While they have improved suspension physics in the latest iteration, I too want to see more body roll and chassis flex, although this latest update I’m definitelly seeing “livelier” cars as they turn hard or skid and come to a stop. This Forza has definitely improved the suspension movement, body roll, and chassis flex. But more improvements are always welcome.
Use stock reinforcement, and don’t use weird meta tunes u will have plenty of body roll and chassis flex … I personally tune my cars to have moderate amount of body roll, but since chassis flex is unpredictable I just install race cage to eliminate it.
I drive cars stock whenever possible. If I do upgrade them, I tune to my preference. Never downloaded tunes, that’s not even a thing with me. I was just replying to one of the other chaps. I think physics, bodyroll, suspension lean and chassis flex looks good right now particularly when you throw your car hard around corners in chase cam, the movement is satisfying to watch as you struggle for grip
I wasn’t ever replying to you for one. And yes my original comment that I suggested there may be a skill issue, when drivers don’t understand how to slow down prior to the corner to avoid understeer. Diving into the corner with brakes locked up doesn’t work.
Kind of like cherry picking comments to reply to without reading full context.
You literally replied to me with “skill issue”.
I clicked the 'reply" link, posted some screenshots, and here we are.
EVERY SINGLE TIME that there is a thread dealing with the handling physics, there is always someone chiming in that the person or people who have commented on it all just don’t know how to drive, or we should just “get good”.
I believe I am pretty good, and I think we can safely rule out “skill issues” in my case.
There are issues with controller implementation, you might not drive the type of car, or in such a way that makes it noticeable- but they exist. Just because YOU don’t notice them, doesn’t mean that everyone who has is obviously not good at the game- The complete opposite could be the case.
Please refer back to this moment, and think for a moment before you start judging people’s skills in the future.
Oh yea I got ya, I didn’t scroll back the entire month to find your comment I guess. My apologies.
Speed based steering has nothing to do with understeer, as others have pointed out that even on a wheel which somewhat circumnavigates this, the physics still limit steer angle based on speed. Everyone plays the game with the same physics, so yea if I or anyone else can figure out how to make it work, or tune the car to handle better, then so can anyone else - if they choose to do so.
Which goes back to it being a skill issue. It’s ok if you don’t agree. Opinions and all that.
EDIT: I should clarify, speed based angle limits do not cause the understeer, bad tune or going to fast causes understeer. Now if you just don’t like how the physics are then that’s understandable but doesn’t change the fact that there’s a whole ton of people that have figured out how to be quite fast and have zero understeer issues with the same physics you play the game within.
Let’s see your times. Settle it. The speed at which the input are applied and the amount of that input applied are tied to track position and vehicle speed. Understeer has zero to do with this, other than you keep insisting that is what I am experiencing, and that I (and everyone else who has noticed this) am just wrong.
I know what understeer is, I know when that is what i am running into. I know how to tune a car. I know that neither of those two things are the issue.
Traveling outside of the “approved line” will result in less steering input being applied to the vehicle. The faster you travel, the slower the input is applied. These mechanics have nothing to do with the amount of grip the car has. ZERO, ZIP, NADA.
It has nothing to do with the game simulating “marbles” or rubber buildup on the outside of turns, as simulating that would cause a loss of grip, NOT a reduction in steering input applied (as seen via telemetry and by watching wheel rotation).
90% of all corners on this game are a left analog stick against the lock. There are very few that you can turn too sharply into at race speeds. “Simulation” steering would indicate that the full range of steering inputs are available and the end user is the one who would dictate when and the rate at which they are applied.
What we have here is not simulation. Not even close.
No, you’re correct. It’s not true simulation steering, but what you are referencing isn’t really even possible IRL anyways. That’s why the steering is limited. You can’t full turn a car at 100mph in a fraction of a second and expect it to do much of anything but go dead straight.
Either way, all I was saying is that… the physics are not real world accurate and there are a lot of assists built into the physics to make controller gaming smooth, which it really is. Imo hands down the best racing game (feel wise) on a controller. On a wheel, not so much.
So, like everyone else that plays the same game. Realize that it is a game and you have to learn how to git gud within the game physics. Not need the physics to change to suit your driving style - which may be perfect in the real world, but not in game if you are experiencing problems.
I don’t do rivals. But I ran 3 laps at Lime Rock just for you lol. Probably could have knocked a 51.xx but I like to race people, not really into hot lapping. AND I never said I was faster or you were slower, that’s not what I was implying.
But I am faster. GG
These limits are the problem. These are what I would like to be able to turn off or dial back. There are many corners in the game where I have to brake when it is not needed just so that I will have the full allotment of steering input. Many corners I have to brake just so that the steering input would be applied quickly enough to make the next turn.
Grip, tune, and tires have nothing to do with it.
U specialize in one specific track, yet have so bad lap times?
Never had issue this that, it’s definitely tune problem and sometime is enough to just lift throttle for 0.1s to force car into changing direction.
Well I often drive default tunes, so I use different techniques to drive them, even tapping handbrake mid corner to counter understeer (but also oversteer depending on car)
Just chiming in to say that the drifting rivals cars really showcase how bad the wheel tuning is in this game
Insane twitching
This issue definitely exists (or at least existed, haven’t driven FM for a while) and has nothing to do with skill level, however I think tunes do affect it. I feel one reason why others might not find the problem is that if you always make oversteer-ish tunes you probably never encounter this issue. To me, problems start when trying to build a neutral or bit understeery tune on purpose. Suddenly you find steering angle just isn’t there leading to braking mid corner to get more steering angle even though your speed is fine for the corner. I understand controller steering limitations but this issue is something else.
Exactly. If you build a car like 90% of the player base and never leave the indicated racing line, you will likely never notice.
If you build REALLY handling focused cars (like widebody D class VW golf on slicks, or intentionally swapping in a less powerful engine in some cars)- it becomes a roadblock to going ANY faster. You are simply unable to carry any more speed into a corner- not because of wheel slip, but because the devs decided that the steering angle you need is not available at that speed… and god help you if you dare leave the indicated racing line, because the steering angle and rate get cut to nothing.
There are many corners in the game where taking the indicated path is not the best option for low powered builds, and the controller integration limitations prevent the use of any alternate lines through them.
On 90% of the corners in the game it is almost impossible to tighten your line mid corner without hitting (or chopping) the throttle or applying the brakes- because almost every single turn in the game is a “all the input, all the time” affair.
You end up setting the car up ridiculously loose and constantly trying to intentionally unsettle the rear of the car in the hopes that you can use yaw to make up for the steering angle you don’t have access to, or using the curbing to rotate the car.
I am aware that some people think the integration is perfect as it is. I don’t understand why every time anyone notices it they’re met with condescension and vitriol.
I am not asking for the devs to remove or change the controller integration as it is, all I want is a setting to allow people to dial it back or turn it off.
This. The typical way of dial down the speed mid corner to gain tighter turning radius isn’t present the way you would expect it to be on many types of tunes.
In the past I have written about AWD handling issues and I’m starting to think this issue may play a big part also on those problems. Example would be upsetting an AWD car to drift on wet track. When drift gets too wide angle and you temporarily correct steering slightly, you end up going wide since you’re not anymore allowed to get the steering angle back to keep the drift going.