GT5P VS FM3 Drifting

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hazeddream
Wasn't sure where this would go (mods please move this if necessary)... And I didn't really want to post it on the Forza part of this forum as its highlighting negatives of the game, but here it goes:

I have spent plenty of time on GT5P, a few tries on the time trial version of GT5, and FM3, with around 10-20 hours at least on FM3. I own a PS3 and I borrowed my friend's Xbox 360 for a while to see what Forza was like.

The first impression of Forza is that the physics engine makes the car feel very raw, as if they actually felt like they have been stripped out, and each modification changes the characteristics of the car.

I am a drifter on GT5P and GTPSP, and I was hoping to take advantage of the techniques built up on the two games to drift on Forza, and hopefully take it online to gain more experience. However, the first thing that struck me was that I was spinning out even when I was not going too sharp around the apex on Tsukuba. Around 5 laps later, I decided to check the replay.

The first thing I noticed was the fact that I was actually doing basic drifts around the first corner perfectly well. It turns out that the bumper cam and hood view give a pretty bad sense of angle, and you spin out when it looks like the car is drifting at an optimal angle. Another thing I noticed when looking at the replay was the fact that the car was travelling in a.... dodgy way. I cannot explain how, but it was a very artificial look in how it was reacting to my counter steering.

This brings me to a second problem. The steering turns out to be quite sluggish, with the analog giving the same steering response as GT5P's d pad, and Forza's d pad, when enabled, was even slower. The steering speed I am referring to is the time it takes for the wheel's position to changed to the desired angle when it is input from the controller.

These laps were done on a modified 350Z, with only the following upgrades:
suspension, weight reduction, and a set of Volk rims.
I had the assumption that if I made the car identical in settings to the 350Zs I have on GT5P and GTPSP, it should work quite well competitively online. Later on, I find out that this is not the case at all.

I decided to enter an online drift race, but I was instantly greeted with players using Supras and converted R34s, tuned pretty much to the max. This confused me, but I decided to carry on with the matchmaking.
In the race, I instantly got overtaken, and was beaten by thousands of points.

AND so, I decided to completely retune my 350Z, maxing out all modifications, and keeping the so called "race" gear ratios. Noticeable ones include a "race" flywheel, tire compound upgrade, and tire width upgrade for both front and rear.
Turns out this made it EASIER to drift, increasing the responsiveness of the counter steering during a drift with the throttle down all the way. This type of handling would have made slightly more sense when the car was stock, but with way over 500BHP, this completely baffled me, as far as I know, lower powered cars are far easier to drift compared to high powered cars. Forza awards points for speed and the angle of the drift, but it does not regard the car that you are using. Low powered cars can only gain a limited amount of points due to the fact that it cannot gain the angle and power that is required for a sweeping turn.
I carried on trying out different settings and ended up buying a tuning setup from the storefront.

Overall, the drifting on Forza is very underwhelming, with limits to the angle of the car around a corner, and the very fact that your car must be maxed out in order to even stand a chance against people online. This can be hindered by the fact that the scoring system is biased to high powered cars, and the fact that they do not have any type of harder tire compound available.
Physics engine wise, it is very similar to GT5P, but it is the steering mechanics and odd camera behaviour that differentiates the two games.

Hopefully this should give some sort of insight to how the game works. As for the physics engine itself, I cannot tell if GT or Forza has the better one. However, I feel that they both have remarkable similarities.
 
I have both gt5p and fm3, although in gt5p i have my logitech G25, but in forza i'm stuck with the controller. I noticed the same you did when i first started drifting Forza that my counter-steer was too slow and not responsive, so i went to the controller settings and took out the Dead zone in the steering axis and this helped a LOT. I never pay attention to the scoring system, i just love drifting the lines and linking turns that I feel is correct. I wish i could give a fair comparison of FM3 physics but with the controller, i read that there is ALWAYS a steering aid, even if you turn all aids off, which i do.

It's hard to do a fair comparison playing one with an awesome wheel, and the other with a controller, but overlay FM3 did a good job with the base physics and concept of drifting/weight transfer. I've only drifted online with friends, for fun but i don't take the points scoring in forza or gt5p seriously. Most of my FM3 drift cars are in the 350-500hp range. Only because it's easy to keep the wheels spinning in the short/sharp turns, plus you have enough power to start off a short turn that stretches out to a wider turn. I used to prefer the cock-pit view but without the wheel didn't feel rite, and in certain cars it blocks out a lot of the view. I now prefer the hood view.
 
Yea I found that having more low powered cars to be easier to handle, with perhaps only a few minor power upgrades to keep the power when coming out of the corners.
I would love to see more options with the tire compounds, since mostly everything else tuning wise is very detailed, the tire aspect is kind of lacking.

I also tried the dead zone thing, and it didn't really do anything.... but that may be because I did it wrong :P
 
Yea I found that having more low powered cars to be easier to handle, with perhaps only a few minor power upgrades to keep the power when coming out of the corners.
I would love to see more options with the tire compounds, since mostly everything else tuning wise is very detailed, the tire aspect is kind of lacking.

I also tried the dead zone thing, and it didn't really do anything.... but that may be because I did it wrong :P

With the deadzone, i turned it to (0), or all the way down, it makes regular racing inputs a bit more jerky, but i personally noticed a difference in the amount of time it takes to counter-steer.
 
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