Haha. If SMS isn't already paying you, they should.
Whoah. What are you suggesting?
Haha. If SMS isn't already paying you, they should.
Haha. If SMS isn't already paying you, they should.
Mascot has been harping on Dan long before PC was even an idea. It's part of his DNA.
Comment was lighthearted. My bad if it didn't read that way.
On the flipside, I've also written poems about him. And he even mentioned my (expertly shopped) King Leonidas avatar in an interview once.
Same. Project Cars taught me that it's more fun to skip qualifying and race at 1% lap count lol. I can't stand races over ~4 laps. The AI in PCars isn't really challenging though so once you get into first it's easy to keep it as long as you don't crash.I'm part of the problem. Probably the filthy casual that T10 is catering to.
Although I wouldn't mind qualifiers, lap count customization, pitting and so on, I don't really care if it's not there.
The AI in PCars isn't really challenging though so once you get into first it's easy to keep it as long as you don't crash.
Unbeatable drivatars put up a good fight. I lose to them more often than I win unless I'm doing x class races in the E21.It's the same with Forza![]()
Unbeatable drivatars put up a good fight. I lose to them more often than I win unless I'm doing x class races in the E21.
Unbeatable drivatars put up a good fight. I lose to them more often than I win unless I'm doing x class races in the E21.
I don't like the whole 3-4 lap sprint thing in FM, I get that they do it for the casuals, but is the option to have longer races so much to ask?
Also I feel that those short races lead to more aggressive drivatars as people try to get in front as fast as possible.
This actually gave me a fun idea. I want to clock unbeatable AI around the ring vs PCars 100% AI around the ring to see who puts up faster laps. Brb. What cars should I use? Audi's LeMans cars?
This actually gave me a fun idea. I want to clock unbeatable AI around the ring vs PCars 100% AI around the ring to see who puts up faster laps. Brb. What cars should I use? Audi's LeMans cars?
I think I'll do two races on each. One race just sitting at the line and one race competing with the AI (rubberbanding?).
Edit2: Forza is being stubborn lol.
PCars results were:
7:06.969 fastest lap (McLaren P1)
7:23.164 slowest lap (McLaren P1)
Forza 5 results:
6:59.606 (McLaren P1) (Not a one-make race, fastest car was 6:49.986 [#007 Aston DBR9] and slowest was [#4 Corvette ZR1] Racing car @7:21.379)
This actually gave me a fun idea. I want to clock unbeatable AI around the ring vs PCars 100% AI around the ring to see who puts up faster laps. Brb. What cars should I use? Audi's LeMans cars?
I think I'll do two races on each. One race just sitting at the line and one race competing with the AI (rubberbanding?).
Edit2: Forza is being stubborn lol.
PCars results were:
7:06.969 fastest lap (McLaren P1)
7:23.164 slowest lap (McLaren P1)
Forza 5 results:
6:59.606 (McLaren P1) (Not a one-make race, fastest car was 6:49.986 [#007 Aston DBR9] and slowest was [#4 Corvette ZR1] Racing car @7:21.379)
I'm part of the problem. Probably the filthy casual that T10 is catering to.
Although I wouldn't mind qualifiers, lap count customization, pitting and so on, I don't really care if it's not there.
This actually gave me a fun idea. I want to clock unbeatable AI around the ring vs PCars 100% AI around the ring to see who puts up faster laps. Brb.
Yea, you should definitely include some good(not perfect-best you can do, no pressure) lap-times of your own in those cars for comparison to give a picture of how much is differences in car/track differences between games and how much might be because of A.I. difficulty. I also think that the P1 is pretty broken in both games, especially because of KERS and DRS but also because of torque vectoring not well simulated.You know... I'm kinda surprised that with all the debate surrounding AI difficulty between games, that I've never seen this done before.
Are you personally noticeably faster/slower in one game over the other when driving the same cars?
Forza 5 takes place at 6:45 AM in overcast, and doing a race at 7 AM in overcast is a good match on PCars. I tried to put up my best times on both but the P1 is problematic and I couldn't put up clean laps with my setup. I had the AI drive the ring for me in 7:09 in PCars and I couldn't get close in F5 lol. With rewind I managed a 7:30 lap but the stock P1 feels like driving on marbles.Something that might skew things is the way PCars simulates alternating track temps for weather and TOD, where as I think FM5 is static, and optimal.
I'd also say that tyre simulation, heating and wear, are noticeably different in PCars.
Still, they aren't a million miles away from each other, which considering the differences between the games is quite interesting.
If the controls were better in PCars I'm pretty confident I would put up better lap times. It's a lot grippier.
I'd be delighted if Forza Motorsport adopted actual motorsport authenticity but it's not what the series has ever been about, and there's little evidence to suggest that that philosophy will ever change. Practise sessions have been introduced in FM6 but the small (and logical) step of using that framework to include qualifying sessions has been consciously ignored, reinforcing the long-held thought that Dan has no interest in simulating motorsport or offering a race weekend experience. It's unfortunately another example (like Forza's half-assed attempts at drag racing, endurance and pit strategy) of paying lip-service to tick feature boxes, and fumbling the execution. It's a real shame - the physics are firmly in place and it wouldn't take much for FM to step up and provide an authentic sim racing experience. Catering to the casuals with the Top Gear stuff and 'fun' like car soccer and bowling might well boost sales, but dumbing down the game has definitely harmed any sim pretentions the series ever had. Like a lot of people, I was rather hoping that Forza Horizon was being developed as an outlet for all the 'arcadey' stuff, freeing FM up to concentrate on a genuine and authentic race-day experience and live up to its Motorsport moniker, but that proved to be a false dawn.
I'm part of the problem. Probably the filthy casual that T10 is catering to.
Although I wouldn't mind qualifiers, lap count customization, pitting and so on, I don't really care if it's not there.
I tried FM6 at Gamescom yesterday! 4 laps with the Volvo S60 Polestar, the 250 GTO, the TTS and the Formula Ford.
Technically, I noticed some foliage pop-up when driving in bumper cam, and the aliasing was also quite visible - although that could be due to the setup (standing a few centimeters away from a non-calibrated TV doesn't help!). And the usual 30fps mirror reflections, but that was expected.
Beside this, I was impressed; Rio looks great (and the track itself is well designed), the rain looks and feels amazing, and overall the game is gorgeous, with 24 cars on track and not a single frame dropped. The AI/Drivatar seems much less aggressive than in FM5 (although I don't remember which AI level was set for the demo).
Racing in the wet or at night is obviously a big change in terms of gameplay, but I also love the fact that it's bringing variety to the atmosphere and environments. With different lighting and effects, the game just does not look the same, a bit like the variable time of day in FM4 - but a (big) step further. Diversity is always nice.
Also, all units were equipped with Elite controllers, but without the paddles, uh!
The d-pad felt really great (although useless in Forza), and it was very comfortable (excellent grip). Nice piece of tech, I wouldn't pay 150$ for it though.
Oh and the in-race symphonic music is back. I couldn't care less (first thing I switch off), but I know some people care...
Also it seems like the loading times haven't improved. I guess we can't have everything!
And I saw HeliosT10 on stagenice performance with your lap around Rio in 2m31s, with all the crowd watching you
![]()
Noticed your comment about loading times, those are much reduced in the full game I'm pleased to say.
Noticed your comment about loading times, those are much reduced in the full game I'm pleased to say.
I'd be delighted if Forza Motorsport adopted actual motorsport authenticity but it's not what the series has ever been about, and there's little evidence to suggest that that philosophy will ever change. Practise sessions have been introduced in FM6 but the small (and logical) step of using that framework to include qualifying sessions has been consciously ignored, reinforcing the long-held thought that Dan has no interest in simulating motorsport or offering a race weekend experience. It's unfortunately another example (like Forza's half-assed attempts at drag racing, endurance and pit strategy) of paying lip-service to tick feature boxes, and fumbling the execution. It's a real shame - the physics are firmly in place and it wouldn't take much for FM to step up and provide an authentic sim racing experience. Catering to the casuals with the Top Gear stuff and 'fun' like car soccer and bowling might well boost sales, but dumbing down the game has definitely harmed any sim pretentions the series ever had. Like a lot of people, I was rather hoping that Forza Horizon was being developed as an outlet for all the 'arcadey' stuff, freeing FM up to concentrate on a genuine and authentic race-day experience and live up to its Motorsport moniker, but that proved to be a false dawn.
Forza 5 takes place at 6:45 AM in overcast, and doing a race at 7 AM in overcast is a good match on PCars. I tried to put up my best times on both but the P1 is problematic and I couldn't put up clean laps with my setup. I had the AI drive the ring for me in 7:09 in PCars and I couldn't get close in F5 lol. With rewind I managed a 7:30 lap but the stock P1 feels like driving on marbles.
If the controls were better in PCars I'm pretty confident I would put up better lap times. It's a lot grippier.
I don't think the lack of motorsport authenticity or the repeated failure of FM to provide a race weekend experience is anything to do with time constraints. It's the design philosophy of the series. Dan doesn't want to provide a gritty racing canvas like Project CARS does. Forza was born as a car enthusiast's game as Microsoft's direct response to Gran Turismo, and it sometimes feels like the racing is provided through gritted teeth. If racing was actually important to Forza then you'd think Turn 10 would actually put some effort into it with proper structure, race length, pit strategy, flags and penalties. As it stands FM is structured like an arcade game with simulation physics, and we have to assume that's what the design document dictates.
Haha. If SMS isn't already paying you, they should.
Forza Motorsport 2 was the last, true, simulation aimed Forza game to come out.
FM2 tried very hard to give us racing game lovers what we wanted. The game is surprisingly very well rounded in terms of content, and actually gave you very little options to deviate from the challenge that the game presented, compared to FM4, and FM5.
The career races were the type that basically made you stick it out or not bother with them. I've been playing the gave as of recently, and I've just come to notice how much more flushed out the career races are compared to all other FM games. It goes all the way into endurance races, which all the other FM games up to FM5 have lacked.
In terms of leveling up your driver, it had actual meaning in FM2, but that is not to say that it was well executed in the game. I honestly despise having to unlock certain cars, and would rather have an open end system with changes.
I'm mentioning these things because I feel like something caused Turn 10 to shift their focus from the no-forgiveness simulator, to hand holding FM3-FM6. It is interesting that their focus from FM2-FM3 somewhat shifted during the Mattrick times of the Xbox division, so that may have definitely had a play in the decisions that Turn 10 has made with the FM series (Look at the Kinect driving in FM4)
The FM community scolded Turn 10 for removing some of the otherwise brilliant content that FM2 had in it. Examples like, removing custom user lobbies and the likes, removing Forza Motorsport TV (This right here was absolutely awesome, and when I used to watch the tournaments, it showed that T10 actually gave a damn about racing experience.), Race Rear Bumpers, which in hand, turned any regular street car into a bad-ass machine with a diffuser on the back (if you don't know what I'm talking about, check this out. Race Rear Bumper on a 2004 Civic Type R). Turn 10 also removed smaller things like the ability to paint calipers (small, but I like to customize nearly everything on my cars, which is mainly the reason why I miss the race diffuser.) From FM2 to FM3, they removed sound changes from exhaust upgrades, and then T10 got ripped a new ass, and they put it back in FM4.
They also removed tuning garage cars, and they have yet to return to the FM series. Cars like the RE Amemiya
, AB Flug RX7, and various Tommy Kaira cars.
It's just frustrating to go back to this game and just notice how well of a path Turn 10 was paving in terms of giving a raw racing feel in terms of content, but now they are catering to bring the casual audience in, and like you have said, I was hoping for Forza Horizon would be the one to keep the casual audience, but it seems like Turn 10 doesn't really aim to bring in the same features that keeps me going back to Gran Turismo for. Tuning garage cars, rolling start races, pit strategy (Now that T10 has proper animators, to not have proper pit crew and strategy is inexcusable.).
Forza 2 was such an enthusiast aimed game. It had ZERO gimmicks to it; it was just race or don't race, and that's what I'm missing.
Sorry for the long rant, I'm frustrated with Turn 10.
It seemed for a few moments that Turn 10 was actually trying with FM4, but it just ended up being sort of a dud, for me. They started to listen to the community and brought back a bunch of the features that they removed from FM2, but the damage was done.
*eloquent stuff*
Eh, ideally Forza Motorsport would incorporate the aspects of a proper race weekend and be more than just a name, but we're at the sixth installment of the series and so far it hasn't happened.
To be honest, though, I've never played these games for their motorsport credentials, (otherwise I wouldn't have bothered amirite), but for the simple fact that I like cars and want to experience as many of them as possible. Forza's continued catering to the car collector crowd is fine by me, especially considering that racing gamers are spoiled for choice, irrespective of platform. The automotive scene is simply too diverse for any one game to do it justice, and one title's weakness will invariably be another's strength. There's an embarrassment of riches out there; best enjoy the wealth.
Fake edit: pleased to see the return of 2D crowds, if only for the inevitable wailing and gnashing of teeth among screenshot comparison jockeys. Frankly, anyone who cares that much about the rendering of the spectators in a racing game has their priorities out of whack.
They deserve the praise for those elements he brings up
So, I just walked by Dan and asked him, it's much more like it was in FM4, during the first 15 minutes you get short races of about 3 minutes, but it gets longer and longer and can reach up to one hour.
There's also endurance in Shocases events up to two hours or so.
Mods cannot make races longer or shorter.
TheMods cannot make races longer or shorter..
come on T10... OPTIONS to play however the hell we want to please
They do...in custom races.
I will never complain about their event laps because its how they want the Career Mode to go.
I honestly see little issue in Turn 10 deciding how many laps their Career Events should have, especially when we are getting endurance races added.
...now if the game had an actual career with tables and leagues, that could be different...but right now, with their "History of Motorsport" or whatever they are doing, I don't mind it.
But hey, Pretendracecars says Polyphony is making an official FIA GT3 sim so we'll see.
Just so you know, the only source of that is a single person's comment on GTPlanet, and PRC is a pretty bad blog for "news" on games. It's all either baseless or biased.
PR is actually a specialty of his. So is Physics. So is Martial Arts. So is Comparative Religion. Dan Beardawalt is the great polymath of our time.Watching those Gamersyde vids with Dan Greenawalt talking about night racing and rain...it's been a while since I've followed Forza but this guy is still really good at selling his game.
They do...in custom races.
I will never complain about their event laps because its how they want the Career Mode to go.
I honestly see little issue in Turn 10 deciding how many laps their Career Events should have, especially when we are getting endurance races added.
...now if the game had an actual career with tables and leagues, that could be different...but right now, with their "History of Motorsport" or whatever they are doing, I don't mind it.