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The Official Forza 5 thread

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Besides endlessly practicing, how does one get better at Forza? I guess what I'm asking is, where do you learn the principles of *good* driving. That's one thing I remember GT5 having with its license tests, Forza kind of just throws you into racing.
 
Besides endlessly practicing, how does one get better at Forza? I guess what I'm asking is, where do you learn the principles of *good* driving. That's one thing I remember GT5 having with its license tests, Forza kind of just throws you into racing.

Everyone knows how to drive, gas, brake, turn. What you are supposed to do is use the race line and learn to take that line as fast as possible. You will learn through trial and error how early to brake, when to get back on the throttle, how much throttle, how to avoid sliding out etc. The more you race a particular car and track the better you will be.

Anyone manage to create a workable tune for the 370Z? I realize it's a light car, but even with race tires and all the downforce I can muster the rear end breaks free even if even breath on the gas pedal. This is one of those situations where just because it's harder to drive doesn't automatically mean realistic, but that's me.

It's been my experience and my opinion that some vehicles aren't meant to have huge power. What I mean is, some of the cars in the game can be upgraded past their base class but they will not perform to the level necessary to compete with that class. Too much power under the hood for the vehicle to handle well enough to compete. Is that what you are experiencing?
 
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Regarding the drivatars... I am thoroughly enjoying the change from boring AI to drivatars. Perhaps I'm not experiencing the same thing other are. Or (more likely) I'm just not as much of a perfectionist. I like the less predictability, and I actually enjoy the challenge of making it through a pack of cars that aren't necessarily taking the best line.
 
Regarding the drivatars... I am thoroughly enjoying the change from boring AI to drivatars. Perhaps I'm not experiencing the same thing other are. Or (more likely) I'm just not as much of a perfectionist. I like the less predictability, and I actually enjoy the challenge of making it through a pack of cars that aren't necessarily taking the best line.

It's not even that they don't take the best line, they completely ignore your existence entirely and just ram you or do things no competent driver would do.
 
It's been my experience and my opinion that some vehicles aren't meant to have huge power. What I mean is, some of the cars in the game can be upgraded past their base class but they will not perform to the level necessary to compete with that class. Too much power under the hood for the vehicle to handle well enough to compete. Is that what you are experiencing?

That may very well be the case for this game. It doesn't make much sense compared to it's RL counterpart though. With full racing slicks and a proper tune that car should be practically welded to the ground except when overdriven. Oh well. :/
 
It's not even that they don't take the best line, they completely ignore your existence entirely and just ram you or do things no competent driver would do.


Exactly. This is my biggest issue with them. Sometimes it seems they are literally copying and pasting player runs and will run their recorded line regardless of the situation, which is what leads to the initial bang up. They obviously adjust the overall speed of the drivatar to properly represent the drivatar level, but AI intervention seems to be minimal. I concede that it does lead to a more "authentic" race experience overall, but that first lap is almost always completely BS. They should keep the drivatar, but perhaps replace the first quarter lap with a pure AI solution just to help "lubricate" things through the first major turn, so to speak. *shrug*
 
It's not even that they don't take the best line, they completely ignore your existence entirely and just ram you or do things no competent driver would do.
Competent driver is saying a whole lot. I mean really I would expect even seasoned veterans, would find it easier to only account for the AI cars whenever they absolutely had to (that contact would cause a spin or send them off into the grass). But I mean really when you think about as a populous when dealing with digital beings or digital representation of beings, we humans are animals. The fact that I pay the bare minimum attention to the Drivatars as possible without hurting my races should be a godsend compared to how drivers behave on an MP game. It's practically Mario Kart out there.
 
That may very well be the case for this game. It doesn't make much sense compared to it's RL counterpart though. With full racing slicks and a proper tune that car should be practically welded to the ground except when overdriven. Oh well. :/

Some cars just don't develop the front end grip to hold the rear end. Another example is the Mustang. Put 100k of parts into that and it becomes a monster on take off and acceleration, but its crap in corners and sucks at breaking. I haven't read much on the 370 but I know that the 350 was twitchy as hell, had three people at my company lose theirs and a fourth sell his after a scare years into ownership.
 
Anyone else have issues playing locally with 2 people and 1 controller?

I tried to create a local account for my buddy but it wanted a microsoft account? Seems stupid for what should be a local only account. So then I tried guest mode but that was associated with the single controller. And would not switch back and forth.

I ended up just signing in as me and we handed the controller back and forth but each time I handed it off, it would say controller disconnected. I thought it was batteries so I changed them but same results. I then hid my face when handing it off and it didn't seem to care, but was kind of a silly work-around.
 
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The kinect remembers what controller you were holding and when you pass it off it doesn't let your friend play as you for whatever reason. I think it's weird too.
 
That may very well be the case for this game. It doesn't make much sense compared to it's RL counterpart though. With full racing slicks and a proper tune that car should be practically welded to the ground except when overdriven. Oh well. :/

That is not entirely true. I read a review on one of those specialty Mustangs with some crazy amount of HP, and the review said "yeah it is a monster, but basically undrivable." Having 700HP in a 370Z, even with racing slicks, would probably take a little more than a light press to break the tires. Hell, the Porche Carerra GT has that problem and it is made that way. You can spin the tires going 140 is what people are reporting.

I do agree a fully maxed out 370Z sucks to drive though.

The problem with the game is they let you max out cars beyond what is drivable. Just because you can get it to S class doesn't mean it can race in S class.
 
Everyone knows how to drive, gas, brake, turn. What you are supposed to do is use the race line and learn to take that line as fast as possible. You will learn through trial and error how early to brake, when to get back on the throttle, how much throttle, how to avoid sliding out etc. The more you race a particular car and track the better you will be.

So I should probably turn back on the full driving line, practice just by myself (no drivatars) and stick to that line as much as possible?
 
So I should probably turn back on the full driving line, practice just by myself (no drivatars) and stick to that line as much as possible?

This is what I do/did. The blue line is the optimal line for that track. The line will turn red when you are taking a turn too hot and need to slow down. Some of this can be ignored, like the portions of tracks with mild sweeping turns on the straight that may have orange indicating you're too fast there, you can usually get by with no issues. Sometimes with your vehicle, you can go faster than the line indicates. You may be able to take the turn when the line indicates you need to brake. It all depends on your setup, but it is a good starting point.
 
This is what I do/did. The blue line is the optimal line for that track. The line will turn red when you are taking a turn too hot and need to slow down. Some of this can be ignored, like the portions of tracks with mild sweeping turns on the straight that may have orange indicating you're too fast there, you can usually get by with no issues. Sometimes with your vehicle, you can go faster than the line indicates. You may be able to take the turn when the line indicates you need to brake. It all depends on your setup, but it is a good starting point.

Cool. Is it just me or do some cars turn like crap compared to others in the same class. I feel like I have to rewind constantly because a car isn't taking a corner as well as others do. Also, what's better, fully tapping on the brake to simulate what ABS does or just a slow depression (and letting off before rumble triggers)? One last question, braking and turning at the same time = drifting, right? Something to be avoided?

Sorry for all the questions, I could learn this all on my own (the hard way) or learn from others. 🙂
 
I only do the breaking line. Braking and turning isn't drifting. Drifting is when you're car breaks traction and slides, or powersliding as it is called. Drifting technically is the sport of doing that. What you want to do is accelerate through the turn after the apex. What I usually end up doing (and this is probably why I love 4 wheel drive cars) is slowing down enough to take the turn before entering and torque steering to pull myself through while accelerating.

And as cmdrdredd states, the lines are perfect. You have to learn at what speed you can take your car through the turn at, as it can differ from the line a lot. The thing with that is it takes track and car knowledge. The line is a good starter, but when you know your car, you can go a lot faster.
 
Cool. Is it just me or do some cars turn like crap compared to others in the same class. I feel like I have to rewind constantly because a car isn't taking a corner as well as others do. Also, what's better, fully tapping on the brake to simulate what ABS does or just a slow depression (and letting off before rumble triggers)? One last question, braking and turning at the same time = drifting, right? Something to be avoided?

Sorry for all the questions, I could learn this all on my own (the hard way) or learn from others. 🙂

I follow the slow in, fast out philosophy. In other words, slow down enough so that you take the turn without sliding or breaking the tires free in any way, then go as fast as you can once you pass the apex. I like to press the brake lightly to slow down and not lock up the brakes, I let go before I begin my turn so I don't lock up. If you do it right you will be able to accelerate before someone who comes in hot and slides through it. So even though you are slower in the turns, you can get on the gas and pass them because they are unable to accelerate until they straighten out after the turn. With an AWD car you can get to the point of sliding but your front tires are still stuck and will deliver power so you can push the car harder without going into a full slide.

Every car is different. Some cars have better handling than others of the same class. For example the LaFerrari has pretty severe oversteer and is quite twitchy. The McLaren P1 is more neutral on the steering but likes to break free more quickly than the Ferrari. So the LaFerarri is harder to drive but it sticks the turns better.
 
I follow the slow in, fast out philosophy. In other words, slow down enough so that you take the turn without sliding or breaking the tires free in any way, then go as fast as you can once you pass the apex. I like to press the brake lightly to slow down and not lock up the brakes, I let go before I begin my turn so I don't lock up. If you do it right you will be able to accelerate before someone who comes in hot and slides through it. So even though you are slower in the turns, you can get on the gas and pass them because they are unable to accelerate until they straighten out after the turn. With an AWD car you can get to the point of sliding but your front tires are still stuck and will deliver power so you can push the car harder without going into a full slide.

Every car is different. Some cars have better handling than others of the same class. For example the LaFerrari has pretty severe oversteer and is quite twitchy. The McLaren P1 is more neutral on the steering but likes to break free more quickly than the Ferrari. So the LaFerarri is harder to drive but it sticks the turns better.

Thanks. Sadly no Forza 5 for me until January 2nd when I go back home. :\
 
The IGN Car Pack is available today.

IGN Car Pack Trailer

2013 Caterham Superlight R500
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1961 Maserati Tipo 61 Birdcage
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2013 Mercedes-Benz A45 AMG
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1977 Ford Escort RS1800
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1964 Chevrolet Impala SS 409
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2002 Ferrari 575M Maranello
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2008 Lamborghini Reventón
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1957 Ferrari 250 California
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1969 Nissan Fairlady Z 432
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1984 Peugeot 205 T16
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Might wait for the next car pack to make final decision but if they keep adding Ferrari's I will probably end up buying the season pass. The Cateram would be a fun little car to roll around with as well.

Has anyone who has this pack or the pass know if they gift you the headliner like they did with the LaFerrari pack?
 
They gifted me one of the cars, I think it was the Tipo 61 Birdcage.

I also got a few others from the holiday I assume. An IS-F in Christmas colors and an old Mustang I think.

Been quite busy lately, and kind of on a PoE kick, so I've been ignoring my Xbox One. I did play a bit of Madden last night.
 
Forza Motorsport 5 Free Road America Track Add-On Now Available... for free!

Turn 10 Studios is happy to announce that Road America, one of the world’s premier tracks, will arrive today as the first track add-on update for “Forza Motorsport 5.” Available for free, “Forza” fans can take a spin on the legendary high-speed straights and challenging turns on one of the oldest and most distinguished tracks in North America, brought to life with spectacular detail and functionality on Xbox One.

Road America is being offered as a fully-integrated addition to the “Forza Motorsport 5” experience and will be automatically added into the Career events for the racing career. Players will be able to take part in races on the circuit in both the main Career events as well as Career bonus events which are available after a Mini-Career series is complete.

In addition, for the first time in the “Forza Motorsport” series, Road America will feature four alternate ribbons that will test the limits of each and every player. Players will also now find new Road America-themed events in Rivals Mode and in the multiplayer lobbies.
 
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