t offer any additional information to the driver. The whole point of friction sensitive steering is to push the front tires to the limits, not the rears. You can’t have the front tires’ steering angle controlled by the rear tires friction. You’re you’re saying its ‘unrealistic’. Bruh… you’re driving a car on a controller… OF COURSE it’s going to be unrealistic because changes and adjustments have to be made to the peripheral or the physics to accommodate the fact you’re driving a car with a controller instead of a wheel. And oversteer is a huge loss of control regardless of your peripheral. I don’t understand your point at all.

Boaty as in Ricky from side to side. This is why we have a steering buffer and roll damping. Without it, using 100% stick input would literally make the car rock from side to side if you went back and forth. It would literally be the same as turning you wheel to 270° and turning your wheel as fast as you can for literally any input. It would make the car unbelievably twitch and the body roll (hence boaty) feeling would be severe because you’d be going from max input to max input instantaneously.

Sim steering is reduced BECAUSE OF THESE FEATURES. That’s literally the point of the whole controller hidden assists. To make it feel more natural. You remove these features and SIM twitch would be ridiculous.

I don’t think the opposite lock speed on pad is slow. If anything it’s twice as fast as regular steering, instantly allowing you to move the wheels to full lock so you can save the car. The regular left/right steering feels kind of numb and slow by comparison.

Either way, I’m happy with the control in the game feels quite natural and all. But I wish they would give players the option to toggle all assists off and just bear the consequences or whatever.

Not true. Due to speed sensitivity you are limited and cant really go lock to lock, so its not faster. With a wheel you can steer beyond what is allowed on pad. So it wouldnt be faster or slower just limited.

Forza is for masochists. Got it.

Let me get this straight. You complain about the game’s controller implementation being too forgiving and yet when the hassle punishes you for a mistake, you don’t like it?

Evan dont waste your time trying to break it down for this guy. He makes the same post again and again. Last time he did this I asked him if he had ever played Assetto Corsa with a controller. That’s the definition of unplayable unless you run a wheel. He didn’t seem to think there was an issue with that game.

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You’re not making any sense.

Obviously never played PC Cars with a controller. In that game every car was in-drivable with a game pad.

Not at all. Are you on Xbox playing PCARS? I can share my pad settings - the control will be smooth as a baby’s behind.

I didn’t?

Games like PCARS2 and AC run fine on an xbox game pad. You just have to find your groove, set it up correctly according to your driving style, and approach the control very, very differently than Forza.

Forza just makes the control very easy, intuitive and straightforward, really. There’s little nuance or learning curve.

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I’m all for gamepad integration that converts intent as read through a thumbstick, to relevant and effective steering inputs in all possible scenarios. What I don’t like is limiting or injecting forces in(to) a simulation to compensate for ineffective gamepad integration, poor suspension setup, or poor tire physics (if that is the problem).

I said it was poor at handling the car. It uses cheap fixes to compensate for it’s simplicity, that neuter the pleasure of driving. If anything, the experience is unforgiving at and beyond the limit.

Pretty much this. Anyone who’s actually racing at the limit of their cars knows what this means. If you drive slowly then more power to you. But once you start hitting the limits of your car the horrible game mechanics start to rear their head and you begin to wonder why this game is so unrealistic, especially compared to older forza titles like 3 or 4.

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Counter-steering on gamepad is much faster than off-center steering.

also, i think alot of the confusion of gamepad steering comes from forza’s horrible steering wheel animation.
essentially the game is lying to you because the steering wheel shown on screen is not how your actually turning the steering wheel, so it makes for a very awkward and un-natural feeling steering response.

Assetto Corsa, for example, has steering wheel animation that shows EXACTLY how you are moving the sterring wheel, both in amount of rotation and rate of rotation, so you can literally see, with your own eyes, how much you are turning the wheel, and at what rate you are turning that wheel, so it makes for a very intuitive and natural feeling steering, yes even with the gamepad which is what i use on Assetto.

If Forza showed linear 900 degree wheel rotation, I bet more people would be asking why the gamepad integration is the way it is.

You guys are hilarious, forza has the best controller support in the industry, and have had for a long time. If you want to replicate the real world get a wheel. It’s perfectly possible to drive like the video in the OP with a wheel or a controller.

Grass works fine as is, tree only issue I have with it are the added ‘dig in’ rollover effect, a car shouldn’t roll over when sliding on grass, the should only happen on dirt/sand. This is a big issue for drifting because if you have big angle on and your rear tyre drops onto the grass the car wants to straighten up HARD, grass shouldn’t do that.

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Finally some sense in this thread. Thank you Blue, everything you’ve said here is damn correct.

Forza’s controller support has been industry leading for the best part of a decade and still is industry leading. That’s because it was built for controllers since the get go. Only now is Forza finally starting to cater to wheel users with lower FOV cameras, physics based force feedback, per car tuning, etc. Go back to Forza Motorsport 6 on a wheel and it’s absolutely horrific in comparison. The controller has always and probably will always be the main focus for the franchise, hence why it’s been refined so well over the past 14 years.

As Blue said, if you want to replicate what’s seen in the video, you need a wheel. To expect that you can replicate it on a controller is absolute insanity. It will not and cannot ever happen. A controller in itself is not realistic and is not the preferred way to drive a car. If it was we’d all be driving in real life with joysticks and not wheels. This is why these hidden assists are in place and why the controller is so fast, consistent, predictable, rewarding and challenging with a good learning curve. There’s only so realistic you can get with a controller before you need to invest in a wheel.

Totally agree with Blue on the ‘dig in’ effect on grass. On sand and gravel, it makes complete sense. On grass it really doesn’t. I’d also add that grass, sand, astro turf, gravel and run-off areas in general should have far less grip then they currently have.

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