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

  • Thread starter Scaff
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Scaff
At the risk of sounding flippant, its PD's fault :)

However I know what you mean and to be honest without having access to PD's calculations we can only make assumptions about that.

Certainly not having a robust tyre model doesn't help, but that alone doesn't preclude torque steer being modelled. Suspension modelling being inadequate would be the next step up the chain and certainly would be one of the areas I would look at being at fault. Then we have the basics, we know that GT differentiate between static front and rear weight distribution, but do they also account for left and right distribution?

I personally think its likely to be a combination of these factors that are at play.

Scaff

Pffffft :P ;)

I'm not quite sure GT nails it with the LSD modelling either, as I would expect a LSD could/should introduce at least some kind of torque steer. Could be connected? I think so, but that's just a gut feeling there's something missing somewhere and this shows on different occasions.

Anyway, the one thing what's really bugging me is the question if Forzas physics model is more immune to glitching than it used to be. I believe If this high freedom of tuning is offered, it should be much harder for someone to throw the rule book out of the window.

I fear that this could maybe not have been solved, and that upset me in the past. It was not a matter of trial and error like in GT with it very limited parameters, but some serious effort. Stil bugs me today to be honest ;)

So if I have skipped posts regarding tuning and integrity of Forzas physics model, please do point me to the right location.

If not I'd be happy to read some comments on that. Because this is, so to speak, my personal benchmark.
 
I have say that car can go out if: tyre are broken, car damaged or with comfort hard tyre

Tyres wear/overheating and car damage is a separate issue and nothing to do with torque causing the rear of a car to step out on launch.

I don't personally recall this happening with CH tyres but will give it a go later tonight (work permitting) but again you should not have to go to that level of tyre for it to happen.

Nope, Comfort hard tyres don't step out either:




Scaff
 
This is the reason why I'm quite confident in saying that we should be seeing the rear of any RWD car step out pretty much regardless of what tyres are fitted.


Scaff

So long as wheel spin occurs, the car should step out.

My car with it's 100ishKW with an LSD diff (doesn't really happen with single spinners because only one wheel breaks traction) does it if I can get it to start spinning.
 
The only one that doesn't change in the real world from car to car are the longitudinal and latitudinal forces acting on the car and even full sim rigs are not able to correctly simulate these.

Cant wait till that day comes:).


Been thinking 💡. Thinking of all the factors that influence torque steer on a car and ways that could further more test the LSDs out. Gonna try launching a vehicle off of two different surface types and at a sideways position. To make sure the tests are valid enough, i'm going to use a car with a helical diff(370Z) and turn all aids off except ABS(on and off), it cant save you all the time. I'm going to do both tests with tire damage/ware, if I can change the function in which the tires grip with the road (testing with the Silverado and hit some corners before testing) I can eliminate the factor of unknown left + right weight distribution influences(OH another factor contributing to torque steer). I'm starting to think (IMO) that there are external influences on the car that makes it not want to execute torque steer because any surface = variate rates of friction.
 
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Ok!
Im ok with forza's acceleration and it do so in forza
Forza:1
but with the torque steer iv done, gt5 goes to one
GT5:1
Now i want to talk about grip, grip is a very bad thing in forza 4 because all cars can turn (without aids) like a formula and don't lost grip to drift
 
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Ok!
Im ok with forza's acceleration and it do so in forza
Forza:1
but with the torque steer iv done, gt5 goes to one
GT5:1

I really don't get what you're trying to say here.

Now i want to talk about grip, grip is a very bad thing in forza 4 because all cars can turn (without aids) like a formula and don't lost grip to drift

Nothing could be further from the truth.

Have you even watched any of the vids Scaff has posted?
 
Ok!
Im ok with forza's acceleration and it do so in forza
Forza:1
but with the torque steer iv done, gt5 goes to one
GT5:1
Now i want to talk about grip, grip is a very bad thing in forza 4 because all cars can turn (without aids) like a formula and don't lost grip to drift

Explain it further 👍. What type of car?
 
soheibV12
Ok!
Im ok with forza's acceleration and it do so in forza
Forza:1
but with the torque steer iv done, gt5 goes to one
GT5:1
Now i want to talk about grip, grip is a very bad thing in forza 4 because all cars can turn (without aids) like a formula and don't lost grip to drift

I disagree I lose alot of grip in forza 4 not sure where you got that from.
 
Ok!
Im ok with forza's acceleration and it do so in forza
Forza:1
OK

but with the torque steer iv done, gt5 goes to one
GT5:1
Umm - what have you shown to illustrate torque steer is even modelled in GT5? I think you must be using torque steer to describe something else.

Now i want to talk about grip, grip is a very bad thing in forza 4 because all cars can turn (without aids) like a formula and don't lost grip to drift
Utter and complete nonsense and I would have though that more than enough videos had been provided to illustrate this, I know I've put up enough and you have even used one of them (the Morgan).





Just a few quick ones.

Scaff
 
Scaff
OK

Umm - what have you shown to illustrate torque steer is even modelled in GT5? I think you must be using torque steer to describe something else.

Utter and complete nonsense and I would have though that more than enough videos had been provided to illustrate this, I know I've put up enough and you have even used one of them (the Morgan).

<a href="http://www.youtube.com/watch?v=d6KPwKmOobk">YouTube Link</a>

<a href="http://www.youtube.com/watch?v=PRRe7-Ah74A">YouTube Link</a>

Just a few quick ones.

Scaff

thats what I encounter when playing that right there.
 
Scaff
OK

Umm - what have you shown to illustrate torque steer is even modelled in GT5? I think you must be using torque steer to describe something else.

Utter and complete nonsense and I would have though that more than enough videos had been provided to illustrate this, I know I've put up enough and you have even used one of them (the Morgan).

<a href="http://www.youtube.com/watch?v=d6KPwKmOobk">YouTube Link</a>

<a href="http://www.youtube.com/watch?v=PRRe7-Ah74A">YouTube Link</a>

Just a few quick ones.

Scaff

You want that i do the same in gt5 with your videos? And that only with old car which loose grip in every game to illustrate their low grip but all fast cars back tractions will loose controle over 200 km/h
 
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prymet1me
Your posts seem to be a little confusing, OR am I just confused? So what are you saying, only old cars lose grip in FM4?

I have say that, by his video there are only old car and that in every game, old cars loose grip, i want an exemple with a recent car
 
Personally I think the guy is winding you up Scaff.

I'm in hospital but from the top of my head and doing my own personal lap times around the TGTT, the Noble M600 and definately the SCC ultimate areo lose traction quite a bit whilst being modern.

Any way what's with this all old cars lose traction easily. Audi Quattro was a beast when introduced into Rallying.

All cars lose back ends when going 200 KPH?
Under what circumstances? That's a very big blanket statement to make. Turning, braking, accelerating, pitting?

I think your just having a laugh.
 
Starting?

As I've said before, I honestly have to commend Scaff for the patience he has. I simply can't do it.
 
but with the torque steer iv done, gt5 goes to one
GT5:1
Please answer this:
Scaff
Umm - what have you shown to illustrate torque steer is even modelled in GT5? I think you must be using torque steer to describe something else.


You want that i do the same in gt5 with your videos?
Oh yes please - in particular the first one of the Cobra SC.

And that only with old car which loose grip in every game to illustrate their low grip but all fast cars back tractions will loose controle over 200 km/h
Hold on a second you said:

Now i want to talk about grip, grip is a very bad thing in forza 4 because all cars can turn (without aids) like a formula and don't lost grip to drift
Notice the word in bold. You said all cars and now all of a sudden the goal posts move, oh well no bother at all, all of the following are cars of less that seven years old with the majority from the last two model years.

A range of oversteer situations, from power over to inertia, some with control retained and some with control lost, a variety of car sizes and drivetrain layouts and some donuts for fun as well.





Personally I think the guy is winding you up Scaff.

It is starting to look like the guy is winding you up scaff.

Starting?

As I've said before, I honestly have to commend Scaff for the patience he has. I simply can't do it.

Easy to counter nonsense is easy to counter and to be honest its not as if putting this stuff to the test in FM4 and putting the videos together is a chore.


Scaff
 
I dont think he is winding anyone but himself... it is clear that he has no clue on what goes on in Forza 4 and I enjoy seing the videos posted by Scaff... the down side is that it makes me wish I had a Xbox and a compatible wheel to go along.
 
Feel is most certainly different between the virtual world and the real world, however that doesn't mean that comparable links can't be made between them. Racing/Driving sims do what they can to simulate that feel, certainly in regard to steering. Other elements of feel come from the car itself and the physical forces acting upon it. For these sims use visual and audio information to a large degree.

Don't forget that the feel between real world cars can and does differ to a massive degree, a FWD car with an electric rack feels nothing at all like a RWD with no assistance, that even applies to some of the forces we feel through the 'seat of our pants' as the primary and secondary ride on a car can either highlight or filter out a huge amount of this information.

The only one that doesn't change in the real world from car to car are the longitudinal and latitudinal forces acting on the car and even full sim rigs are not able to correctly simulate these.
This is why I think it is better to look mainly at behaviour. Feel in video games can vary quite a bit depending on your setup for the game and how good the game translates the feel to you in the virtual world. Real world cars have different feel but one thing that can be seen is behaviour, regardless of setup of your gaming rig or car.

I've played every title in the CM Rally series and they are nothing like a sim at all, pretty much pure arcade with a sim look added. They are great fun, but most certainly not a sim in any way.

Now get hold of a copy of Richard Burns Rally (PS2, XBOX or PC) and give that a go, a proper rally school and a real sim.

In regard to CM's comment it was an interview for one of the titles in the series, I can't recall which exactly.
It still can teach people basic concepts of rallying which is what I mentioned.

I did play the demo of RBR on PC. Can’t remember much of it so might pick up a copy on PC to also enjoy the mods made for it.

I'm not sure what this would achieve as I'm certainly not the fastest sim driver in the world at all, however I am more than happy to give one of them a go and describe what I feel about the car and its behaviour around a lap.
It will be to give context. For example in real life, if an engineer who is not very fast at driving was giving feedback on how a race car drives on a limit, the behaviour of it, while being many seconds of the pace, then that experience will most likely vary between a professional racing driver who is on the pace who might be reporting the opposite behaviours of the car. Same applies to virtual world and I think that is why experiences of people widely vary with the same game on the same car and track.

It will be interesting if you do give it a go, what car behaviour you experience and also lap time. You don’t need to be the fastest sim driver in the world, something reasonable like 3-4 seconds off the pace on a relatively short track would generally give you a good idea about the behaviour of the car driving it as fast as you can. It will be even better if you understand where you are losing time and how.

You should give it a go, you might be quite surprised.
Will do soon, I think it is highly unlikely I will be surprised. The only game that recently surprised me was Dirt 3 after playing with a pad and then trying it with a wheel. It is like pure arcade in the combo I drove, barely move steering wheel or using brake pedal. I think if I had better pad skills, more precision then it would feel just as arcadey as it did on a wheel.

Torque steer is torque steer, if a car changes direction based upon unequal torque distribution between the driven wheels then its torque steer. It doesn't matter if the driven wheels in question are at the front or the rear.

I've already covered the reasons why it occurs in a number of threads so am at a little bit of a loss as to why you feel the need to tell me.
Torque steer term is rarely used regarding RWD cars as it does not affect the steering column. That is why if you look up definitions up of it or people describing it, FWD cars are usually made examples off.

I thought I’d explain what I think happens and I remember you asking from before about it.

Care to share a video?

It does however raise one important question, which is why it doesn't happen off the line.
Can’t guarantee anything but will try to put a video up when I can.

And if its torque that is steering the car then what would we call it? Torque steer.
You can still freely steer with the steering wheel.

It certainly seemed to me that you were suggesting that this was occurring in FM because of tyre deformation alone, and as you have already confirmed above the main cause of this and the changes on suspension load is down to torque.
I think tyre deformation has the smallest part to play if any in Forza regarding launches. I missed the word 'don't' in part of my post which may have gave you that idea although the majority of it I was saying quite the opposite.

Hopefully the thread I linked to provides a bit more insight into the series and alone demonstrates that testing of sims is not a new area of interest to me.

I've played and continue to play a large number of sims on console (and in the past PC as well - however time pretty much precludes that now - I lost too much of it to PC sims in the past, in particular GPL).

Currently my order of regular play would look something like this:

FM4 > Race Pro > Enthusia > GT5 > F1 2010


Scaff
Just reading the GT4 part, I don’t think you picked up on quite a big flaw in the driving physics unless I missed a part of it. That is that you can brake while being full throttle quite effectively to slow you down for a corner or while mid-corner. I think some of that part of the physics carried on to GT5P initial release from what I remember.

I also play quite a number of sims on PC and consoles. I don’t really play racing games that much but if I do, my order of play goes something like this:
GT5, Ferrari Virtual Academy, Simraceway, rFactor and F1 2011.

I do have other games like Forza 3, Race Pro, F1 2010, Dirt 3 and TDU2 but don’t play them much at all but then again I don’t the play the other games above that much either. The game I'm looking forward to the most has to be Assetto Corsa.
 
This is why I think it is better to look mainly at behaviour. Feel in video games can vary quite a bit depending on your setup for the game and how good the game translates the feel to you in the virtual world. Real world cars have different feel but one thing that can be seen is behaviour, regardless of setup of your gaming rig or car.
If I had said that feel was the only factor by which to judge then you would have a point, however what I said is that the problem with using videos only is that you miss out on feel which is an important factor.

Its not the only factor, but it is a rather important one, however you seem quite happy to describe vehicle behaviour using just visual information so I have a request, please take a look at this.......




....and tell me what differences (if any) you see between the GT5 footage and the real car why (if any) they occur.


It still can teach people basic concepts of rallying which is what I mentioned.

I did play the demo of RBR on PC. Can&#8217;t remember much of it so might pick up a copy on PC to also enjoy the mods made for it.
The CM rally series teaches the basic concepts of rallying no more than Burnout teaches the basic concepts of fast road driving. They are both great arcade title, but that is all they are.


It will be to give context. For example in real life, if an engineer who is not very fast at driving was giving feedback on how a race car drives on a limit, the behaviour of it, while being many seconds of the pace, then that experience will most likely vary between a professional racing driver who is on the pace who might be reporting the opposite behaviours of the car. Same applies to virtual world and I think that is why experiences of people widely vary with the same game on the same car and track.
Having worked with engineers and drivers (in the context of road car development) I don't agree with this entirely.

Your comment above would certainly hold true in regard to setting a car up to specifically extract the maximum for it for a particular driver, however to understand the fundamental balance and behaviour of a car does not require this.

You are however now quite clearly contradicting yourself, in that in previous posts you have stated that visual information is enough to give an idea of the physics at work, yet now you are saying that only those able to extract the final percent from a cars performance would be able to accurately do it.


It will be interesting if you do give it a go, what car behaviour you experience and also lap time. You don&#8217;t need to be the fastest sim driver in the world, something reasonable like 3-4 seconds off the pace on a relatively short track would generally give you a good idea about the behaviour of the car driving it as fast as you can. It will be even better if you understand where you are losing time and how.
More than happy to give it a go when time permits, however one observation and you may be able to answer this.

Why is the Cobra SC running Sport Soft tyres?



Will do soon, I think it is highly unlikely I will be surprised.
Now everyone has a bias, that can't be avoided, but the one you are showing here is absolutely massive.

This comment actually reminds me of a friend of mine who hates BMW's, he is of the firm belief that they are overrated and don't drive as well as the reviews and owners say they do. He is utterly steadfast in this view and nothing will change it, he's also surprised when very few people take this belief seriously.

The reason?

He's never driven a BMW.



The only game that recently surprised me was Dirt 3 after playing with a pad and then trying it with a wheel. It is like pure arcade in the combo I drove, barely move steering wheel or using brake pedal. I think if I had better pad skills, more precision then it would feel just as arcadey as it did on a wheel.
Why on earth are you surprised that Dirt 3 drove like an arcade title?



Torque steer term is rarely used regarding RWD cars as it does not affect the steering column. That is why if you look up definitions up of it or people describing it, FWD cars are usually made examples off.

I thought I&#8217;d explain what I think happens and I remember you asking from before about it.


Can&#8217;t guarantee anything but will try to put a video up when I can.


You can still freely steer with the steering wheel.
I use the term I have always used to describe it and it most certainly can be used in the context of RWD cars, that however is total semantics. You can call it 'Lindy hoping the biplane' for all I care, that will do nothing to change the fact that I have never experienced it in GT5 nor ever seen any evidence for it in GT5.



I think tyre deformation has the smallest part to play if any in Forza regarding launches. I missed the word 'don't' in part of my post which may have gave you that idea although the majority of it I was saying quite the opposite.
Rather a big change with that clarification.


Just reading the GT4 part, I don&#8217;t think you picked up on quite a big flaw in the driving physics unless I missed a part of it. That is that you can brake while being full throttle quite effectively to slow you down for a corner or while mid-corner. I think some of that part of the physics carried on to GT5P initial release from what I remember.
That would be because I put together a thread that specifically discussed GT4 and Brakes:

https://www.gtplanet.net/forum/showthread.php?t=58993



I also play quite a number of sims on PC and consoles. I don&#8217;t really play racing games that much but if I do, my order of play goes something like this:
GT5, Ferrari Virtual Academy, Simraceway, rFactor and F1 2011.

I do have other games like Forza 3, Race Pro, F1 2010, Dirt 3 and TDU2 but don&#8217;t play them much at all but then again I don&#8217;t the play the other games above that much either. The game I'm looking forward to the most has to be Assetto Corsa.

Project CARS is the one I have the most interest in that is on the Horizon.




Scaff
 
If I had said that feel was the only factor by which to judge then you would have a point, however what I said is that the problem with using videos only is that you miss out on feel which is an important factor.

Its not the only factor, but it is a rather important one, however you seem quite happy to describe vehicle behaviour using just visual information so I have a request, please take a look at this.......




....and tell me what differences (if any) you see between the GT5 footage and the real car why (if any) they occur.

Don’t get me wrong, feel is quite important factor to use to judge but I use it to judge the behaviour of cars as not all games show the cars behaviour that well visually. Comparing the feel of virtual world to real word is a different matter though.

GT5 car is quite a bit stiffer, weight transfer is less pronounced.

The CM rally series teaches the basic concepts of rallying no more than Burnout teaches the basic concepts of fast road driving. They are both great arcade title, but that is all they are.
It has pace notes and Colin Mcrae instructing you in a driving school to do real world driving manoeuvres, quite a bit different to Burnout which is boosting and smashing other cars out the way.

Having worked with engineers and drivers (in the context of road car development) I don't agree with this entirely.

Your comment above would certainly hold true in regard to setting a car up to specifically extract the maximum for it for a particular driver, however to understand the fundamental balance and behaviour of a car does not require this.

You are however now quite clearly contradicting yourself, in that in previous posts you have stated that visual information is enough to give an idea of the physics at work, yet now you are saying that only those able to extract the final percent from a cars performance would be able to accurately do it.
Road car development is quite a bit different depending on what kind of cars. Good comfort, confidence and practicality are probably the main things trying to be achieved for say non-performance cars and in the context for any average Joe.

Who shows off the fundamental balance and behaviour of say a race car in the first place though? If you got telemetry data of say a professional driver and say a driver who is say over six seconds off the pace or more, one might think a car has very different characteristics looking at it on paper / screens and visually on track. One might think the car looks like it has poor traction, poor stability in corners and overall a very poor car in the hands of a driver way off the pace vs the professional driver who might be making it look like its on rails and being very impressed by the grip levels.

How am I contradicting myself? From what I remember of previous posts, I have said visual information is enough to give an idea of the physics at work for myself but maybe not for others. It does not fully give a detailed picture as with everything if you are missing the other senses but enough to understand the majority of what is happening. Throttle and brake input can also be quite vital to build up a more solid picture through just visuals alone. I did outline some tests to see if you can get an idea of how a car behaves visually from what I remember. I also am not saying about extracting the final percent of performance, 3-4 seconds off the pace is reasonable in the same car would you not say after running a few laps?

More than happy to give it a go when time permits, however one observation and you may be able to answer this.

Why is the Cobra SC running Sport Soft tyres?
Well it’s up to the person arranging the challenge to decide. If you want to, you can run on Comfort Hards or Sport Hards or whatever tyre you want and give a run on the event with that and if you tell me the tyre you used, I will give it a go.

Now everyone has a bias, that can't be avoided, but the one you are showing here is absolutely massive.

This comment actually reminds me of a friend of mine who hates BMW's, he is of the firm belief that they are overrated and don't drive as well as the reviews and owners say they do. He is utterly steadfast in this view and nothing will change it, he's also surprised when very few people take this belief seriously.

The reason?

He's never driven a BMW.
Massive in your opinion though.

I think BMW’s are probably underrated and I have never driven one. However your example would be closer to mine if your friend test drove a modern BMW of some sort.

I will soon be driving the full retail version of the game, it will be interesting to see what can be accessed without Gold subscription. Rivals from what I read can be accessed.

Why on earth are you surprised that Dirt 3 drove like an arcade title?
It is the manner though. If you barely move the steering wheel or use a brake pedal on a technical gravel course, it is quite surprising. One would assume I was driving straight forward, not navigating around a twisty rally course which had low speed and high speed corners if you didn’t see the footage of game.
I use the term I have always used to describe it and it most certainly can be used in the context of RWD cars, that however is total semantics. You can call it 'Lindy hoping the biplane' for all I care, that will do nothing to change the fact that I have never experienced it in GT5 nor ever seen any evidence for it in GT5.
Good for you and certainly straight forward launches, you do not have to correct for torque in GT5.

Rather a big change with that clarification.
Indeed.

That would be because I put together a thread that specifically discussed GT4 and Brakes:

https://www.gtplanet.net/forum/showthread.php?t=58993
Can you show the part about the flawed braking and throttle technique. Had a quick skim read but couldn’t find anything about that. As you put it together, you might remember better about where it would be discussed.

Project CARS is the one I have the most interest in that is on the Horizon.




Scaff
That will be probably 4th or 5th on my list of upcoming games but if you are sticking to only consoles then I can imagine why it will be of most interest to you.
 
Don’t get me wrong, feel is quite important factor to use to judge but I use it to judge the behaviour of cars as not all games show the cars behaviour that well visually. Comparing the feel of virtual world to real word is a different matter though.

GT5 car is quite a bit stiffer, weight transfer is less pronounced.
Your feedback on the video is appreciated and pretty much matches what I see, if you get a chance give it a drive and let me know what you think as well (CM/CS tyres would be about right).

In regard to feel I quite agree that its only a part of the whole picture, but I do believe its an important part and also that its more than possible to find points of comparison between the real world and virtual one.



It has pace notes and Colin Mcrae instructing you in a driving school to do real world driving manoeuvres, quite a bit different to Burnout which is boosting and smashing other cars out the way.
The pace notes are not even remotely close to the complexity of real notes and the instruction is basic to say the least. None of which changes the basic arcade physics that the CM run on, in those terms CM and Burnout are on a par - very simple arcade based physics engine that is enjoyable but certainly not accurate.



Road car development is quite a bit different depending on what kind of cars. Good comfort, confidence and practicality are probably the main things trying to be achieved for say non-performance cars and in the context for any average Joe.
I'm not just referring to road car development, nor just non-performance based cars.


Who shows off the fundamental balance and behaviour of say a race car in the first place though? If you got telemetry data of say a professional driver and say a driver who is say over six seconds off the pace or more, one might think a car has very different characteristics looking at it on paper / screens and visually on track. One might think the car looks like it has poor traction, poor stability in corners and overall a very poor car in the hands of a driver way off the pace vs the professional driver who might be making it look like its on rails and being very impressed by the grip levels.
Given the scenario above the likely result of a 6 second difference may well be the other way around, it also depends on the car and track, as such a simple seconds difference can be miss-leading and a percentage difference would be more useful.

Take a short track like Tsukuba and being 6 seconds slower might not see the car getting to the limit on every corner, as a result you would not get any feedback on grip levels at all - however you would still get feedback on the balance of the car under and potentially up to the limit.. While a driver on the limit would be able to comment on the corners grip was being lost, the balance etc.

Keep in mind that car set-up is not initially about increasing lap times (not in the real world), its about consistency. You need consistent lap times to both establish a benchmark and they be able to accurately compare the changes you can made.




How am I contradicting myself? From what I remember of previous posts, I have said visual information is enough to give an idea of the physics at work for myself but maybe not for others. It does not fully give a detailed picture as with everything if you are missing the other senses but enough to understand the majority of what is happening. Throttle and brake input can also be quite vital to build up a more solid picture through just visuals alone. I did outline some tests to see if you can get an idea of how a car behaves visually from what I remember. I also am not saying about extracting the final percent of performance, 3-4 seconds off the pace is reasonable in the same car would you not say after running a few laps?
Your previous posts read to me as if they were all about the visual side of the information if that's not the case then all is fine.



Well it’s up to the person arranging the challenge to decide. If you want to, you can run on Comfort Hards or Sport Hards or whatever tyre you want and give a run on the event with that and if you tell me the tyre you used, I will give it a go.
No problem.


Massive in your opinion though.

I think BMW’s are probably underrated and I have never driven one. However your example would be closer to mine if your friend test drove a modern BMW of some sort.

I will soon be driving the full retail version of the game, it will be interesting to see what can be accessed without Gold subscription. Rivals from what I read can be accessed.
Rivals can be accessed without Gold so that is no problem at all.


It is the manner though. If you barely move the steering wheel or use a brake pedal on a technical gravel course, it is quite surprising. One would assume I was driving straight forward, not navigating around a twisty rally course which had low speed and high speed corners if you didn’t see the footage of game.
Still doesn't surprise me - the CM series (which Dirt is evolved from) is an arcade series.


Can you show the part about the flawed braking and throttle technique. Had a quick skim read but couldn’t find anything about that. As you put it together, you might remember better about where it would be discussed.
Its been quite a while so I honestly can't recall what detail that subject was discussed it, the main consensus of all posting in that thread was that the biggest issue with GT4's brakes were the inability to disable ABS (and therefore you couldn't lock the brakes at all).



That will be probably 4th or 5th on my list of upcoming games but if you are sticking to only consoles then I can imagine why it will be of most interest to you.
PC driving sims simply sucked up too much of my time, don't fancy getting divorced for that.


Scaff
 
I've always seemed to want to post in this thread. However, I didn't want to post anything that would generate any sort of serious disagreement. My only playing experience with Forza Motorsport is with those sessions I've had playing the very first Forza Motorsport. The rest of my Forza experience goes on things I've read online and various videos and such I've seen online.

The main thing I can conclude as a GT veteran is that the Forza Motorsport series seems to care much more about the cars and putting them into a good set of races than Gran Turismo games are. I have long been a Gran Turismo fan. However, it just seems like a lot of the races in GT games just seem to be mostly a haphazard (dare I say) hot mess of races and cars. I haven't played (and I'm honest) any XBOX 360 Forza except for the Forza Motorsport 2 kiosk demo. I do think Forza provides some unforgiving physics. I am just not sure or ready to proclaim any Forza to be better physics-wise than all of my GT experience.

From a racing standpoint, I think Forza tends to have a better overall racing model than Gran Turismo. It just seems to have more character and a real racing feel than Gran Turismo. Gran Turismo 5 (especially) seemed fairly lazy in coming up with unique races. Forza Motorsport has a number of races based on engine type, manufacturers, horsepower limits, even races utilizing the point-to-point tracks. It still stuns me that Gran Turismo hasn't had any true point-to-point race venues besides the generated rally tracks in GT5 and Pikes Peak in GT2. Forza just seems better involved in tracks and races than GT.

Graphics- surely in favor of the GT series, but Forza 4 is gorgeous. Sound- Forza always had the advantage to me, but GT5 is the best-sounding GT yet. GT still needs improvement in sound.

I went on a tirade back then here on GTPlanet regarding Forza after I played the Forza demo at a Wal-Mart kiosk. I complained that the AI was crappy and overaggressive. I was like... "really. THIS is supposed to be better than Gran Turismo?" I wasn't sold. Over time, though, my respect for Forza came along as I really gauged what it had to offer apart from the GT franchise. It was the Gran Turismo franchise that really fueled Forza Motorsport. I then noted that Forza is like (no disrespect intended) a Gran Turismo game XBOX gamers can be proud of. The respect I had for Forza has even generated into what I think GT can learn from Forza. I don't really see GT and Forza as rivals unless you look at these two as two series trying to out-duel each other. You would bet the farm that they'd REALLY be rivals if Forza was also on PlayStation consoles or if Gran Turismo was also on the XBOX consoles.

The one thing to conclude about both series is that both are great simulation-type racing games that greatly excel at the respective experiences they provide. Forza has been Gran Turismo's best opposition in years. I do think my credibility would be helped by playing more Forza Motorsport titles for longer before drawing any serious conclusions. At least I discussed Forza and GT from a classy and respectful manner. Most of what I went on was my extensive GT experience coupled with mostly impressions from the Forza series.

But one last time- both are great series. I do wish I would have spent more time with the Forza Motorsport series to make a better overall comparison. Otherwise... I still love the Gran Turismo series; and I do think GT can learn from Forza to make GT better in the long run. If I wanted to share more intimate thoughts, I'd probably share them in my Gran Turismo blog. These are at least my own personal views on both series.
 
I was very involved with FM2 and competed on a very serious level. So it might be unfair as I treat, and since GT4 always treated, GT more as a playground than a battlefield.

I must have said it a hundred times and I'll happily repeat it: if online play is your thing, then Forza comes out on top by miles and then some. I was quite shocked how badly PSN is lacking compared to XBL in terms lag, voice chat, ease of use, etc. In Forza, when I fired up the XBox, I could see my friends avatars, see what they were playing and with whom, and simply join the race without any hassle at all. And chat away all day if I wanted to without affecting the gameplay.

However, and that still is the issue I have with FM4 till that day, I always felt cars were treated with no respect at all. A stock car never was a thing a beauty and desirable by itself. It was handicapped by the looks (put stickers in it) and performance (do all possible upgrades and then fiddle with the settings till the end of days).

A stock car never felt special in Forza, it was always a inferior piece of equipment, an empty shell. A tool to take the win if modified so heavily it didn't make any difference what particular model one was running.

In GT, I could and still can related to all of my cars. Hell, I hardly ever touch them if I can help it and I deliberately go for the lowest grip tyres possible to get even more out of each individual car. The Spirra used to be one of the "don't bother" cars in FM2, yet it is one of my 300 favourite cars in GT5. It's just such an amazing and rewarding ride. While in FM2 it was just a huge let down.

So, I have a rough idea what I'm talking about and I say: i prefer the unique feel of each and every stock car in GT to the modded and tuned and messed with cars in FM4. I'm still not convinced T10 has tackled the problem of glitching the physics engine through tunes.

Forza does make me compete and win and sacrifice any loyalty I happen to have towards any specific car. Because one can afford such nonsense going for the top LB spots.

In GT I can take a ride, do a 4 hours enduro race, with pit stops and all, and can stage it so that I take the win by 30 seconds or less.

Thats what makes GT come out on too for me. It simply is the more authentic experience as a car lover because the cars are perfect "right out of the box".

I can however understand if folks want to enjoy the online competition aspect of Forza, that's the real strong point and owning Forza without XBL is using only 25% of its possibilities. Unfortunately there was seemingly little talk of this, in my view, major aspect.
 
To your point, ItsHim, this was another reason people flocked from (at the time) GT4 to Forza 1- online play. It was long-promised that GT4 would be online. Of course... we all know what happened when GT4 came out sans online play.

I have long been a Gran Turismo fan and still am. Only thing is that Forza has shown me what Gran Turismo COULD be in a number of respects. I just can't really note what exactly I see in Forza that I can't seem to see in Gran Turismo. Well, really... maybe it's a lot of things. Both GT and FM are unique and special in their own ways. Gran Turismo remains my racing game series for a number of reasons. I'm probably the biggest Forza fan that has never seriously played any or all of the Forza titles.

I guess when you're talking cars among the two franchises, Gran Turismo has been more about a collective appreciation of automobiles (say what you want about cars chosen for GT titles) while Forza has been more appreciative of what most gamers would want to drive and race in a game. I swear some people have talked about Gran Turismo like they can never get the big-name cars and car companies. Even a long-time GTPlanet member like myself (dating back to Dec. 2003) have read the complaining. Well, the lines were blurred when GT5 had Ferrari, Lamborghini, Maserati, and companies like that, right? Seeing the GMC Syclone in FM4 got me to learn more about it. Any game with licensed cars should have an establish some purpose as to why they are included. You don't want that disconnect that just makes you think the car is there... because it's there. I hated that GT4 didn't have any semblance of an Info feature. EVERY car in GT4 was just there.

If you're talking tracks among the two franchises, I'd give the slight edge to Forza because of point-to-point tracks along with various beautifully-designed original courses. I always thought of Alpine Ring as Forza's version of Grand Valley, as far as a signature race track is concerned. But really, I've thought of Maple Valley Raceway as the signature course since it's been in every Forza. I don't think many people were laughing or upset about New York in Forza very closely resembling what GT4's New York track was like. Let's not forget Fujimi Kaido and FM1's Pacific Shipyards. Gran Turismo has had only one true point-to-point course in its history- Pikes Peak (GT2). Gran Turismo surely has the edge with more night courses, rain/snow courses, rally events, even courses with dynamic time and weather.


Both cars and tracks are the most important elements of any racing game. How you establish a connection and a bond between the two defines you as a racing game and as a franchise. Messing up this bond drastically compounds your game. There's a reason these two are at least among the best sim-oriented racing games on consoles. Both have good numbers of cars and tracks as well as quality among the cars and tracks along with decent usage of both. There are certainly more venues I'd love to see in GT games, and I do think Forza may need to try some more different locations and venues to expand their lineup of courses just a bit more. GT can use a bit more diversity among cars even though the car count is usually high. I can't complain too much on what Forza needs on the car front, though.
 
However, and that still is the issue I have with FM4 till that day, I always felt cars were treated with no respect at all. A stock car never was a thing a beauty and desirable by itself. It was handicapped by the looks (put stickers in it) and performance (do all possible upgrades and then fiddle with the settings till the end of days).

A stock car never felt special in Forza, it was always a inferior piece of equipment, an empty shell. A tool to take the win if modified so heavily it didn't make any difference what particular model one was running.

In GT, I could and still can related to all of my cars. Hell, I hardly ever touch them if I can help it and I deliberately go for the lowest grip tyres possible to get even more out of each individual car. The Spirra used to be one of the "don't bother" cars in FM2, yet it is one of my 300 favourite cars in GT5. It's just such an amazing and rewarding ride. While in FM2 it was just a huge let down.

So, I have a rough idea what I'm talking about and I say: i prefer the unique feel of each and every stock car in GT to the modded and tuned and messed with cars in FM4. I'm still not convinced T10 has tackled the problem of glitching the physics engine through tunes.

Forza does make me compete and win and sacrifice any loyalty I happen to have towards any specific car. Because one can afford such nonsense going for the top LB spots.

In GT I can take a ride, do a 4 hours enduro race, with pit stops and all, and can stage it so that I take the win by 30 seconds or less.

Thats what makes GT come out on too for me. It simply is the more authentic experience as a car lover because the cars are perfect "right out of the box".

I guess I'm sort of confused as to what you mean by this section. Are you basically saying that the physics are better for stock cars in GT5 or...?
 
I was very involved with FM2 and competed on a very serious level. So it might be unfair as I treat, and since GT4 always treated, GT more as a playground than a battlefield.

I must have said it a hundred times and I'll happily repeat it: if online play is your thing, then Forza comes out on top by miles and then some. I was quite shocked how badly PSN is lacking compared to XBL in terms lag, voice chat, ease of use, etc. In Forza, when I fired up the XBox, I could see my friends avatars, see what they were playing and with whom, and simply join the race without any hassle at all. And chat away all day if I wanted to without affecting the gameplay.

However, and that still is the issue I have with FM4 till that day, I always felt cars were treated with no respect at all. A stock car never was a thing a beauty and desirable by itself. It was handicapped by the looks (put stickers in it) and performance (do all possible upgrades and then fiddle with the settings till the end of days).

A stock car never felt special in Forza, it was always a inferior piece of equipment, an empty shell. A tool to take the win if modified so heavily it didn't make any difference what particular model one was running.

In GT, I could and still can related to all of my cars. Hell, I hardly ever touch them if I can help it and I deliberately go for the lowest grip tyres possible to get even more out of each individual car. The Spirra used to be one of the "don't bother" cars in FM2, yet it is one of my 300 favourite cars in GT5. It's just such an amazing and rewarding ride. While in FM2 it was just a huge let down.

So, I have a rough idea what I'm talking about and I say: i prefer the unique feel of each and every stock car in GT to the modded and tuned and messed with cars in FM4. I'm still not convinced T10 has tackled the problem of glitching the physics engine through tunes.

Forza does make me compete and win and sacrifice any loyalty I happen to have towards any specific car. Because one can afford such nonsense going for the top LB spots.

In GT I can take a ride, do a 4 hours enduro race, with pit stops and all, and can stage it so that I take the win by 30 seconds or less.

Thats what makes GT come out on too for me. It simply is the more authentic experience as a car lover because the cars are perfect "right out of the box".

I can however understand if folks want to enjoy the online competition aspect of Forza, that's the real strong point and owning Forza without XBL is using only 25% of its possibilities. Unfortunately there was seemingly little talk of this, in my view, major aspect.

An interesting way of looking at the difference to the two and not one I had every considered.

Personally I treat cars in both titles pretty much the same way, in that I will either leave a car totally stock never intending to modify it at all (The Quattroporte in FM4 and McLaren F1 in both for example) or I will own two versions of it one modified to a certain class and one totally stock.

Not something I've even done consciously its just happened in both titles.


One question, when you say "I'm still not convinced T10 has tackled the problem of glitching the physics engine through tunes. " are you referring to tuning as in parts or as in changing settings?


Scaff
 
I guess when you're talking cars among the two franchises, Gran Turismo has been more about a collective appreciation of automobiles (say what you want about cars chosen for GT titles) while Forza has been more appreciative of what most gamers would want to drive and race in a game.

Both cars and tracks are the most important elements of any racing game. How you establish a connection and a bond between the two defines you as a racing game and as a franchise. Messing up this bond drastically compounds your game. There's a reason these two are at least among the best sim-oriented racing games on consoles. Both have good numbers of cars and tracks as well as quality among the cars and tracks along with decent usage of both. There are certainly more venues I'd love to see in GT games, and I do think Forza may need to try some more different locations and venues to expand their lineup of courses just a bit more. GT can use a bit more diversity among cars even though the car count is usually high. I can't complain too much on what Forza needs on the car front, though.

I agree with everything you said there. On another note, I feel neither do an outstanding job when it comes to gameplay. There's no innovation in gameplay at all with GT5, and indeed some fun content like the driving missions were omitted. But night/day racing and 3D are handled very well indeed. I feel PD pushed the genre on in that single respect. On the other hand there seems to be a bit more variety with FM4 as choosing a particular car and then entering a race it is fit to compete in. In GT the player is pretty much expected to know which of his cars is competitive for a given race. That's an outdated approach to things.

As for track/car combos, neither of the franchises does it for me. My personal favourites were Grid and the Shift series, but these franchises have a totally different focus. I fell out of love with any of the original tracks in both franchises and while I know it's extremely expensive and time consuming to create tracks, there are so many real life tracks worth taking a look at. I'd just wish there were a track creator more powerful. In any console game besides ModNationRacer.

I guess I'm sort of confused as to what you mean by this section. Are you basically saying that the physics are better for stock cars in GT5 or...?

To me, driving stock cars is a lot more rewarding in GT than FM - that's what I was trying to say.

As for tuning and setups...

An interesting way of looking at the difference to the two and not one I had every considered.

Personally I treat cars in both titles pretty much the same way, in that I will either leave a car totally stock never intending to modify it at all (The Quattroporte in FM4 and McLaren F1 in both for example) or I will own two versions of it one modified to a certain class and one totally stock.

Not something I've even done consciously its just happened in both titles.


One question, when you say "I'm still not convinced T10 has tackled the problem of glitching the physics engine through tunes. " are you referring to tuning as in parts or as in changing settings?


Scaff

I used to run at least two different version of every car in each class, built to spec and setup either for grip or speed. So a build and tune for Mugello should do well on Silverstone as well. Sebring and Nordschleife were often a good match, as were Maple Valley and Laguna Seca.

On AWD and FWD cars the very first step of tuning used to be setting the ARBs at 1/40 and not changing them throughout the tuning process. That's one example of what I refer to as "glitching" in FM. As I have a feeling neither franchise has reinvented its physics model, I'd be very much interested if this is still possible in FM4. I know T10 tried to address some issues in FM3 by penalising a car bottoming out by invalidating the lap time, but that's surely no cure for the underlying problem: people running far too high rebound settings for the stiffness of the suspension. One way of finding this out, finding out if the physics engine is coping with unusual setups, would be looking at the tunes themselves. But since they are locked/lockable since FM3, there's little way of doing so. To my experience there was on tuner garage which built competitive driver's cars, and that was Slopoke in the FM2/3 days. I believe Dust2Death is still around, but I really couldn't say.

So what's with GT5? It's amazing an engine with so few user changeable variables still gets thrown off track from a simple ride hight glitch. The whole power limiter/ballast options get abused. Yet, there's not much to fiddle about in the first place. A bad thing? Depends entirely what sort of gameplay one is after.

I feel if comparing both FM and GT you can't compare an apple with an apple because the key elements are so different. FM is about taking it online. Once you are there you'll find some very fierce competition. To keep up one could try tuning a car by oneself or try to find a capable car on the AH. How close the latter is to real life, how robust the physics engine is, one can't simply tell because most likely the tune is locked. But you get rewarded with the most comprehensive leaderbord ecosystems out there. What gets left behind in my view is the sensation GT gives me.

The online part isn't hardly worth bothering in my opinion. In turn there's little need for me to fiddle with car setups/upgrades on street cars. The Time Trials are also lacking quite badly in comparison and hold little motivation.

So what's basically left is the most comprehensive Miata and Skyline collection on earth. And that's where the fun starts, really. A-spec is a very tricky beast to stage a good race. It's more like an endless Best Motoring style 5 laps battle. Arcade is still a bit rough round the edges. For example to give the AI a bit of a head start I usually chose a softer tyre compound at race start, which the AI then uses too. Before the race I switch to a harder compound myself and voila, I really have to fight for the win. In an race which I try to stretch to about 1 hour. There is no need at all to alter the characteristics of any stock car at all when playing the game this way. The physics engine works pretty good in these circumstances, and rather worrying about camber settings or caster or spring rats, 100% of my attention is devoted to the driving. In order to save the tyres to make my pit strategy work. Throw in some damage and the race really gets exciting.

To conclude this, FM never gave me this particular enjoyment. It was good fun hanging out with the guys, and I happily say it again GT can't compete in the online side of things. But up till this day (with my very limited experience of playtime in both FM3 and 4) GT provides the most authentic and believable sensation of driving an actual car of this make or another because that's what it does best: take a thousand cars and take them to a track. FM on the other hand lets you do a thousand things to any one car. Which, in the end, doesn't make me care for any of the cars in the end. The choice of car becomes totally random.

I wished both GT and Forza should be (re)viewed in their individual natural habitat. That would be fair in the respect that each developer put their best effort in them.
 
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