Too much UNDERSTEER!!! The only time I see any hint of oversteer from the 911 is when it gets hit by another car.
Also, the host didn’t have traction control on or stability and it appears the car is completely uncontrollable. Totally unrealistic! Why? All car journalist (Chris Harris, Steve, Sutcliffe, Tiff Needell, etc.) videos I’ve seen show all systems off and they appear to have great car control over the vehicle they are driving. Why is that not seen in this video during the first part, if FM 7 has improved handling model? The person seems to be a decent driver IMHO.
The biggest problem with FM 7 I see and the same issue in FM 6 is that the immediate response (turn in) from the car is sourly missing. I’ve been reading and hearing comments from Turn 10 execs/producers that handling and FFB with a wheel has been worked on extensively for this game, but all E3 videos I’ve seen does not convince me of that. It looks to me like status quo.
Compare that with this recent build from PC 2 using a 720s!
Just wondering if T10 has hired any professional drivers or manufacturer drivers to test out their handling model, like Slightly Mad Studios (SMS) have done? Apparently, they had Porsche and McLaren factory drivers give negative feedback, which in turned helped SMS improve the simulation. In one video SMS claimed that they are a very small studio compared to the big players. Surely, if they can do so then with T10’s budget they can get some professional drivers to provide feedback - good or bad.
So you’ve played the game for years but you want a specific car to handle a specific way on stock? With no regards for the tuning whatsoever? Doesn’t that seem a bit… Stupid?
Seriously? In FM 7, you decide to drive the newest iteration of the 911, the 2018 911 GT2 RS, how do you expect it to drive? Like a 911 or a Honda Civic? Do I really need to download and test specific tunes so that a 911 drives even close to one in this “simulation”? Now I’m annoyed :(, like common sense just left this planet.
I’ve overlooked FM series issues for years because it was the only game on the xbox ecosystem that could do a solid 60 FPS - no compromise. But, with XB1 X and more competition from other racing franchises I’m not sure if I am willing to overlook those issues anymore, no matter how “pretty” the game looks. GT 5 and 6 were not the best graphically, but near 60 fps and that responsive car control is addictive.
I was looking forward to getting XB1 X and FM 7, but now I’m serious thinking of getting a PS4 Pro and getting GTS instead, and playing PC 2 on that. E3 2017 has been an eye opener to say the least.
One last thought, do you think lack of car control due to handling model is one of the primary reasons there’s usually that first corner smash fest in every multiplayer online race in FM?
Seriously your going to compare that guys driving to Chris Harris? Come on man, be serious. Most of the understeer that guy was getting was due to his driving, trying to accelerate mid corner in a rear engine car is not smart. The car looked undrivabe on full sim because he can’t drive!
Wait until we get the game, or atleast until we see some skilled drivers behind the wheel before you criticise the physics.
Alright, for the record… neither Gran Turismo or Forza are “dedicated” simulators. They both offer an excessive amount of cars which means there’s going to be hit and miss. If the studio was modelling maybe just 20-50 cars, I think we would see handling and performance characteristics either VERY close to the real thing or 100% verbatim. But they won’t alienate their audiences this way - they have always promised lots of cars and doubt if they will ever sacrifice that to give each car the quality treatment it deserves.
I say let’s give the game a chance - FM6 had some pretty bizarre handling out the box but they fixed it through a CU.
Something I just saw in a Dan G interview was he said that the new Dubai track FFB was slippery due to the very high temp there for that track. Since, I believe, the demo only let you drive the Porsche in that track environment, that may add to the reason it was not turning as good as you think it should.
I would like to see it ran on another track before coming to your conclusion.
Put on simulation steering you get notably better turn in response. How ever if you do that then you really have to control that car, and I find it reather dificult on a controller, as the rear will step out quite easily, and even minor over correction causes a spin. or at least tank slapper.
Also just about every road car is tuner for slight understeer for safety reasons, how ever on most you can induce oversteer rather easily
While driving fast you will most likely see the driver unintentionally induce oversteer specially if the driver isnt very experienced, or familiar with the car.
What it comes to understeer on ferrari’s or porches and other cars such as them it’s entirely possible, moderate throttle application during a turn will often induce that understeer, which we can see in so many videos. and not having sim steering on amplifies that.
Also you compare “random dude” to Chris Harris, Tiff Needell, etc. without knowing his actual driving ability.
Would you compare yourself to them as equal, I doubt that, but I might be wrong.
It is true that the steering in forza isn’t 100% realistic, and some other franchises have had some of the cars closer to realistic. But noting the amount of cars id say it’s very well done overall.
I would think that if you would get a wheel (if you dont have one) use sime steering, and start trying you come pretty close to what you are looking for.
This I believe is what is missing in FM 7 (based on E3 demos):
“Tire flex”. T10 has talked about this for ages and have implemented it in the FM series. But, for some reason it doesn’t work as advertised based on my experience.
That’s really no excuse. I suspect it’s just a couple of parameters on the game engine, just like how Forza Horizon uses the base engine for that series and tweaks a couple of settings to arrive at a simcade level of handling specific to that style of play.
I guess we’ll find out who has the better handling physics when Project Cars 2 (Sept. 22nd) and FM 7 (Oct. 3rd) are released, and articles and videos comparing the two. We’ll see if Dan and team are true to their comments made during E3 regarding handling and FFB improvements. Getting older and time to game is getting shorter; I’ve got to be more selective in which game I will invest time and money.