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Forza Motorsport 2 - Equiraptor's Journal
Forza Motorsport 2
Our copy arrived last night, in case anyone was wondering where I was today. Nugget started a profile in Europe and I started in Japan. My first car was an MR2 Spyder. I had a lot of trouble with those first few races - a lot more trouble than Nugget had with his. It was so infuriating - my car kept going into slides unexpectedly and there seemed to be nothing I could do to pull it out.

Now, an MR2 Spyder isn't that different a car from a Miata. Yeah, it's mid-engined while the Miata's front engined, but the balance is pretty close. That MRS was acting absolutely nothing like what I'd expect a 50/50, mid-engined rear wheel drive lightweight sports car to act. If I didn't take a corner perfectly, the race was lost - Either I was too slow and I'd be passed, or I was too fast and I'd go into one of those unrecoverable slides. Or I'd manage to do both. I had to stop multiple times because I was getting too frustrated to drive decently.

Finally I completed the Asian Open and the RWD challenge. The RWD challenge rewarded me with an AWD European car. Suddenly, I could drive! My car wasn't going into slides that I should have been able to recover from, but somehow couldn't.

I kept racing with that AWD car and the various other vehicles I won, avoiding RWD at all costs. By this time, Nugget had started racing in a RWD car (he started in FWD). We'd discovered that sliding was a RWD thing. Finally, in a fit of, "Which one's best?" I ended up sticking myself in a RWD car without realizing it. I was sliding all over the track in what I'd assumed was an AWD car. I kept trying, though, and finally I figured out how to get the thing out of its slides. I had to countersteer hard and early, so hard that had it been a REAL car, I would have ended up flying off the other direction. I swear.

I'm level 13, now, I think, and I have an assortment of cars from a Skyline to a '73 Carrera RS. Wrangling the RWD cars into submission has been quite the task, but overall, the game has been fun. There's so much more to do, and next on my list is a muscle car challenge. They have us racing muscle cars at Laguna Seca. That'll be fun.
11 comments | Leave a comment
nugget From: nugget Date: June 3rd, 2007 03:52 am (UTC) (Link)
It has a 914/6! Yay!

Porsche 914/6
equiraptor From: equiraptor Date: June 3rd, 2007 04:01 am (UTC) (Link)
Mine's green.
equiraptor From: equiraptor Date: June 3rd, 2007 04:02 am (UTC) (Link)
So apparently I can comment to this entry, but I can't actually edit it. There's an edit coming, eventually, once the update page stops timing out on me.
nrubenstein From: nrubenstein Date: June 3rd, 2007 05:29 am (UTC) (Link)
The problem is that you can't countersteer until you can see that you're sliding. IRL, by the time you can see you're sliding, it's generally too late.
equiraptor From: equiraptor Date: June 3rd, 2007 02:01 pm (UTC) (Link)
Vision isn't the only clue that the car's starting to slide. There's sound (and surround sound here - it's very informative) and feedback from the wheel. In the Fairlady I was driving last night, I could tell when slides were just starting without needing the visual cues. The way the wheel pulls (at least in the MRS and Mazdaspeed Roadster) is not the way the wheel pulls on the car in real life. The reaction to changes in throttle input is also different.
nrubenstein From: nrubenstein Date: June 3rd, 2007 04:40 pm (UTC) (Link)
IRL, have you ever corrected a slide based on visual or aural input? The only way I can control a car is by feeling what it's doing. I don't get any of that feedback in a driving sim, as it doesn't come through the eyes, ears, or hands.

I also have a very hard time with the steering in driving sims - it's always been either too quick or too slow.
equiraptor From: equiraptor Date: June 3rd, 2007 04:49 pm (UTC) (Link)
IRL, I do use the sound of the tires as a cue for quite a bit of what I do, especially for telling me when the car's about to let go. In fact, that was the strongest cue I had driving the Camry (not exactly a sports car, but... Well, that's why I didn't really have any other cues). The sounds of the tires are definitely extremely communicative in Forza2.

One of the things I liked about NFS:PU was the feedback it gave me through the wheel. I'd turn the force feedback up pretty high, and I could feel by the push-back from the car how close to the edge I was and exactly when it let go. Forza does that, too (in fact, Nugget's complaining that the force feedback is too strong). But the cues it gives through the hands are different from the ones given in NFS:PU and in real life. It's taking some time to adjust to it.

My racing this morning was a lot easier than my racing last night, even though I was still in RWD cars. As I adjust to the cues Forza gives, it gets less and less frustrating.
decibel45 From: decibel45 Date: June 3rd, 2007 05:05 pm (UTC) (Link)
Has the engine on the spyder blown yet?
equiraptor From: equiraptor Date: June 3rd, 2007 05:09 pm (UTC) (Link)

I don't know if the engines will blow. I know you can wear out your tires and run out of gas.
decibel45 From: decibel45 Date: June 3rd, 2007 05:29 pm (UTC) (Link)
Maybe dbaker should have gotten one of those then...
busychild424 From: busychild424 Date: June 4th, 2007 02:42 pm (UTC) (Link)
YAY! I bought the game last week!

I started in Europe with a GTI, but I too have noticed that some of the RWD cars are a bit slidey. I didn't have any problems with the Exige, but I bought a CTS-V to compete in the heavyweight series and that thing was a bear until I put some suspension on it. Once I did that I was able to fairly well dial out the "slidey" by adjusting a number of things - more negative rear camber, softer rear springs, a little less rear tire pressure, and after I bought the wing, maxed out rear downforce. Of course widening the tires and putting soft slicks on it helped too. Later on I maxed it out including the weight reduction (~1000 lbs!!!) and it's a U999 now. There will be better handling cars to come but for now it's quite the screamer. I'm driver level 16.
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