BRAKING AND DRIVING LINE DISCUSSION
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Diablo 29x
xVampirAx
HCR Motorhead
Standaman94
Ax4x Chaddy
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Ax4x Mikey J
theboomeranga
ROSCOEpCOTRAIN
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SVR Solar
APX COLONEL
17 posters
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Re: BRAKING AND DRIVING LINE DISCUSSION
O and just and fyi to everyone if you think this is an arguement your wrong. This is everyone stating wheather they would be willing to race in a series with assists on / off FULLY!
Some want to race the hardest way possible in the game, others want to race more for fun theirs nothing wrong with either way.
So if nothing pops up in the next month I will have a FULL SIM series created this I can and will promise.
Some want to race the hardest way possible in the game, others want to race more for fun theirs nothing wrong with either way.
So if nothing pops up in the next month I will have a FULL SIM series created this I can and will promise.
PsycoPhoenix- TORA Race Number : 282
Number of posts : 79
Location : Chester PA, USA
Registration date : 2014-08-09
Reputation : 1
Re: BRAKING AND DRIVING LINE DISCUSSION
CQR MAGiC wrote:Normal steering is an assist (it automatically countersteers the steering back to centre when you apply opposite lock, i.e. it's assisted steering). Sim steering is full unassisted, you are in full control of winding lock on and off.
So how does banning racing line make it more realistic if you're still using assisted steering. Baffling.
I stand corrected, as I had always thought that sim steering was just a quicker ratio steering box, like a go-kart, whereas normal box was just a bit slower, as in a production car. Now that I know this, being one to practice what I preach, I will be switching to sim steering from now on. If it costs me a few tenths, so be it.
Re: BRAKING AND DRIVING LINE DISCUSSION
No worries, it can feel a bit twitchy to start with but the smoother you wind the lock in and out the less snap oversteer you'll get.
This is how steering has evolved in Forza:
- Forza 2 only had one steering model.
- Forza 3 introduced a countersteer assist to make drifting easier, but it made the steering feel quite dead for sim racers
- Forza 4 retained Forza 3's steering and called it 'Normal Steering'. They also added 'Simulation Steering' which removes the countersteer assist, and is closer to what was in Forza 2.
- Forza 5 has kept the same Normal / Sim steering options.
This is a good article from Turn 10 explaining the differences:
"In Forza 3, we refined a steering assist to the controller (and to a lesser extent for the wheel) that helped the player countersteer, drift and recover. It slightly modified the player’s steering angle input as well as the rate of steering wheel rotation based on the yaw of the car and the player’s recent inputs. I loved the system for drifting, as it made me feel like a driving god without actually sacrificing our physics accuracy. It made the game easier to drift and recover by just interpreting the player’s input.
With “Simulation Steering” in Forza 4, those input assists are turned off. If you over-countersteer or over-correct, you will spin like a top. Based on how you drive, Simulation Steering, combined with the new Pirelli tire data, makes the cars feel far more twitchy--especially high-powered RWD cars such as the Ferrari 599 GTO (and even more so with traction control turned off). Interestingly, if you are a very smooth driver that doesn’t really let the car get out of shape, you probably won’t notice a difference at all.
Of course, some gamers associate slow steering rates and crazy moment-of-inertia values with a feeling of “simulation.” This is most likely due to their experience with other racing games. However, as most of you know, that’s just not how real cars behave. When you jerk the wheel from one side to the other, the car will twitch. When you over-correct and over-countersteer, the car will build up torque and whip around – hello, tank-slapper. While this is most evident in a lightweight race car, I can tell you from personal real-world experience: it will happen in a big Audi A8 as well! Anyway, simulation is important to us, so we put in the option for “Simulation Steering.”"
http://forzamotorsport.net/en-us/news/underthehood3
This is how steering has evolved in Forza:
- Forza 2 only had one steering model.
- Forza 3 introduced a countersteer assist to make drifting easier, but it made the steering feel quite dead for sim racers
- Forza 4 retained Forza 3's steering and called it 'Normal Steering'. They also added 'Simulation Steering' which removes the countersteer assist, and is closer to what was in Forza 2.
- Forza 5 has kept the same Normal / Sim steering options.
This is a good article from Turn 10 explaining the differences:
"In Forza 3, we refined a steering assist to the controller (and to a lesser extent for the wheel) that helped the player countersteer, drift and recover. It slightly modified the player’s steering angle input as well as the rate of steering wheel rotation based on the yaw of the car and the player’s recent inputs. I loved the system for drifting, as it made me feel like a driving god without actually sacrificing our physics accuracy. It made the game easier to drift and recover by just interpreting the player’s input.
With “Simulation Steering” in Forza 4, those input assists are turned off. If you over-countersteer or over-correct, you will spin like a top. Based on how you drive, Simulation Steering, combined with the new Pirelli tire data, makes the cars feel far more twitchy--especially high-powered RWD cars such as the Ferrari 599 GTO (and even more so with traction control turned off). Interestingly, if you are a very smooth driver that doesn’t really let the car get out of shape, you probably won’t notice a difference at all.
Of course, some gamers associate slow steering rates and crazy moment-of-inertia values with a feeling of “simulation.” This is most likely due to their experience with other racing games. However, as most of you know, that’s just not how real cars behave. When you jerk the wheel from one side to the other, the car will twitch. When you over-correct and over-countersteer, the car will build up torque and whip around – hello, tank-slapper. While this is most evident in a lightweight race car, I can tell you from personal real-world experience: it will happen in a big Audi A8 as well! Anyway, simulation is important to us, so we put in the option for “Simulation Steering.”"
http://forzamotorsport.net/en-us/news/underthehood3
Page 2 of 2 • 1, 2
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