Indeed. I'm doing reasonably well without using TCS. I couldn't do that in FM5
As I had mentioned in a post reply earlier (don't recall which one), the grip physics have been improved. Front wheels bite as they should. You can feel the suspension better and LSD tuning seems to have a heavier impact this time around. What's more, adding wider rear tires really helps in keeping the rear planted, which wasn't quite the case in F5, although it did a decent job of relaying the benefits to the player.
There are many, many intricate improvements they've made to the physics model, and it would take me a good page or two just to list them down!
If those saying FM6 is too easy (without any assists), cars handle too well, I have to ask... do you hold any top five leaderboard times?
To me, IRL, I can drive a car close to the limit (my limits considered) without hours of practice; I feel in control and can feel the limits of the cars. I have had some track time with a number of my cars over the years (2 different Corvettes, modified Camaro (67'), modified Cuda (70'), a highly modified 77' Trans Am, and currently a BMW 135i. This past spring I also had the pleasure to drive a Ferrari 458 Italia (Xmas gift from kids) at Exotic Racing in Las Vegas. The Exotic Racing coach help me get up to speed very quickly (times compared well to many other non-professional drivers), within a couple laps but even the first lap in this fantastic car I had it close to the limits (back end stepping out mostly from unfamiliarity and lack of talent!).
With this said, I like virtual racing games (rFactor 2, AC, SCE, R3E, etc.) where I can race and feel relatively in control from the get go, I can feel the limits of the virtual car rather quickly. I'm FAR from an alien (IRL and virtual) and if I push the cars that's where they become much more difficult. To me, racing games that are are hard to race "well" without hours and hours of practice are closer to what I would classify as an "arcade" game than a "simulator" game. Ridge Racer is hard for me as I'm not a "gamer", real world racing techniques and rules don't apply, gaming ability is of utmost importance.
To me, FM6 is starting to feel closer to my preferred PC games and closer to what I would expect a real car to handle like. I do understand much of this is preference, what I like in a racing game will not apply to everyone. My $.02.
Very well said Fassbender! 👍
I can feel more momentum in the cars I'm driving, and the suspension model.. well, it now behaves like it should.. body roll and suspension feedback is simulated a little better and chances are, if you're a good driver IRL and understand how physics and g-forces play their role on a fast-moving car, you're going to get good at the game.
However, someone coming from say Ridge Racer, NFS or Burnout, will have a hard time coping with Forza. IMHO, Forza 6 physics are a step in the right direction.. and I hope in future Forzas, they give a little more attention to braking physics as well. Between, Forza, GT and some of the PC sims I've played, I honestly don't see too much of a difference between them all, as nearly all of them do a good job of relaying physics.
I would say though, that just like you said, Forza is a lot closer to how PC sims feel. It just feels right, though I get the feeling T10 is somewhat holding back and want to continue to keep their game "accessible" for everyone. All in all, it feels good to be a Forza player today, and the game bites you back if you cool off your jets too soon: it has happened to me a number of times.. and interestingly on the final lap, I 'take it easy' and the car will bite back, causing a wipeout. Everything matters in Forza - your braking distances, your racing lines, throttle manipulation, downshift/upshift timing around corners, wheel angle etc. and most important of all, unrelenting focus!
