Rage: Kerb Flips

  • Thread starter Thread starter BarronGeddon
  • 38 comments
  • 2,633 views
Do you have any idea what said effect would be?

The tyres that are still on the ground would get a vast increase in downward pressure which also equals a vast increase in grip. Massive amount more grip on a car already on 2 wheels with a high centre of gravity plus lots of turning angle = roll.

If you know what you're doing, it's very easy to avoid it happening in FM4 regardless of your suspension setup. (obviously excluding roll over tunes)

Watch the op video then the real video. Notice the difference? In Forza the car lifting has no effect of the direction of the car as if the tires are super glued to the track which helps it to flip. In the live video notice the rear end shifts toward the outside as the car is being lifted which turns the car more inward. The driver has to chase the rear end by turning toward the skid or the car would have flipped.
 
Yet to have this happen to me in fm4. I have been driving stock cars though mostly. Used to annoy me in FM3 until I learned to avoid the kerbs or soften the suspension.

There will be no patch for this if that's what anybody is hoping, if it happens to the T10 community manager and he can shrug it off, so can you :lol: http://forzamotorsport.net/en-us/wir_11-11/
 
Roll-overs are a very canned part of the physics, but despite it being obviously pretty simplistic, I think it's better then nothing, and the main mechanics seem to be at play, i.e. turning away and the car drops back down, keep turning into the corner and it rolls..

As to whether it's excessive, I think the answer is yes, they are a little excessive, but from extensive racing in FM3 in tuned cars, it's never been a problem, you learn where the usual places are, you can steer out of it when it happens, and it adds a slight dimension to keeping it under control, so I just let it slide..


I think the super glue sand is a bigger issue.
I hate the sticky sand at times, but it's purpose is pretty straight forward, it's there to stop people taking too many liberties, it's a case of damned if you do, damned if you don't.. every game has some artificial method for dealing with this or exploitation becomes rife..
 
I hate the sticky sand at times, but it's purpose is pretty straight forward, it's there to stop people taking too many liberties, it's a case of damned if you do, damned if you don't.. every game has some artificial method for dealing with this or exploitation becomes rife..
The severity and liberal application of 4za's method is akin to swatting a fly with a wrecking ball. I've never seen anything in any other online racing game that necessitates such an intrusive approach.
 
Soften the anti roll bars a bit, take the stiffness down a bit and probably turn the bump stiffness down too

Exactly.

Excessive bouncing up off the curbs is a sure indication the car is sprung too tight, and possibly too low a ride height setting.

The reaction in the game seems to be exaggerated more than it should be though.


The severity and liberal application of 4za's method is akin to swatting a fly with a wrecking ball. I've never seen anything in any other online racing game that necessitates such an intrusive approach.

I agree wholeheartedly.

Its extremely annoying.
 
The severity and liberal application of 4za's method is akin to swatting a fly with a wrecking ball. I've never seen anything in any other online racing game that necessitates such an intrusive approach.

I'm FM3 people used to completely straight line the Laguna Corkscrew from grass-to-grass, and drive like they were doing autocross on the last few turns leading onto the oval section at Sunset Peninsular. Motegi corner #7 and Sebring Full were other full autocross locations, people used to cut full sections. The corner cutting at 10a Road Atlanta was also quite bad, and in some cases people would get so annoyed at corner cutting at Road ATL they would purposely sit at the chicane at turn #3 to block it and see who to kick from the lobby from intentional short-cutting.

Honestly, it was quite bad in public lobbies. GT academy's numerous re-sets are proof as to why such measures are a necessary evil.
 
I'm FM3 people used to completely straight line the Laguna Corkscrew from grass-to-grass, and drive like they were doing autocross on the last few turns leading onto the oval section at Sunset Peninsular. Motegi corner #7 and Sebring Full were other full autocross locations, people used to cut full sections. The corner cutting at 10a Road Atlanta was also quite bad, and in some cases people would get so annoyed at corner cutting at Road ATL they would purposely sit at the chicane at turn #3 to block it and see who to kick from the lobby from intentional short-cutting.

Honestly, it was quite bad in public lobbies. GT academy's numerous re-sets are proof as to why such measures are a necessary evil.
I thought FM3 had the same sticky spots as FM4. In any case, you can add a virtual adhesive to your polygonal foliage without whipping out the Black Hole™ brand super glue. I always complained about the sticky grass in the PGR series, but I kinda miss it after dealing with the stuff in this game.
 
my biggest ragequit moment with this was rolling the Oreca 908, flat-out going over a kerb... DAMNIT!! CARS THAT LOW AND WIDE SHOULD NOT BE ABLE TO ROLL!!!!
 
The sticky grass has to be worst at the Indy road course, it's on the race line on the final turn!!!!

I understand why they have it, but you need to have some room to move as well. Barely touching the rumble strip shouldn't slow you down to 50mph in a second.
 
Back