FrontInformation from Team xbox
Suspension
A good place to start when trying to hammer out the feel of a certain car model is to gain an understanding of how its suspension works. There are few car manufacturers with a better grasp on suspension and handling than Ferrari, so it was natural for Forzas dev team to consult with the makers of those perfect red cars on what is truly important. The first area of importance, and that was touched on in part one, is the physical way in which the suspension mounts to the hub, and ultimately the tire. Certain layouts will allow more camber when torqued into a turn, and some will also gain caster in similar situations. Forzas team individually modeled each cars suspension type so that gamers would actually be able to experience the correct feel of the model, even slight changes in alignment depending on how the wheel is situated.
Tires
The other area which inspired our title to the physics and handling segment of Seat Time part 2 is how the physics between tire and pavement have been handled. People always wonder what the single most important aspect of car handling is. Forzas response to this question is that, without a doubt, its the tire, since it is the only part of the car actually in contact with the road. The team spent over a month on the tire model alone, then another two months to tune said model into something they were happy with. Teaming up with Toyo allowed the team access to some very inside information on how cars react with changes in shoes. Forza has been built around the tire model, and what will separate it from the competition. Knowing that tires on high speed autos rely on non-Newtonian physics, this was an immensely difficult but extremely important area to focus upon. Simply put, the more load put on the tire, the more friction that that it will create on the asphalt, but not in a linear fashion. What that means in normalspeak is that, since the tire model is so accurate in Forza, the team didnt have to dial in the handling characteristics of the cars as much. For instance, the NSX, with its rear weight bias, naturally oversteered when thrown into a corner with Forza tire model applied to its layout. What this means for the gamer is the absolute closest thing to the organic feel of a bunch of cars that most of us will never even be able to sit in, let alone drive. Yes, tire heat and wear have also been considered. Tire pressures will rise with heat individually, which will raise pressure, and thereby change tire friction. This will affect wear and can also cause the handling to be thrown off. Gamers with a clue will know that warming up the tires before a race is a very good idea in Forza.
Skidmarks
Tire marks are left and will stay for the remainder of the race, which is a huge deal since a car will grip rubber much more aggressively when in contact with additional rubber. Dropped oil from a wreck stays as well and will wreak havoc for the remainder of the race since it will be carried about the track
Now how realistic is that....
I'm not bashing the gran turismo series but if I was PD i'd be slightly worried that Microsoft will steal there crown of best Racing sim on console I have no doubt GT4 will be a great game, will it be the greatest racing game from this generation of consoles has yet to be seen...
Forza has so many things going for it right now
Drivetar [AI that learns]
Exotics [Ferrari, Porsche etc...]
Graphics [High Res]
Online [XBox Live]
Pokemon [Cars Limited per Region]
Vehicles on screen [15 compared to 6]
Physics [That have been quoted by many as amazing and unforgiving]
Things GT4 will missed out on [Graphicial Touches Skidmarks, Reverse Lights etc...]
code_kevWheel or pad, better physics shine though, that's if forzas are as good as they say they are. Not a problem for me as I don't like using wheels on racing games, too smegging expensive, to big, a pain to store.
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If you don't use a wheel, why give a damn about the physics?![]()
code_kevJaguar, you have seen the TVR pics right? They are obscene. The game may lack gt4s realism in terms of looks, but it has stuff like skid marks, paint that chips off, damage, interiors, drivers you can see (yes, I know one or two on Gt4 have this, but it hardly counts) skid marks, oil spills, and more, does this stuff mean nothing to you?
Why give a damn, oh don't be such a fool, it's bloody obvious why, the game will feel different depending on physics.
kinigittMore of this "passion" stuff. Sheesh, more realistic graphics mean the developer has some kind of passion for awesomeness that burns within it's loins? What a silly comment.
Were there any racing games that inspired your team? If so, what were they?
Obviously, the GT series has been a huge influence on this team. Personally speaking, the original Gran Turismo was the only reason I bought my first console. Without that game, several of us probably wouldn't have become involved in this industry. Polyphony has created a great series.
I'm sure you could see the influence of Sega's classic Ferrari 355 coin-op game in our E3 presentation. We have a 355 machine with triple screen set up in the lobby of our office. The Art Lead and I still love to play the old Sportcar GT game for the PC. It was a great blend of simulation and accessible fun. It also had really cool cars and real-world tracks.
A few team members participate in PC online racing sim leagues for Papyrus' Grand Prix Legends and NASCAR Racing 2003. These games have a small but fanatical following. Some of these communities have created third-party telemetry and replay analyser programs as well as huge content mod packs. Recently, one of my buddies showed me an online league based on a version of F1 2004 that was modified to have FIA GT and ALMS cars and tracks. That looked pretty fun but extremely challenging. These hard-core communities are a better source of inspiration that any game could be.
code_kevJaguar, I love how you try and make features of the game that are better, some how sound crap.
"oh better AI, tsk, I race time trials anyway, Gt4 doesn't need AI!!!"
"TSK damage, who needs damage, I'm too good to get damaged"
"Paint chips, poppy ****!"
"Oil spills, tsk, Gt concentrates on ummm emotion"
"REVERSE LIGHTS! PAh, I don't need those, I only go forwards!"
JAGUARYes exactly.
If I was developing such a game I would ensure the cars where 100% correct, right down to the smallest detail.
Developers without this passion will cut corners. If you are a true enthusiast only 100% accuracy is good enough.
If anything epitomises fanboyism it is pointing out 'features' like paint chips and oil spills
code_kevJaguar, go out side, look at your car, OH LOOK AT THAT!! It has reverse lights. See, it would take 5 seconds to add em.
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JAGUARWhats the betting Forza will be jam packed with the same old genric European supercars.
live4speedJAGUAR this is you " a solid I won't buy any other racer than GT and I've managed to brainwash myself super dope". Saying the paint chips are a nonsence extra is one thing but saying the advanced tuning options like the engin swaps are too is just idiotic. As for the damage is not a licensing problem for PD, KY has said the PS2 couldn't handle doing damage in GT4 at the level he would want it., and you say a "A few popping beonnets and generic crash impacts is not good enough I'm afraid." Well Forza's is more than that it's proper car damage that also affects your performance. I can gaurentee that if all these so called nonsence extras were in GT4 you'd be raving on about how much GT4 needs them and how much better they make the game. You can't say GT4 is so good because of the attention to detail and then when another game comes along with just as much in not more say it's nonsence or over the top ect.
The engine swap epitomises the bull**** extras that Forza is using to get one up on GT4. Who the hell swaps engines in real life????
xcstiWhat's genric? If you mean generic then that statement makes no sense. A supercar is anything but generic. Now toyota vit's and voltswagin beetle's are generic.
I have no doubt Forza will have damage that also affects the car performance. I also have no doubt that it will be a shadow of what is going to be possible on the next generation machines. Why even attempt something that will not be upto to standard.