I don't mind sticky grass. It was put on a track specifically to prevent corner cutters and cheaters from taking these lines. Road Atlanta had one where I believe in FM2 people would go flat out and if you didn't mess up on the corner grass (or maintained control) you'd save yourself like 2-3 seconds. Either they patched it later or it was FM3 that had the sticky grass in this area far greater than before. That turn is meant to be taken ON THE ROAD, not on the grass. This isn't a lawnmowing simulator here
In FM3 there are some areas of even the road itself that acts super sticky. I believe Ladera courses have this very feature which is meant to stop the corner cutters and cheaters. Personally, being that it's not a real track, I'd like it if they put dirt in those areas. Aside from the fact that it's tarmac (or sticky type of grass) the cars slow down/stop as if it went into the sand/dirt pit in real life.
I fully welcome sticky grass and corners to prevent cheaters. It's not like you touch one of these a little and you instantly slow down. Your car usually has to be dead nuts on the grass or corner for the sticky slowdown to happen. And it's existence is to keep the racing clean while preventing corner/grass cutting cheaters from pulling off better times. Sometimes in real life you can cuz the grass without losing complete control of the car, at least this sticky grass stops this from being taken advantage of.
09? do you mean Race On? Race On is just a stand alone expansion of Race 07. I have all Race 07 expansions.I couldn't go back to 07 after playing 09.
I fully welcome sticky grass and corners to prevent cheaters. It's not like you touch one of these a little and you instantly slow down. Your car usually has to be dead nuts on the grass or corner for the sticky slowdown to happen. And it's existence is to keep the racing clean while preventing corner/grass cutting cheaters from pulling off better times. Sometimes in real life you can cuz the grass without losing complete control of the car, at least this sticky grass stops this from being taken advantage of.
I think my bigger issue with the track was the invalidating lap times. Some tracks, like Sebring's last corner, if you take it too wide but are still on the pavement, the game invalidates the lap time for some reason.
I understand that this Arcade option in Forza is intended to prevent cheaters, but there are more convincing ways to prevent corner cutting.
I prefere more realistic approaches, such as time penalties (like GT5).
I really didn't like the way GT5 handled the time penalties at all. I'd rather have a flag system with forced drive throughs.
From a carting site:
"And then we have the flag system. All flag systems used are the same universal and out on the circuit, the first flag you're likely to see is a black and white diagonal flag. Now this means you are being warned about your dangerous driving. Normally you are permitted one of these flags out on the circuit before being shown a black flag.
Now if a black flag is shown to you at all you must slow down and come in to the pit lane as soon as possible. A black flag can also be shown to you for mechanical failure out on the circuit, so even if you think you've done nothing wrong, the mechanics, the marshals may find something wrong with your kart, black flag is shown, you must obey the black flag and come in to the pit lane.
Other flags you're likely to see are a yellow flag, some circuits actually use a strobe light. Yellow flag; slow down, no overtaking and be prepared to stop.
A red flag, or a red strobe light, being shown; come to controlled stop immediately and wait the marshals to instruct you of what you are about to do next.
If a blue flag is shown to you out on the circuit this means, move over and allow a faster driver to pass you.
The last flag you're likely to see is the chequered flag. This means the end of the race. Slow down, no over taking and report back to the pit lane in the order that you've been asked to do so."
I'd say the the AI take over once a black or yellow flag has been triggered just like they do when you pull into the pits. This is something I've been wanting in Forza since the very first time I played it.
Good point. Most of my racing is done online so I didn't even think of the AI.For racing, I have no issues with the 'flag' system, it would be nice to augment the existing stuff with flags in race, to stop you being overly aggressive, the only issue, as Race Pro (I think it was) proved, it's hard to get the algorithm correct such that poor AI ramming you doesn't translate to you getting the warning..
Good point. Most of my racing is done online so I didn't even think of the AI.
- The best driving road in the World according to Topgear.
Interesting, was that top gear confirming it being in the game or is that speculation due to top gears involvement?
I cant wait what more T10 have in store for Forza Motorsports 4
Thanx i will keep it clean. It's just worth an applaus.Careful. I have been ridiculed for double posts of this sort. I know its a bit silly. Just fyi
Now, that's a good one
Love it 👍
I guess what was stated in the Eurogamer preview is indeed true: As opposed to GT, Fm4 wasn't developed in a bubble, ignoring the rest of the industry. The result is currently unfolding before us.
Baa baa - noise of a sheep, an animal that follows.
...Within seconds it's clear that Forza has changed dramatically. Switch off all the assists and engage Forza 4's all-new simulation handling mode and it's a strange and quite terrifying experience, a single lap of the fictional Alpine circuit seeing a Ferrari 599 spitting us into the scenery at every opportunity.
The front engine, rear-wheel drive car lazily lunges into corners with heavy understeer before, just as it kisses the apex, snapping into aggressive oversteer that sends the rear flailing. After the relative stability of Forza 3's cars, it's a shock to find these cars so alive and so wild.
"We don't want to go all arcade, but Forza has always been, to be frank, pretty sterile," acknowledges Knowles. "We're taking the gloves off a little bit and we're letting the cars speak a little louder."
They're louder in a quite literal sense too. A new audio pass sees the Ferraris emit the throaty blasts that they should, while the purr of a muscle car has a satisfying bass. Even a road-spec Subaru Impreza belies its rally heritage with the bark it makes when you stab at the loud pedal.
For its familiarity, it's a welcome sign that Turn 10 isn't operating in a bubble - the sort of bubble that ensured that, for all of its achievements, Polyphony's Gran Turismo 5 felt antiquated at times. Forza 4's improvements and flourishes give the cars a character that was previously lacking, and elsewhere there's been a further injection of personality, even if it isn't entirely Turn 10's own.
Turn 10 have striven for what they call the sub-6-inch detail, which translates as the finer details of a car – be that the plastic honeycomb of a tail light or the metal weave of a brake disc.
It's likely that the cars will be party to differing light conditions too; an early pass at Suzuka shows it at both noon and early evening, and Turn 10's coyness when it comes to addressing questions about whether we'll see that sun fully set is a sure sign that night-driving will play a part in the final code.
👍Seriosly guys, I'm a HUGE GT fan but FM4 looks JUST what I imagined GT5 to be. Gonna get down on...oh I mean gonna get that game.
Baa baa - noise of a sheep, an animal that follows.
Baa baa - noise of a sheep, an animal that follows.