Forza Motorsport 4 - General Discussion

  • Thread starter Thread starter Mr Latte
  • 4,624 comments
  • 376,857 views

What Version Do You Intend To Buy

  • Limited Collectors Edition

    Votes: 224 68.3%
  • Standard Edition

    Votes: 61 18.6%
  • Undecided

    Votes: 43 13.1%

  • Total voters
    328
Dude, I made a thread for that video, and now you have posted it in two other threads wanting to discuss it?

How about discussing it in it's original thread?

DEAL WITH IT. You didn't post any of them new pictures. Stop crying.:irked:
 
Bite me!
 
A comparission with FM3 in Neogaf :

FM4 Replay

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FM3 Replay ( Seems Rfactor .. )

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FM3 Photomode

20110804141856p1op.jpg
 
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The difference seems quite huge. Especially considering that it's just a screen shot.
 
"No interpolation from us". So, T10 worked their 'magic' to enable their tyre model to just take in the data provided by Pirelli directly to not skew anything. I think that sounds very good.

Also, opponent upgrade, oh god, hell yes! I've always begged for that on the FM.net forums. Begged! As in, on my knees! I'm weeping with friggin' joy right now!
Not sure how to feel about scalable AI, to be quite honest, but I'm fine with the AI switching between internal difficulty modes between races - if T10 did it right, the AI might be a decent bit harder than FM3's, especially now that the opponents will upgrade their cars. Also, that solves the issue of only having one or two competitive cars on the grid.

God damnit, I want that game even more now!

Edit: Also, while the guy in that video seems like a bit of a FM fanboy, I share his view of GT5... Or rather, the reasoning behind it.
 
Thanks Evian. Nice to hear dan talk about simulation.
 
Newegg.com has Forza 4 preorders for $44.99 and free shipping with code ECKBKF87.
 
thanx friend

New interview with D. Greenwalt


Thats sounding good too me. Isn't he that guy that did the Gumball rally with a BMW M5 COp livery?
Love how he says FM is his favourite game hahah GT lovers go somewhere else! lolz

The difference seems quite huge. Especially considering that it's just a screen shot.

Get your tissues... I hope this is what it will look like.:)

new_ferrari_carousel2.jpg
 
Get people excited about cars? Good. We love cars!

I'm so glad that T10 are using tyre modeling now... You can't have tyre behaviour of any kind without a tyre model; luckily Dan says that afterwards!

However, I'm not really sure what Mr. Greenawalt meant by some of the things he said:
"Crazy metals being used in different engines to allow for different types of RPMs"
"Doing downforce and backpressure"
"Straight-up test data" <- did he just mean the custom tests?

In particular the lack of "interpolation" in the tyre data confused me. Why say something as technical as "interpolation", but not go on to say what it was that was being interpolated, and isn't now? Have Pirelli invented a continuous data type? A (new) Magic Formula? He was very specific, yet so vague.
How do they get behaviour for the tyres in conditions that are intermediary to their set of test conditions? Don't they interpolate that? I understand they might be guarding any secrets about their new tyre model, but if they weren't using "straight-up" data before, how were they doing tyre flex? It all feels a little weasely to me.

I really liked "bring a bazooka to... a spoon fight", though! :D

It'd be nice if they cut out all that waffling, because they're not going to sell the game to someone like me that way. I like the scalable difficulty mode, and the other customisation options for difficulty. That's great. More on that please, less waffling. 👍
 
I thought it was funny how he said they used Michelin for their tire model in FM3 but if you go into the tire buying section in FM3 it says Pirelli.
 
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Once he says "tire model" he's already alienated half the viewing public. For all they know he's talking about making tires look real on the screen. Why go any more in depth and totally lose the crowd.
 
Lots of awesomeness in this interview. I want this game. Now.
 
However, I'm not really sure what Mr. Greenawalt meant by some of the things he said:
"Crazy metals being used in different engines to allow for different types of RPMs"

Different metals in engine blocks allow for better heat dissipation, which can affect the RPM's allowed. Too many RPM's can heat the block too much and too fast, so you need to have the proper metals for the right setup.

"Doing downforce and backpressure"

I assume he is talking aero downforce and engine pack pressure (through exhaust setups). (Unless he was talking about the back pressure from draft and aero that actually pushes on the back end of the car.

"Straight-up test data" <- did he just mean the custom tests?

In the interview, I understood that as data taken directly from Pirelli, on the different tires available that they have in their system already. He then elaborated that they did custom test data specifically for Forza 4.

In particular the lack of "interpolation" in the tyre data confused me. Why say something as technical as "interpolation", but not go on to say what it was that was being interpolated, and isn't now? Have Pirelli invented a continuous data type? A (new) Magic Formula? He was very specific, yet so vague.

Would probably be good for a part 2 interview. I left wanting more info as well, but I am not sure how detailed he would get for that interview. I am the kind of guy that would like to actually see him pull up the code on the computer and want to see metadata entered and how it's being used.

It'd be nice if they cut out all that waffling, because they're not going to sell the game to someone like me that way. I like the scalable difficulty mode, and the other customisation options for difficulty. That's great. More on that please, less waffling. 👍

I like that he continues to give us all these details. It's rare to see other developers do this.

Once he says "tire model" he's already alienated half the viewing public. For all they know he's talking about making tires look real on the screen. Why go any more in depth and totally lose the crowd.

He was being interviewed by FastLane Daily. That is the info their crowd wants ;)
 
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Seriously Dan Greenwalt, just shut up and take my money!
 
Man when Forza ever gets this is GAME OVER!

 
Why on earth can't I pre-order online with Gametop, and pick it up in store?!
 
Different metals in engine blocks allow for better heat dissipation, which can affect the RPM's allowed. Too many RPM's can heat the block too much and too fast, so you need to have the proper metals for the right setup.

Sure, that's all valid in the highest echelons, but "types" of RPMs?
I assume he is talking aero downforce and engine pack pressure (through exhaust setups). (Unless he was talking about the back pressure from draft and aero that actually pushes on the back end of the car.

I'd hope it is the latter, engine back pressure is accounted for in dyno curves. I'd not thought of "bump drafting", thanks. 👍
In the interview, I understood that as data taken directly from Pirelli, on the different tires available that they have in their system already. He then elaborated that they did custom test data specifically for Forza 4.

But I don't see how that would be any different from using the data other companies gave them. Unless he meant that they were using magic formulae before with coefficients supplied by the manufacturers based on their test data? In that case, it means they're now using a bespoke tyre model, possibly. "Interpolation" still sticks out as odd, though.
Would probably be good for a part 2 interview. I left wanting more info as well, but I am not sure how detailed he would get for that interview. I am the kind of guy that would like to actually see him pull up the code on the computer and want to see metadata entered and how it's being used.

I like that he continues to give us all these details. It's rare to see other developers do this.

Oh, I don't mind detail at all, it's what I wanted. What I mean is, at times he didn't actually say anything with all those words! If you're going to start throwing technical terms around, at least put some info with them, otherwise it's frustratingly vague. A follow-up would suit me, too.
He was being interviewed by FastLane Daily. That is the info their crowd wants ;)

Oh, cool, I hadn't noticed that it was them. Hence the host's unabashed favouritism, I suppose; I'd figured he couldn't be a "proper" games journalist with that kind of display! Maybe there will be a follow up, then.
 
Sure, that's all valid in the highest echelons, but "types" of RPMs?
I'd assumed he just meant "RPM ranges". Developing new alloys and whatnow will allow engines to sustain higher RPM ranges. I don't think we should be reading too much into it.

I'd hope it is the latter, engine back pressure is accounted for in dyno curves. I'd not thought of "bump drafting", thanks. 👍
My best guess is that he was reffering to the turbulences created by the air at the rear end of the car. The stuff that duffusors have been invented for...

Alongside the stuff above, he's probably reffering to all the R&D going on in the automotive industry, not the game itself. He seemed to just be giving examples of how simulators are constantly evolving due to new knowledge gathered by the "real" automotive R&D - like diffusors, which haven't been around on road cars for that long.

But I don't see how that would be any different from using the data other companies gave them. Unless he meant that they were using magic formulae before with coefficients supplied by the manufacturers based on their test data? In that case, it means they're now using a bespoke tyre model, possibly. "Interpolation" still sticks out as odd, though.
I'd assume that, so far, they had to simplify the data they got, or pre-interpret it, if you will, so that it could be used with their phsysics engine. Could've been like you said, that they've just been extracting a few coefficients they wanted to use or that they had to convert the data accordingly. What I'm getting from this is that they reworked the engine to get rid of that, maybe working together with Pirelly to make it compatible with Pirelli's data. So, instead of "making a copy of a copy", they're "making a copy of the original" now, so to speak... At least according to what I understood.
 
I cant believe they stuck the nose of the Rt-12R on the RGT8. Did they not notice that the cars were different??
 
I cant believe they stuck the nose of the Rt-12R on the RGT8. Did they not notice that the cars were different??

dsc0556fu.jpg

Taken from forzacentral they made it right.
 
It's a bit hard to tell b/c the car is black, but it does indeed appear to have the nose off the RT-12R unlike the original press car that had some aero effects at the bottom of its nose piece. In fact, the CTR3 next to it appears to have adopted that nose piece as well.
 
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