Forza Motorsport General Discussion Thread

  • Thread starter Terronium-12
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Its 35 seconds from launching the game to the home screen. And about 20 seconds to start a race in the open tour, skipping everything, how long it takes for you?
35 seconds of that goddamned awful soundtrack seems like an eternity. :lol: I normally have to walk out of the room and come back half a minute later.

The pause when you hit Fuel & Tire in the Car menu as it works out how many laps a full tank can run for before you can move the slider is somewhat irksome.
 
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Its 35 seconds from launching the game to the home screen. And about 20 seconds to start a race in the open tour, skipping everything, how long it takes for you?
When I enter race, it take me over a minute from pressing "start race" to the car line up. Then 1 more minute to get to countdown part. I play on my phone while game is loading. This for career mode.
When I playing free race it loading faster.
 
I think bloatware games like COD, GTA5 and RDR2 tend to slow the Series X as a whole down quite a lot... I deleted GTA5 from my console and everything else loaded quite faster.
 
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When I enter race, it take me over a minute from pressing "start race" to the car line up. Then 1 more minute to get to countdown part. I play on my phone while game is loading. This for career mode.
When I playing free race it loading faster.
I have the same issue. It's a known problem though it only affects some people. In my case, it only happens on the first race of a Career series (including the Reward car race).
 
Yeah, the loading times are a pain..

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On a serious note, the graphics in RT performance suffer when you add weather effects.
Did a foggy race and the car's spoiler had jaggies in chase cam, the driver's leg had jaggies in the cockpit view and the dash had artifacts/shimmering in the driver view. Thought it might be due to an old car model but that all went away in performance mode.
 
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An interesting change that came with the fix for the sudden spinning at places like Mugello is that it appears FWD/AWD cars no longer behave wonky when trying to 3-wheel. Before, when the inside rear tire got light enough it would pour smoke off of it and almost instantly turn it orange temperature, and act like the handbrake was pulled and snap the rear of the car sideways. Did some testing the other night with some friends running a few different cars with different setups and didn't get a single 3-wheel snap between us.

A small change that many probably won't notice because "fRoNt WhEeL dRiVe BaD" but definitely a positive change since it was apparently something wrong deep in the physics stuff. Sadly 3-wheeling still isn't as good as it is in FH5 still though. The TCR cars in particular 3-wheel so naturally in FH5 it makes me jealous.
 
An interesting change that came with the fix for the sudden spinning at places like Mugello is that it appears FWD/AWD cars no longer behave wonky when trying to 3-wheel. Before, when the inside rear tire got light enough it would pour smoke off of it and almost instantly turn it orange temperature, and act like the handbrake was pulled and snap the rear of the car sideways.
Telemetry would also show the inside wheel going 200+kmh, it was definitely a strange one.
 
The FFB strenght is scaled down a bit in the latest update. Some cars feel a bit lighter and overall FFB is a bit weaker with the same settings before the update. Need to play a bit with the settings or up the FFB on my wheel.
 
The FFB strenght is scaled down a bit in the latest update. Some cars feel a bit lighter and overall FFB is a bit weaker with the same settings before the update. Need to play a bit with the settings or up the FFB on my wheel.
What wheelbase?
 
Yeah, the loading times are a pain..

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On a serious note, the graphics in RT performance suffer when you add weather effects.
Did a foggy race and the car's spoiler had jaggies in chase cam, the driver's leg had jaggies in the cockpit view and the dash had artifacts/shimmering in the driver view. Thought it might be due to an old car model but that all went away in performance mode.
Can you please mention the exact parameters to see if I can duplicate the conditions? (track, time of day, weather condition and car used).
 
I'm a bit late to the party but I had a crack in the NASCAR multiplayer races last night. There was some chaos, which proved to be frustrating, but it was fun to experience something different. I got left behind at Daytona because I didn't run a setup, so I got one for the next time I drive on it. I'm definitely more comfortable on road courses compared to the ovals. As for the handling, I actually found the car to be quite nice and more forgiving than I expected. Probably the most enjoyable car to drive in the game.
 
Isn't the Dekon Monza "Leaked" in some of the files of this FM?
Yes I remember seeing it last year on a leaked list. But where the hell is it? Lol. You would think T10 would have dropped that into this game a long time ago for it to be in this series.
 
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As of today, I'm comfortable with the following statements:
  • With a gamepad, the game is meant to be played with the least number of assists: No ABS and traction control (they should be parts and not assists, anyways), no assisted steering or braking, simulation steering and manual transmission, as this will get you the full feedback of the new physics.
  • On PC the image is the most stable it has been, and with the tweaks to lighting, textures, HDR and RT I daresay the game is gorgeous now. Not trailer gorgeous, but with a visual identity of its own.
  • An aggressiveness slider (separate from their skill level) may be the solution to a lot of AI drivers' issues.
 
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I think Project CARS 3 did this 🤔
Don't quote me on this, but I think the first racing game to feature an AI aggression% slider may have been Simbin's GTR. Most other sims followed suits - rFactor 2, Assetto Corsa and Automobilista all have the option to adjust how aggressive the AI is (although whether or not they work as intended varies).

But I don't think it would solve the main issue we have with Forza right now, which is the inconsistency of AI's aggression: sometimes they'll dive tackle your car as if they were playing Wreckfest instead, other times they will refuse to take a clean overtake, and instead smash the brake pedal and drop the anchor.
 
Don't quote me on this, but I think the first racing game to feature an AI aggression% slider may have been Simbin's GTR. Most other sims followed suits - rFactor 2, Assetto Corsa and Automobilista all have the option to adjust how aggressive the AI is (although whether or not they work as intended varies).

But I don't think it would solve the main issue we have with Forza right now, which is the inconsistency of AI's aggression: sometimes they'll dive tackle your car as if they were playing Wreckfest instead, other times they will refuse to take a clean overtake, and instead smash the brake pedal and drop the anchor.
Don't forget my personal favorite, get alongside and then try and force you off track on the straights. That's always fun.
 
Don't forget my personal favorite, get alongside and then try and force you off track on the straights. That's always fun.
I think there is a "safer" approach to get by the AI cars or to counter their weirdest tendencies.

-If a group of 3 or more cars is passing through a chicane/bus stop (Watkins Glen, Daytona), expect the rear car to brake suddenly even if the cars in front don't, so be ready to cut the track on either side (most likely you won't get penalized).

-It is best to box them out of the racing line on a straight line and not at the entry point of the corner. Get alongside and match their speed first (so they notice you) and then go for the apex, otherwise they will dive into you.

-Be ready to ride the curbs to get out of trouble. One of the first settings you should tune with a racing suspension is bump stiffness. I do like it a touch softer, so the curbs don't disturb my ride.

-Always feint, they fall for it every time, and in the faster turns count on them to go outside, leaving you with space on the inside, hence the curb adjustments.
 
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Im almost losing faith that T10 will fully flesh out the AI to the point where they are near perfect. They are better then release and even 6 months ago but still having issues.
At the Lime Rock race last night going down the front stretch, I had a car on my right side virtually even with me. Instead of turning right it turns left into me and shoves me off track. It just blows my mind that this far into the game they can't fix things like that.
 

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