FM Vs GT - Discussion Thread (read the first post before you post)

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It was steady throttle to hold at around 85-90 mph and no lift off, the point was to lose control after all, and the only reason why the car ended up on the grass was because it was difficult to get it to change direction.



Not full throttle and given that no one is likely to be stupid enough to try and replicate this with a real Enzo a fair bit of speculation on your part.

I replicated (or got close to) a video from FM3 that I was asked to do, so checking on the history behind a post would be a good idea next time.

Oh BTW I did the same for GT5 (with an F40 which I'm sure you will find major issue with - however )


Again constant throttle, similar speed and a car that should be more unstable than the Enzo. It took a lot more abuse to get it to spin (even after a trip on the grass) and certainly more severe steering inputs.

Scaff, in your vid you are keeping an stable speed when trying to brake the traction. The FM3 vid was made flooring the gas pedal from the start to the end. Try that with GT5, also the speedo was in MPH in the Forza vid, he start to swing at 85 mph(3rd gear) and keep doing with no much problem until 130mph(5th gear) then the road becomes too narrow for the high speed slides, the car enter with all 4 wheels into the grass area and slide gently again to the road when the power is reduced.

I'm certain that nobody needs to recreate that madness to know that an Enzo with no aids is not going to survive to that top speed sliding test and much less with the simplified inputs wich are required in the game to remain in control. Slides can be catched in real life to some extent but not that easy.

For example, look at the steering inputs:

[youtubehd]Vct09KCZazk&hd=1[/youtubehd]
*No aids, Fanatec wheel, Ruf RGT-8(542hp, 217mph, 3.8sec)

-At 0:13 (standing start with simulated launch control in first gear, then full gas pedal in 2nd, 3rd gear... without any wheelspin or handling nuances)
-At 3:52 (very unrealistic high angle catch, almost looks staged)
-At 7:13 (full gas with one traction wheel on grass and no straight direction, no problem)
-At 7:42 (another very easy to catch slide, compare to the Mark H. vid)

Anyway these test has no much value if they are done with pad. GT5 has a direction buffer and a sensibility option for the direction, FM4 is even worse with more input aids. 900º steering wheels is the purest option of control in both games.
 
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Scaff, in your vid you are keeping an stable speed when trying to brake the traction. The FM3 vid was made flooring the gas pedal from the start to the end. Try that with GT5, also the speedo was in MPH in the Forza vid, he start to swing at 85 mph(3rd gear) and keep doing with no much problem until 130mph(5th gear) then the road becomes too narrow for the high speed slides, the car enter with all 4 wheels into the grass area and slide gently again to the road when the power is reduced.

I'm certain that nobody needs to recreate that madness to know that an Enzo with no aids is not going to survive to that top speed sliding test and much less with the simplified inputs wich are required in the game to remain in control. Slides can be catched in real life to some extent but not that easy.

For example, look at the steering inputs:

[youtubehd][/youtubehd]
*No aids, Fanatec wheel, Ruf RGT-8(542hp, 217mph, 3.8sec)

-At 0:13 (standing start with simulated launch control in first gear, then full gas pedal in 2nd, 3rd gear... without any wheelspin or handling nuances)
-At 3:52 (very unrealistic high angle catch, almost looks staged)
-At 7:13 (full gas with one traction wheel on grass and no straight direction, no problem)
-At 7:42 (another very easy to catch slide, compare to the Mark H. vid)

Anyway these test has no much value if they are done with pad. GT5 has a direction buffer and a sensibility option for the direction, FM4 is even worse with more input aids. 900º steering wheels is the purest option of control in both games.

What input aids are you talking about?
 
I was doing the Miata stock rivals event last night with my CSR setup in FM4 and I kept dealing with lift off oversteer on the norm on one of the turns. Repeatedly too like 4-5 times. I finally attacked the corner less aggressively and feathered the throttle just right to not end up face first into the wall and finally beat the rival time. Was frustrating at first but when I finally got it right, felt good! lol. No assists, 900deg CSR wheel, Thomas's recommended settings, sim steering.

I never experienced this type of lift off oversteer in a stock Miata in GT5 with my DFGT @ 900deg. Have not tried it with my CSR wheel yet but I'm tempted to try and replicate it. Maybe I need to change the tire compound in GT5? But in default setup, this should be more comparable in my book. Either one game does it wrong or both are extreme in doing/not doing it right.
 
Scaff, in your vid you are keeping an stable speed when trying to brake the traction. The FM3 vid was made flooring the gas pedal from the start to the end. Try that with GT5, also the speedo was in MPH in the Forza vid, he start to swing at 85 mph(3rd gear) and keep doing with no much problem until 130mph(5th gear) then the road becomes too narrow for the high speed slides, the car enter with all 4 wheels into the grass area and slide gently again to the road when the power is reduced.
I was recreating the video from memory and it was rather late when doing so.

I could give them both another go, but as I have already mentioned its a far from ideal set-up for comparison and easily falsified (as I also mentioned earlier).

It's why I think the launch test for the Cobra is a much better comparison (its not the same areas being tested - but for comparison and discussion its a more creatable starting point). I know what I believe the weak points to be on that one for both titles, but I'm interested in constructive input from others on it.


I'm certain that nobody needs to recreate that madness to know that an Enzo with no aids is not going to survive to that top speed sliding test and much less with the simplified inputs wich are required in the game to remain in control. Slides can be catched in real life to some extent but not that easy.
The last part depends on the car and road to a very large degree. I've driven a lot of cars and some have given you almost not time to catch them (Clio V6, Pug 205 GTi) and others have been reasonably forgiving even at speed (just about any FWD with a reasonable wheelbase, smaller engined Caterhams).


I'm under no illusion that either title is perfect, I've spent too much time on track going backwards to fall into that trap, and I am more than willing to discuss the pro's and cons of both.


Scaff
 
You must have missed this post from yesterday...






...regards


Scaff

:ouch: Yes it seems I missed it, Im sorry :embarrassed:


My point was that he is probably right in is claims but given the poor example he gave GT5 players will not accept them as truths... to put it mildly.
 
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Without wanting to turn this into a FM vs GT thread I would have to disagree with that, the deformation most certainly is not mainly for looks, but has quite a profound effect on the handling.

Info and discussion would be in this thread however...

https://www.gtplanet.net/forum/showthread.php?p=6469660#post6469660

...with a nice video and picture of tyre deformation, which I believe does also nicely show how it affects the physics as well.

Note - As I say this does push this thread off topic - so please continue any discussion about Foza tyre deformation and how it compares to GT is the linked thread. Ta :)


Scaff

What I mean is it doesn't visually represent the tire deformation differently from high Psi to low Psi. Different side walls do change the feel of the car, but visually the deformation will not change with air pressure changes.
 
What I mean is it doesn't visually represent the tire deformation differently from high Psi to low Psi. Different side walls do change the feel of the car, but visually the deformation will not change with air pressure changes.

Agreed, air pressure doesn't really affect the visual tyre deformation but it has a massive affect on the "behind the scenes" tyre deformation.
 
.

[youtubehd]Vct09KCZazk&hd=1[/youtubehd]
*No aids, Fanatec wheel, Ruf RGT-8(542hp, 217mph, 3.8sec)

-At 0:13 (standing start with simulated launch control in first gear, then full gas pedal in 2nd, 3rd gear... without any wheelspin or handling nuances)
-At 3:52 (very unrealistic high angle catch, almost looks staged)
-At 7:13 (full gas with one traction wheel on grass and no straight direction, no problem)
-At 7:42 (another very easy to catch slide, compare to the Mark H. vid)

:crazy::yuck::yuck: Every time I look at the nurburgring in Forza it leterally makes me sick....everything is so wrong about the angles, and width, the bumps, the kerbs, the sand pits, the boards everything. I have driven on the Nurburgring in GT5 that I literally have the track learnt off by heart but if I skip half way through the video I do not even know what part of the Nurburgring I am on in Forza and what the 🤬 is the brown 🤬 on the carousel. One of the greatest tracks butchered :(

Anyway on that video, I agree that those catch angles are very very unrealistic almost like the turning angle for the wheels were increased to a drift car. I have also though Forza had made it a little to easy to drive some cars especially the high powered ones and also felt that the the centre of gravity is totally wrong in Forza.
 
:crazy::yuck::yuck: Every time I look at the nurburgring in Forza it leterally makes me sick....everything is so wrong about the angles, and width, the bumps, the kerbs, the sand pits, the boards everything. I have driven on the Nurburgring in GT5 that I literally have the track learnt off by heart but if I skip half way through the video I do not even know what part of the Nurburgring I am on in Forza and what the 🤬 is the brown 🤬 on the carousel. One of the greatest tracks butchered :(

Anyway on that video, I agree that those catch angles are very very unrealistic almost like the turning angle for the wheels were increased to a drift car. I have also though Forza had made it a little to easy to drive some cars especially the high powered ones and also felt that the the centre of gravity is totally wrong in Forza.

Heaven knows how looking at standard cars must make you feel....
 
What I mean is it doesn't visually represent the tire deformation differently from high Psi to low Psi. Different side walls do change the feel of the car, but visually the deformation will not change with air pressure changes.
Ah, right. I wasn't quite sure if that's what you were getting at.



Anyway on that video, I agree that those catch angles are very very unrealistic almost like the turning angle for the wheels were increased to a drift car. I have also though Forza had made it a little to easy to drive some cars especially the high powered ones and also felt that the the centre of gravity is totally wrong in Forza.
Of course because you would never find an Ruf road car getting that out of shape and being recovered would you, nor does its state in the video at any point if that car has been modified or tuned....

Ruf-yellowbird-sideways.jpg



...or in GT5.....




....with nice long, high angle drifts being held (something far more demanding that simply catching a high angle and correcting it) by a car clearly stated as being stock. Oh, and just to confirm you are basing you opinion of FM4 on only having played it for a few hours around a friends and don't actually own it.

To be honest I disagree with you 100% in regard to the COG in FM4 and how easy it is to manage higher powered cars, but I do have the advantage of being able to test both back to back, something you do not and being a little more open about that would help.


I'm also still interested to know if you are going to re-create the Cobra tests as I asked earlier?

Scaff
Now as you want to get involve in comparison testing, would you also take part in the recreation of the two Cobra clips, in particular the second one (full throttle launch) and then post your GT5 video of it.

And I will ignore the blatant misrepresentation of my comment earlier that you seem to want to forget.


Scaff
 
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:crazy::yuck::yuck: Every time I look at the nurburgring in Forza it leterally makes me sick....everything is so wrong about the angles, and width, the bumps, the kerbs, the sand pits, the boards everything. I have driven on the Nurburgring in GT5 that I literally have the track learnt off by heart but if I skip half way through the video I do not even know what part of the Nurburgring I am on in Forza and what the 🤬 is the brown 🤬 on the carousel. One of the greatest tracks butchered :(

I feel the same way when I look at the legendary Laguna Seca in GT5.
 
OK I'm posting these as my final piece on the F40 test.

Both cars stock and all aids off. The FM4 one was done at the TG 1 mile drag strip and while I can't include telemetry on it I have put the replay on my storefront. I used the TG track to remove any chance of track objects or grass interfering with the test.

I of course could not do the same with GT5, so I used the first part of the Fuji straight, not ideal but it is wide and didn't get in the way until after control was lost.

Both runs were full throttle and lock to lock steering after an initial quick steer back and forth starting at 90mph.

FM4


GT5



Scaff
 
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Pretty definitive IMO.

Not only is an extra counter steer required (3 changes of direction in Forza compared to 4 in GT5) but the car actually spins in Forza where as in GT5 if there was enough track to use it would have been caught.

And I love how they keep ignoring this video.


You've forgotten the first rule in track accuracy debates:

The only track that matters is the Nurburgring, because that is the only track in the game.

I guess the same logic is applied to debates on physics.

If it's different to GT5 it's automatically unrealistic regardless of it actually being realistic or not.
 
You've forgotten the first rule in track accuracy debates:

The only track that matters is the Nurburgring, because that is the only track in the game.

:lol: That's because the Ring is the only track in the world to them in these debates.

I feel the same way when I look at the legendary Laguna Seca in GT5.

Oh and don't get us real car enthusiast started on Monaco
 
You've forgotten the first rule in track accuracy debates:

The only track that matters is the Nurburgring, because that is the only track in the game.

There's quite obviously a second rule as well:

Whenever Forza's Nurb gets mentioned - bring up GT5's Laguna - with it's imaginary problems like "corckscrew is kinda off". I tell you, it never fails.
 
"Imaginary problems?"

Like how the GT5 rendition is glass smooth? Like how you can smack into the berms with abandon in the game when Laguna's curbing is notorious for how rough it is in real life? Like how several of the turns in the GT5 rendition are missing their camber entirely, and are instead completely flat (including the left-hander leading into the corkscrew)? The runoff areas that aren't remotely similar to each other? The elevation changes aren't anything like the ones in real life?

Those imaginary problems?

:lol:
 
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"Imaginary problems?"

Like how the GT5 rendition is glass smooth? Like how you can smack into the berms with abandon in the game when Laguna's curbing is notorious for how rough it is in real life? Like how several of the turns in the GT5 rendition are missing their camber entirely, and are instead completely flat (including the left-hander leading into the corkscrew)? The runoff areas that aren't remotely similar to each other? The elevation changes aren't anything like the ones in real life?

Those imaginary problems?

:lol:

Couple of points - one, please provide evidence to your claims.

Two - some curbs in Forza will slow you down to a crawl - in a law of physics defying manner - just because Turn 10 fells like it. But only you, a player, as the AI drives different copies of the game. The game where physical properties of the track allows you to drive through sand and grass full speed. May be because AI is just "that" good.

If curb accuracy is your peeve - Forza must drive you bonkers. Am i right or am i right?

P.S. Don't forget about the evidence.
 
Two - some curbs in Forza will slow you down to a crawl - in a law of physics defying manner - just because Turn 10 fells like it. But only you, a player, as the AI drives different copies of the game. The game where physical properties of the track allows you to drive through sand and grass full speed. May be because AI is just "that" good.

Someones never played FM4 obviously.

No curb slows you down, cutting corners beyond the curb does and *gasp* that is done to stop corner cutting cheaters online and it does a damn good job.
 
Ah, right. I wasn't quite sure if that's what you were getting at.

Of course because you would never find an Ruf road car getting that out of shape and being recovered would you, nor does its state in the video at any point if that car has been modified or tuned....
I am saying the wheels turn too much....Forza as far as my recollection goes does not allow you to upgrade how much the wheel can turn. Look at 7.42 that was nearly a 90 degree turn.

..or in GT5.....



First of all there are some unrealistic turn angles in there just like Forza. However if you could tell me the assiste he was using it might be a little more validated just saying.

Oh, and just to confirm you are basing you opinion of FM4 on only having played it for a few hours around a friends and don't actually own it.

You know he is my friend, I can just go to his anytime I want to play it but I do not want to play it.

To be honest I disagree with you 100% in regard to the COG in FM4 and how easy it is to manage higher powered cars, but I do have the advantage of being able to test both back to back, something you do not and being a little more open about that would help.

I feel that the COG in sports car in Forza is too high which is leading to too much body lean in cockpit view.

I'm also still interested to know if you are going to re-create the Cobra tests as I asked earlier?

Why, what is that going to prove. I am sorry but I do not understand why that should happen if you start full throttle. If you can explain the physics I would gladly listen. Also I do not ave recording or uploading device. The best I can do is try it when I play the game and tell you.

I feel the same way when I look at the legendary Laguna Seca in GT5.

Hahaha nice try. Nurburgring >>>>>>>>> Laguna Seca not to mention Laguna Seca is nowhere close to being as butchered as the Forza's representation of the Nurburgring. At least I can recognise I am in Laguna Seca in Gt5. In Forza the Nurburgring is unrecognisable thats how bad the turn angles the width, the trackside details EVERYTHING is.

You've forgotten the first rule in track accuracy debates:
The only track that matters is the Nurburgring, because that is the only track in the game.

Oh crap, I forgot the first rule to talking with Forza fans. Never mention the Nurburgring. I will try and keep that in mind next time.

By the way....most tracks are far more realistic in GT5.


OK I'm posting these as my final piece on the F40 test.

As you said it is not a valid test as there are so many circumstances were human error can easily be made, not to mention you again did not show the Forza 4 telemetry.

Oh and don't get us real car enthusiast started on Monaco

Us real car enthusiasts hahahaha. Nice elitism there. Well if you knew what you were talking about than you would know why. GT5 could not get the rights to the track so they made a similar version of it but Wider called Cote D'Azur.

with it's imaginary problems like "corckscrew is kinda off"

This x 1000. I never understood why they say this and whenever confronted they never explain why.

Like how the GT5 rendition is glass smooth? Like how you can smack into the berms with abandon in the game when Laguna's curbing is notorious for how rough it is in real life? Like how several of the turns in the GT5 rendition are missing their camber entirely, and are instead completely flat (including the left-hander leading into the corkscrew)? The runoff areas that aren't remotely similar to each other? The elevation changes aren't anything like the ones in real life?

Look at this video...



This guy races here regularly. This is evidence unlike anything you have said. The guy details all inaccuracies and accuracies and gives an explanation of why it might of happened in the description read it.

About the rumble strips...The red strips on the apexes at Laguna Seca are not recreated in the game correctly. In the game, you can run over them with little to no consequence. In real life, if you hit them, you are going upset the car greatly through the corner, not to mention also bending a wheel in the process.

That is what he said so yes you are correct.
 
Why, what is that going to prove. I am sorry but I do not understand why that should happen if you start full throttle. If you can explain the physics I would gladly listen. Also I do not ave recording or uploading device. The best I can do is try it when I play the game and tell you.
If you don't know what that is or why it happens, you have no credibility when it comes to physics and realism.

It honestly seems like you get your "realistic yard stick" from Gran Turismo and nothing else. No personal experience or research. You just see GT and think to yourself "It's called the real driving simulator so it's obviously perfect and anything to the contrary isn't realistic even if it's real life".



Funny how in the video preview picture alone it clearly shows the corner profile is wrong. In the low angle (which would make camber more noticeable) there is less camber than in the real life high angle shot and the corkscrew is so far from correct I can barely bring myself to even call it that in GT5.
 
If you don't know what that is or why it happens, you have no credibility when it comes to physics and realism.

It honestly seems like you get your "realistic yard stick" from Gran Turismo and nothing else. No personal experience or research. You just see GT and think to yourself "It's called the real driving simulator so it's obviously perfect and anything to the contrary isn't realistic even if it's real life".

I wanted to know the REAL LIFE PHYSICS behind it.....I understand the general jist of why it happens but you are clearly not someone who knows this. I find your second part very funny considering you are using a Forza 4 vid as "the realistic yard stick" :lol:


Funny how in the video preview picture alone it clearly shows the corner profile is wrong. In the low angle (which would make camber more noticeable) there is less camber than in the real life high angle shot and the corkscrew is so far from correct I can barely bring myself to even call it that in GT5.

Well the only thing from that paragraph that has any objectivity from it is the low angle part. You are clearly misjudged because it is also at a lower height so please look in relation as in the real life vid the bonnet of the car and cockpit hinder your view.

Furthermore a guy who has more racing experience on the track than you says that the track is not widely different as you set to claim yet you expect me to believe you somehow know more.

Camber effects driving line and speed so if GT5's track was so widely wrong how can he post such a realistic lap time and follow the same driving line.
 
I am saying the wheels turn too much....Forza as far as my recollection goes does not allow you to upgrade how much the wheel can turn. Look at 7.42 that was nearly a 90 degree turn.
You will notice that I have not stated, nor agreed that the steering angle is too extreme, and that because I don't agree with that claim.

A near 90 degree steering angle you say (7:42 in the video is still in-car, this is the maximum angle that I could see).



and for reference, my car 10 minutes ago.




That's not even close to 45 degrees, let alone 90 degrees, and certainly not unrealistic.

My comment regarding set-up and tuning is in regard to the camber (and caster in FM) you have to run to be able to maximise grip at the far reaches of steering lock, particularly under load



First of all there are some unrealistic turn angles in there just like Forza. However if you could tell me the assiste he was using it might be a little more validated just saying.
No the steering angles are not unrealistic, the duration of the drifts is long, but not beyond what is possible if you have the fear element removed.

I posted that video to illustrate a point, that you seem happy to jump on any point you believe will show Forza in a negative light, and you do so to the point of excluding checking to see how GT reflects the same situation or the real world.

In this case both reflect the real world reasonable well. The lesson here is check before you jump in with both feet.

BTW...

T10
Second, we reevaluated our max steering angles and the system that creates them per car. We were able to use our researched curb-to-curb turning radius in combination with our new tire data (per compound peak slip angle) and other researched parameters, such as track width and wheelbase to reverse engineer each car’s max steering angle. We already had this data researched for some cars, but not for all of them. So we filled in the research gaps. In Forza 4, lock-to-lock steering is far more accurate for every car in the game.
Source - http://forzamotorsport.net/en-us/underthehood2/?fwlhd=1


You know he is my friend, I can just go to his anytime I want to play it but I do not want to play it.
That doesn't change the fact that you have not been forthcoming with the information, nor does it change the point that your are therefore less able to speak with real authority on what FM4 does or does not do.


I feel that the COG in sports car in Forza is too high which is leading to too much body lean in cockpit view.
What all of them? You managed that in a few hours of playing.

Please provide a specific example of a car, track and corner that demonstrates this.


Why, what is that going to prove. I am sorry but I do not understand why that should happen if you start full throttle. If you can explain the physics I would gladly listen. Also I do not ave recording or uploading device. The best I can do is try it when I play the game and tell you.
You have given the impression that you are aware of the basic fundamentals of vehicle dynamics, but that would certainly not seem to be the case (and raises serious questions about how you can make such a definitive statement as the one you did regarding COG accuracy).

To try and make this simple, when you launch a rear wheel drive car with a lot of torque (and the Cobra is a torque monster) the rear tyres do not lose grip at exactly the same item (as happens in GT). As they don't lose grip at the same time this will make the car power oversteer from the word go, and unless you correct for this the car will spin.



In that test I deliberately didn't correct for the power oversteer and the car span (as it should), try it in GT5 and all the car does is go in a straight line (which it should not do).

So why does this happen, well in the real world its a combination of factors, the main one being load, with a few rare exceptions cars are are not of equal lateral weight when static, throw in a driver and they certainly aren't. You also have issues with sidewall deformation (which with unequal load will not be the same) not being equal which changes the contact patch shape and size. Oh and you can potentially look at unequal diff and driveshaft torque distribution.

All these factors mean that high torque RWD cars will not simply accelerate in a straight line from static, yet that is exactly what happens in GT.



As you said it is not a valid test as there are so many circumstances were human error can easily be made, not to mention you again did not show the Forza 4 telemetry.
I've already explained that I am not able to show telemetry on a Forza video using the upload tool, and its for that reason I have uploaded the full replay (which has every bit of telemetry on it) to my storefront.


Camber effects driving line and speed so if GT5's track was so widely wrong how can he post such a realistic lap time and follow the same driving line.
On this last point, was this video not done before 2.0?

If that's the case can you explain why 2.0 was released if (according to your faith in this video) it was already realistic enough to almost match the real world, is it now more real than the real world?

Simply put, lap times alone are not a good indicator of how accurate a sim is, they are a useful guide, but that is it. The track temperature on any given range of days can be enough to effect lap times by more that the difference of time in that video, and across the range of a year by seconds. Drive Silverstone in March and again in August in the same car (and I have done) and you will see a much bigger difference that in that video, does that make March or August the most unrealistic month?


Scaff
 
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Someones never played FM4 obviously.

I've played plenty of Forza 4, i can assure you. As. i'm sure, they have as well:
http://forums.forzamotorsport.net/forums/thread/4946059.aspx

No curb slows you down, cutting corners beyond the curb does and *gasp* that is done to stop corner cutting cheaters online and it does a damn good job.

The fact remains - Turn 10 alters physical properties of the tracks to better suit their vision of how players should play the game, and not to bring their model close to real world. AI, of course, remains unaffected though - to keep the simulation even closer to real life.
 
I've played plenty of Forza 4, i can assure you. As. i'm sure, they have as well:
http://forums.forzamotorsport.net/forums/thread/4946059.aspx



The fact remains - Turn 10 alters physical properties of the tracks to better suit their vision of how players should play the game, and not to bring their model close to real world. AI, of course, remains unaffected though - to keep the simulation even closer to real life.

Eh, not quite. They altered the physical properties to combat those who wanted to profit from cheating. If you keep to the track, as you should, you wouldn't even know these 'sticky' areas exist.
 
Couple of points - one, please provide evidence to your claims.



Lack of camber on several turns. Much smoother track surface. Very incorrect track landmark placement (what few track landmarks are actually present). Track wall placement wrong almost all the way around. Several turns with incorrect angles. The run up the hill on the way to the corkscrew not even being remotely accurate in terms of slope or track width.

Are we done here, or are you going to fall back on cliched replies (but... but... the laptimes!)? I'd rather not break it down into photographs because of how cumbersome I find GT5's Photomode to be and because I doubt it would make any difference when you've made it clear how deep you've dug in.


Two - some curbs in Forza will slow you down to a crawl - in a law of physics defying manner - just because Turn 10 fells like it. But only you, a player, as the AI drives different copies of the game. The game where physical properties of the track allows you to drive through sand and grass full speed. May be because AI is just "that" good.

If curb accuracy is your peeve - Forza must drive you bonkers. Am i right or am i right?
Your diversionary tactics need some work. Try making them less transparent, as they'd be more effective that way. Just a friendly bit of advice.



This guy races here regularly. This is evidence unlike anything you have said. The guy details all inaccuracies and accuracies and gives an explanation of why it might of happened in the description read it.


It's funny (though not surprising) that you quote one of his videos and trawled the description but didn't even bother watching it.
 
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Eh, not quite. They altered the physical properties to combat those who wanted to profit from cheating. If you keep to the track, as you should, you wouldn't even know these 'sticky' areas exist.

And in that process the "simulation" aspect of the game gets destroyed. Let alone the "track realism" that some praise Forza for. Let it be clear then - Forza 4 gives you real world experience on a track within white lines. Whatever lies beyond - is pure phantasy - as we all know quite well - on a real track cars never dare to put a wheel over a curb or even worse - touch the grass.

So we have a "simulated" environment where some (player) get to drive a phantasy obstacle course brought to you by Turn 10, an others (AI) gets to use grass as if it was tarmac. And then we get unsupported claims of "missing camber" in GT5. I, personally, find it a bit amusing.
 
And in that process the "simulation" aspect of the game gets destroyed. Let alone the "track realism" that some praise Forza for. Let it be clear then - Forza 4 gives you real world experience on a track within white lines. Whatever lies beyond - is pure phantasy - as we all know quite well - on a real track cars never dare to put a wheel over a curb or even worse - touch the grass.

So we have a "simulated" environment where some (player) get to drive a phantasy obstacle course brought to you by Turn 10, an others (AI) gets to use grass as if it was tarmac. And then we get unsupported claims of "missing camber" in GT5. I, personally, find it a bit amusing.

Don't blame T10 for that, blame the retards who inhabit most online gaming lobbies these days and care more about their titles than what it takes to get them. Should T10 just ignore this cheating and let the cheats prosper or should they do something about it and make it fair for those who want to play the games properly. And if the lack of track realism in FM4 affects you this badly how on earth do you cope with the lack of a realistic cockpit in 80% of the vehicles in GT5?

And if you are so taken aback by the simulation aspect of FM4 being destroyed by these areas on the track how do you cope with the completely unrealistic situation in GT5 that doesn't allow you to change tyre pressures. One of, if not the most important aspect in setting up a car. What does that do for the simulation aspect of GT5?

Both games do things that take away from the simulation aspect of the game so if you are going to slam one for it, it's only right you should slam the other.
 
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Both games are plain wrong when going off the track. Going off track at 120mph most likely destroys your race tuned chassis. Few games simulate that, and GT5/FM4 do not.

The sticky sand/grass may be a poor workaround against "cheaters", but at least it works. And it's not like off track physics are correct in GT5 either.

Actually, I find the off track "physics" to be much more consistent in FM4 than in GT5. Neither are realistic, but at least in FM4 you don't automatically spin out madly the moment a wheel leaves the track.

But I'm no expert on off track physics, maybe someone with actual experience could comment about it.

Edit : Turn10 should use a penalty system, you know, like in real life racing. If your car can handle the short off road trip you take as a shortcut (which can happen at not-so-high speeds), then you get a penalty, simple as that.
 
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