I don’t like how badly P/X cars stall from a standing start, even after revving the engine with the clutch. If you spin in a race in one of those, that’s effectively 30 seconds lost.
The way they treat controller steering.
You can’t achieve precise steering control like in ACC or EA SPORTS WRC, due to the horrible steering curve, response, and forced angle limit.
There’s little connection between steering input and the car.
I dont have a lot of issues with it. However, how curbs sometimes react to your car, wheels, springs, etc might need a little tweaking.
Some curbs dont do anything and you dont even feel them.
Some curbs unbalance your car completely.
Some curbs wreck the beshizzle out of your car or launch you wildly.
Most curbs are allright and probably what they are in their real life counterparts, but some are banana’s.
Post your lap time on current Rivals event (BMW + Nordschleife) big guy.
The fact that you have to tune every car in the game to make it drive properly.
I’ve been pretty happy with the game so far (550hrs in on Steam)
One thing that’s kinda bugging me is every so often in low speed corners cars just will decide to not turn. The brake-by-wire like feel someone mentioned is bang on. I think that’s the controller steering filters/dampers kicking in earlier than they should.
Good example I found was the Lancia Delta…it was a struggle using that in one of the open class SP series. And just to be clear I’m not talking about understeer where you can clearly hear the front tires scrubbing/screeching. What I’m talking about is the what I guess is the steering sensitivity based on speed kicking in when it’s not supposed to. I’ve tried sim steering but that didn’t help on this at all. On wheel without the controller steering damper/filter of course there’s no issue.
There’s a troubleshooting topic for this steering issue, please share your experiences here: Controller - Steering inconsistency with controller on some tracks (also effects AI)
After racing on AC,AMS2, rF2, and R3E, Forza doesn’t seem to have a lot of on-track bumps and undulations. The general feel is much smoother than the other titles.
BIG OL’ EDIT: Wheel settings were the issue. I increased pneumatic trail and Road feel…
I found more bumps that the head of that Lion from the Bugs Bunny cartoons.
I would really love for them to remove the hidden aids on controller steering or at least allow us to adjust the speed sensitivity steering.
Full steering wheel animation would be nice according to the car you driving just like it is in Assetto Corsa even if you are on a controller. The countersteering feels so odd on a controller right now… Animation is totally off you don’t know what the front wheels are doing or when your car is going to snap or start drifting from one direction to the other.
Just watch some videos of people drifting or trying to recover from slides in road cars to see what I mean.
I can’t understand why we can’t get real 1:1 steering wheel movement in the cockpit. Are T10 incapable of something?
FWD FFB BEHAVIOUR
FWD Torque is wrong: When you have right wheel on the road and Left on the Grass, when you accelerate, the torque should steer towards the left, grass side.
It should behave like a ACTIVE axle, But for now the behaviour is like a Passive axle(Steers to the right, road)
Sim twitch and Forza glue.
that’s because the way forza replays reconstruct the physics is stupidly inaccurate and has never properly portrayed the what the car is doing, one of my biggest pet peeves with forza
Forza 4 60FPS Replay W/Realtime Physics (youtube.com) Realtime looks so much better
this would all depend on the scrub radius on the car, also how tight/loose the diff is as well
No it doens’t and when testing I normally make the trasmission more loose possible.
For now I won’t involve the fact that latest CIVIC have mechanical anti torque steer system, so on the same surface the steering should not turn, but it does.
But for now I would say to concentrate on the basic, even if this comment will just dissapear in to the deeps of this forum
Handling physics seem cool but crash physics are still so fake! I wish cars would drive and react as in real life.
Same for burnouts. We’re never really able to do them properly. It’s not even possible to do a brake stand in FM8.
What is a Brake stand? is it a stand still burnout? Well you can do it if you put all the braking power on the front wheels, In our days with ABS there is no more brake distribution mechanism, they just put different diameter discs, so with stock brakes you would be applying more brake power and this would stop you from doing burnouts. Just need more power.
Apart what I said before, If you tune properly your wheel and you know what feelings you are talking about, FM and FM8 deliver what is required to feel the car.
Yes a standstill burnout. Before the Rally update in FH5 it was quite easy to pull off in most cars. But now, even with TCS etc. turned off, the rev gauge judders as if the TCS is still on and it’s difficult if not impossible to do a standstill burnout.
In FM8 I have only been able to do one in 1 or 2 cars but that took a lot of practice. Most cars will stop spinning the wheels if you apply too much brake force. Or it’s only possible to burnout at a slow speed.
Why is this important to me? Well, Forza is a sim racing game, right? Then I kind of expect realistic physics too. The Crew Motorfest is pure arcade but recognises when the player wants to do a burnout and lets the car stand still with the rear wheels spinning. Why can’t Forza do this?
Why Doesn’t The Honda Civic Type R Have Torque Steer? (youtube.com)
as i said it all has a lot to do with the scrub radius of the tyre as the greater the scrub radius (positive or negative) will affect how much the driving torque on the wheel will try to rotate the wheel around the steering axis. The scrub radius is also not static, as the suspension moves up and down as well as other kinematics coming into play when the wheels are turned the scrub radius will change, any tuning to the wheel alignment and ride height could also change the scrub radius.
without having access to see the actual live kinematics of the car it would be impossible to tell if the torque was being applied through the FFB correctly anyway. i would highly doubt that the torque around the steering axis is calculated into the FFB anyway, most of the FFB calculations will be based on tyre load and slip angle.
A Bit to Simplified assists exist for a Reason if it’s this simplified assists are pointless you can do a brake stand or brake burnout with manual with clutch hold cutch press the gas then let go of clutch hold brake you need to do it in a specific way
This is 100% why people are having understeer in cars.
In some cars it’s even worse. Take the new corvette. It basically drives it self.
I think it’s an issue in some cars/tracks.
T10 need to look at some of the cars. Yes a slider for speed sensitivity would help us pad players.