My biggest problems with forza 4 so far

Seriously? You're good. I can barely get the MRT5 round the track with a controller and when I can the lap times are atrocious compared to a wheel.
It helps that the joysticks on my Logitech USB gamepad have a longer and smoother throw than the ones on the 360 controller, and that I don't drive cars like the MRT5. :) I'm not as fast as I am with my wheel, obviously, but my point was that it's more predictable than 4za on the "Simulation" setting. I think we can all agree that both wheel and controller users are subject to a countersteer assist on "Simulation", and personally it throws me off.
 
It helps that the joysticks on my Logitech USB gamepad have a longer and smoother throw than the ones on the 360 controller, and that I don't drive cars like the MRT5. :) I'm not as fast as I am with my wheel, obviously, but my point was that it's more predictable than 4za on the "Simulation" setting. I think we can all agree that both wheel and controller users are subject to a countersteer assist on "Simulation", and personally it throws me off.

Can't agree in a sense. The countersteer assist (although I personal wouldn't call it an assist for the reasons below) is how I thought the simulation steering was going to be implemented and should have been IMO.

While countersteering the input/output acts much like the steering in LFS being that the steering angle range isn't dependent on speed/grip. This means that the movement you input into the stick directly relates to the angle of the front wheels at 0mph or 100mph and anywhere in-between. Now compare the stick input/output while under normal/non countersteering driving at 50-100mph and you'll see regardless of how much you move the stick past the point of available grip of the front wheels the wheels won't turn in more unless there is enough grip to make use of the extra steering angle. You can see this in action from cockpit view.

While I can see why the grip/steering angle limit is there, It should have been removed while using the "Simulation steering" option for both countersteering and turn-in, not just countersteering. This is why we had "Normal steering". Or so I thought.
 
The only cars with less than 720 degrees are most or perhaps all of the racecars, and a few odd examples like the TVR Sagaris, which was specifically equipped to have racecar-like quick ratio steering. Just a fraction of what the game offers.

Otherwise, 900 degrees is not on the high end for a real car. My BMW has 4 turns lock to lock, or 1440 degrees. I haven't checked my Subaru but I'm sure it does at least 2.5 turns (900). The Sagaris' steering is only as short as 1.8 turns (648 degrees).

NSX-R
Integra Type-R
Civic Type-R (ek9)

All have short ratio steering racks - Its more common than you think.
 
If there is no braking markers on the real life tracks then why is it a problem with FM4? Maybe there is. Maybe your just not looking hard enough for one. A braking marker can be anything. I don't have much of a problem finding a braking point on Catalunya. It's pretty easy to see the turn ahead and just judge it from that. I have a harder time finding a braking point on the Indy road course but I don't blame that on T10. I blame it on myself for not having enough experience on that track in FM4.

In GT5 (Indy road course) I used a caution light on the fence as a braking point. I can't find it on FM4 so i will just have to use something else. I completely miss it the first few laps but after a couple laps i'm hitting the mark halfway decent and if I did a full out session on that track I'm sure I would either find a marker of some sort or just find a rhythm in timing my speed vs distance.

Real life Catalunya has markers. T10's misguided perception doesn't have markers. Your argument is invalid.
http://www.youtube.com/watch?v=UZ8YGGtWghs

Also, the lap legality in Rivals needs to be fixed. In tracks like Tsukuba, you sometimes can't help running a corner wide in a powerful car, like my tuned Ruf for example.
 
Real life Catalunya has markers. T10's misguided perception doesn't have markers. Your argument is invalid.
http://www.youtube.com/watch?v=UZ8YGGtWghs

Also, the lap legality in Rivals needs to be fixed. In tracks like Tsukuba, you sometimes can't help running a corner wide in a powerful car, like my tuned Ruf for example.

I never claimed the real version didnt have them. It still doesn't make my point of view invalid. You don't NEED actual brake markers to be consistent. You can either find something else to use as a brake marker or just practice the track enough so that you don't need it.

Also the complaint that you can't keep your RUF on track is a you problem, not a problem with Forza. Like Motarded said we all have the same rules.
 
the a.i. needs adjusting when they are just traffic as in the track days in rivals mode. The A.I. are a bunch of morons when it comes down to it. Mind you they are better then the non entities in Gt5 but they are All. Idiots. Please turn 10 adjust the line for the cars in the when they are acting as traffic. By the way, on the ring the rule is slower traffic should stay right, at least implement this rule for the a.i. when they are just slower traffic. It would make the game more enjoyable.
 
the a.i. needs adjusting when they are just traffic as in the track days in rivals mode. The A.I. are a bunch of morons when it comes down to it. Mind you they are better then the non entities in Gt5 but they are All. Idiots. Please turn 10 adjust the line for the cars in the when they are acting as traffic. By the way, on the ring the rule is slower traffic should stay right, at least implement this rule for the a.i. when they are just slower traffic. It would make the game more enjoyable.

So you want the A.I to move out of the way when they see you approaching? Doesn't that defeat the purpose of the challenge?

Racing or time trials isn't officially allowed on the ring on public open days as the track is a public road at those times. If forza has to obey that law It will have to obey these rules too.
Summary: No Slicks. maximum sound-power level @ 95 - 140 dB. No cameras allowed.
 
Fact is this, I am a huge Alfa Romeo fan but the Alfa selection in Forza is poor to say the least, considering the history behind this marque.
156 GTA
147 GTA
GTV
Spider
Montreal
alfasud
alfetta
155 DTM
to name but a few.................

BUT, i still love the game and can see why they aren't in it. Alfas pulled the plug on America while back so Turn 10 dont 'get' Alfas.

Also the fact the Golf mark 1 has square lights for me is annoying....but again i can see why as its the American version.

For the same reason that GT5 has too many of the same but different Japanese cars, Forza has too much Americansentric car selection..... but i 'get' why.

So my point....theres few things i'd change but this is one hell of a game and you have to accept it has certain elements that are not spot on for you, but boy does it do everything well.
 
So you want the A.I to move out of the way when they see you approaching? Doesn't that defeat the purpose of the challenge?

Racing or time trials isn't officially allowed on the ring on public open days as the track is a public road at those times. If forza has to obey that law It will have to obey these rules too.
Summary: No Slicks. maximum sound-power level @ 95 - 140 dB. No cameras allowed.

I don't disagree with you and don't want them to move out of the way, I would like them to not hit me from behind or push me off the road, etc. because this is not allowed in any motorsport especially when I am physically ahead of them, or at least 3/4 car length ahead when along side. That's all. or maybe to not get penalized when they don't use their brakes. Nuff said. Also, The post header is My biggest problem with Forza. So, you can stuff your opinion.
 
For the same reason that GT5 has too many of the same but different Japanese cars, Forza has too much Americansentric car selection..... but i 'get' why.

Um, what?

If you actually counted the numbers instead of assumed, you would find the balance between Europe, Asia and America is pretty damn even.
 
Um, what?

If you actually counted the numbers instead of assumed, you would find the balance between Europe, Asia and America is pretty damn even.
He's not talking about a quantitative bias. He's referring to the USDM-spec renditions of foreign cars, and a lack of certain cars that possess little to no historical significance for americans like Turn10, but quite a lot for Europeans or the Japanese.
 
I'm loving Forza 4 at the minute but its got some major faults that need addressing before it gets to much and I go back to GT5.

1.The constant steering aid that you can't turn off is a joke. we need a full simulation mode with zero aids

Agreed.

2. The A.I is good but some of there passes leave alot to be desired, they dive down the inside and take you out way to often sometimes leaving you in the awfully implemented anti cheating grass.

Agreed, but borderline on a major fault.

3. The anti cheating method is good in places but at some points round certain tracks its just frustrating and pointless.

Agree and disagree.
Its not good anywhere, anyplace, anytime.
This is the most ridiculous, unrealistic, aggravating feature in this game.
The foul line needs to be moved to the center line of the car at a minimum.
Better yet take a tip from GT and get rid of it.

4. It still feels like theres a limted amount of steering angle allowed by the game before you go into uncontrollable understeer.

I don't notice this to the degree you describe, and my replays show quite a bit of steering angle on understeer in corners.
Good be just my perception.

5. While the graphics are good, there are some points where the graphics are that jaggy you cant see the turn in point of the corner, namely indy speedway and topgear track where you go bacwards throught the follow through. the sharp corner before that is invisible.

I haven't noticed this either to any great extent.
Could be the TV maybe.

6.There is a lack of braking markers on certain track layouts like top gear, barcelona an hockenhiem. dont use breaking line so we need some markers to use for breaking.

Agreed, markers need to be present for any hard brake corners.

7. Last but not least, the racing tyres don't have enough grip, trying to drive some of the more powerful cars is next to impossible even on racing slicks which cant be right

Agreed, but somewhat borderline on a major fault.



I have two more:

8. Unrealistic inequities between some inclass cars.
Performance should more closely match power to weight ratios and design.
I've never been a fan of the car class system and this is one of the main reasons why.

9. Too much inequity between man and auto trans.
This is the 21st century, shift points should be adjustable for auto trans.
 

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