The New King of Racers? FM4

I hope it does mean the A.I will take advantage of the Auto Upgrade feature so it's not just me in a S700 car racing against 1 other S690+ and the reset being hopeless buckets with S<650 P.I it's not even fun.
 
The MadCatz (Saitek) wheel is the FM-equivalent to the DFGT and priced just as sensibly. Don't instantly go "Ew. MadCatz" either...

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Sorry, I just had to. :P

Hmm, the DFGT isn't quite as satisfying to own as I thought it would be, it has been great as my first wheel but after trying the Fanatec wheels I'm considering one of them, although they're quite pricey and to be honest, just a toy which I would use only once in a week.

But thanks for the tip, I'll have a look onto that feline wheel you've mentioned.
 
I hope it does mean the A.I will take advantage of the Auto Upgrade feature so it's not just me in a S700 car racing against 1 other S690+ and the reset being hopeless buckets with S<650 P.I it's not even fun.

As people always suggested on the GT boards around here:
Pick a slower car.

Nah, just kidding, I really hope T10 gives us an adaptable AI, adaptable in terms of what cars they drive, that would really help the game quite a bit.
 
As people always suggested on the GT boards around here:
Pick a slower car.

Nah, just kidding, I really hope T10 gives us an adaptable AI, adaptable in terms of what cars they drive, that would really help the game quite a bit.

Well we already know the events adapt to the car you're driving (which previously only happened in FM3 and that was merely events that already covered that specific class, and not your car in particular), and hopefully Dan saying what he did wasn't him being at a loss for words.

Which I doubt as Dan is never at a loss for words. :lol:
 

Which I doubt as Dan is never at a loss for words. :lol:

True :lol: The guy knows how to talk. I guess being a native english speaker does help with communication with the fans :sly:

Anyways, I'm hoping that they won't only use stock cars that match your car's PI, put also have the AI dirve some pre-tuned ones, that would make it quite a bit more interesting, I think.
Shift 2 did that very well, in my opinion, as that prevented thhe game from creating the same grid all the time. If T10 offers something like that, that would be quite brilliant.
 
On the surface, the auto-upgrade option sounds like a really good idea to combat what is inevitable, that for some people, Hard AI is still too easy most of the time..

The only issue I see is that you need to be able to override it, as some people want an easy challenge, they just want to get through the game, and don't want to be struggling on every race, they want that feeling of annihilating the competition..

The key to keeping the game relevant to everyone is allow them to play it how they want.. I like to beat the AI using a lesser car, that's my bag (or how I roll in US parlance)... But a lot of mates like to set it on easy and lap the AI cars..
 
The only issue I see is that you need to be able to override it, as some people want an easy challenge, they just want to get through the game, and don't want to be struggling on every race, they want that feeling of annihilating the competition..

That was 'easy' is for. It reduces the AI to infants, driving pedal cars.

What I'm more worried about is that some people will complain about the game being too hard for them on the harder difficulty settings and especially the simulation steering mode, because they refuse to dial the difficulty down a notch or too - because playing on anything but the highest difficulty isn't 1337 enough, or whatever :indiff:
 
As people always suggested on the GT boards around here:
Pick a slower car.

Nah, just kidding, I really hope T10 gives us an adaptable AI, adaptable in terms of what cars they drive, that would really help the game quite a bit.

Hopefully it something like NR2003 on the PC which the AI adapts per track. In every game I've played there are tracks the AI is slower than others.
 
Hopefully it something like NR2003 on the PC which the AI adapts per track. In every game I've played there are tracks the AI is slower than others.

True. I guess it's partially because most drivers won't only put upgrades into the car, but will also tune it for a given track... The AI can't, so that's where a lot of difference comes from, sadly.
 
On the surface, the auto-upgrade option sounds like a really good idea to combat what is inevitable, that for some people, Hard AI is still too easy most of the time..

The only issue I see is that you need to be able to override it, as some people want an easy challenge, they just want to get through the game, and don't want to be struggling on every race, they want that feeling of annihilating the competition..

The key to keeping the game relevant to everyone is allow them to play it how they want.. I like to beat the AI using a lesser car, that's my bag (or how I roll in US parlance)... But a lot of mates like to set it on easy and lap the AI cars..
I was just about to post this. Great points.
PS: "that's my bag" used to be in US "parlance" some time ago, at least back in the 60-70's in the African American culture, how I know? I used to hear my pops say it from time to time. lol
 
Forza's AI has always been above the curve. At least when it comes to driving lines and acting more like a racer than a computer controled car. I had just gotten done racing some LMP cars in FM3 and began doing the same earlier today in GT5 and the slower traffic never acknowledged my existence. It was very frustrating, they would continue to drive their line as if I didn't exist.

I'm really excited about how FM4's AI can "look further" up the track and react better, I'm hoping that coupled with a hopefully more difficult grid of vehicles will make for an interesting race where I may not always finish first.
 
Forza's AI has always been above the curve. At least when it comes to driving lines and acting more like a racer than a computer controled car. I had just gotten done racing some LMP cars in FM3 and began doing the same earlier today in GT5 and the slower traffic never acknowledged my existence. It was very frustrating, they would continue to drive their line as if I didn't exist.

I'm really excited about how FM4's AI can "look further" up the track and react better, I'm hoping that coupled with a hopefully more difficult grid of vehicles will make for an interesting race where I may not always finish first.
I suggest you give Race Pro a shot man. The A.I. is VERY difficult. The only "issue" I have with Race Pro's A.I. is they seem to lose their "heart" once you take the lead on them convincingly. If you can stretch out on them they kinda "give up" in a sense. But if you're in the mix with them they are VERY tough.
 
I suggest you give Race Pro a shot man. The A.I. is VERY difficult. The only "issue" I have with Race Pro's A.I. is they seem to lose their "heart" once you take the lead on them convincingly. If you can stretch out on them they kinda "give up" in a sense. But if you're in the mix with them they are VERY tough.

Oh wow, other than them giving up that sounds great. I am a simulation guy for the competition and the racing... thats why I have to roll my eyes when someones like "I'm sim hardcore but i won't play this game cus the graphics aren't exactly perfect"
 
Oh wow, other than them giving up that sounds great. I am a simulation guy for the competition and the racing... thats why I have to roll my eyes when someones like "I'm sim hardcore but i won't play this game cus the graphics aren't exactly perfect"

Yeah graphics are "rough" lol but I thoroughly enjoyed the gameplay. And for about 12 bucks used how much are you really losing? Another thing I noticed is that the AI seems harder outside the career mode. At least that's the perception I've gotten while racing. So try all modes , championship, one-offs, career etc. till you find what you're looking for.


Here's a little vid I did. You could customize if the AI has same car or random. I put same car because I felt strong in that car. Stronger than the AI. I had it random and I forget but the AI was doing me in some other cars. My poor ego was busted up. lol

There's cockpit view in the game but not in replays so...



PS: That launch on start was the best launch in my life. LOL
 
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Also you can create custom championships in race pro.

Something I wish more developers would do.

Collision detection is hit or miss (pun intended). Sometimes they squeeze through gaps a bike would struggle on. Lol.

Great game though.
 
I suggest you give Race Pro a shot man. The A.I. is VERY difficult. The only "issue" I have with Race Pro's A.I. is they seem to lose their "heart" once you take the lead on them convincingly. If you can stretch out on them they kinda "give up" in a sense. But if you're in the mix with them they are VERY tough.

I was disappointed in Race Pro after playing Race 07. Also Race 07 AI was better than Race Pro. Maybe it's because of the limits of the console. I was expect something different from the "new" engine but like ISR mention it seem the only thing "new" was to get it to run on X360.
 
That looks like some pretty good competition there, fighting to keep their positions and whatnot as you pass them and trying to capitalize on your "mistakes"

how is the handling physics?
 
That looks like some pretty good competition there, fighting to keep their positions and whatnot as you pass them and trying to capitalize on your "mistakes"

how is the handling physics?

There is hope!

InsideSimRacing (some love, some hate them) posted the standard Dan G presentation behind closed doors video the other day, in the comments was this from Darin at ISR

@kxjack Trust us.. FM4 does NOT feel like Shift.. I'll even say&#65279; that based on what I tried at E3, FM4 has the best physics and tire model on the consoles now.

Darin

Now, I'd say that's just a welcome indicator, lets not get ahead of things just yet..
 
Now, I'd say that's just a welcome indicator, lets not get ahead of things just yet..

I'm a bit torn about ISR, as I've said earlier. I like Forza, so I feel a bit uneasy about saying this, but they did seem to be a bit biased towards Forza. I have yet to be convinced that ISR really knows what they're talking about as well as they seem to think they do, but it does sound good, yes.

Then again, FM3's physics were by no means bad, so I think it's only natural that T10 brought us a very good physics engine this time around.
 
I'm a bit torn about ISR, as I've said earlier. I like Forza, so I feel a bit uneasy about saying this, but they did seem to be a bit biased towards Forza. I have yet to be convinced that ISR really knows what they're talking about as well as they seem to think they do, but it does sound good, yes.

Then again, FM3's physics were by no means bad, so I think it's only natural that T10 brought us a very good physics engine this time around.

If you follow a few of their video's, you'll see that Darin at least is a self confessed GT fan, it's been mentioned on numerous occasions, and he is usually slightly more in favour of GT, you can see by his scoring..

I think a lot of their credibillity was dampened purely because a lot of GT fans couldn't believe they scored FM2 slightly ahead of GT5p, I think 'damage' was one sore point, and lets not mention the physics..

As for knowing what they are talking about, I don't rate them as some super techy physics wizards, but listening to their Shift 2 review, and having people that do actually race in real life helping out now, they do seem to be a good yardstick, I've warmed to them a little, but like all reviews, you need to put it into perspective, it's a shame they are about the only more 'sim' focussed reviewers you can find these days..
 
These are simulators, so it's only natural that a group of people may prefer one to another as they'll never be exact. It's one system to replicate the infinite differences between any number of vehicles and numbers entered into an engine that can only hope to get near the real-world variables.

Considering real car drivers are fans of any number of sims, none will ever be the real authority. Enjoy the one that suits your style/approach to driving I say. I find FM3 to allow you to be as neat as you like should you wish, but the physics aren't so hemmed in you can't drive like a teenager in a car park if that's what you want to do.
 
These are simulators, so it's only natural that a group of people may prefer one to another as they'll never be exact. It's one system to replicate the infinite differences between any number of vehicles and numbers entered into an engine that can only hope to get near the real-world variables.

Considering real car drivers are fans of any number of sims, none will ever be the real authority. Enjoy the one that suits your style/approach to driving I say. I find FM3 to allow you to be as neat as you like should you wish, but the physics aren't so hemmed in you can't drive like a teenager in a car park if that's what you want to do.

Indeed, I was even playing F1 2010 a couple of days ago in the run up to this weekends awesome F1 race in Montreal, and despite the pretty simplistic (arcade) driving physics, the whole thing is very close to giving you a simulation of actually driving an F1 car, it was a lot of fun..
 
If you follow a few of their video's, you'll see that Darin at least is a self confessed GT fan, it's been mentioned on numerous occasions, and he is usually slightly more in favour of GT, you can see by his scoring..

I think a lot of their credibillity was dampened purely because a lot of GT fans couldn't believe they scored FM2 slightly ahead of GT5p, I think 'damage' was one sore point, and lets not mention the physics..

As for knowing what they are talking about, I don't rate them as some super techy physics wizards, but listening to their Shift 2 review, and having people that do actually race in real life helping out now, they do seem to be a good yardstick, I've warmed to them a little, but like all reviews, you need to put it into perspective, it's a shame they are about the only more 'sim' focussed reviewers you can find these days..
They really took flank when they happen to score Forza 3 and Dirt 2 higher than Iracing. This is the reason they later added a sim rating which removed some of the areas that put these games score over Iracing ; like AI , cost,etc. They later admitted they probably gave Forza 3 a little too high of a score.
Also they gave WRC too much credit as some gamers thought that game stunk.
They failed to realize all this time (in GT5 preview) that you had to calibrate Logitech pedals every time you load up a console game or PC. The first time you press each pedal it will immediately jump to 100%.
 
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I doubt Turn 10 is trying to compete with any game,putting rally in is not their goal.Their goal is to innovate new technology that gets car lovers in to gamers and gamers in to car lovers. Ex- Autovista.If I want to play a rally game, I would play a proper game (Dirt 3, WBR). Also, you said everyone enjoys more content, rewind and other options is more content and is always good.:sly:. Also, where on earth did you hear that Forza 4 will only have 5 new tracks?:odd:

I meant 5 more tracks, which could be DLC to Forza3. Like they did for Nurburgring GP track.

But anyways there were rumors about rally and day/night racing. Rewind and other things are mainly for non sim racers. I do not think sim racers even care about such things TBH
 
I meant 5 more tracks, which could be DLC to Forza3. Like they did for Nurburgring GP track.

But anyways there were rumors about rally and day/night racing. Rewind and other things are mainly for non sim racers. I do not think sim racers even care about such things TBH

Forza implements things like the rewinds for people to use as a stepping stone into a more simulation type video game. They have the ability to turn off assists and no one is making you hit rewind when you screw up, so those features just simply allow new players to the genre to jump in and start playing and get up to speed.

Simulation racers will be the first to turn off assists and not use rewind.

One thing that kind of gets on my nerves when playing GT5 is the shift indicator telling you what gear to be in, like... a lot of tracks don't have the braking markers I've noticed... forza kind of forces you to learn when to brake, where gt5 is like "HEY HIT THE BRAKES AND PUT IT IN THIS GEAR"
 
Forza implements things like the rewinds for people to use as a stepping stone into a more simulation type video game. They have the ability to turn off assists and no one is making you hit rewind when you screw up, so those features just simply allow new players to the genre to jump in and start playing and get up to speed.

Simulation racers will be the first to turn off assists and not use rewind.

One thing that kind of gets on my nerves when playing GT5 is the shift indicator telling you what gear to be in, like... a lot of tracks don't have the braking markers I've noticed... forza kind of forces you to learn when to brake, where gt5 is like "HEY HIT THE BRAKES AND PUT IT IN THIS GEAR"

I hope you are not going by Gt5 shift indicator when you should brake. Also don't always go by the gear number as sometimes it better to be in one gear higher.
The reason some games includes the "shifter aid" like GT5 ans Simbin titles is to help make up some of the lack of depth in a 2D image. I heard 3D helps gives a gamers better track depth.
 
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I hope you are not going by Gt5 shift indicator when you should brake. Also don't always go by the gear number as sometimes it better to be in one gear higher.
The reason some games includes the "shifter aid" like GT5 ans Simbin titles is to help make up some of the lack of depth in a 2D image. I heard 3D helps gives a gamers better track depth.

I actually don't go by that, I just go based off of the track, but knowing it is there, is what I'm basing my statement off of.

I would really like to see more braking markers on the tracks...
 
I actually don't go by that, I just go based off of the track, but knowing it is there, is what I'm basing my statement off of.

I would really like to see more braking markers on the tracks...
So you don't buy the fact it a lot harder to see " track depth" in a sim than in real life. Sims has to have some aids or the sim actually become harder than real racing. No doubt 3D triple screen will greatly increase track depth in sims but only a few can afford this.
 
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