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what do you mean by "tweak" concerning braking?
what do you mean by "tweak" concerning braking?
it depends how your brake balance is setup, and how much weight transfer you allow with your suspension. I just spun this morning in my league race because I locked up my rear slightly before the front, and it wasn't a total lock up either.
If the front locks up first and rear isn't unsettled by engine braking, weight transfer etc, you naturally just plough forward. for the front wheel locking up actually discourage rotation compare to not locking up since the front tire is less of an effect to the overall balance in a locked state.
the balance of the car before you step on the brakes matters too, if it's in a stable understeering state you are most likely continue to have more understeer, go try the rossion q1 if you want to experience what you expected.![]()
Just got my game today i must say the autovista mode looks stunning on my big TV. The cars look so good very realistic.![]()
Coming from GT5 and PC sims, forza feels strange to me. I only have ~10 hours of driving time, so I wouldn't say I'm an expert on FM4 yet, but there are some really annoying things, and also some really good things. I love the FF of understeer. I've never felt that on a console game before. I also am a fan of the tire physics.
There are a few annoying things though. I HATE the grass that pulls you off the track. I can't tell you how many times I've taken a corner a bit too fast and go deep into the rumble strip, and get completely sucked off the track. I'm pretty much screwed at that point, because it is slowing you down all the time, and getting back on the track without spinning requires some serious concentration.
Second annoying thing is the oversteer. It just doesn't feel natural. In GT5, iRacing, simbin, etc. There is a pull in the wheel when the car starts to get twitchy, to the point that sometimes I could countersteer with my eyes closed (Logitech G27). In FM4, with my fanatec gt2, there isn't very much of that pull. I pretty much have to just watch on screen for the car to start moving. I mean, there is a little wheel feedback but not near as much as I like.
Third and most annoying thing is the sense of speed. It feels so unreal. In the 5 or so sims I've played, the first time I played them I could get in a drive reasonably well. Not really any crashes or anything. In Forza, it felt like my first 50 laps I understeered into a tree purely because looking at the screen it looked like I was doing maybe 30, and I looked at the speedo and I was doing like 55! At first I couldn't stand the game because I thought every car was just an understeering mess. I am starting to get used to it, but it feels so unrealistic that it's hard for it to be intuitive. I hope I get used to it enough soon, because it's making this game really annoying. I practically have to stare at the speedo at the entrance to every corner, and then my brain tells me to give it gas because it feels as if the car is crawling. Ridiculous.
All in all it's great though. I just need more time with it. Not bashing the game, it's more realistic physics-wise than gt5 I think.
Not quite sure what you are looking for in a sim title if better physics = worse playability?GT5 is still the better drive. It's a more playable game. But I think that's exactly because the physics are a bit unrealistic. Playability trumps realism in GT5.
I have a feeling that Forza has a more realistic physics model. Sadly, this leads to worse playability. Forza 4 is still a big improvement over Forza 3, though.
Don't agree at all that the suspension physics are poor, while they still need a good degree of work (and amazingly Enthusia is still better in a few areas for this) they are far from as poorly modelled as you are implying.Forza probably has the best tire/friction physics around, but the general mechanical physics (suspension, objects moving around in general) seem fakey, glitchy, and unnatural, which brings the whole experience down a bit. For an example of great, visceral suspension physics, try Shift 2 (which is also an example of abysmal tire physics, unfortunately)
What view do you use? As I find that FM4's sense of speed is pretty good in cockpit view, certainly better that GT5 which always seems too slow to me. However both titles could learn a lot from S2U's helmet cam in that regard.
Not quite sure what you are looking for in a sim title if better physics = worse playability?
Don't agree at all that the suspension physics are poor, while they still need a good degree of work (and amazingly Enthusia is still better in a few areas for this) they are far from as poorly modelled as you are implying.
Try taking any car in FM4 and setting the front spring and damper rates as low as they can go (both bound and rebound on the dampers) and take it for a drive. Notice that they have actually modelled the spring rate becoming stupidly high as the bump stops are hit. The car starts with a good degree of grip from the soft front end and then rapidly turns into an understeering nightmare.
As for how the suspension and body movements react with each other:
Not perfect, but "fakey, glitchy, and unnatural"? Nope can't agree.
Scaff
There is definitly something unnatural looking in that video... the fact that the cars land and skid exactly on the skid marks allready there in the tarmac... maybe a replay glitch???? in wich the skid marks are allready present before it happens?
There is definitly something unnatural looking in that video... the fact that the cars land and skid exactly on the skid marks allready there in the tarmac... maybe a replay glitch???? in wich the skid marks are allready present before it happens?
There is definitly something unnatural looking in that video... the fact that the cars land and skid exactly on the skid marks allready there in the tarmac... maybe a replay glitch???? in wich the skid marks are allready present before it happens?
When watching a replay, if you rewind the video the tire tracks of the car stay.
What view do you use? As I find that FM4's sense of speed is pretty good in cockpit view, certainly better that GT5 which always seems too slow to me. However both titles could learn a lot from S2U's helmet cam in that regard.
...and it annoys the hell out of me when putting videos together.
Scaff
What view do you use? As I find that FM4's sense of speed is pretty good in cockpit view, certainly better that GT5 which always seems too slow to me. However both titles could learn a lot from S2U's helmet cam in that regard.
Not quite sure what you are looking for in a sim title if better physics = worse playability?
Don't agree at all that the suspension physics are poor, while they still need a good degree of work (and amazingly Enthusia is still better in a few areas for this) they are far from as poorly modelled as you are implying.
Try taking any car in FM4 and setting the front spring and damper rates as low as they can go (both bound and rebound on the dampers) and take it for a drive. Notice that they have actually modelled the spring rate becoming stupidly high as the bump stops are hit. The car starts with a good degree of grip from the soft front end and then rapidly turns into an understeering nightmare.
As for how the suspension and body movements react with each other:
Not perfect, but "fakey, glitchy, and unnatural"? Nope can't agree.
Scaff
I quite agree with this, neither GT5 nor FM4 get this 100% right. The main point of the video is to counter the nonsense that GM4 suspension is doing nothing and has no effect on the car body itself rather than to state its 100% right.Forza suspension physics just feel too "easy." Cars in Forza do not get unsettled over bumps as easily as they would in real life. They absorb bumps too effectively and there's never any bounce when landing a jump or hitting a large bump like you'd find in a real car. There's almost no reaction force transferred from the suspension to the car. Any street car in real life with stock suspension will bounce in the air a little bit after landing a jump like that. Not in Forza.
Given that we are talking about FM4 and GT5 here, from my won testing I would have to say that at the extreme end of thing FM4 does a lot better job of this. As an example FM4 does at the very least simulate a very soft front suspension going stiff once the bump stops are hit. Its not perfect but it was a nice find, as is its modelling of under damped suspension being unable to control spring oscillation.You can see the glitchiness of the physics when you set extreme suspension values and the vehicle starts doing ridiculous bounces and wheelies that look unnatural and seem to violate the laws of physics. I'm pretty sure Forza physics take the "sliding brick" approach rather than actually simulating a car being held up by 4 wheels, and it shows. I'm not saying the suspension physics are poor, but a lot of sims do a way better job.
I quite agree with this, neither GT5 nor FM4 get this 100% right. The main point of the video is to counter the nonsense that GM4 suspension is doing nothing and has no effect on the car body itself rather than to state its 100% right.
Annoyingly both RBR and Enthusia back on the PS2 does a better job in that regard than either GT5 or FM4.
Yeah, it's strange that GT5 and Forza have such issues with suspension/general mechanical physics considering how fundamentally simple they really are. It's high school physics honestly. I think the problem might be that their approach is to put tons of band-aids on a base physics model that's fundamentally incorrect or oversimplified, rather than to simulate it correctly from the ground up. You can stick 4 wheels with some springs on a box in Garry's Mod and get incredibly realistic suspension physics.
Part of the problem I believe is the sheer volume of vehicles they are modelling, as to get each one right in terms of suspension travel they would need to detail the suspension type used, the hard-point locations, etc.
It would stack up given that the newer cars in GT5 and FM4 seem to be a bit better than the older ones in this area and both are bringing over a significant amount of resource from part titles. The two I mentioned that did it well were both built from the ground up and had a much smaller car count.
Certainly in terms of 'more' correct suspension travel FM4 just gets the nod here as I have seen what does appear to be more details geometry changes under load and absence of load on the suspension, including droop when cars are airborne. Its not as good as it should be and both have issues, FM4 does disconnect the car from the suspension to a degree (but I don't agree with those who say that no connection exists). GT5 suffers from the same thing and it also seems to over-damp every car.
Scaff
Forza suspension physics just feel too "easy." Cars in Forza do not get unsettled over bumps as easily as they would in real life. They absorb bumps too effectively and there's never any bounce when landing a jump or hitting a large bump like you'd find in a real car. There's almost no reaction force transferred from the suspension to the car. Any street car in real life with stock suspension will bounce in the air a little bit after landing a jump like that. Not in Forza.
You can see the glitchiness of the physics when you set extreme suspension values and the vehicle starts doing ridiculous bounces and wheelies that look unnatural and seem to violate the laws of physics. I'm pretty sure Forza physics take the "sliding brick" approach rather than actually simulating a car being held up by 4 wheels, and it shows. I'm not saying the suspension physics are poor, but a lot of sims do a way better job.
I disagree with your first paragraph. I did a 'like for like' comparison some time ago with the same FR American car; spec wise I adjusted the GT5 one to be the same exact power, weight and weight distribution as the real car which was what FM4 was (09 spec), and ran a lot of laps on Laguna Seca. The car was the Challenger SRT8, and I ran on default tires the game gives you and then redid the entire test with the most grip tires so racing softs in GT5 and race slicks in FM4. The biggest difference in feel and weight shift for me was the main straight with the slight bend 'turn 1' (I don't really call this a turn though) right after the starting walkway bridge.. in GT5 I could hammer right through no problem. No weight shift issue, no balance issue due to dips, nothing. Just full throttle and a slight tweak to the steering angle and time and time again I was able to go through no problems, on both default and RS tire compounds. In FM4, on both tire compounds, there's a dip that will completely throw the car off balance if you're driving full throttle with minor steering adjustment for the 'turn'. In FM4 it is so obviously there that I needed to let off the throttle a bit and steer the car slightly before heavy braking. This wasn't the only turn on this track though but it was the most obvious one. What I also thought was strange was that FM4 was harder to drive and felt more realistic on racing slicks than GT5 did on default tires (don't remember but sports hards or comfort softs?) and my lap times were not really comparable as they were 4+ seconds apart in each 'like for like' comparison. Maybe Laguna Seca isn't modeled the best in GT5?