Forza Motorsport 4 - General Discussion

  • Thread starter Mr Latte
  • 4,624 comments
  • 315,443 views

What Version Do You Intend To Buy

  • Limited Collectors Edition

    Votes: 224 68.3%
  • Standard Edition

    Votes: 61 18.6%
  • Undecided

    Votes: 43 13.1%

  • Total voters
    328
I bet there's one little block of code that does...

Code:
IF <car is sliding> {
  IF <countersteering>{
     <activate countersteer assist>}}

Can't tell if sarcastic or not. :P

In either case, it's plausible that there is a block of code like that. Maybe there were multilple blocks of code like that (or more likely, multiple calls to that single function) in Forza 3 for various input devices, and Turn 10 simply failed to remove every last one for Forza 4.

Not the most likely answer, but it's one theory at least. But if this countersteering assist function does exist, one would wonder why they didn't remove it and instead just tried to remove the calls to it. Kinda backwards. One explanation is that it isn't encapulated into a function, and instead the block of code was actually written multiple times in their code. I doubt Turn 10's programmers are sloppy, so it's very doubtful that this is the case, but it's still a possibility.
 
Totally serious. Going by the quote in post #3682. The conditions for it to switch to the "270 degree countersteering mode" are that 1) the car is, in fact, sliding, and 2) the user has to countersteer. Some sort of action event will happen when the car is sliding and another if the user starts to countersteer, then an action is performed that tweaks steering for that time.

Its probably just a matter of deleting that code block, and not even needing to replace or modify it.


For those thinking Dan couldn't possibly be lying - he's done it before. T10 can be pretty terrible when it comes to criticism and covering things up. But they have a good side, and you can see that they do listen to the community for what features are in demand.
 
More play time had gone down and it is definitely something to do with a situational speed sensitivity trigger. The steering is quicker when you are up to speed and even quicker when you have to do quick counter steering (tried the glitch that allows true 900 steering and I can't save most of the slides). What I can't produce though is the sudden shift in steering position as my reading seem to follow a progressive curve, the change in steering rate is not instant but continuous.
 
Totally serious. Going by the quote in post #3682. The conditions for it to switch to the "270 degree countersteering mode" are that 1) the car is, in fact, sliding, and 2) the user has to countersteer. Some sort of action event will happen when the car is sliding and another if the user starts to countersteer, then an action is performed that tweaks steering for that time.

Its probably just a matter of deleting that code block, and not even needing to replace or modify it.


For those thinking Dan couldn't possibly be lying - he's done it before. T10 can be pretty terrible when it comes to criticism and covering things up. But they have a good side, and you can see that they do listen to the community for what features are in demand.

Its a lot more complex then that. Have you ever worked in a big software developing firm ? I do so let me try to explain to you how things are normally done.

You have an Software architect and use a Project leader Manager. They write the requirements for the game. That list is pass down to coders. They do the best they can to try to meet the requirement within the given timeline.

Then it's the QA portion : Assembly Testing, Product Testing, User Assembly Testing and Regression testing. This is all good on paper but all of this testing are only as good as your test cases.

There is possibility that the behavior exposed might of slip through because of the test cases omitting to test that specific scenario with the specific hardware. Dan is not lying in a sense that its list of original requirement were not to included Steering assist and it's how he believe the game was deliver.

So give Turn 10 a chance to figure it out instead of calling them liars.
 
HBK
Thank you 👍

And my analysis is pretty much in line with Yoritomo's. There is a counter-steering linearity change (and only that), in simulation mode (900 degrees).

Edit : Sounds like a possible glitch to me.

All signs do point to this, absolutely. I hope they actually recognize the problem and fix it instead of denying anything is wrong.
 
Nah, you should know by now that adding something productive to the discussion is only for nerds. Trolling is what all the cool kids do nowadays.


Right, because this thread is filled with shining examples of productive, mature and informative discussion.

My comment was every bit as meaningful as the stupid fake code thing that was posted, but hey, don't you look cool by calling me out!! Nice work!!
 
Right, because this thread is filled with shining examples of productive, mature and informative discussion.

My comment was every bit as meaningful as the stupid fake code thing that was posted, but hey, don't you look cool by calling me out!! Nice work!!


I still don't see how you take that as some joke. I obviously wrote that as psuedocode because I'm not part of T10 and have no idea what the exact conditions are for this change in steering to happen, but it definitely has to do with detecting oversteer in some way and then checking if the user is countersteering. If so, it changes to some different steering mode.


And my point is, the code that is causing this to happen likely isn't tangled up in a big mess of physics calculations always going on. Meaning that it should be easy to remove and should not cause any side effects by doing so.
 
:D

Shame it has a hardtop equipped.... :(

6210348248_9ec787a56b_b.jpg
 
I can't remember for sure, but I think the convertibles in FM3 (as in the ones raced topless...and I'm trying to decide if there was even more than one...I know the Shelby Cobra drove topless) did not visually gain a roll cage. I think it would be cool if we had the Miatas, S2000s, and the like able to drive top up or down and have the full cage visible. Maybe even charge you to install a roll bar to race top-down (as many tracks require a bar if you have the top down - that cloth top in your Miata will save you otherwise)
 
^ That would be pretty cool. I'm wondering exactly how many cars will actually have the top down in FM4. From what I recall the S2000 had the top up and i forget about the Miata.
 
^ That would be pretty cool. I'm wondering exactly how many cars will actually have the top down in FM4. From what I recall the S2000 had the top up and i forget about the Miata.

The NA had a hardtop and the NC was the power retractable hardtop, I think. The NB is the weird Mazdaspeed one and has the black soft top up, always. Don't recall which roof the S2000 had, but it had one. First gen Boxster has a hardtop, second gen has a soft-top (not that it matters this time around). As well as the interiors are modeled, I don't know why they can't just let them all be topless. There's a chance they won't look perfect from a chase cam or what have you, but I'd rather that be the case than ruining the look with a top on everything.
 
Yeah, I can think of some lovely period-style paints for that beauty. Shame it hasn't got whitewalls though.
 
Would be cool if we had the choice to fix the damage or not after a race...could have some interesting photo mode shoots of wrecked up cars.
 

Latest Posts

Back