Agreed, AC (when the physics are right, and not some modders “idea” of what the car should handle like) does understeer correct, both visually and physically. You can legit see when you are overworking your car/tires as the tires loose grip and are pointing further into the turn than you are actually moving. This is also backed up by the force feedback you feel when it happens.
I remember playing a driving simulator in the arcades in the early 1990s called Race Drivin’.
It was nothing short of incredible, pedals, 5 stick manual transmission, 900 degrees of rotation, force feedback and powerful sound. Even in that game, I could feel the understeer and oversteer in increments. You could always tell when the car was on the limit.
You’d think with the kind of software knowledge that’s now in the market and the gaming hardware available, developers would do more to replicate real world driving physics.
I 'm finding it hard to feel any slip angle and balance the car like you would expect. It feels as if a lot of the finer details don’t come through in the FFB. like some of the kerbs that don’t have much or any vibration.
The game is a joke, i took the RS7 out on one of the tracks last night and it was a sunny, dry track, the game for some reason thinks an RS7 would lose traction and understeer at 50mph round a curved bend, i had to keep double checking the speed as i have been in a RS4 and believe you me, it doesn’t tyre squeal and understeer at 50mph round a long curved bend.
This game is an absolute joke and shame on Microsoft and Turn10 for their lies & poor product.
I’d love to find that out in the wild somewhere today. I bet I haven’t played that in 25 years.
Run 1.8 to 2.1 bar, slightly higher in rear.
Raise your car. 4 or 5 clicks above lowest setting. There’s no downforce on the front tyres if the suspension bottoms out mid-braking. Max low setting was FM7 fast, not here. You’ll enjoy exploiting curbs more slightly higher and softer, too.
Soften your suspension, keep sway bars high-ish.
Adjust oversteer with front/rear downforce.
The physics are more sim than cade. They just did a great job of filling in twitches for controller users.
I only had 32kb ram Atari400.
Needed the 64kb Atari800 to play that :sad face:
edit : Yes, kilobytes lololol. Loaded games of tape cassettes. Had a cartridge slot that you could slap Basic into, and make your own games.
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In Forza Horizon 5, when I turn the car immediately pulls left or right just like my real car. In the new Motoprsport, unless I slow down to the speeds I’d drive through a shopping center car park, half the car shoots straight over the road and into the wall. That can happen in real life, but at speeds WAY faster than what I’m doing in Forza.
I haven’t had major issues with understeer in anything, even FWD vehicles. I am using a wheel and using Sim steering. The cars pretty much do what I expect them to. If theres some understeer I can dial it out in tuning or balance it out with trail braking.
Also I find it pretty enjoyable to get cars to rotate in FM. It’s easier to steer with the rear tires in this game than past FM games, and even drifting is easier to get the hang of.
Maybe it’s me?
I think there are two things going on here.
first is they added understeer to make the game “more accessible”. this is just the dumbest thing they could do. that is what the assists are for.
the second is sense of speed. Forza has always had a bad sense of speed. it seems like you’ve slowed down to 40mph, but when you actually look at your speed, you’re still going 70mph. this will give the impression of understeer.
either way, I’m pretty much done with the Forza franchise. the games just keep getting worse. why mess with the tried and true formula of race, make money, spend money on cars and upgrades, and race some more? its like they made up the car upgrade system to artificially slow progression down, to cover the lack of content. but I digress. big changes need to come, and soon, period.
If you’re playing on controller, set the OUTSIDE steering deadzone to 80, not 100.
The lock to lock on cars with a controller (and possibly steering wheel) is around 75 degrees. Max.
So, setting an outside deadzone to 80, brings it closer to 1:1. You want the deadzone to be higher than the actual max steering angle because it’s a deadzone (range), and the max angle may not be 75, for all of the cars. But it will be close enough.
This helps alleviate understeer, and it’s a good base to then tune it out further when you have access to upgrades.
I play almost entirely on wheel only occasionally uncontroller. But I haven’t noticed it being any different than previous games. Saying that I would say the Forza games compared to other racing games tend to have more understeer with default tunings. And from tracking some high-end cars like a McLaren Ferrari and Lamborghini in the last few years I can say this is pretty accurate actually. You might be braking too late and carrying too much brake into the turn so you have too much weight over the front wheels. Try braking a little sooner in a straight line, releasing the brakes and then taking the turn.
One thing that is a positive I’ve noticed the control and handling of the cars in this iteration of the game is significantly different from car to car which makes switching cars very enjoyable. I’ve been mostly able to turn out the understeer by softening the front anti-roll bar. Softening the front tire pressure or putting wider tires on the front also gives them a little more grip.
This anti-geometry thing needs to go away.
Imo there’s no such thing as unrealistic tuning when the given ranges are realistic which they are in FM.
Why ? Because you do not know it’s a real thing or how to use it to your benefit ? Then just don’t adjust it’s settings and ignore it xD
Ok. Their trash settings need to go away then.
There are 2 things games do not need to program - 1. sense of speed 2. Depth of Field.
Both of these are properties of our natural vision and do not need to be programmed.
Sense of Speed comes from FOV and natural peripheral vision. Depth of Field / out of focus is everything that we are not focusing on. I don’ t know why videos games program it to make a ugly mess of their game, look at the cut scenes in Forza like when you end practice session, what are they upto?
Programming DoF is irritating because when your eyes want to focus on something it’s blurry and another area is in focus which you dont care about like in these auto generated cut scenes.
They (whole gaming industry) needs to hire visual designers who understand how human vision works to do visual design not amateur instagram photographers.
Reminds me of an old argument where someone was stomping for the Depth of field effect on PCARS in VR. Talk about redundant. LOL.
Sense of speed in the new game is much better because we can adjust FOV to some degree. On my setup Forza’s speed is in line what what I get from the hard core simulators I also have. That part feels correct in FM. I only wish the game had side monitor angle ajustment.
I tried to like VR, I really did… Tried a few runs in AC with VR, looked great but made me feel sick to my stomach after a single race. Never went back to it.