Unless both my wheels are damage, from that game
Forza is designed to detect wheels (since FM3) but theres no typical calibration, more adjustments than basic: deadzone + FF + vibration, no bindings just few presets, no automatic DOR etc.
Do a little bench a try to drift in any car catching slides and compare it to wheel. Any slip angle progression? No, plain rumble effects with lessening force.
1 nah (tx at least)In short, (1) works much better with gamepad than with CSW or TX. (2) If you ever tried PC racing avoid FM6.
Saying this have to notice, still great game for gamepads, amazing photo mode, stunning cars and track list.
I regrets that i can't push myself to play it with pad.
just go to 5:46 look at the back of the reventon the vents are turning.
I wanted a closer look at the puddles so I stopped on one with chase cam and they are completely flat... I ruined the illusion for myself
The pulling effect they have is still brilliant though but it's kinda bs to call them "3D".
I guess you are referring to the simulation of the ...wheel and not physics itself? even then, I don't think you are right: when playing with a wheel with sim steering on, there is no speed sensitive steering and you can turn the wheel as much as you like no matter what.
a quick test is -with these settings- to bring up the telemetry while racing and on the very first panel, top side it shows the red dot (where your wheels are pointed). you check that (yank the wheel left-right and see the dot) and then flick the sim steering off and check again to see the difference. and that's on forza 5, not even 6
edit: my gripes with the demo is
a) I see that loss of traction on car collisions has been toned down. this is maybe a step back for me regarding simulation, BUT then again for the last two years I've been witnessing myself online how the majority of players simply cannot handle it.
so forza 6 I guess will go softer on car-to-car physics, a thing which in the long run I am sure will make majority of people happy. (car to car damage too, unless this is set for demo)
b) this is not about the demo, but for forza in general: I want an option where I am searching for online games for players that strictly use a steering wheel. do it t10!
This is something I have to explain?
Well for one you get actual force feedback with a wheel and since the TX is belt drive it will force you to fight against it at times. You get a lot more road feel when you can actually feel the car pushing against the edge of traction. The physics with a gamepad have a constant aid at all times on the steering, this is because driving with a gamepad without it would be an awful experience.
The wheel takes away this aid and with simulation steering and no assists you are opening yourself up for a roller coaster ride when going at max around a track.
Here is a stream I recorded for 2 1/2 hours last night with the wheel, no assists and simulation steering.
http://www.twitch.tv/xboxuncut/v/14668625
I don't know how anyone can recommend a gamepad over a wheel with Forza 6.
I've been drifting since the release of FM4, with a few instances of messing around in previous iterations of Forza and GT. Plus I drift in Assetto Corsa on the PC. Its what I do when I want to blow of steam.
This is me drifting in FM5 on the ring in my drift tuned 240sx with the thtustmaster TX wheel set to 900°. I was using manual with clutch and the paddle shifters, as the T3PA pedal set and shifter wasnt released at the time I had a working wheel.
The grip in Forza is fairly progressive, which provides some very good slip angles. If there wasn't, then there is no way I would be able to drift like that in the game with. Nor would any forza drifter for that matter. Wouldn't matter if I was using a wheel set to 900°, or a control pad.
Racing and drifting on a wheel in forza is miles better than driving with a controller though, even with the force feedback deadzone at the wheels center. But that is just a personal opinion on my part. There are people who feel it is better to drive in Forza with a pad, and that is their personal opinion. When it comes to racing games, there is no right or wrong controller input.
If you're struggling with ffb in PCars look here http://forum.projectcarsgame.com/showthread.php?22938-Jack-Spade-FFB-Tweaker-FilesOne of the things I like about Forza and even F1 20xx series is how simple it is to set up the wheel and adjust the force feedback. It works great out of the bat. With pCARS I have about 20 sliders, out of the box it works awful. Now I don't even know how to set it up with all those sliders, I tried but it still stinks. Somehow I think I made it even worse.
I prefer for the developers to actually fine tune these things themselves so us consumers don't have to go and fiddle with all these settings. Actually having more options is good but there's also having way too many options up to point where it just gets too confusing and you never end up with anything remotely good.
By the way if anyone has a good setting for the TX on pCARS could you please send it to me?
3d = three dimensional = length, width and depth.Yeap, I too call bollocks on the supposed 3D puddle thing... while they do have an effect on the car, which is brilliant, physically, they don't even send water spraying around the car as it should IRL, neither do you see the car's tires actually reacting with the puddles, graphically. It's just a sound you hear and change in physics you experience, that's it.
Still a good start, and we'll eventually improvements in future Forzas. They always make improvements in terms of graphics as well as audio and physics; they have a good track record that speaks for itself.
Yes, that'd beWhat I wish is a user-selectable mode where abolutely no hand holding happens, and they put their math and data as raw output, without any helping intervention
The wet weather does at a lot to improve the game. I'd prefer it if away from the puddles it was a little more slippy, still feels pretty grippy. And I still maintain that those huge lakes across the track are not needed, the puddles themselves have such a dramatic effect on the cars handling that smaller, more realistic puddles in terms of what you would see in a real life race, would have been absolutely fine as they would affect the racing just as much.I've finally had some time to play the demo all the way through and I particularly enjoyed the wet weather race! The way the car pulls to the side as you go through puddles felt realistic but controllable if you pre-empt them, just like in a real car. I would like to see a bit less aquaplaning than there is currently though, if you hit a puddle mid corner in the demo you are guaranteed to aquaplane regardless of what the car is doing. Or at least that's how it felt.
but for the puddle placement and size, they stated that they visited each location and took very detailed data & pics of placement, size etcThe wet weather does at a lot to improve the game. I'd prefer it if away from the puddles it was a little more slippy, still feels pretty grippy. And I still maintain that those huge lakes across the track are not needed, the puddles themselves have such a dramatic effect on the cars handling that smaller, more realistic puddles in terms of what you would see in a real life race, would have been absolutely fine as they would affect the racing just as much.
Believe me I have no doubt that the real life pics will show puddles in the exact same place as in game. However, I also guarantee that if the real life circuit had puddles of that size no racing would take place. It's just T10 showing of their new feature in an over the top way. It's something they always have done and I just wish they would realise they don't need to, normal sized puddles would have been just as good. Less is more sometimes.but for the puddle placement and size, they stated that they visited each location and took very detailed data & pics of placement, size etc
I dont live anywhere close to sebring to be able to know/compare to the demo, but I'm pretty sure that as summer leaves and rains start, we will have nice comparison pics and see if t10's statements about their technique for puddle placement holds.
If you're struggling with ffb in PCars look here http://forum.projectcarsgame.com/showthread.php?22938-Jack-Spade-FFB-Tweaker-Files
Jack has done all the leg work for us and found some excellent ffb settings for each individual car. It's a long thread but worth a read as there is some excellent information in there, first post is the important bit. The files he provides are for the PC but some kind soul has translated his files into a spreadsheet for console users to input themselves. They really do make the ffb come alive in PCars.
And I agree with both ways of doing it. The pick up and play nature of Forza is fantastic for those less concerned about the intricacies of the ffb, the downside being not able to tweak as much. I also think the tweakability of the PCars method is fantastic and really lets you dial in the ffb to your liking, the downside being it's overly complicated and unless you have a good samaritan like Jack it can be very daunting.
when google for sebring-rain, all f6 videos come up lolol
I found one though where it seems that puddles do form inside the track and race is indeed happening.
check this video in 1:48 what happens to the opponent car. looks like a puddle, no?
Very good point about leaderboards. I wonder if that means we will never see true dynamic weather in a Forza game as that would truly mess with the leaderboards.IMO t10 did a very good first step for water simulation on track I must say (best I've seen), even though I hate driving fast on rain with a passion
the physics are good, the 3d nature of pools is there, and I would bet that unless community totally rejects the idea, they will finetune it even more in the future.
about what you say for different wet conditions, one big problem I see is that it would totally **** up the leaderboards.
you have a solution around that?
they way they fixed it (here's your night, here's your rain, same for all) works PERFECTLY for leadeboards, while it is enough of a game changer for lobbies.
a more ...dynamic nature would **** it up for sure, and I dont want that
Well, driving on a gamepad would not be an aweful experience if T10 simply take the initiative of removing speed sensitive steering and ALL other aids from pad steering and introduce an option that simply allow players to control steering speed or sensitivity.
I have a feeling they've deliberately kept these aids on controllers to coax more people to buy wheels just for Forza. I would not be surprised if they have a collateral going on with one of the wheel manufacturers to enjoy royalties and whatnot.
Personally I hope we never see it on fm, as it would mess up the game for me entirely.Very good point about leaderboards. I wonder if that means we will never see true dynamic weather in a Forza game as that would truly mess with the leaderboards.
Personally I hope we never see it on fm, as it would mess up the game for me entirely.
I am positive though that they already know this, thats why they are pushing these things through their second franchise via playground. and its working well like that.
I think it would be a welcome addition. I had a 20 lap MP race last night in PCars around Snetterton 300 in the GT3 class and the changeable weather made such a difference. Was wet in practice and then started to dry up through quail so people were diving into the pits at the last minute to change to slicks to set a quick time. Then in the warm up the weather forecast changed to light rain. Some people decided to start on inters, some slicks, we all had to make two pit stop strategies for the race as didn't know what the weather would do. The race started dry so those of us on slicks pulled a lead but then the rain came and we had to pit allowing those on inters to overtake us. By the last 5 laps the guys who started on inters were finding their tyres starting to wear and overheating meaning they were really struggling to maintain control. It was an awesome race and it was the changeable weather that really made it.Personally I hope we never see it on fm, as it would mess up the game for me entirely.
I am positive though that they already know this, thats why they are pushing these things through their second franchise via playground. and its working well like that.
Still, I don't understand why you keep saying that driving on a control pad is so bad. Forza has the best controls on a gamepad out of any sim based racing game, and always has. The speed sensitive steering only comes into effect at speed anyway, and if you are so bothered about any hidden assists on the controller. Then just use Sim steering, or go and buy an xbox one compatible wheel. You will find it wont change things much though, even if you do have a wheel. If you go into a corner too fast, then you will still understeer; no matter how much you turn the wheel. If you are using a RWD car and put the throttle on too hard and too early, then you are still going to break the rear end loose. These two things do not change between a wheel and a control pad, as they are both using the exact same physics engine. Neither control device is a god mode. Not only that, but having a wheel set to 900° doesn't mean you have to turn the wheel more than 90° left or right in 97% of corners in game. With only the tightest hairpins needing more turning than that, or while correcting a huge mistake. Which is very close to real life in this regard, and is exactly the same on the likes of Assetto Corsa.
Also, Speedster. This is one of the most ridiculous things I have seen you come out with on this forum. If you truly believe that, then you should know that most of the top 10 leaderboard runners in forza are using the default xbox one controller. And this was the same in Forza's of the past, including your own personal holy grail of FM4.