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View Full Version : 2 WEEKS........



SinglemaltWSKY
09-28-2011, 12:20 PM
http://www.youtube.com/watch?v=7BTo-Wzdong

kwlsti
09-28-2011, 05:55 PM
WOOOOOOO can't wait :)

101rs
09-28-2011, 09:04 PM
yup, can't wait either.

altho it looks like all the awd car are going to get a pretty good pi gain making them useless, my poor beloved 22b.

demo is out on monday

101rs
09-28-2011, 09:10 PM
oh ya, really liking the look of the first DLC

http://www.youtube.com/watch?v=lRYLUhcy8W0

Always fun to try and muscle one of these cars down a road course.

SinglemaltWSKY
09-29-2011, 04:11 PM
Who's up for starting a SPDA Car Clan? Apparently we'll be able to share vehicles earned in the game.

Navigator
09-29-2011, 07:16 PM
It looks like fun, whats the expectation for realism. Is there a car list?

I want us to be part of the world premier events again!

SinglemaltWSKY
09-29-2011, 07:44 PM
Car list
http://www.gamerfuzion.com/blogs/forza-motorsport-4-car-list-xbox-360/

Apparently the partnership with Pirelli has really up'd the realism. The new lighting model is pretty amazing IMO - but I will need to play it to give you a real opinion of realism.

There's an "under the hood" Q&A located here,
http://forzamotorsport.net/en-us/underthehood4/

SinglemaltWSKY
09-30-2011, 01:00 PM
What can you tell us about Forza 4’s new physics?

My favorite subject. There have been several key changes to the physics and handling of FM4. The four primary areas of change to the physics model itself are in the tires, steering suspension, and track bumpiness. Let’s get into the details.

Tires:
In Forza, we’ve always focused on our tire simulation. As a result, we’ve struck up multiple partnerships over the years to get tire data. In the past, we’ve worked with Goodyear, Toyo, and Michelin. We also used reference data from the Society of Automotive Engineers (SAE). In past Forza Motorsport games, we even featured tire carcass flex, tire surface heat, as well as tire gas heat and expansion. However, the model was based on a combination of data from all of our previous partnerships. And we had to do fix-up on the data to make all of the different data formatting play nicely together.

For Forza 4, we took an entirely new approach to our tire simulation. This time, we threw all of the old data away and asked Pirelli to provide us with all-new data for everything. Pirelli did custom tests on a huge variety of tires to cover all of our cases—including tire width and height, compound, inflation pressure, heat, wear, sidewall height, load, angle, etc. We then changed our system to accept the real-world data directly and without any fix-up from us at all. This means that the tires in Forza 4 behave exactly as the Pirelli test tires did, even in complex situations where multiple parameters are changing rapidly.

Just looking at graphs of the Pirelli data versus our Forza 3 data, there are several obvious differences. Unfortunately, I’m not permitted to expound on the data differences. As part of getting this level of access and partnership from Pirelli, we have to keep their data completely under wraps. From a gameplay perspective, these changes are most noticeable as you move load from tire to tire. There is a lot more nuance in the model than ever before.

Steering:
For Forza 4, we changed the steering model in three major ways. First, we spent time watching how quickly real-world drivers (both pros and amateurs) tend to rotate the steering wheel as they turn-in, correct, and countersteer. This led to a change in the steering rate for Forza 4. We haven’t found that this change is really noticeable, but we know it’s more accurate—especially when coupled with our second change.

Second, we reevaluated our max steering angles and the system that creates them per car. We were able to use our researched curb-to-curb turning radius in combination with our new tire data (per compound peak slip angle) and other researched parameters, such as track width and wheelbase to reverse engineer each car’s max steering angle. We already had this data researched for some cars, but not for all of them. So we filled in the research gaps. In Forza 4, lock-to-lock steering is far more accurate for every car in the game.

Finally, we added the “simulation steering” option. This option removes all of the controller aides. There were very few of these aides on the wheel controller, but there were several on the console controller. With these aides removed, you will no longer get help finding the right counter-steering angle. If you over-countersteer (meaning you overcorrect by steering into the angle of the slide), the wheels do as commanded. This usually results in a wicked tank-slapper. Also, initial turn-in is direct and linear. This can feel very twitchy. When you command the game to go lock to lock-to-lock, it assumes you mean it and lets you live with the consequences.

Suspension:
There were a couple of suspension architecture types that we felt could use better research. Specifically, we wanted to rethink our implementation for solid-axle rear ends (again). Once we started looking at the system, we decided to reevaluate our MacPherson, double-wishbone and push-rod implementation as well. We had the overall simulation correct, but we found a better way of researching and simulating the per car differences within these systems. From a high level, this change is most noticeable on the classic and low-end cars. They feel more “boaty.” It’s not necessarily less spring and damping stiffness (though in some cases, it’s that too). It’s how the tire moves in relation to the body and the road. When combined with the new tires and steering, all cars have an entirely new feel in Forza.

Track Bumpiness:
The “feel” of Forza 4 is also different for two additional reasons: track surface bumpiness and dynamic camera animation. In past versions, we’ve optimized our track surface anomalies based purely on researched data and firsthand accounts from professional race drivers. As you know, we take great lengths to capture track as accurately as possible. What we capture, we recreated to the last detail. And, then we bring in pro drivers to further refine each track. When Gunnar Jeannette or Stéphane Sarrazin or other visiting drivers tell us there are bumps or chatters, we add them.

For this version, we added a new pass for all tracks. We evaluated the general age and quality of the track surface for each track and then added bumps around the entire track surface according to our evaluation. Different tracks and different driving surfaces around the track got different levels of bumpiness. However, these are tuned to be realistic bumps and cracks (this means subtle). While they are big enough to affect friction and upset the car, we found that most of the bumps and cracks we added were being absorbed by the suspension and tires before appearing noticeably in the car’s body and driver’s view.

In order to make bumps more perceptible, some games make them unrealistically big. However, this simply isn’t accurate and therefore we opted against it. Rather than taking those liberties, we changed our camera system to boost up the perception of the surface bumpiness. We trigger camera animation based on several new layers in Forza 4. We now have layers for accentuating bumps and cracks in the camera, based on the car physics. We even have new layers for heightening the perception of wind buffeting at high speeds. Combined, the tracks are noticeably more bumpy and engaging.

elementZ
10-03-2011, 01:30 PM
too bad the Logitech G27 doesnt work with the game.

TrevorH
10-04-2011, 04:15 PM

LaszloT
10-05-2011, 08:38 AM

TrevorH
10-06-2011, 07:47 AM

SinglemaltWSKY
10-09-2011, 10:47 AM