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As far as can tell from watching some videos
what, you have not driven it?
As far as can tell from watching some videos
Not everyone can afford luxuries like Xboxes.
Not everyone can afford luxuries like Xboxes.
Not everyone can afford luxuries like Xboxes.
As far as I know you only need one Xbox for it.![]()
As far as can tell from watching some videos...
Well...despite that fact...no one has said I'm wrong.
As far as can tell from watching some videos, it seems that FM4 is simply FM3 with some minor tweaks to the physics. Cars are still incredibly easy to roll. (There's a particular turn at Sebring that flips cars for no real reason. I experienced it in FM3, and it's kind of silly to see it return in FM4. But seriously...I remember Rage Quitting over that corner a LOT.) The biggest changes appear to have been to the graphics. So...kinda like how FM2 felt like a shiny FM1...FM3 appears to be a shiny FM4.
Well...despite that fact...no one has said I'm wrong.
I can't really speak for racing teams, but some players online do need to stop chasing ultimate grip and reconsider the importance of making it to the finish line.Also, the reason so many people flip in the Forza games is because they have their suspensions set a lot harder than they would be in real life...
Correct me if I am wrong, of course, I could very well be.
Yeah...this didn't go well. Turning in and lifting the throttle at 60mph in 1st gear leads to a bit of oversteer that segues into a mild 4-wheel drift and finally understeer, ending in a lazy arc.Come to think of it, FM4 has the Cobra, doesn't it? I'm gonna try it now.
For those who haven't yet tried the Cobra, I suggest giving it a spin. See if you can tell what Bill Cosby was going on about...or if you just feel like Keiichi Tsuchiya.![]()
suspension modelling isn't rocket science, as long as you have the basic type of suspension covered there's not much you can add except feeding it better data. (suspension hardpoints, clearance travel and all.)
there are 4 to 5 suspension type in the game AFAIK from developer interviews.
so I don't think the swing axle will be correctly modeled.
Except in sims where you have a few dozen cars or when each car cost $5 each to download, you won't get bespoke suspension modeling for every car, GTR2, Rfactor etc all have the same "generic" suspension modeling.
I can't say for Iracing because nobody really knows how they build it.
Also Turn 10 mentioned they are provided with very few datas to work on, most of the time they have to find out about the spring rates through the car community etc, so expecting a console sim to have dead on suspension modeling, including correct geometry is current a bit far fetched. let alone the modelling of progressive spring rates, magnetic suspension etc.
I'm not asking for bespoke suspension modelling for each car, but the 300SL isn't the only car in the world with a swing-axle either. For all we know T10 could add the Triumph Spitfire, Chevrolet Corvair, or VW Beetle Type I in future DLC. Or the 356 if they ever get the green light for Porsches. An oversight is an oversight but that doesn't mean it couldn't be better.Except in sims where you have a few dozen cars or when each car cost $5 each to download, you won't get bespoke suspension modeling for every car, GTR2, Rfactor etc all have the same "generic" suspension modeling.
...expecting a console sim to have dead on suspension modeling, including correct geometry is current a bit far fetched. let alone the modelling of progressive spring rates, magnetic suspension etc.
I agree, there's room for improvement on what we have already.Yeah, but they don't even get the very basic mechanics of suspension right, something every other sim has had no problem with. Even GTA IV's suspension simulation is more inherently correct the way springs and shocks work and how cars react to bumps and jumps.
I'm not asking for bespoke suspension modelling for each car, but the 300SL isn't the only car in the world with a swing-axle either. For all we know T10 could add the Triumph Spitfire, Chevrolet Corvair, or VW Beetle Type I in future DLC. Or the 356 if they ever get the green light for Porsches. An oversight is an oversight but that doesn't mean it couldn't be better.
Generic suspension modelling is acceptable but that doesn't preclude generic geometry-based modelling of major suspension types. That's what Live for Speed has done, considering most of its cars are fictional. For practicality's sake you could even have a generic multi-link to apply to the numerous modern cars with that setup.
I agree, there's room for improvement on what we have already.
What you're feeling in GTAIV is probably less the suspension modelling, and more the kinetics; literally the physics of the game. When a game gets those right, inputs and reactions feel natural. Personally, I don't get that feeling from FM4 (or GT5). Either the right stuff is hidden behind a curtain of transparent assists and dampers (on the physics, not the controls), or the core physics model is a legacy "sliding brick" type with an array of subsystems and checks and balances to construct something resembling reality.
Contrary to popular belief, your endorsement of GTAIV is no joke -- although the tire model, engine/transmission simulation, etc. aren't terribly accurate, Rockstar has always avoided the "sliding brick" approach for a more natural model. Vehicles are literally suspended above the ground by the wheels, freeing them to flip and roll and jump as they please, necessary things considering the diversity of terrain and objectives.
Compare the rollovers in GTAIV and FM4 and anyone could understand what I mean.
Not surprising. At 16 to 20-something people think they have the wisdom of Solomon while having a teaspoon of actual experience in life. And even some believe the experience isn't needed because of their greatness.
Um, what?
More lock on deceleration should increase understeer, not increase lift off oversteer.
Um, what?
More lock on deceleration should increase understeer, not increase lift off oversteer.
Wouldn't this depend on the front/rear brake bias?
Wouldn't this depend on the front/rear brake bias?
[EDIT]I guess not since biasing the brakes towards the rear would decrease lock on the front tyres.