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#1 Posted : Wednesday, February 3, 2016 12:58:06 PM(UTC)
I just played Forza 5 for the first time since getting 6. I can feel the road way better. Feels like I am driving on a sheet of ice in Forza 6. So much more force feedback in 5. Why Turn 10??? I can also read the font without squinting.

Edited by user Wednesday, February 3, 2016 1:10:40 PM(UTC)  | Reason: Not specified

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#2 Posted : Wednesday, February 3, 2016 1:02:37 PM(UTC)
Maybe you need to adjust your settings for 6
With 5 i could barely notice the ffb but with 6 i feel it
That's with both controller and wheel
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#3 Posted : Wednesday, February 3, 2016 1:08:11 PM(UTC)
Probably needs to put new batteries in his controller.
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#4 Posted : Wednesday, February 3, 2016 1:20:23 PM(UTC)
nope I have the feedback set to full in 6. Always vibrating in 5, it is new batteries. Vibration is stronger and there is more vibration in certain place than in Forza 6. Try it Controller not a wheel. I am starting to feel 6 is a little more arcadey than 5 to please the Horizon players Audio is also better in 5

Edited by user Wednesday, February 3, 2016 1:22:35 PM(UTC)  | Reason: Not specified

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#5 Posted : Wednesday, February 3, 2016 1:26:59 PM(UTC)
FM6 has shown itself to be much better than FM5 from my playing. Arcadey? no.

Verrückter Schakal | ­ ­ The Höllenhund
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#6 Posted : Wednesday, February 3, 2016 1:28:35 PM(UTC)
Just more tracks
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#7 Posted : Friday, February 12, 2016 2:20:56 AM(UTC)
Originally Posted by: leetorts Go to Quoted Post
I just played Forza 5 for the first time since getting 6. I can feel the road way better. Feels like I am driving on a sheet of ice in Forza 6. So much more force feedback in 5. Why Turn 10??? I can also read the font without squinting.


Agreed on all counts.

You can feel the road better and you just have to go with the 'flow of the road' to master each track, and God it's satisfying!

I wouldn't call FM6 driving on ice, but FM5's physics were reasonably nuanced - I feel rather than carrying on that tradition of making the physics even more nuanced and realistic, they merely made a few tweaks to improve control and perhaps relay weight transfer better. But that's okay - I won't hold it against them. Maybe my expectations were too high. Vibration and rumble is also better in F5. The font is just right and hey, here's a kicker: more detailed cars and tracks, though that's understandable.

The engine audio, race effects, wind noise...ahh, can't say enough good things about the sound design.

Just remember, more stuff in a console game will mean compromises, especially when you're sticking with a locked 60 fps...that is VERY important in a Forza game. I sincerely hope they don't eventually end up merging FM with Horizon, because I want the Motorsport physics to be as accurate and uncompromising to real life as possible. Please don't make the game too easy or accessible like Horizon. I must admit frankly, FM4 and 5 had a more gradual learning curve than 6.

Just my two.
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#8 Posted : Thursday, June 30, 2016 4:55:14 PM(UTC)
I feel the opposite, F5 seems to have no traction at all while in F6 I have plenty of traction.
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#9 Posted : Saturday, July 9, 2016 9:46:23 AM(UTC)
That's the additional tacked on grip you're feeling in F6. It leans less towards sim and more towards arcade, hence you're experiencing higher grip levels. F5's physics are reasonably nuanced and has a gradual learning curve. In F6, no problem at all... pick up and play.

F5 has consequences of bad driving so if you use improper technique you won't get optimal grip levels. F4 was the first Forza game to really step up the physics. They took the best of that and improved it in 5. In 6, it is a downgrade in an attempt to please the masses.

Do not be surprised if by F8 you're playing a game that loosely resembles the Burnout or NFS driving models.

I know I'm being a bit harsh here, but FM6 is literally the first game in the franchise to get downgrades in sound, visuals and physics. There's only so much realism you can recreate when having this many cars is such a high priority. However, I am happy that Forza isn't as semi-arcadey as GT or DC. But maybe that's the problem: T10 feel the only real competition they have is GT or DC. If they want to truly innovate, they need to get out of this mindset. The only situation where they will be forced to up their game is if the DC or GT developers up it, which seems unlikely, especially seeing how disappointing the GTS E3 impressions were.

Edited by user Saturday, July 9, 2016 9:50:08 AM(UTC)  | Reason: Not specified

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#10 Posted : Saturday, July 9, 2016 10:31:59 AM(UTC)
I've gone back to 5 and 4 and noticed the cars seem to grip more. I'm not sure that means their physics are better. I always thought it made FM 6 closer to real life.
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#11 Posted : Saturday, July 9, 2016 3:46:33 PM(UTC)
I brought some tunes over to 6 from 5 as I'm sure many people did. Forgetting the PI change if you just run the car on any track that featured in 5 you'll be slower. There's less cornering grip and traction in 6 and a car that behaved neutrally in 5 can be extremely difficult to drive in 6. Much of the change appears to be with tires but there's no doubt in my mind that 6 features more complex physics.
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#12 Posted : Monday, March 20, 2017 10:35:18 AM(UTC)
^^ They tightened the model to make cars respond quickly and behave in a less nuanced way. We all have our definitions of realistic, so we shall leave it at that.

The strange understeery physics in FM6 have carried over to H3. Anytime you brake late, trail-bake or tap the brakes mid-corner, you cars starts to understeer and you can even see the driver being very hesitant to go to deeper wheel lock. As a result, the AI swoops right past. This is not a speed sensitive steering issue, a tuning or driving style issue, but simply how the physics engine works. It can be consistently recreated on both a pad and wheel.

Would be nice to see a driving model that really lets you brake late while having a reasonable amount of steering, throw your car hard around corners, overdrive it as much as you want and let you LIVE with the consequences.

i appreciate the work Dan's team has been putting into FM, but it may not be a bad idea to borrow bits and pieces of inspiration from titles like AC, PCARS, or iRacing.

Edited by user Monday, March 20, 2017 10:36:59 AM(UTC)  | Reason: Not specified

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