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...the physics aren't even in the same league...
I'll agree with you there, but probably not with the same sentiment as you intend
...the physics aren't even in the same league...
Indeed.I'll agree with you there, but probably not with the same sentiment as you intend
They made the feedback better in GT5 now, so the driving is even better. Please T10 fix the feedback I love the DLC but whats up just making FM4 better. I just don't understand how CSR is an official FM wheel but it feels better with GT5. Cuco I have no problem with them making GT5 better, your acting as if these changes will not be in GT6. What ever they do for GT5 will be ready for GT6.
CSR defaults to a Logitech G series wheel driver and what's strange is the wheel wobble you get with Logitechs in GT5 at high speed you don't get with the CSR (or any non Logitech wheel using this driver). I think the only thing the CSR does better in GT5 is FFB strength. Even though the FFB strength in FM4 feels a bit weaker, it still feels better in Forza. Not worlds better, just a little better and more realistic. Maybe it's a wheel setting, I don't know but to me I feel the road more with this wheel in Forza.
I don't have a problem if PD makes GT5 better but how much better is it going to be? The game is still borked, just less borked than before and significantly less borked than at launch. And anytime PD releases a patch that fixes things, they screw up other things. Today's latest v2.06 patch apparently tweaked the physics some more (it needed tweaking?) and adjusted the sound where it's more bass-y but sounds wrong. The FFB from what I'm reading was improved, apparently to what it was like before they screwed that up. No patch will update standards and the disparity in features and quality they have compared to premiums. No patch will will significantly improve the vacuum sounds. The best we can hope for is some tweaks and bug fixes and of course DLC stuff. But like mentioned, whenever PD updates the game and fixes issues, other issues come out the wood work.
I would love T10 to patch FM4 by improving the FFB as in add more strength. The wheel and game is adjustable so if it's too much for us we can dial it back. I got my CSR setup after the patch that apparently reduced the FFB strength.
If I remember right, the RX-8 can only afford limited width tires. So in S class, it probably has relatively low weight and something like 400 hp, or not so low weight and maybe 500 hp. Regardless of how you tune the chassis, its ability to transfer power will be limited, added aero or not.For example, I was trying to race in a class S race with an RX-8, offline. The RX-8 had racing tires and yet was unable to maintain the same speed as the other, stock, S class cars through the corners. It even had full aero. It should have handled like a race car, and it just didn't.
I cannot get into the game like you guys the FF is just not doing it for me I have tried many different settings but still the wheel feels so light and weak. On the straights the wheel is dead compared to GT the only thing FM does good with the FF is letting you know when your understeering. Other than that it's pretty weak. Just as Eunos said driving on the ring on both games are day and night. Last night while driving on the ring the bumps where actually throwing me off my line and giving me feed back all through the wheel it was amazing. In FM4 the wheel feels so bland only coming alive during under steering T10 are amazing with their DLC, but what I want is T10 to polish the game up especially the FF.
I know that under power, many things happen. However, I'm talking about strictly steady-state cornering conditions. The RX-8 had the biggest race tires available, max aero, and full suspension. I didn't tune the suspension, but max steady state grip has much more to do with tires and aero than suspension. Again handling =! grip. C4 Corvettes dominate their class in autocross (last I heard) because they have huge grip. Doesn't mean they actually handle well, because they don't.
I mean it's not terrible. I just feel it's not really *genuine* I can even understand why they would do something like what I'm postulating for the sake of balancing. There are so many C425, B500, A600 cars stock. They couldn't possibly meet those exact PI numbers without a bit of arbitrary tweaking to base conditions of each car.
edit: By the way, the Logitech wobble only manifests itself because of the rather large FFB deadzone. It's not anything to do with GT5 I don't think.
There are actually very few "just top of class" cars in stock form.
You're not supposed to feel wobble in a straight line. I've driven various cars in real life on a straight line at high speed and never experienced high speed wobble like you feel in GT5 with Logitech wheels. It's one of the things I hated about my DFGT and small experience from a buddy's G25. What's strange is that my CSR defaults to a Logitech driver and yet my CSR doesn't get this wobble, which I'm really glad it doesn't!
I fully agree with you guys that the green hell is much much better in GT5 over FM4, but that's not saying it's horrible in Forza. It's just that GT's version is that good. It's unfortunate that T10 reused PGR's ring model with minor tweaks, which was already very flat, slightly wider in some areas and overall longer by a bit than the real thing.
But I've done some like for like testing in the same cars on other tracks like Laguna Seca and GT5's version, although nice felt very bland. The straight from the start/finish line in GT5 I can take flat out without having any issue prior to braking hard in turn 1 but in Forza 4 if I do that the car gets so unbalanced due to the dip I'll lose it. Forza's version of LS is much better in my book and it's not just this dip on the first straight. There's other corners and parts of the track that feel wrong in GT5 like the corkscrew. I can take it almost flat out in a high powered race car and fully flat out in something like 550pp and lower without issue. Try that in Forza and your going off the track, as you need to feather the throttle. Another thing I thought was strange was that it was harder and felt more realistic to drive cars in Forza on race slicks than it was on default tires in GT5, as in I was not only putting faster lap times on CS/SH tires but it was much easier to drive and a whole lot easier to control any mishaps in GT5 than in FM4.
the only assist I use is ABS = 1 in GT5, nothing else on
Maybe. Maybe notConsiderably more than there were in FM3. IIRC, C, D, and E class have an especially large number of maxed cars in stock form. I can understand maybe 1 or 2 by coincidence, but C class has more than 5 easily. Tells me they are tinkering...
Who said anything about wobble? Both games have engine rumble don't they? FM4 engine rumble is weak compared to GT5 the wheel feels dead until high RPM and even still the sensation is very weak. With your Laguna experience I truly cannot agree with you on that but I drive with ABS off. GT5 abs system is garbage it keeps the car to stable and does not resemble a real ABS system. You will get a realistic brake experience with abs off and a correct BB. The corkscrew is very hard to hit correct and if you slam the throttle you will spin out every time. I am not experience anything you said with GT5 and Laguna,
That's the problem turn off the ABS and set the brake balance up with a 1-0 for old cars with weak brakes, 2-0 for normal cars 3-1 for high end sports and and 4-2 for super cars ABS is terrible in GT5.
Maybe. Maybe not
Cars in stock form seems evenly spread out in the PI range as far as I can tell. Maybe they did a little tinkering on some cars, I don't know, but they would only need to tweak the cars very lightly to make a 504PI car or a 495PI car a 500PI car (for example). I doubt that would explain why you feel the RX8 lack grip in S-class. Many "low-end" cars lack grip in S-class. 400hp on 245 tires are gonna be tough to transfer, even with AWD drive-train.
You made a comment about the wheel feeling dead in a straight line. On Nord yes, because Forza's version of it, as mentioned, came from the PGR team which had it very flat. And I've never felt anything in real world cars on the wheel going straight, even on bumps. The car shakes in real life but I don't feel much in the wheel especially in a straight line. I assumed you were referring to the wheel wobble you get in Logitech wheels with GT5.
With FFB, don't consider strength to be the end all be all. GT5's is stronger but with my CSR and settings I feel Forza 4 does a better job. GT5 feels very 'on-off' with it's FFB.
I'm not the only one who feels this way about Laguna Seca, especially between both games. GT5 does not exhibit torque steer so as long as your smooth and don't over shoot it, you can mash the throttle and the car will pull right out of it without issue. Try this in Forza and the ass will kick out of a high powered RWD car, or front wheel drive torque steer will come out to play, or an unbalanced AWD beast will get very squirly. BTW, I'm a massive Laguna Seca fan so I generally use this track in many racers, GT5 and FM4 being no exception. It's not just the physics difference and corkscrew which is different, like I said the main straight leading into turn 1 is very different in both games. There's other differences but of this track these 2 are the most obvious.
I've tried changing ABS to 0 and adjusting the brake balance on many cars. Maybe I haven't found the sweet spot for certain cars in GT5 but braking is terrible if I leave it off. That combined with the fact that, even if damage is set to on, I gain an advantage by redline downshift pinging (no I don't do this, it's a trait that came from previous GT games) without affecting the drivetrain performance puts me off a bit. I'll try what you suggested next time I load up GT5, which might be awhile since the Porsche pack is here and quite frankly... I'm kind of a nut when it comes to Porsche!
But I still like driving in GT5, very much with a wheel and so-so with a pad. In Forza 4 I enjoy driving with both pad and wheel.
I'd be curious to know which cars you think/feel have more grip than your RX8, which weight, which tire width/compound. My experience with the game is that grip levels are quite comparable in similar tire/weight configurations.Again, it's not power-related lack of grip. Steady state. As in steady-constant throttle. Like driving on a skidpad.
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Nothing wrong with that 👍 It was cool talking to you about this in a mature fashion We got to stick together being from the NJ
I'd be curious to know which cars you think/feel have more grip than your RX8, which weight, which tire width/compound. My experience with the game is that grip levels are quite comparable in similar tire/weight configurations.
RX8 tire upgrades are limited. You won't get as much grip in a car with 275 tires (which sould be about the maximum witdh available for a RX8) than in a car with 300+ tires (which is quite common for supercars).
No problem. Our roads suck btw
in regards to FM4 physics:
I feel like the suspension doesn't work properly.
Even in a stock car, if you hit the curb on the inside of a turn, there is a good chance the car will roll over. The suspension does not absorb any of the impact.
However unless you fit the two to identical cars you are not making a valid comparison, too many variables exist when you take two different tyre stock and fit them to two different cars.275 R compound >>>> 300 Street rubber
You will never ever get an MX-5 to handle like a 2-eleven, its simply not going to happen, not a massive surprise given how totally different the cars are.I'll try to illustrate my point a little better.
The Lotus 2-eleven is one of the funnest cars in the game to me. Razor sharp turn in but at the same time incredibly stable in transitions. It has low weight and small tires. I attempted to recreate the feeling of this car with the MX-5 Superlight. With similar hp/weight ratios and similar weight, with similar tires, I can just never get the MX-5 anywhere near as good as the 2-eleven. I know trying to get an FR car to turn in as quickly as an MR car is fruitless, but it should be as stable or more stable under transitional loads and corner entry. But it always throws the tail out hard on anything but a totally mild corner entry. I even maxed out front bump and rear rebound in a semi-successful quest to reduce fore-aft weight transfer, maxed out the front sway bar, toe-in the rear tires an alarming amount, and it still loves to throw the ass out under corner entry. It's remarkably stable under corner exit on full power...it just sucks at corner entry!
FM4 does have too little grip on stock rubber(that's quite widely acknowledged), its still has more than GT5 does, but its not quite enough. However I disagree that its a wild oversteer fest, yes the rear can get lively but that is not a major disconnect from how cars feel on track (which given that they are almost always far wider than public roads result in much higher forces on the car). I've driven cars that are very benign under road circumstances, because you simply can get close to the limit become shockingly aggressive on track, simply because of the much higher speeds and resulting forces.I feel this is a common problem cars in Forza. Overly dramatic oversteer. I drive a Mazda2 every day, and it has never once stepped out as dramatically as it does easily in Forza. I dodged a possum one night and I felt the back start talking to me, but it was ever so slightly. Mind you this was a stupid manuveur under hard braking that would have killed me if I was in an old 911. I also have a GSL-SE RX-7 and it is not nearly as lively under power as it is in Forza. I can get it sideways, but you really have to throw it around for it to happen. It simply isn't powerful enough for power oversteer. Not the case in FM4, you ca powerdrift all day long in the game.
Odd because I've come across plenty of understeer in FM4, giving the 2.7 RS from the new pack a run last night it will understeer if you try and take a corner too fast, snapping to oversteer if you then lift. Very close to how the car should react.I think people play GT5 and the cars feel a bit 'safe' and that comes across as unrealistic, whereas the cars in FM4 dance all over the place which I suppose feels real to some people. Most street cars are setup to understeer at the limit, not oversteer. No car understeers at the limit in FM4. Understeer doesn't exist in the FM lexicon.
Despite Forza having a absolutely crushing advantage in the areas of sound (still far from what I call good, but definitely better), customization, community, list of cars, list of real tracks...I still find myself liking GT5 better. Heres why:
Get a car that doesn't sound like a vacuum cleaner, there are a few. I prefer the Spirit R RX-7, stock.
Go to the Nurburgring weather change, time change, free run.
Set the time to just before dawn. 4:45am works for me.
Set time scale to 1. Set weather to OFF (mostly because it still doesn't look that great)
Race for a solid hour (or more, the time flies) at the Nurburgring as the sun comes up with a wheel that provides incredibly realistic force feedback.
Forza cannot even approach this experience. I've never been able to even do more than one lap at the ring in Forza. Despite all it's got going for it, it doesn't look nearly as good, the physics aren't even in the same league, and the experiential nature just doesn't exist.
There are some things I truly hate about GT5. Actually there are a lot of things. But when it's at it's best (as above) it is a truly remarkable thing. To be honest Forza is the stronger game the majority of the time, but it never gets *as good* as GT5 can.
For that, GT5 gets my vote. I'm hoping v3.0 (if it ever comes) will bring great things.
I've driven a few cars from these games too, from the MK1 golf GTI (extensively) the the Ferrari 550 in fm3 (less extensively), and honestly not much of the steering -which is really all we have to judge off- felt similar in any of the cases, sure the cars might react the same but that's about it for me.
I agree that the experience you described is pretty awesome (the best in GT5) and it cannot be replicated in Forza 4 to the same degree!
My opinion is that hot lapping or time-trials in GT5 is still superior to F4. That is due to the handling feel and visuals being preferable to me in GT5.
That being said, I think F4 has surpassed GT5 in many features and has closed the gap in the areas where GT5 still leads. PD need to get their game on for the next round-- particularly in areas like sound, AI and flexibility in setting up races with the AI. No doubt F5 will be a launch or close to launch title for the Xbox 720 and at the rate Turn 10 is progressing, the GT series could be left behind across the board if PD aren't diligent in some of the areas that have lagged for years.
I agree that the experience you described is pretty awesome (the best in GT5) and it cannot be replicated in Forza 4 to the same degree!
My opinion is that hot lapping or time-trials in GT5 is still superior to F4. That is due to the handling feel and visuals being preferable to me in GT5.
That being said, I think F4 has surpassed GT5 in many features and has closed the gap in the areas where GT5 still leads. PD need to get their game on for the next round-- particularly in areas like sound, AI and flexibility in setting up races with the AI. No doubt F5 will be a launch or close to launch title for the Xbox 720 and at the rate Turn 10 is progressing, the GT series could be left behind across the board if PD aren't diligent in some of the areas that have lagged for years.
My opinion is that hot lapping or time-trials in GT5 is still superior to F4. That is due to the handling feel and visuals being preferable to me in GT5.