In the first ever Forza Motorsport game for the XBox, you had Forza Motorsport Branded Aerodynamic kits for the front, rear, AND THREE different rear wings to choose from. In simulation mode, you were able to wear your engine out from bouncing off the rev-limiter.
Then Forza Motorsport 2 for the XBox 360 came out. The amount of pre-tuned racing cars in that game were too many to count! The car sounds and aspiration sounds were very raw! Not correct, but raw! Like a racing simulator should be! Forza Motorsport was on track with making a proper racing simulator. But, the damage to the engine was no longer for rev bouncing. The three different rear wings from Forza Motorsport branded Aero was no longer, only one. The collision damage was very realistic as well. A bump on the car barely damages the vehicle just like in real life. The feel of the car was highly realistic in that game too. The horsepower and speed factor was highly realistic in that game. You can feel the tyres in that game as well. Tons of grip.
Then, out came Forza Motorsport 3 for the XBox 360. The game featured cockpit view, which was a 1st-person view from the inside of your car. But, in cockpit, the driver only moves the wheel at 90 degrees lock-to-lock, the shifter and the handbrake doesn't move when activated, and the driver's hand moves in the exact same place for the handbrake and shifter, just moves the hand differently based on what was activated. This carried on to the next Forza's. They had also feature a new clutch function, which was one of the most realistic clutch models in any simulator. There were alot of new tracks and cars, but alot of pre-tuned racing cars were gone, and there were more factory driving cars than racing cars. The damage in that game then became dumbed down. Small collisions in that game nearly wrecked your car, and barely took damage mechanically. The tyre grip was dumbed down, but the all around physics of the car was still as good as the previous game, not making it an issue.
Then came Forza Motorsport 4. The cars were completely re rendered, the sounds were practically re-done. Now, the car sounds somewhat sound more "correct", but no longer sound raw. The physics were updated, the feel is somewhat decent, but then came the simulation problem. The tyres feel like plastic, the fuel takes HOURS to run out, and the same with tyre wear, and you can't burn out your clutch or engine. Many people that uses wheels like Fanatec at 900 degrees usually complain about the force feedback support and the linearity for Forza Motorsport 4. It's not a real problem. Many people also don't use simulation steering, which was made for the wheel. On normal steering, the game fully locks at 540 degrees, with the wheel set to 900. On simulation steering, the problem as to why people (mainly drifters) do not use simulation steering is because they are not used to the countersteering aid that normal steering offers. If you were to observe a person drifting on 900 degrees with normal steering, they don't use much countersteer that would normally be needed in real life. Simulation steering utilizes full 900 degrees and makes the car a bit "snappy" and "twitchy" like a real car. The body roll and weight transfer is also almost correct.
Forza Horizon is completely out of the question considering it's not a simulator, but even in that arcade racing game you can feel the tyre grip better than in Forza Motorsport 4. This is not a rant, review, or a complaint.
This is simply an observation. With this observation that I share, I must know: Does anybody else notice what I do? All of my friends do, but what about the community? If more people were to come out to notice this, maybe in the next Forza Motorsport that I have high anticipation for would not just be the same Forza they put out for two games. Keep in mind this is all that I've witnessed for years and I'm not stating anything untrue. I do not want to argue with anyone about my observation, just simply let me know if you people too notice what I do.
Then Forza Motorsport 2 for the XBox 360 came out. The amount of pre-tuned racing cars in that game were too many to count! The car sounds and aspiration sounds were very raw! Not correct, but raw! Like a racing simulator should be! Forza Motorsport was on track with making a proper racing simulator. But, the damage to the engine was no longer for rev bouncing. The three different rear wings from Forza Motorsport branded Aero was no longer, only one. The collision damage was very realistic as well. A bump on the car barely damages the vehicle just like in real life. The feel of the car was highly realistic in that game too. The horsepower and speed factor was highly realistic in that game. You can feel the tyres in that game as well. Tons of grip.
Then, out came Forza Motorsport 3 for the XBox 360. The game featured cockpit view, which was a 1st-person view from the inside of your car. But, in cockpit, the driver only moves the wheel at 90 degrees lock-to-lock, the shifter and the handbrake doesn't move when activated, and the driver's hand moves in the exact same place for the handbrake and shifter, just moves the hand differently based on what was activated. This carried on to the next Forza's. They had also feature a new clutch function, which was one of the most realistic clutch models in any simulator. There were alot of new tracks and cars, but alot of pre-tuned racing cars were gone, and there were more factory driving cars than racing cars. The damage in that game then became dumbed down. Small collisions in that game nearly wrecked your car, and barely took damage mechanically. The tyre grip was dumbed down, but the all around physics of the car was still as good as the previous game, not making it an issue.
Then came Forza Motorsport 4. The cars were completely re rendered, the sounds were practically re-done. Now, the car sounds somewhat sound more "correct", but no longer sound raw. The physics were updated, the feel is somewhat decent, but then came the simulation problem. The tyres feel like plastic, the fuel takes HOURS to run out, and the same with tyre wear, and you can't burn out your clutch or engine. Many people that uses wheels like Fanatec at 900 degrees usually complain about the force feedback support and the linearity for Forza Motorsport 4. It's not a real problem. Many people also don't use simulation steering, which was made for the wheel. On normal steering, the game fully locks at 540 degrees, with the wheel set to 900. On simulation steering, the problem as to why people (mainly drifters) do not use simulation steering is because they are not used to the countersteering aid that normal steering offers. If you were to observe a person drifting on 900 degrees with normal steering, they don't use much countersteer that would normally be needed in real life. Simulation steering utilizes full 900 degrees and makes the car a bit "snappy" and "twitchy" like a real car. The body roll and weight transfer is also almost correct.
Forza Horizon is completely out of the question considering it's not a simulator, but even in that arcade racing game you can feel the tyre grip better than in Forza Motorsport 4. This is not a rant, review, or a complaint.
This is simply an observation. With this observation that I share, I must know: Does anybody else notice what I do? All of my friends do, but what about the community? If more people were to come out to notice this, maybe in the next Forza Motorsport that I have high anticipation for would not just be the same Forza they put out for two games. Keep in mind this is all that I've witnessed for years and I'm not stating anything untrue. I do not want to argue with anyone about my observation, just simply let me know if you people too notice what I do.
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