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