What are things you DON'T like about the handling/physics

In turns the slower you go the more the car should rotate yet feels it doesnt do that and sometimes feels it does the opposite and you have to keep hitting the brakes to make it rotate and turn.

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Like I said, they need to give us an option to dial out these hidden aids on controller.

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You guys already know that to make the game easy for everyone the suspesions are set in a Understeering way. This means that you will loose grip on the front very early.
You should be coming to the conclusion by yourself at this point, but as usual better to complain instead of thinking.
Even if you put simulation steering, the game on controller will turn at MAX GRIP, but if the car is Understeering the Angle where you have Max Grip will be reduced.
And who says, More in the corner, more it turns, OF COURSE[!!!] Because you are going slower!!!
This thing about the controller happen already from the PS1 Era.
Your Only solution is to buy yourself a peripheral that is not seen as a controller, This are Wheels or Joysticks.

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Yes, because when I think of having a racing game that’s easier to drive, I immediately demand that all of my cars completely fail to function until I figure out how to work around it.

The last time I saw gaslighting this blatant in the video game world, Fntastic was busy trying to convince people they weren’t making an asset flip.

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There are a huge number of corners where going outside “the approved” line will result in your car turning much less than the amount required to complete the turn- NO SLIP, NO SQUEALING, Just no steering angle. They devs gave tied steering angle to track position, pretending that this is not the case does not change that.

They have also tied the rate at which steering input is applied to vehicle speed, resulting in situations where your car will have plenty of grip coming out of a corner, and be set up for the next, and be unable to steer into that turn, because the game has decided that your speed is too high for such an input to be necessary.

The “Band-aids” that they have applied to controller usage are especially apparent if you are the type of player who builds heavily handling focused vehicles. The typical player driving a hemi cuda around limerock is likely never going to notice the steering rate issues, or the steering angle “zones”- because they are either a) going to be traveling slower than the speed at which the issues occur, or B) already understeering their way off into the woods. For the players who swapped out the V8 for the hemi 6 and dumped all their points into handling mods and need to retain as much corner speed as possible to run decent lap times- the issues become glaringly evident, annoying, and infuriating.

There needs to be a way to tune this, or turn it off. If YOU haven’t experienced the issue, awesome. Leave the setting as they are and continue to enjoy your game. But the way some folks here just jump in and instantly assume that those of us who have noticed are just too inept to know what simulation steering is, or how to tune a car is very counterproductive.

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@T10ManteoMax Take note please! All great points and very valid.

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This is a 1000% the issue… nOt the physics causing the understeer!!!

It’s some over done steering speed filter.

It needs to be fixed some cars are undrivable

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@JetPartySalad If you’d be so kind as to pass along the feedback. Thanks!

Handling is rly good and intuitive, tuning reflects its changes on car handling, and as long as u don’t use stock/street/sport reinforcement with race suspension and 40/40 arbs LOL car, will have natural body roll.

In terms of tuning the only thing u need to change in order to improve lap times is alignment and diff 100/0 (as long as u use race reinforcement with race suspension and race arbs that’s is).

If u don’t want to fine tune u can use street or sport reinforcement+ARB+suspension combo and car will keep it’s natural handling.

Problems start when u cheap out on reinforcement in order to gain better pwr, all of sudden car becomes wobbly mid corner, and have hard time keeping it’s line. Ofc it’s possible to tune it out, but that’s quite hard to do if u don’t know stock/street/sport suspension and ARB values (since these are hidden).

Getting rid of these aids will dramatically and immediately improve the experience IMO, on controller at least. I don’t if wheel users also have to deal with these hidden aids. prolly not.

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rispetto a giochi come assetto corsa o raceroom o automobilista che hanno svariate tipologie di auto qui passi da avere sensazioni di ultragrip con auto piu lente e sensazione di scivolare sull’olio con auto piu veloci. Ho un Moza R16 v2 non un g25 e la cosa è imbarazzante. Ore e ora a provare impostazioni INPUT AVANZATO legate tra di loro che se le cambi ti cambia la sensazione di aderenza. Vorrei che un force feedback coerente con gomme in mescola perchè cosi è frustrante e parecchio

Hey man, you are going to need to translatre back to Italian. I get the frustration with the FFB. The real problem is the settings and the tuning. I’ve used a Fanatec CSL Elite and Clusport DD and have them pretty dialed in. However, if you don’t do the tuning, most of the default tunes still leave the cars feeling like terrible to drive. The key is the center-roll tuning adjustment, but overall tuning is really necessary to get the cars dialed in to feel like you’d expect in a sim. I’ve gotten my force feedback settings and tuning to the point that it feels almost exactly like driving Automobilista 2 or RaceRoom. They cars are more forgiving than those titles slightly, but the feel in how to drive them fast is the same. And that is really the problem for Forza, that a game meant to be more for casual players is so complicated to make work right for wheel players. But it’s atually pretty amazing when it comes together.

Ehi amico, dovrai tradurre di nuovo in italiano. Capisco la frustrazione con il FFB. Il vero problema sono le impostazioni e la messa a punto. Ho usato un Fanatec CSL Elite e un Clusport DD e li ho ben sintonizzati. Tuttavia, se non si esegue la messa a punto, la maggior parte dei brani predefiniti lascia comunque le auto terribili da guidare. La chiave è la regolazione della messa a punto del rollio centrale, ma la messa a punto complessiva è davvero necessaria per far sì che le auto si comportino come ti aspetteresti in una simulazione. Ho migliorato le impostazioni e la messa a punto del force feedback al punto che sembra quasi esattamente come guidare Automobilista 2 o RaceRoom. Le loro auto sono leggermente più indulgenti di quei titoli, ma la sensazione su come guidarle velocemente è la stessa. E questo è davvero il problema per Forza, che un gioco pensato per i giocatori occasionali è così complicato da far funzionare bene i giocatori del volante. Ma in realtà è davvero sorprendente quando tutto si riunisce.

Hopefully this video can help you out. I think I have captions so it can auto translate.
Speriamo che questo video possa aiutarti. Penso di avere dei sottotitoli in modo che possa tradursi automaticamente.

I despise the overall tendency of oversteer throughout these driving physics.
In GranTurismo you could tell and feel if a car starts to bite and grip during a corner and storm out of them again. There is few which feels as satisfying in a racing game than nailing that moment.
In Forza everything wants to fly out of the corner and go wide the moment you touch the throttle again.

I’m a pretty casual player, but two things immediately stood out to me when I started FM23, the music was a million times better than FM7 and the handling felt way better.

Tell me you haven’t played FM5 or 6 without telling me you haven’t played FM5 or 6.

Also, this “sim twitch” thing that people complain about is ludicrous. Dealing with twitchy cars should be a welcomed challenge. That way, when you’ve mastered car control, going to something more stable should be a piece of cake. Also, if you want to take a step up to a real sim, there’s less of a learning curve when oversteer (you know, when the rear tires loose grip) happens.

It all depends on your driving style I guess. If you make cars too edgy people will complain, and vice versa. I just think they took too much edge off of the cars in this iteration IMO of course.

Oversteer bias is the trickier, more rewarding/faster bias, but understeer bias is safer, and easier on the brain. It’s like asking if you want a spinach salad or a candy bar. You know you need the spinach salad, but the candy bar tastes better.

While I don’t mind a loose setup on a car, the “sim twitch” in previous iterations of FM were more akin to riding a motorcycle and losing the rear end, trying to save it and high-siding it. Once it does go, there isn’t much you can do to save it and if you try, you just make it worse.

I haven’t tried “sim” steering in FM23, and at this point I’m just waiting for AC EVO to see if they keep it modable like AC is. Forza is just about dead to me at this point.

What I don’t like about the physics is not knowing how to fix problems with tuning. The “hints” the game gives only touch on what each adjustment does. But good luck in understanding what you need to adjust and when.

When given the “soften rear anti-roll bars will lessen oversteer at the start and end of a turn”, I expect to be able to dial out rear oversteer when getting on throttle at the end of a turn. But nope, the car still kicks the rear out and brings the tail around. It turns out I also have to look at the rear springs, the rear roll center, anti-squat, dampers and differential. All while trying to make a car I am only driving for the career event, somewhat competent because, its base tune is an understeering nightmare.

I tried learning how to tune in Forza (and other titles) but, the stuff is not sinking in. And its now to the point where I am turned off because I have to drive these godawful Forza GT cars.

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Isn’t that what’s supposed to happen when you exceed the rear tires limit? I’ve lost many cars to “sim twitch” starting with FM5 but if anything it helped me be more careful with my inputs.

I mean when they had the tournament (I forget the name, FRC? The league with the cash prize) in FM6, I saw people driving the derestricted 962c with no problem, so I know it could be done.

I just set a low 5:19 around the ring in the MP4/4 (untuned) not to long ago which is about 7 seconds off of a good time in that car in FM6.

I’d say the biggest issue is consistently blazing would take up too much brain power, so I’d have to back off a little to conserve energy. Like I said before I’ve seen competitive people on controller succeed in the sim twitch era.

It’s only something that I’ve seen aliens complain about here. I drove the F1 GTR in AC and that thing was a handful, but if I didn’t have the experience with dealing with twitchy cars in FM I wouldn’t have known what to do.

“Sim twitch” is still here on some cars, but it’s no where near as bad as it used to be.

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I found settings close to the other titles but you can’t in a game like this let’s say simarcade every car having to go crazy to avoid oversteering. I’m not a mechanic, I’m a gamer. Thanks so much for the tutorial

I keep getting the impression that I’m driving on worn tires.
Even in curves, where keeping the throttle is synonymous with understeering.
Understeering a Porsche gt2rs at 80 km/h is bloody disappointing.
And you can feel it on the steering wheel, where even at low speeds the grip is non-existent.
For me, this is the game’s biggest problem.

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