The letter based rating is just a rough guide to performance, it's not 100% accurate and never claims to be-Class System is broken: Take a look at the Euro GT Cup. It features the BMW Z4 (Class B-438) and a Ford Mustang (Class D-289) among it's cars that meet the class requirements. Make the GT4 cup racing modifications to each car in Forza 3 and look at the disparity in ratings and performance. In the real world, these cars compete against each other in the GT4 Euro Cup. Take a look at how Gran Turismo 5 Prologue sets it's cars based on performance. There is no broken letter grade that affects leaderboard times.
-The Racing Tires: My main beef with this is my favorite car of all time is the Pontiac GTO. In Forza 3, they have a late 60's model featured in game, and when I put racing tires on it, the car is moved to C class. It cannot compete due to weight of the vehicle with several of the C class cars. Using my GT4 Cup as the example again, adding racing tires shoud never take a car out of class. There is no "threshold rating system". They use similar cars in performance. They add Pirelli tires to each car. I didn't have the time to look at every car that's on the approved list for the GT4 Cup, I would be curious to see how they rate on Forza 3.
- The auto setting transmission: Yes, you can manually set the final drive and each of the gears once you install a racing transmission. Congratulations. I don't have an issue with that. However, I do have an issue of when setting my final gear ratio, gears 1-6 do nothing. That's right, no matter how close I make the gears, they do no not change.
A racing gear box has shorter ratios, affecting the launch as you're more likely to get higher revs quicker off the line.The aerodynamic issue: Staying in Honor of Jordan's victory in GT Academy, I used the Euro GT4 approved Nissan 370Z (Class B-441) as my example. I ran an experiment with parts to prove my statment as either the in game wording/numbers as being broken or modification system being a failure. Why put an arcade numerical value of the cars in the first place??
Baseline Nissan 370Z (B Class-441)
SPEED - 6.6
HANDLING - 5.6
ACCELERATION - 5.5
LAUNCH - 6.4
BRAKING -5.3
I installed racing tires which increased the handling to 5.7, the launch to 6.6, and the braking to 5.5. All good here.
I installed a racing transmission to the car, and the launch decreased to 4.5. That's a numerical drop of nearly 2 of Forza's points. Say what?
You can add the "Forza" rear wing to the car, and watch the speed take a half a point fall. You can't defend the logic in that. The aero wing does not hamper your speed that much.
-The numbers between Forza 2 and 3: Anyone can fool themselves in believing that the game is ok when comparing the 6 month numbers between the titles. Take a look at the online community of Forza 3. Last weekend, on a Saturday night, there was 100 people playing the game. Low numbers if you ask me, especially for "definitive" simulator.
If you want something that feels like Gran Turismo, then, play Gran Turismo.-Tracks are unrealistic: As I stated, outside of the real world tracks, Turn 10 has alot to work on. A majority of the tracks feel competely unnatural. The turns feel forced, and the roads themselves do not have the flow that can be found in GT. Even the ambient surroundings have a picture perfect look to some of them, all the while avoiding the gritty dull look that alot of venues represent.
If you apply a rear wing to your vehicle you're going to lose some of the top-end speed as your honing in on superior downforce and outright acceleration. You can't have both top speed and downforce....just doesn't work that way, sorry.The aerodynamic issue:
You can add the "Forza" rear wing to the car, and watch the speed take a half a point fall. You can't defend the logic in that. The aero wing does not hamper your speed that much. Now granted, I am do not have a degree in aerodynamic engineering, nor do I work as a professional racer/member of the pit either.
- In closing: Forza 3 is a game that attempts to please everyone instead of maintaining a simulator approach first. Things like this bother me. Things like this are the reason I do not play the game anymore. Things like this are the reason Gran Turismo is where it is today, and that's head and shoulders over everyone.
The letter based rating is just a rough guide to performance, it's not 100% accurate and never claims to be
You're assuming that the tyres are just there to make the car a racing car. Putting slick tyres on a car will increase the performance, therefore it increases the PI number. It's not hard to understand. If you want to keep it in a lower class, don't add the damn tyres!
They do, because I alter the final ratio on my BTCC car every week to suit the track and gears 1-6 change with it. I knocked 2 seconds off my practice laps this week by simply altering the final drive ratio.
A racing gear box has shorter ratios, affecting the launch as you're more likely to get higher revs quicker off the line.
Have you ever wondered why, when you want the Veyron to reach high speeds in real life, you have to insert a key to force the spoiler to stay down? Think about the way the air flows against a spoiler. There's a reason a good air brake on a high end car will perform as much braking as a family car.
Where are you getting those numbers from? Did you go into every single race type and add up every single player online? Because there is WAY more than 100 people online at any time. Your claim is absolutely absurd and is not backed up with any evidence.
Side stepping once again. As I stated, it's a broken feature, that has no real world basis. Cars define a class, tires don't. That is unless you are Turn 10 and Forza 3.
If you want something that feels like Gran Turismo, then, play Gran Turismo.
I don't have too much of a problem with any of the tracks, they're all well layed-out, and I'm not too fussed over trivial details. The only thing that would bother me in the slightest is the 'Ring, but then I'm pretty sure everyone knows what the problem is there.
If you apply a rear wing to your vehicle you're going to lose some of the top-end speed as your honing in on superior downforce and outright acceleration. You can't have both top speed and downforce....just doesn't work that way, sorry.
You are aware Gran Turismo does practically the same thing, right?
It has (or rather is going to have) a scalable damage model alongside a scalable physics models, so what's the problem there? You can't cater to a specific group of people on a console, especially if you fancy paying the rent and feeding yourself.
Um, I don't think so.
Performance defines a class, not the car itself. If that were the case there wouldn't be any eminent difference between an LMP1-class racer, and a Formula 1 racer.
I understand that. Downforce hurts your speed. Well known fact. Forza treats it like a hinderance. That's not what it does. By all means, if someone has the time to thoroughly investigate the matter, by all means please do. I don't see how just by adding a wing kills your speed like that. Putting downforce on a wing, sure. But 1/2 point in speed? Seems wrong.
Of course.. the performance of car. In Forza, it makes zero sense to move a 60's GTO out of class just because I want to put racing tires on it.
Without getting overly technical, in a matter of speaking it manipulates the wind resistance that would otherwise prevent your vehicle from reaching it's top speed (due to various reasons) without sufficient drafting and converts it into downright stability (downforce), if you want that speed back while still utilizing the wing, lower the flap so air will flow straight across, as opposed to up and over.
Didn't you just answer your own query by agreeing it's the performance of a car that defines it's class?
- In closing: Forza 3 is a game that attempts to please everyone instead of maintaining a simulator approach first. Things like this bother me. Things like this are the reason I do not play the game anymore. Things like this are the reason Gran Turismo is where it is today, and that's head and shoulders over everyone.
Nice excuse. If was not intendend to be accurate and only a rough guide, why put it in the first place? What do you mean, "never claims to be". It does what they intended it to do.
Side stepping once again. As I stated, it's a broken feature, that has no real world basis. Cars define a class, tires don't. That is unless you are Turn 10 and Forza 3.
Ignoring the facts do nothing for your points. The ratio's in gears one through six DO NOT MOVE when you are adjusting the final ratio. Of course you knocked off time, your final drive was lower. It translates to the track. The individual gears do not move. Go look for yourself.
I understand that. Wings in Forza are far to drastic and rely on the added weight to much. Take a look at how your car worsens in PI when you add a full LSD? That's due to Turn 10's bogus weight system.
You figure out how I did it. It's not hard to do.
No, it's not. The only people rating FM3's physics above GT's are the fanboys & I can find those same idiots in the GT5 section boasting how GT5 physics are so much better.If I was to get Forza 3 and buy the 360 for it, it's the only game I'd be playing on the 360. It's not worth it, and one of the mechanics at work childishly bashes Gran Turismo all the time saying how much better Forza's physics are and how much more of an awesome game it is. Yeah right. It only gives me more reason not to buy it. If I bought Forza 3 now, it'd be dropped and never picked up ever again when GT5 comes out later this year, which would be a complete waste of money.
They put it in to make the online racing and the single player events closer in competition. No 2 cars are exactly the same, so even if the PI is the same one might have higher straight line speed etc.
Side stepping? I addressed the issue head on by using logic. Cars DO NOT define a class. PI rating does. I have a Range Rover that competes with lightweight sports cars, they're not in the same class in the real world but they're both class C due to the similarity in performance.
My car maxed out at 60mph in 2nd, I adjusted the final ratio and it topped out at 72mph. I don't see your problem.
They're not at all drastic. If the spoiler is adjusted to give full downforce you lose a lot of top end speed. Just like in real life. The numbers on the ratings 'Speed, Launch, Handling' etc. are all only rough guides. Each car drives and behaves differently, it's up to you to test drive them to see the differences.
Or you could just tell me instead of avoiding my question. You're being so smug about it it would be nice if you could prove your data.
Without getting overly technical, in a matter of speaking it manipulates the wind resistance that would otherwise prevent your vehicle from reaching it's top speed (due to various reasons) without sufficient drafting and converts it into downright stability (downforce), if you want that speed back while still utilizing the wing, lower the flap so air will flow straight across, as opposed to up and over.
Didn't you just answer your own query by agreeing it's the performance of a car that defines it's class?
I understand the technical aspects of downforce. But thanks for another explanation.
A cars class. I guess it all comes down the fact that Forza 3 has an imaginary Class system for it's non racing cars, and whether or not you accept it.
I for one, do not. It's broken.
If that's what they did, they failed miserably. The competition between AWD and everything else is non existent. Look at the leaderboards.
You are only fooling yourself if you believe that Forza 3's tire system is accurate. My example with the Euro GT Cup proves my point. The BMW M4 is a higher rated car then the Ford Mustang GT in Forza 3. Build the cars to the specs (as close as possible) and you'll see exactly what I am talking about. The entire GT4 group has comparable cars, that run a competitive race season. Tires are all but one piece of the puzzle. NOT the defining piece as Forza makes it seem on most of the cars. Look at some of the other racing leagues worldwide for further evidence.
Of course you don't. It doesn't change the fact that the individual gear ratio's are fixed. They do NOT move. It's an auto set used by turn 10 to fit whatever final drive setting used. It's not right. Bottom line.
I understand that. It's an arcade approach for a one size fits all. Let the cars actual traits do the defining. Nearly every car I have tested is around 1/2 a Forza point. IF the ratings mean nothing, they should be done away completely. But that might make the Burnout Paradise crowds nervous right?
Not trying to be smug at all. I just expected common sense here. I'll spell it out for you, I guess. I just checked online right before I came here. All that's needed is to look at the "Find Game" tab in the online menu. You will see the multiple mode types and the people playing each mode. It was a few moments ago and there was 799 people online.
Quick Match - 72
Playground - 216
Circuit - 276
Drift -157
Multi Class - 47
Road - 31
Good game, bad simulator. Boring for sim fans.
Why is anyone even considering the wheel?
By now you should have all noticed that you can't kill the steering aids, even on a wheel. It's like buying a manual gearstick and a clutch pedal for the new Nissan GTR. The thought is nice, but it's still going to do what IT wants, which isn't exactly what YOU want it to do.
I've found the added advantage of a G27 in games like Race On and rFactor and what not, over a controller or (gasp) keyboard are the fine movements and corrections and what not that an aware driver should be making. It's a brilliant way to improve the experience and it adds another level of challenges that are really rewarding to nail for laps on end.
Forza 3 does those for you, and until they either patch it so it (steering assist) doesn't apply to wheel users (and face balance issues of wheel v controller that would cause a lot of rage, like Supercar Challenge) or patch it so there's an option to kill it completely for pure wheel-to-game movement (and suffer the same fate as everything that ISN'T AWD), then it defeats the purpose of using a wheel I think. Unless you really like playing pretend, as in pretending the large wad of cash you spent on a Fanatec was a good choice...
Why is anyone even considering the wheel?
By now you should have all noticed that you can't kill the steering aids, even on a wheel. It's like buying a manual gearstick and a clutch pedal for the new Nissan GTR. The thought is nice, but it's still going to do what IT wants, which isn't exactly what YOU want it to do.
Forza 3 does those for you, and until they either patch it so it (steering assist) doesn't apply to wheel users (and face balance issues of wheel v controller that would cause a lot of rage, like Supercar Challenge) or patch it so there's an option to kill it completely for pure wheel-to-game movement (and suffer the same fate as everything that ISN'T AWD), then it defeats the purpose of using a wheel I think. Unless you really like playing pretend, as in pretending the large wad of cash you spent on a Fanatec was a good choice...
What good sims do you play out of interest?, I gave up a year ago on the more hardcore sims, and I've only kept rFactor to give my G25 the occasional workout, however my PWTS should arrive shortly, so might see what's current and worth playing..
Well i play LFS time to time, i had rfactor installed but did not get FFB working very well with turbo S (takes time). The most i have been playing enthusia professional racing. I also have GT legends so i am planning to try that historic mod for rfactor that requires gt legends disc. I got rid of my old cockpit and now my racing game enthusiasm goes toward building a new cockpit.
Well i play LFS time to time, i had rfactor installed but did not get FFB working very well with turbo S (takes time). The most i have been playing enthusia professional racing. I also have GT legends so i am planning to try that historic mod for rfactor that requires gt legends disc. I got rid of my old cockpit and now my racing game enthusiasm goes toward building a new cockpit.
I's got nothing to do with uber skills.Luckily I don't have the uber skills you do, where you can detect everything going on in a physics engine so deeply that you know for sure just how much of an impact this is having.
God I hate that. You'd think everyone would agree which way the force feedback is supposed to work, but nooooo....Also, the FFB forces in game need to be set to negative numbers, or the effects are reversed.