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Forza Motorsport 4, Preorder it some day
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Pre-ordered the limited edition today. Can't wait to get it in two months!
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GT3 RS |
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ImmortalDrifter |
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I'm not going to too much, about what I'm about to mention, because there's too much to say: The past week, Turn10 has released a lot of information, in two articles called Under The Hood, which will be posted every Wednesday. It tells you what you will see in Forza Motorsport 4 from cars and tracks, to tire physics. But, first, the sources: Under The Hood: Part 1 - 08/24/2011Under The Hood: Part 2 - 08/31/2011The first article tells you about the modes you will find, on FM4, such as Rivals Mode: QUOTE | Rivals mode is basically a combination of career events, time trials, and multiplayer. It allows you to play against your friends in a diverse group of challenging events, even when your friends are offline. Your friend is represented on track by a ghost, but not one of our classic transparent “jellyfish” ghosts. It’s a fully liveried car--more similar to how Forza 3 multiplayer races work when you have them set to “collisions off.”
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Forza 4 will have user-hosted lobbies, for Multiplayer:
QUOTE | We’re happy to be bringing back user-hosted public lobbies, as we know it’s a feature that the community was asking for after Forza Motorsport 3. If you’ve played earlier version of Forza, you’ll be right at home with the public lobbies in Forza 4. If you’re new, here’s how it works: when you “Create Race” you have the option to make it “Public.” In Forza 3, these were always private. When you go to “Find Race,” there is an option to search “User-Create Races.” Here you can search by general category (i.e., circuit, timed race, drag, drift, custom, etc.) or even set advanced search settings per category. For example, advanced search on “Tag” includes filtering by “It” Class and “Not It” class and advanced search on “Drift” includes class, drive-type and collision mode. |
Leveling has changed:
QUOTE | There are several major changes to the player leveling system in Forza 4: Speed to level 50: We’ve made the path to level 50 even faster in Forza 4. We want to give players more cars more quickly. Because player leveling is still our primary gift car reward system, increasing the schedule was an easy solution.
Level cap increase to 150: Many of you hit level 50 a long time ago. With the increased reward schedule, you’ll hit 50 even more rapidly. However, we want to continue rewarding you even after 24 months of loyal play. So, we used logged community data from Forza 3 to set the new Player Level milestone. Our target: have less than one percent of our players have hit level 150 within 24 months. In other words, reaching the player level cap in Forza 4 is going to take even the most dedicated players a long time.
Car Gift Options per level: In Forza 3, every time you hit a level, we gave you a gift car. In Forza 4, we give you a choice between several gift cars at every level up to level 50. From level 50 to 150, we give you a large credit bonus (from 100,000CR to 350,000CR, based on level).
Player Card bragging rights: The Forza player card includes several Badge and Title options tied to car affinity, World Tour completion, and of course player leveling. The player card also displays your current player level as a numeric value. This gives you bragging rights. You should expect to find lots of players in the level 20-30 range. By contrast, a hardcore Forza fan should be in the level 50-75 range. Someone above level 100 has put in some serious time. I don’t expect to see a player level that high for many months. |
The second article explains the physics and the car system between Forza 3 and 4...
QUOTE | BBased on your Forza 3 driver level, you start your Forza 4 garage with these cars. These are player loyalty rewards.

If you have any of the following cars are in your Forza 3 profile’s garage, you start your Forza 4 garage with Forza 4 version of the same car. These cars are community loyalty rewards.

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As for liveries(sorry, hawkz)...
QUOTE | As all of the Forza 3 cars have changed for Forza 4 (primarily in the form of cockpit, damage, and shader upgrades) we can’t import entire liveries—they just don’t map correctly. However, we do support layer group importing. Layer groups are the car-agnostic groups of vinyl shapes you can create and stamp on any car in Forza 3 and Forza 4. These are not imported with your profile after the first race. These are imported in the livery editor area. You don’t choose which ones to import. It’s an all or nothing deal. You go to “My Designs” in Forza 4 and are automatically asked about importing all groups. If you say “yes,” they all show up in our catalogue. |
Now for the physics...
Tires
QUOTE | 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
QUOTE | 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
QUOTE | 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
QUOTE | 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. |
This post has been edited by ImmortalDrifter on Aug 31 2011, 07:49 PM
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Geo |
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all bow before me

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So. f**king. Keen.
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ImmortalDrifter |
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QUOTE | What changes have been made to the AI in Forza 4? There are several changes to the Drivatar AI in Forza Motorsport 4. And, there’s a lot of backstory here too. As we demonstrated at E3 2011, the AI is more aware of its surroundings than it was in Forza 3. For the sake of brevity (not my strong suit), I’ll limit this discussion to AI difficulty and not go into the whole AI awareness and aggression systems. In Forza 3, we trained the AI to make certain types of mistakes. Then, based on the AI driver profile (i.e. M. Rossi) and AI difficulty setting (e.g. easy, medium, and hard), a given driver might make one type of mistake more often than another. The AI mistakes slowed the AI down, but the results are fairly random. As a result, it’s a good system for giving the AI personality, but it’s not particularly effective at making them consistently slower to account for lower player skill. We also have different aspects to the AI profile that control how well they corner and set up turns--this relates to how the Drivatars are trained to carve lines. This slows them down consistently, but still doesn’t slow them down as much as we needed in Forza 3 for the medium and easy difficulty settings. In order to further slow them down, we removed power from the AI cars at the lower difficulty levels. Removing power slowed them down, but allowed the player to walk away from them on the straights. Unfortunately, this cut down on the nail-biting wheel-to-wheel action. All of these systems in concert created the differences in AI difficulty settings. At the hardest AI difficulty, we greatly reduced the mistakes, instructed them to drive their fastest profile and didn’t remove power. In Forza 4, there are three big changes to the difficulty system: We no longer remove power from the AI to make them slower on the lower difficulty levels. Instead, we gave the lower level AI less confidence going into corners. This makes them brake sooner and carry less speed through the corners. However, once they are at the apex and heading onto the straights, they are flat-out regardless of difficulty level. This has led to far more wheel-to-wheel racing. The key to beating the lower level AI is to take advantage of them in the braking zones and then block/frustrate them down the straights. On the flip side, this does mean the AI on lower difficulty settings brakes very early – so, watch yourself when you’re waiting to pop out of the slipstream. We have several more levels of AI difficulty on the back end driving the system. In Forza 3, we had a total of three levels. Some players felt that the gulf between medium and hard was too great. In Forza 4, we have more than 20 different levels--though these are not discretely selectable by the player. In Quick Race, Event List and Multiplayer, you can choose between four different AI settings. The new player selectable difficulty level basically slots in between what would have been considered medium and hard in Forza 3. The biggest win in having more than 20 different AI difficulty levels is gaining dynamic AI difficulty in the World Tour. In World Tour, the player’s car is limited to specific classes in all events and the AI cars are upgraded (using Quick Upgrade) to the top of the events class limits. This levels the playing field and allows the game to better judge your skill. The game then automatically selects and reselects the correct AI difficulty for you based on your performance over multiple races. It’s like a rolling average across multiple events. All three of these changes together give you incredibly competitive racing. |
QUOTE | Improved AI is only part of the challenge in the game; there’s also a whole new difficulty level to the game. Tell us about “Expert” setting. There are five macro difficulty settings in FM4. These settings change all of the individual difficulty settings below them. However, like in all of the Forza Motorsport games, you can still customize the individual settings as well and thus create your own “custom” macro. And, as before, the more difficult you make it, the more your credits get scaled. The Expert setting moves everything to its hardest level. To illustrate: ABS = Off Steering = Simulation STM = Off TCS = Off Shifting = Manual w/ clutch Suggested Line = Off Damage = Simulation Rewind = Off Opponent Difficulty = Professional Opponent Upgrades = Upgraded Class Restrictions = Limited All together, these settings give you a 165 percent bonus on your credits in Event List (more than the difficulty settings did in Forza 3). In World Tour, the bottom three settings can’t be changed due to the dynamic AI difficulty system, but they still pay out a credit scalar. |
QUOTE | Can you tell us a bit more about the new difficulty settings, and how they affect the game? “Simulation Steering” and “Rewind Off” difficulty options are fan requests. “Rewind Off” works like you’d expect. “Simulation Steering” requires a bit more explanation. 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.” Now that it’s in, I love it. However, I still switch back to the “Normal Steering” setting when I move into some of the more nutter cars (i.e. 599 GTO with no TCS, STM or ABS) or when I’m just looking to drift. |
QUOTE | What about damage? Anything new happening? Damage (both performance and cosmetic) has been part of the Forza experience since the beginning on the original Xbox. In Forza 3 we introduced rollover. In Forza 4, we’ve made some improvements to the look of damage such as increasing polygonal damage and making texture damage more localized, so where you come in contact with a wall, barrier or other obstacle will be more closely reflected in the damage to your car. Finally, if you play the game with “simulation damage” setting on, we’ve disabled the “auto-rollback” feature—so if you manage to roll your ride after a pretty nasty crash, you’ll be pretty much out of luck. |
QUOTE | How will car upgrades work in Forza 4? Most of the individual upgrades and tuning default parameters for each car have been slightly changed for this version based on changes to Automagic (the server-based simulation before the real-time simulation). But, the general system remains the same – same parts and same tunable setup parameters. Cars still cannot be tuned asymmetrically in the tune setup area. Car setups cannot be tuned in the lobby, just loaded. However, there have been four noteworthy additions to the upgrade system: We’ve added various HEV (hybrid) and all-electric cars to the game. In order to enable the addition of these cars, we had to change the physics, audio, Automagic, as well as change the available upgrades. Based on what type of hybrid or electric car it is, and also what kind of transmission it comes with (i.e. CVT), the upgrade system gives you some new hybrid or electric-specific upgrades in the power section. We’ve added a second level of “restrictors” upgrade, as well as some limited tire width options to most of the race cars. In Forza 3, the restrictor upgrade allowed you to remove restrictions on the breathing of the race cars. These new restrictor upgrades sit in-between stock restriction (set by the real-world governing body that licensed the given car) and fully unrestricted. These new levels were tuned to allow the car to get to the top of its stock class in combination with other upgrades such as tire width. In effect, this means that a car like the BMW V12 LMR is able to get to the top of R1 without going into X. For Forza 4, we’ve added a drag racing tire compound. This tire compound has more accelerative peak grip than the racing slicks, but has extremely poor cornering characteristics. Frankly, this compound is horrible to drive on a road course, but launches like a rocket. This compound also wears much faster and reacts to heat differently than the other tires in the Pirelli dataset. Because Forza is an automotive sandbox, we allow you to use this tire in regular road racing--however, you’re probably going to want to change the “damage and wear” difficulty settings to cosmetic. With the proper tuning setup, we’ve been able to use these tires to get wheelstands, but it also requires strong clutch control and car with the “right” center of mass. There have also been changes in the “Aero and Appearance” section of the Upgrade Shop. Most cars with distinct, standalone front and rear bumpers now offer an option to remove the bumpers. For a more period-correct look, specific models receive vintage motorsport-inspired front and rear aerodynamics, and add paintable headlight covers for a race-ready look. Some muscle cars now offer aftermarket drag racing style hood options in both Pro Stock and classic cowl-induction configurations. You’ll also have the ability remove the factory rear wing or spoiler from some cars, and for the ultimate upgrade, some cars allow you to purchase OEM appearance packages available only from the factory, completely transforming the look of your car. While not every car has each of these options, the new options and features are going to open up a new world of customization options for racers, painters, and photographers to experiment with. |
QUOTE | Moving on to other topics, how did the Kinect headtracking feature evolve? The idea behind this feature has been around for a while. Like me, I’m sure many of you have played with Headtracker IR from NaturalPoint in GTR and other PC simulators. Peripherals like NaturalPoint have been around for nearly a decade. However, NaturalPoint required a hat with reflectors. Kinect is a very sensitive sensor and works without reflectors. It seemed like a no-brainer to use it for headtracking. Because of its sensitivity, it works even with very small head movements (either rotation or leaning). Headtracking allows you to look into the apex and the corner. It does not allow you to look at a 90 degree angle out the window. Basically, it was optimized for hard driving. Also, it’s fully tunable (even in the pause menu). You can map it to be more or less sensitive. You can weight it more towards head lean versus head rotation. We tuned its default settings based on usability testing, but you can change it to suit both your play style and to suit the room in which you play Forza 4. |
QUOTE | Photography in Forza Motorsport is a big part of the experience for many fans. What’s new for shutterbugs this time around? There have been major changes for photographers in the Forza community.
1. We changed our compression library on standard 1280x720 photos. These are still compressed, but they feature far less artifacting than in Forza 3.
2. We’ve added a photo option called Big Shot. In Big Shot, there is no compression and the file is output at 3840x2160 resolution. Like regular photos in Forza 3, players can take Big Shots during races from the pause menu, from within replays, as well as in the career homespace (more on those below). Obviously, these Big Shot files are huge (click the image above to see a Big Shot at full size). As a result, you can only save a very limited number of these to the server at a time. As with WMV files in Forza 3, your best workflow will be to take a shot, upload it to the server, retrieve it and then replace it with another shot. Because Xbox 360 file I/O is encrypted, there is no support for saving these files in an unencrypted fashion to a USB drive for easy PC retrieval. On the bright side, with no compression and massive resolution, Big Shot produces print quality photographs.
3. We’ve added a new option to select vignette filters to add to the picture. These allow you to add another post effect (like sepia) to your shots without taking them into Photoshop.
4. Finally, photographers can take photos in more career homespace locations. In Forza 3, the career homespace was a special version of the lowest corner of Camino Viejo full. In Forza 4, players can choose from six different homespaces each featuring a distinct look. This collection of homespaces includes the white garage from the E3 2010 Autovista demo, the Top Gear Studio interior recently shown at Gamescom, as well as a new interior space we call the Warehouse, among others. |
[ Post merged on Sep 9 2011, 12:52 PM ] Garage Update:
2010 Lexus LF-A 1969 Toyota 2000GT 1992 Toyota Supra 2.0 GT Twin Turbo
2002 Chevrolet Camaro 35th Anniversary SS 2009 Dodge Challenger SRT8 2005 Ford Mustang GT 1992 Lancia Delta Integrale EVO 1994 Nissan Fairlady Z Version S Twin Turbo 2006 Saturn ION Red Line
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