[QUOTE="Rikusaki"][QUOTE="FirstDiscovery"]Err no, critically its regarded better:? And Forza is a hardcore racing, if you think its worse than GT, then you dont know what Sim racers are all aboutFirstDiscovery
This is just all my opinion. I don't think custom paint, cosmetic damage and decal stickers is what defines a sim. This is only my opinion.Fair enough, but there is so much more to the game, i completely ignored all of that and yet the game was bursting with features. Really its the racing model that sets the game apartOh boy, okay this it what puts the sim in Sim along with all those other things but THIS !
Physics
IGN: Can you talk about some of the more crucial additions to the physics engine as compared to the original Forza?Greenawalt: We're pretty obsessed with physics. It takes upwards of 9000 parameters to define a car in our simulation -- everything's got weight and inertia from the engine, driveline and clutch to the rims and tires. We spent over three months on the tire physics alone. You can't overestimate the importance of tire modeling and a physics simulation. Tire physics are a very dynamic science. The manufacturers are learning new things about the properties of tires all the time. We partnered with real-world tire manufacturers including Toyo to make sure we were on the cutting edge of tire technology.
Also, we run our physics at 360 fps. This makes the cars very responsive like in the real world. Some games run their physics at 60 fps, this makes the cars unresponsive -- they feel like they are driving in molasses. Occasionally, players mis-identify the unresponsiveness as weight and inertia, but that's not the case. Even heavy cars with a high polar inertia like mine are very responsive in the real-world. By running our physics at 360 frames per second, we can recreate every nuance of a car's behavior as it transfers load as well as each bump in the road and change in terrain. IGN: There are pits in some of the tracks. Will these play any role in races? And please explain the decision to keep pits open in short races, when it would be completely unnecessary to pit? Greenawalt: With damage, it's never completely unnecessary to pit. Even in a short race, if there is a giant smash up in the first corner and the AI gets significantly damaged, it will pit on the next lap. With our simulation damage turned on, the car becomes completely un-drivable -- and the race doesn't end until the player says it does. You may not win if you pit, but it does allow you to keep "griefing" the AI. Give it a try; you'll see how much fun it can be. 
Tuning
IGN: How important is tuning your car in order to win later races or on harder difficulties? Greenawalt: Upgrading is critical to success in the game -- both online and off. But tuning really isn't required to be successful. Truth is, tuning only makes a difference to a skilled driver. If you're not a consistent driver, tuning ain't gonna do much. Basically, tuning is able to pull a couple seconds off a laptime. If your lap times vary from one lap to another by 5-10 seconds, tuning won't make as much difference as practice will. Online and amongst the top tier drivers, I expect tuning to make a huge difference. The nice thing about setup downloads, Gifting and Auction House, is that great tuners can feed great drivers. Tuning and driving are two different skills. A Good team will be unstoppable.
IGN: Can you give some tips for people who might have difficulty with over-steering or under-steering, which tend to be what most people struggle with after doing significant upgrades?1) Don't tell the tires to do two things at once2) Remember that the controls are analog3) Use the assists In other words brake in a straight line, steer through the corner and then accelerate out after finishing the corner. Remember that the tires are doing all the work for you. If you're asking them to give 100% for turning, they don't have anything left to give for braking or accelerating. Similarly, any friction used for decelerating, can't be used for cornering. The controls are analog, if you want a little bit of acceleration, you need to ask for only a little bit of acceleration. There is a misconception that braking and cornering at the same time (called "trail braking") is the fastest way around a corner. If you understand that the tires can only give 100%, so you only ask for 20% deceleration and 80% cornering with the inputs, then the statement is true. However 100% is 100%. If you load up the front, you've unloaded the back. Meanwhile, the deceleration is going to rob all four tires of proportional cornering ability. Perhaps I'm going deeper on this than I should. Basically, whether using a controller or the wheel, learn how to give input in a subtle analog fashion -- otherwise, use the assists. Turning them off in the initial cars is great practice for driving with finesse, but high power, high speed cars are very tough to drive -- you may want to turn them back on.
IGN: What do you expect will be the most common mistake when people tune their cars?Greenawalt: Most people underestimate the importance of weight reduction. Losing weight is often better than adding power. You can brake later and corner faster. And losing weight to the rims and tires (called unsprung weight) is better still. You not only get the added benefits of reduced weight in the way of better proportional friction. Decreased unsprung weight also keeps the tires in contact with the road more frequently -- even over bumpy terrain. IGN: Forza 2 allows for powertrain swaps. How do you think that will impact Forza both offline and online?Greenawalt: Forza is about "car passion." We want to give cars like the Honda Civic legs so it can become a supercar killer. However, 600 horsepower is much better married to an AWD or RWD drivetrain. That much horsepower in FWD is just begging for constant under-steer under acceleration. RWD is faster with a standard car setup -- you can use the front tires for 100% cornering and the rear tires for 80% cornering and 20% acceleration, but that requires analog input. AWD is heavier. However, it's much easier to "hamfist" your way around a course in a 600hp car if it's AWD. Powertrain swaps is a very powerful way to empower the low-end cars and the drivers that love them.
The Auction House
IGN: What can you place on the auction block? Is it just cars or can I sell the skins I've created, parts, etc.?Greenawalt: Auction House centers on the car. But, the car really is just a sexy transfer device. You use the car to send skins, part groups, and car setups. Also, you can use Gifting and AH to transfer custom layer groups if you want. To do this, simply create a cool custom layer group, gift it to a friend, and he/she can then select that layer group on the car and save it in their own inventory.
IGN: How exactly do auctions work? Can I set how long an auction lasts for? Do I set the opening bid?Greenawalt: Forza's Auction House is very similar to the one found in World of Warcraft. You can post auctions for different time periods. Every time someone bids on an item in the last few minutes, the expiration time extends to cut down on "sniping." You can pay more to make it a featured item (so it sorts to the top of the page). There are extensive search options to help you find the item you're looking for. All transactions are for in-game credits. IGN: Can we expect some special auction items from Turn 10?Greenawalt: Yep. We call them unicorns -- because they are very rare. These are cars that can only be received off the Auction House. They aren't supercars -- these aren't cars required to be successful in any way. However, if you want to "collect them all," you'll have to go to the AH.
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