Forza Motorsport 5 |OT| Where dreams are Realised

  • Thread starter phillgt2002
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I hope Elizabeth II doesn't mean the car drives like a big boat (QE2).
 
I hope Elizabeth II doesn't mean the car drives like a big boat (QE2).

I suspect it'll be the Clio Williams. I hope so anyway, been torture waiting for it since I saw it was being scanned using the Evo journalist's example.
 
Really happy to see the GT-ONE and Mustang, at least. The rest of the pack looks good enough I'll probably just get the whole thing.
 
Not only is the new E63 fugly and loses the epic M156, but it's also a fairly anonymous drive thanks to being the AWD model. The RS7 feels quite playful, this is just bland. Thank heavens for the RWD swap or I'd not use the car again, like the A45. That car is also a dull 4WD implementation, with little to no chassis play like you'd enjoy in some.
 
For anyone interested in picking up the Thrustmaster TX wheel, Best Buy is doing a deal where you buy a game and get 15% off any accessory. The best part is it can be any game. I found an Xbox 360 game for $2.99 and it still gave me the wheel for $339. I ended up not getting it because I came to my senses, but figured someone here would benefit from this.
 
For anyone interested in picking up the Thrustmaster TX wheel, Best Buy is doing a deal where you buy a game and get 15% off any accessory. The best part is it can be any game. I found an Xbox 360 game for $2.99 and it still gave me the wheel for $339. I ended up not getting it because I came to my senses, but figured someone here would benefit from this.

I just bought an AR15 and about to get Recaro seats for my car. I guess i could always make the passenger sit on the floor.
 

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Good to see that rivals is still free for people without Xbox Live Gold. Struggling to do a decent lap in one of the rivals events, Silverstone GP Class X with the E21, wish I had a steering wheel. Just seem to drop always loads of times in one corner and ruins lap time. Just so frustrating the controls aren't as responsive and accurate as I would have hoped, rFactor on PC with keyboard I find a lot better. First real day with the game so a bit new to it all, mainly use steering wheel for driving sims so feels a bit strange using controller especially the one with the Xbox One as it seems to not have much progression.
 
Good to see that rivals is still free for people without Xbox Live Gold. Struggling to do a decent lap in one of the rivals events, Silverstone GP Class X with the E21, wish I had a steering wheel. Just seem to drop always loads of times in one corner and ruins lap time. Just so frustrating the controls aren't as responsive and accurate as I would have hoped, rFactor on PC with keyboard I find a lot better. First real day with the game so a bit new to it all, mainly use steering wheel for driving sims so feels a bit strange using controller especially the one with the Xbox One as it seems to not have much progression.
I also have some frustration with racing with a gamepad but I have adjusted for the most part and really like the trigger feedback. I actually think the controller is very responsive, a little too much causing me problems with consistency. I do wish it had the gamepad control like Assetto Corsa, to me that blows everything else away.
I remember my first couple of days with FM5, while I thought it was good it didn't meet my expectations, initially! The more I play it the more I like it.
 
I also have some frustration with racing with a gamepad but I have adjusted for the most part and really like the trigger feedback. I actually think the controller is very responsive, a little too much causing me problems with consistency. I do wish it had the gamepad control like Assetto Corsa, to me that blows everything else away.
I remember my first couple of days with FM5, while I thought it was good it didn't meet my expectations, initially! The more I play it the more I like it.
I was interested in how trigger feedback would be but it feels like extra 'noise' and doesn't really make much of a difference. I think it would have been better without it if that is what caused the progression in the triggers being more like a digital switch.

I find the steering in the game too hard to predict what it is going to do. If I watch my laps I look all over the place, can't get a lap together as steering style changes a lot depending on cornering situation. Simulation helps a bit with more responsiveness but steering is not as direct and linear as I want it to be. I'm just amazed as I understand they do a lot of research in this department but come up with a shockingly bad control for steering on the input device most people use in this game. I haven't seen much of the leaderboards but the ones I have seen, I wonder if that is reason for competitive order in game having big gaps to others near the top.

I also don't like the idea of Rivals, prefer standard time trial style, don't know if it is possible to do in this game but constantly changing reference and split times only ruins reference points and rhythm as well as consistency which does not help when trying to go fast and beat a rival.
 
I was interested in how trigger feedback would be but it feels like extra 'noise' and doesn't really make much of a difference.

I find the steering in the game too hard to predict what it is going to do.

These two points make me chuckle.

*hint* Trigger impulse actually allows you to predict steering at the edge of traction. It just takes time and practice to master what it's telling you and how to respond to it. *hint*
 
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These two points make me chuckle.

*hint* Trigger impulse actually allows you to predict steering at the edge of traction. It just takes time and practice to master what it's telling you and how to respond to it. *hint*
I'm a bit confused by what you mean by predicting steering at the edge of traction with the help of the triggers feedback. It should tell you information about locking up brakes and when you breaking traction on accceleration but predicting when the games steering will start turning into corner it does not help at all.

I just hope car turns in when I want it to but you have to do everything much in advance with no real room for mid-corner corrections, it makes it especially difficult to get a lap together with the E21. Really annoying that you have to use button clutch for the E21 to lose some lap time too, would have thought a new platform they would have made a fresh start but the strange handling model and control style to go fast still remains.
 
I'm a bit confused by what you mean by predicting steering at the edge of traction with the help of the triggers feedback. It should tell you information about locking up brakes and when you breaking traction on accceleration but predicting when the games steering will start turning into corner it does not help at all.

I just hope car turns in when I want it to but you have to do everything much in advance with no real room for mid-corner corrections, it makes it especially difficult to get a lap together with the E21. Really annoying that you have to use button clutch for the E21 to lose some lap time too, would have thought a new platform they would have made a fresh start but the strange handling model and control style to go fast still remains.


I hate to say it but if you're incapable of mid-corner corrections in Forza 5 you need to get some practice in. What does it matter when everyone that plays the game has to do the same in the E21? It's not like you're competing with people that don't use a button clutch.

Also the problem with mid-corner corrections in a E21 has more to do with reaction time than the impulse triggers, it's the fastest car in the game around corners so of course it's going to be hard to correct yourself.

On a side note, I'm really surprised people are complaining about a "strange handling model" when it's anything but. Cars are supposed to lose traction if you go further than their traction limit allows, this has made Forza much more realistic.
 
I hate to say it but if you're incapable of mid-corner corrections in Forza 5 you need to get some practice in. What does it matter when everyone that plays the game has to do the same in the E21? It's not like you're competing with people that don't use a button clutch.

Also the problem with mid-corner corrections in a E21 has more to do with reaction time than the impulse triggers, it's the fastest car in the game around corners so of course it's going to be hard to correct yourself.

On a side note, I'm really surprised people are complaining about a "strange handling model" when it's anything but. Cars are supposed to lose traction if you go further than their traction limit allows, this has made Forza much more realistic.
Yep I need to get some practice in as I rarely use a controller and not that good using one but it should have much faster response than what they currently have or at least an option. They know they added open wheel cars but have such sluggish controls. Not everyone has the same controls as their are steering wheel options. I'm not using button clutch myself yet, but main thing is it is unrealistic method for an F1 car and in real life it would be slower.

I don't get why you think impulse triggers is important for how fast the steering turns. Better steering rate would have made it much more better to drive.

I never seen such handling balance in the cars I have driven in the game than what I have seen in videos of the cars themselves. Tyre model looks like it needs building from the ground up properly, movement of the cars are very strange to me, it keeps Forza characteristics but makes it worse than previous games as it makes it more apparent there is something fundamentally wrong with it. Cars don't seem to have the mechnical grip that they should have and aero model seems basic. Braking is unrealistic, it should not that be that easy to lock up a F1 car at high speed with that much downforce.
 
VXR
The tyre model has come from a tyre specialist, so I'm not sure what else they have to build into it?
Turn 10 made the tyre model which seems the old one evolved with more parameters. They need to do something like what Assetto Corsa has done in approach to build an advanced new physics engine with reality as the benchmark.

The drivability of cars in Forza 5 is way too low compared to the real life cars from what I have seen so far. So easy to break traction, no wonder on leaderboards I see use of TCS a lot.
 
Turn 10 made the tyre model which seems the old one evolved with more parameters. They need to do something like what Assetto Corsa has done in approach to build an advanced new physics engine with reality as the benchmark.

The drivability of cars in Forza 5 is way too low compared to the real life cars from what I have seen so far. So easy to break traction, no wonder on leaderboards I see use of TCS a lot.

You sound like one of those guys that has their foot all the way down on the accelerator 100% of the time and you're wondering why you can't control your car.

If you're having a hard time with a car in Forza 5 it's either your upgrades, your tune or you. 700hp+ vehicles are not easy to drive WOT around a track in real life also.

Car movement looks strange in replays in Forza because it's half the framerate of the actual game so you're not seeing everything.
 
Turn 10 made the tyre model which seems the old one evolved with more parameters. They need to do something like what Assetto Corsa has done in approach to build an advanced new physics engine with reality as the benchmark.

They worked with Calspan who had data on many tyres, rather than just Pirelli.
 
Is this necessary? 👎

I didn't know that comment would be considered insulting, with the way he is talking he makes it sound like that is what he is doing.

The only way to cause your car to lose traction as much as he is complaining is to not let up on the gas at all. I play the game with no assists and manual w/ clutch I think I can say without a doubt what is happening.
 
You sound like one of those guys that has their foot all the way down on the accelerator 100% of the time and you're wondering why you can't control your car.

If you're having a hard time with a car in Forza 5 it's either your upgrades, your tune or you. 700hp+ vehicles are not easy to drive WOT around a track in real life also.

Car movement looks strange in replays in Forza because it's half the framerate of the actual game so you're not seeing everything.
Yep, "If in doubt, flat out." Seriously though, I'm being progressive on throttle but it still bites unexpectedly.

The cars I am driving in the game are known to have great drivability. So much work is done to make cars have great traction and predictability and great handling characterisitics. When I drive something like the P1 which is a cover car for the game, it does not seem to drive anything like how one would expect the real thing to drive.

Regarding car movement in replays, it looks similar to how it is at full framerate. I don't see other games I play looking so strange in gameplay or replays, or if I record real cars racing at 30FPS, it does not look strange to me.

VXR
They worked with Calspan who had data on many tyres, rather than just Pirelli.
They supplied tyres to Calspan who did the tests to get the data they wanted. It is Turn 10 who did the tyre model. It seems they are evolving the old tyre model with the new parameters but it seems it needs a fundamental rework to take advantage of such data I imagine to its optimum level.
 
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