Anyone else waiting for a patch...

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Don't know what else has been fixed, but the counter steering assist is well and truly gone... trying to save a slide is now VERY difficult. The steering generally seems better -more sim like (using a CSR here), and I'm fairly sure FFB has been beefed up. I'm REALLY happy with this patch!:D

Good to see that the patch for the wheels have been fixed> I cant wait to test it later to day on the WRW. I hope the FFB was turned up on this wheel as well. If so I really hope mine breaks so I can get the wife to green light the CSR setup I always stare at when I am at Fanatec's sight...

(Yes I am pitiful. :()

So is it true that we can use the D pad to look around when using the wheels? If so then this patch just made the game for me. Fingers crossed.
 
Here is what the News section says:


What have you done to improve gameplay in Forza 4 for players that use accessories such as the Fanatec CSR wheel?



The new title update addresses a number of issues for players who use 900-degree wheels like the Fanatec Forza Motorsport 4 CSR Wheel. First up is the so-called “Zero credit” bug, where users playing Forza 4 with a 900-degree wheel weren’t receiving credit or XP after finishing a race. This problem was created because of some anti-cheating measures we had in place. If our system didn’t detect more than a six-degree movement on the wheel in a single frame, we would invalidate that session and the result would be that the player would not receive credits or XP. Because of the fidelity of a 900-degree wheel, and the smoothness of so many hardcore sim drivers in Forza 4, it was easy to trigger our detection system by rarely (or, in some cases never) making more than a six-degree turn in a single frame. In essence, we were failing to reward our best drivers simply because they were so smooth behind the wheel.



With the title update, we’ve changed the detection logic to accurately support smooth driving with 900-degree wheels.



In addition, we’ve also addressed the issues with countersteering when playing with the 900-degree wheel. Previously while countersteering, the 900-degree wheel was inadvertently being mapped as a 270-degree wheel -– effectively a 3:1 ratio. This had nothing to do with simulation versus normal steering or speed-sensitive steering. This was a mapping bug.



After some intensive play-testing internally, we were able to completely isolate the countersteering bug identified by the community and have implemented a fix that keeps the wheel mapped as a 900-degree wheel under all conditions. The result of this change will be more consistent steering and countersteering, though catching a car when getting loose in corner will require more wheel input and better timing. In essence, it’s even more realistic than before and I believe it will add an even greater simulation challenge for our most advanced drivers.



This title update introduces some new tools designed to better regulate the Forza 4 economy. What can you tell us about that?



We take the economy in Forza 4 very seriously, because we know it’s one of the things that make the Forza community such a gratifying and rewarding place to be. We have thousands of players who spend hours creating vinyl groups, car designs, and tunes, and we love to see them rewarded for their efforts with in-game credits. We also know that there’s a small group of players out there who are intent on glitching credits; and that small number of people can end up having a seriously negative effect on the Forza 4 economy.



We have instituted a number of server-side tools that will allow us to better regulate and stabilize the economy and, as a result, make the auction house and storefront experience more fun and more rewarding. Along with these tools, we will be instituting an upcoming cap on auction house sales. While this cap is in place, you will receive a maximum cap of credits for an auction sale, even if your auction sells for more than that. This allows us to remove “glitched” credits out of the system, while still rewarding those who want to sell cars on the auction house. We will be regularly reviewing the auction cap and will raise or lower it as warranted in the future.



How does this title update address issues with leaderboard cars?



With this title update, we are temporarily removing the ability for certain cars to post times on the leaderboards while we investigate refinements to our Performance Index system that will allow us to once again admit these cars back in the mix. The affected cars:



•1968 Dodge Dart HEMI Super Stock
•1970 Dodge Coronet Super Bee
•1965 Alfa Romeo Giulia Sprint GTA Stradale
•1967 Dodge Coronet W023
•1964 Ford Fairlane Thunderbolt
•1971 AMC Javelin-AMX
•1992 Lancia Delta Integrale EV0
•1969 Chevrolet Camaro Z28


In addition to this temporary removal of these cars from posting leaderboard times, we will be wiping the leaderboard times of those cars across different leaderboards. In a future title update, we’ll be addressing the PI refinements in greater detail and once again allowing these cars to post leaderboard times. Stay tuned for more in the future.



Will there be future title updates for Forza 4?



We are always looking for ways to improve the Forza Motorsport 4 experience for our fans and I would encourage players to let us know their comments (both positive and negative) about the game on our forums, or by sending us an e-mail to forzafb@microsoft.com. While I can’t tell you exactly when our next title update will be, the kind of in-depth and passionate feedback we receive from our fans is invaluable to our ongoing effort to make Forza 4 the best game it can be.
 
Did I ever call that 900-270 bug right. People were trying to claim the game was actually counter-steering FOR YOU , making me belly laugh. Now they have egg on their face as it was just a bug and not an auto counter-steer . They should've spent more time actually racing instead of spinning their car wildly all over the track while staring at the telemetry .

There goes my Dart :( but as a Forza racer since Forza 1 release day I know to never really attack the leaderboards until a few months have passed. The reason I stopped playing FM2 was T10 erased all times in the top 1,000 and left all other times up. All my times were erased and the FM2 went to its case forever.
 
Wasn't aware the GTA was a leaderboard car.:odd:

Why do all the cars I genuinely love have to be leaderboard cars.:( :lol:
 
I've got a couple hours in under the new patch and something doesn't feel quite right. I had to re-train my muscle memory to adapt to counter-steering in 900 mode instead of 270, but it feels like your front wheels are on ice now when counter-steering.

One thing was really clear with this patch, the increased precision of the CSR Elite is going to be invaluable...
 
Did I ever call that 900-270 bug right. People were trying to claim the game was actually counter-steering FOR YOU , making me belly laugh. Now they have egg on their face as it was just a bug and not an auto counter-steer . They should've spent more time actually racing instead of spinning their car wildly all over the track while staring at the telemetry .

Nobody was claiming it was 'counter-steering for you' after we'd figured out what it was actually doing (which only took a couple days). Bug or not, it still 'assisted' you in getting out of a slide. The only people with 'egg on their face' are the ones who denied the bug/assist existed.
 
Wasn't aware the GTA was a leaderboard car.:odd:

Why do all the cars I genuinely love have to be leaderboard cars.:( :lol:

I've got a GTA tuned up in C class and when i first run it i was amazed at how fast it was,a bit too fast to be exact.

I love this car as well,sucks that it is one of the bugged ones.

On that note i'm really glad to hear that they will be fixing these cars as just these few cars were hurting the game.Now all the garage tuners can breath easier now.👍
 
Nobody was claiming it was 'counter-steering for you' after we'd figured out what it was actually doing (which only took a couple days). Bug or not, it still 'assisted' you in getting out of a slide. The only people with 'egg on their face' are the ones who denied the bug/assist existed.

Who are you speaking for? I think you need to go back and read all the chatter especially at GT planet and 911wheel.
 
I've got a couple hours in under the new patch and something doesn't feel quite right. I had to re-train my muscle memory to adapt to counter-steering in 900 mode instead of 270, but it feels like your front wheels are on ice now when counter-steering.
I can't seem to figure out how to get out of spins using 900; I've only used OFF since release. I've been playing with the wheel settings trying to get it to be more responsive during counter-steering, but so far I haven't had much luck. I fear I'm going to have to lower the sensitivity back down a bit.
 
Any issues you guys are having counter-steering can honestly be attributed to driver error. If you've driven any other racing sim with a 900 degree wheel you'd know that this feels right. Yes, it's hard, that's the point. If you want it to be easier turn on the assist. At least in Forza the FFB and physics are good enough that it feels natural when you get used to it, unlike Shift 2 and a few other crappy games.

Who are you speaking for? I think you need to go back and read all the chatter especially at GT planet and 911wheel.

If you wanna get really technical about it it was turning a very small steering input into a very big one. That's what I would call 'steering for you.' It changes your steering input.
 
I've driven GT3, 4, 5, GTR 2, and Evolution with 900 degree steering; I've never had this much trouble...it seems impossible.
 
I feel that you need to run higher FF to get the same torque alignment feeling after the patch, which helps countersteering.

and because the steering still isn't entirely linear (it's quicker around the center), it's easy to over correct, I use the linearity setting within the fanatec to balance it out, currently running 20.

as the fundamental physics remains the same, any extra difficulty is with driving input, you just literally need to steer 3 times as fast and as much then before, cos it was what the aid does.
 
Well, considering the wheel has disconnected on me 4 times in the past 2 1/2 hours (the last of which just now...I'm not sure what happened, but the h-shifter completely lost calibration, and then the wheel became uncentered), I wouldn't be at all surprised if the problem is with the wheel. It had only disconnected on me one time before this week, but it seems to be getting worse at an exponential rate.

I seriously need to get that firmware update working. For now, I dropped the sensitivity down to 720 and I'm able to counter-steer normally. I'll try working my way back up to 900 gradually.

@JJ72:
I use 70 for FF. I tried adjusting dri, lin, spr, and dpr in different ways, but either it didn't help, or I just didn't like the way the wheel felt. However, for the most part, I didn't try combining any of them. I had all of them set to off/0 before, and that's the way I have them set now with SEN at 720. I guess I can try playing with them some more tomorrow.

Thank you both for the help.
 
DRI allows you to countersteer faster, I suggest turning it up to 3 or 4. DPR try running -2 or -3, while SPR has no effect in Forza as far as I know. :)
 
This patch was much needed and I'm kind of proud of T10 for wiping the boards and admitting the error in their code. I still think it took to long but at least now I can get my presets to where I want and resume playing. The 3rd time I received zero Cr was enough to make me put it down. I was sooooo pissed at just having spent 260 on Forza4 and not playing it.

I haven't tried it yet but am hopeful.
 
hee hee...........

"With this title update, we are temporarily removing the ability for certain cars to post times on the leaderboards while we investigate refinements to our Performance Index system that will allow us to once again admit these cars back in the mix. The affected cars:

1968 Dodge Dart HEMI Super Stock
1970 Dodge Coronet Super Bee
1965 Alfa Romeo Giulia Sprint GTA Stradale
1967 Dodge Coronet W023
1964 Ford Fairlane Thunderbolt
1971 AMC Javelin-AMX
1992 Lancia Delta Integrale EV0
1969 Chevrolet Camaro Z28

In addition to this temporary removal of these cars from posting leaderboard times, we will be wiping the leaderboard times of those cars across different leaderboards. In a future title update, we’ll be addressing the PI refinements in greater detail and once again allowing these cars to post leaderboard times. Stay tuned for more in the future."
 
HBK
Thing is, Forza 4 seem to sell just about the same as Forza 3, despite numerous improvements (and a somewhat successful hype campaign). Yeah, I bet seeing Forza 4 selling less than GT5p must hurt a little.

But you cant really comment till you look at things like overheads and profits.
If PD sell x amount of games, but then we see it took them 6 years to release said game, thats 6 years (allegedly :D) of paying people to work on one game and all the costs of things like the GT Academy hyperbole and sponcering race cars etc etc etc....

now compare T10 who released FM3 2 years ago now have FM4 and i very much doubt have the over heads of PD or the marketing spend either.......

Now if thats the case...then who is better off?

If a sole trader in a grocer store makes 100k profit for himself hes done well in a year....if walmart made 100k in a year.....welll....you get my point....

OVERHEADS!!
 
and because the steering still isn't entirely linear (it's quicker around the center), it's easy to over correct, I use the linearity setting within the fanatec to balance it out, currently running 20.

I have pulled up telemetry to check this before I read your statement.

Moving the wheel a full 900 degrees I notice no change in speed at all in the read out.

Pre patch around the centre the linearity was off. Between 11 o'clock and one O'clock.

Not sure what your talking about TBH.
No disrespect intended btw.
 
I have pulled up telemetry to check this before I read your statement.

Moving the wheel a full 900 degrees I notice no change in speed at all in the read out.

Pre patch around the centre the linearity was off. Between 11 o'clock and one O'clock.

Not sure what your talking about TBH.
No disrespect intended btw.

This .gif illustrates the nonlinear steering. Each 'pie slice' represents turning 90 degrees on the Fanatec wheel. Anyone who's driven a real car will easily feel that Forza's got overboosted sensitivity around the center.

x0m1d.gif
 
I have pulled up telemetry to check this before I read your statement.

Moving the wheel a full 900 degrees I notice no change in speed at all in the read out.

Pre patch around the centre the linearity was off. Between 11 o'clock and one O'clock.

Not sure what your talking about TBH.
No disrespect intended btw.

this:

x0m1d.gif


oppss treed
 
Oh it is still screwed then. Didn't notice anything myself.
Back to the batcave for more tests then.
 
Just checked out the apparent non linearity.

No where near as bad as pre patch which altered the steering rates to 270 around the middle.

I find the very end of steering to slow down maybe last 90 degrees or so.
Which in turn should match real life castor settings.
Unless running castor at 0 degrees. Basically straight up geometry.

Feels a lot better anyhow

One other point when taking steering geometry into account.
As the wheel turns more towards full lock the inside tire is at a different angle to the outside tire.
Not sure if people are aware of this.

Any way how would that be represented in telemetry? Which tire would you track?
Taking a mean average of both tires would show up as a non linear scale at the end of travel.

Not sure if I've explained myself correctly or even if I'm on the right track. Maybe if Scaff is reading he might chime in.
 
The steering fix makes the game feel much more realistic -but so much harder too. I've just spent an hour doing the Radical Nurburgring rivals event and couldn't get a single clean flying lap :lol: I believe this is an accurate representation of how a car like that would punish bad driving.

I'm very pleased with the patch, but I'm at a loss as to what wheel settings to use... any comments appreciated.

I'm also delighted to hear that some of the glitched cars will be removed from the leaderboards. I think having fair leaderboards is such an important part of this game.

Well done Turn10! I think they have created the first realistic console driving sim!
 
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