Hi,
I've always felt there was a problem with forza when it came to agressivness of drift transitions. The issue that the car wouldn't really flick the other way if I made a stupid mistake (for example GT5 demo does flick the other way too much, while Live For Speed has it pretty much spot on, while in forza 3...).
So here's the problem:
When using msff steering wheel, the game recovers slides by itself enough to eliminate the "flick the other way" and pendulum effect.
Example: In real life when the inexperienced driver oversteers, countersteers too much, then rear tires regain grip, the car will/might flick the other way. This what is a mistake by unexperienced drivers can be used by drifters to make their transitions more agressive, in forza 3 it just does not work. Because forza 3 will then start returning wheel to the center even if you hold the wheel still. You can still "flick the other way" (more like change direction in a smooth way) by forcing it with throttle or just keeping the steering turned, but it is very weird and feels weird. Why weird? I will explain:
msff countersteer: constant at xxx degrees.
1) rear tires: over the peak. Ingame wheel: not linear, but direct to msff.
2) rear tires: about to regain the grip (become green). Ingame wheel: starts returning to the center (msff still at the same position, constant countersteer).
3) rear tires: already gripping. Ingame wheel: countersteer reduced in 2).
So during oversteer situation we hold the wheel at one position. But in-game countersteer changes the amount of countersteer when rear tires are about to catch grip to help the player avoid losing control (flicking the other way).
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You can see it both ingame, and both in replays (especially easy seen in slow motion). For example take a race car. Start a drift, hold a wheel at XXX degrees. Let off the throttle and wait for rear tires to catch the grip. Repeat the process a few times. Then go to replay, turn on the telemetry and see what happens with in-game wheel when rear tires regain grip. And remember that you were holding your actual wheel at one position not letting it return to the center.
Here's exactly what happens in telemetry:
Car catches a slide, rear tires have lost their grip (are over the peak). When they are about to regain traction (become green in telemetry) the in-game steering will start shaking left and right, while returning slowly to the center, making sure that the car won't flick the other way (as it would have caused the pendulum effect).
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I tried to present this problem on forza forums, but it seems to be a lost cause. No one is really interested. :/
I've always felt there was a problem with forza when it came to agressivness of drift transitions. The issue that the car wouldn't really flick the other way if I made a stupid mistake (for example GT5 demo does flick the other way too much, while Live For Speed has it pretty much spot on, while in forza 3...).
So here's the problem:
When using msff steering wheel, the game recovers slides by itself enough to eliminate the "flick the other way" and pendulum effect.
Example: In real life when the inexperienced driver oversteers, countersteers too much, then rear tires regain grip, the car will/might flick the other way. This what is a mistake by unexperienced drivers can be used by drifters to make their transitions more agressive, in forza 3 it just does not work. Because forza 3 will then start returning wheel to the center even if you hold the wheel still. You can still "flick the other way" (more like change direction in a smooth way) by forcing it with throttle or just keeping the steering turned, but it is very weird and feels weird. Why weird? I will explain:
msff countersteer: constant at xxx degrees.
1) rear tires: over the peak. Ingame wheel: not linear, but direct to msff.
2) rear tires: about to regain the grip (become green). Ingame wheel: starts returning to the center (msff still at the same position, constant countersteer).
3) rear tires: already gripping. Ingame wheel: countersteer reduced in 2).
So during oversteer situation we hold the wheel at one position. But in-game countersteer changes the amount of countersteer when rear tires are about to catch grip to help the player avoid losing control (flicking the other way).
--------------------------------------------------------------------------------------
You can see it both ingame, and both in replays (especially easy seen in slow motion). For example take a race car. Start a drift, hold a wheel at XXX degrees. Let off the throttle and wait for rear tires to catch the grip. Repeat the process a few times. Then go to replay, turn on the telemetry and see what happens with in-game wheel when rear tires regain grip. And remember that you were holding your actual wheel at one position not letting it return to the center.
Here's exactly what happens in telemetry:
Car catches a slide, rear tires have lost their grip (are over the peak). When they are about to regain traction (become green in telemetry) the in-game steering will start shaking left and right, while returning slowly to the center, making sure that the car won't flick the other way (as it would have caused the pendulum effect).
--------------------------------------------------------------------------------------
I tried to present this problem on forza forums, but it seems to be a lost cause. No one is really interested. :/