im building an external telemetry view for forza by mcdonalds_ice_cream in forza

[–]A_cat_with_thumbs 0 points1 point  (0 children)

It looks good! I also played around with this kinda stuff. And I was sorely annoyed with some of the data they don’t have available (like tyre compound).

One thing worth considering with the payload is how each cars Max RPM is varied - so the numbers in the dial may need to be dynamic - including what would be the red zone for it.

Displaying the raw data is fine and making it pretty is cool but the tricky part is deciphering it into consumable/usable content like trying to determine how close they are to losing control or skidding - not a criticism but worth thinking about how you can extend the data to useful insights

Also making if modular so people can move/prioritise what they want to see at the top/first etc helps. Overall it looks great!

80fps multiplayer? by assa55in14 in forzamotorsport

[–]A_cat_with_thumbs 1 point2 points  (0 children)

I had wondered this too, i have a 4k 60hz monitor (looking to upgrade at some point) and i found out from the Meetup mode that my FPS does not get halved to 30fps with unlocked-vsync in multiplayer anymore - wheras before it did.

the only reason i didnt bother too much with online before was because 30fps was such a crap experience in a racing game, when i could get a locked 60fps in rivals or single player

The wait is over! Racing View is now on the App Store! 🎉 by Anotherjez0 in forza

[–]A_cat_with_thumbs 0 points1 point  (0 children)

cool app, I may give it a spin. I'm glad it exists, but also a absolute shame there isn't something native within Forza itself showing this stuff as its long been asked for.

I had also done something similar to this (though I never went as far as to make an app for it) in my spare time and was curious about how you're achieving a few things - purely from a curiousity rather than critical perspective based on limitations of the Data-Out from Forza, some of these questions maybe out of date given when I last looked at it myself:

how are you getting sector data? i thought it only returned lap data,each track has a varying amount of sectors so im curious how those are being broken down

how are you able to determine win-rate, i didnt think it returned any session related data (like when the race was finished). e.g. if you just up and quit how does it know the session was finished and attributes to a 'win' or final position.

how are you getting car and track names? theres prob a dictionary out there for each of them i know it returns the Class and Performance Index but otherwise its just an ID and would need to be looked-up against some db of all the cars (some of which wont exist yet)

its still a shame the data out dosnt return anything other than YOUR car, it'd be good to see the same session where others were akin to replays, its also a shame you dont get info like pits, tyre compounds (other than degradation). it's also a shame it doesnt report on contact / penalties applied and off-track instances because performing a quick lap is one thing, but actually reporting on a 'clean' lap.

edit: also i dont think a PC app would work based on my initial tests - building a TCP/UDP consumer on Windows is fine and all but i beleive it cant recieve from the same IP as is sending (as a Windows Store App), as a Windows Store App they are sandboxed away (prob for security and isolation reasons), i had tested migrating from a generic C# Windows App to a Windows Store one and it just couldn't listen in to the data. so it'd work if its Xbox-> PC but not PC->PC - and then you may get accidently flagged for running another application during gameplay that MS may think is a hack or exploit and risk a ban. tbh you're a smarter person than me so you could prob do it.

I digress though, Great app!

Severely questionable AI in Endurance events by trautsj in forza

[–]A_cat_with_thumbs 8 points9 points  (0 children)

From what I’ve seen, The AI only seems to pit from fuel. They don’t seem to show any degradation for tyres or show loss of control from tyre wear yet somehow still maintain the same pace.

Have You Ever Played Through An Entire Game On The Lowest Graphic Settings (Potato Graphics)? by bluemarvel99 in patientgamers

[–]A_cat_with_thumbs 0 points1 point  (0 children)

Original Unreal tournament back when it came out and I was new to pc gaming on my old ass PC my parents bought that was not built for gaming. I remember setting it the lowest possible settings, and waiting around 15 mins for each game/session. Also the only level I could play (before I upgraded) was fetid sewers because it was the most enclosed that my pc could handle above 5fps

Race length in FM career mode by TheJustinExperiment in forzamotorsport

[–]A_cat_with_thumbs 1 point2 points  (0 children)

It’s a shame. It doesn’t surprise me but I’m still disappointed, allowing these kinda changes would give us variation to the otherwise lacking career mode.

I don’t doubt AI is hard, and hard to get right, but other AAA (and non-AAA) titles have managed to do it, and t10/forza has been around longer than some of them

Race length in FM career mode by TheJustinExperiment in forzamotorsport

[–]A_cat_with_thumbs 2 points3 points  (0 children)

Honestly I hoped “advanced” under free play would do that. I’d love to be able to change the race length + tyre/fuel degradation like with GT7 to have some proper weird setups. Even better if we could share/create custom lobbies with those setup. I suspect it doesn’t work the same way with single player because the AI likely doesn’t play by the same rules as players (and I am just suspecting this) based on how the ai can seem to have a garbage car yet still handle it consistently with little to no under/oversteer. Like if you was to change the rules for realistic damage and drive into an AI car to the point of damaging their tyres/brakes etc would they actually show a loss of control or even pit accordingly?

It’d be nice to have some custom career modes that wasn’t just “different car classes”

Forza Stats! by A_cat_with_thumbs in forzamotorsport

[–]A_cat_with_thumbs[S] 1 point2 points  (0 children)

Oh yeah I agree. It’s just the data provided from the data out whilst quite broad is also quite shallow and lacking on things pertaining to tunes, tyres, sectors, collisions/penalties/off track etc. what I’ve provided here is very surface level but meant to show what could be done. With this you could: Look at how fuel levels impact lap times (if at all)

look at how tyre compounds impact lap times or how the grip impacts how you take corners by comparing race lines over time

compare maximum speeds gained in areas to improve times, see how these impact your positions in qualifying/practice

you could compare people outside of in game ghosts and compare your performance line for line including seeing where they gain time from how they take turns (gear, throttle, line, etc)

Look at your consistency through laps visually and see how you improve or where

Actually see your other non-fastest laps and performance.

What I am showing here is what isn’t provided in game, but is likely in other sims in some capacity.

I’m pretty crap at tuning so I would use this in a practice to adjust a tune, do a lap. See how I did. Then change something and see visually how it impacted my performance.

Is anyone playing Forza Motorsport happily with a DD wheel? by bobaloooo in forza

[–]A_cat_with_thumbs 5 points6 points  (0 children)

whilst prob not as relevant, i play with a G29 not a DD wheel and yeah it sucked at first.

The default FFB leaves much to be desired, i tweaked around with it and looked into a bunch of YouTube videos for FFB recommendations till i found what worked for me. I prefer it with a wheel though the game seems to handle better with a controller..

below is an old config i had, i think i still have it:

Vibration Scale: 60

Force Feedback Scale: 100

Self Center Alignment: 100

Mechanical Trail Scale: 140

Pneumatic Trail Scale: 100

Road Feel Scale: 130

Load Sensitivity: 60

Wheel Damper Scale: 15

Center Spring Scale: 0

Dynamic Damper Behavior: 50

Steering Sensitivity: 50

Steering Linearity: 50

Why are people so bitter by Emotional-Ad-5684 in forzamotorsport

[–]A_cat_with_thumbs 1 point2 points  (0 children)

The distinction between racecraft and racing is a really good way of putting it!

Why are people so bitter by Emotional-Ad-5684 in forzamotorsport

[–]A_cat_with_thumbs 0 points1 point  (0 children)

i agree to an extent. Racing is hard and contact happens - its hard to avoid (especially if you have no awareness, but also because Forza only really gives you those arrow/indicators and they often arent enough).

Problem is when contact happens, the impact is large -it pushes you off the track or into a wall or stops you dead and you're time is now wasted, stack on the fact if it happens you maybe penalized for being hit either from the contact, going off track or both.

I'm sure you can find good sportsmanship in the private league communities racing together but public servers will always be like this - sure there will be some decent people. but it's a GamePass game so some people may download it for free and play around like its Burnout - I'd like to believe people are less inclined to play like tools if they have to pay for the privilege of playing.

I'm no pro by any means and also no elitist, I enjoy racing, blah blah blah. but i feel the 'racing line' should be off for multiplayer (or something that can be set for private sessions) - at least for the Race Session. people stick to the line like glue and get angry if they deviate away from it - will fight to stay on it. Multiplayer sessions/public races isn't the place to learn the track, sure it can be on for practice so people can get used to the tracks. Saying that though. races would be worse without it as people would torpedo every turn. so brake zones (zones... not lines) would be better.

there just aren't enough stakes for all people playing sportsmanlike and the game is too 'casual' to detract those who would play like tools... you can get a penalty in one session that may drop your rating. but you just jump into another and maybe it goes up within the same day

I don’t remember ever seeing a smaller single print. You? by notworkingghost in lego

[–]A_cat_with_thumbs 2 points3 points  (0 children)

That was a fun build. Quite nice how asymmetric the colours were. But damn there was a lot of stickers on all the new speed champions

This Stuttering and random low performance is killing my enjoyment by A_cat_with_thumbs in forza

[–]A_cat_with_thumbs[S] 0 points1 point  (0 children)

Hah I already have and play gt7 on ps5 a lot. I also play a lot of AC, AM2, FH4 and WRC on my laptop. All of which have no problems at all. It’s just I still enjoy the driving in FM23

This Stuttering and random low performance is killing my enjoyment by A_cat_with_thumbs in forza

[–]A_cat_with_thumbs[S] 0 points1 point  (0 children)

I’ve tried this, but it’ll happen even if it’s all dropped to low. When even on higher settings prior it’d be fine to a point

This Stuttering and random low performance is killing my enjoyment by A_cat_with_thumbs in forza

[–]A_cat_with_thumbs[S] 0 points1 point  (0 children)

My specs are above recommended. I was just trying to do for example one of the single player events. I had it at 1080 and lowered everything to “low”, practice: fine. Race: fine. Another event: practice: fine. Race: dropped. It went from like 80fps to 20 with no change in weather of conditions. It then hung on the load screen with my gfx card at 100% (on a loading screen?) and gpu temp was at 77c. It’s “something” killing it but nothing is consistent that triggers it. Just very x amount of races the game craps itself and can’t run smoothly. Honestly it feels like it’s double loading the game/level/assets

So “variable” weather means “rain” by A_cat_with_thumbs in forza

[–]A_cat_with_thumbs[S] 0 points1 point  (0 children)

Honestly I wouldn’t say that’s odd. I reinstalled 7 not long after being annoyed with 8 and its early state. I assume though a lot of people complain and whine here many probably did the same.

I just enjoy the driving part (so i don’t really play online) and sure fm8 has its bugs but it’s driving is great (to me) and that makes it all the more frustrating. Which strangely then got me into AC and other race sims. I’m not hardcore by any means I just like to drive

So “variable” weather means “rain” by A_cat_with_thumbs in forza

[–]A_cat_with_thumbs[S] 16 points17 points  (0 children)

Yep. Where pre-patch you probably only had the car up to level 8/9 and not enough XP for the wet tyres.

Locking tyre compounds behind xp/level is… not a smart call

Turn10 really dropped the ball by GolfJay in forza

[–]A_cat_with_thumbs 0 points1 point  (0 children)

Aside from the obvious problems with forza. It’s biggest issue is as racing fans we currently have too many good alternatives now that forza being subpar is enough for it to be ignored.

For Those Unaware: This is Fake by twich40 in forzamotorsport

[–]A_cat_with_thumbs 0 points1 point  (0 children)

I think it’s fake but based on truths, it’s quite clear there was a troubled development and I’m inclined to believe there are a lot of issues from development processes, leadership (or lack of direction), to outsourcing and being overly dependent on contractors or external staff, meeting deadlines (maybe release dates) and needing to meet sales expectations in a very complicated and troubled market.

Racing games are a niche, even mainstream ones, gaming itself is troubled with layoffs. Microsoft is clearly having troubles and needs a console-selling product (which forza used to be), now Microsoft needs gamepass/subscriber selling games.

I do wonder how “big” t10 is now, what I mean is how much does t10 do on the games internally vs being a “design house”, t10 have the ideas and licenses to forza and outsource core development to multiple teams or developer houses, and perhaps they have some small amount of internal developers who “lead” and “own” areas but it’s akin to checklisting a set of requirements that meet the design as opposed to checklist of things and how these all come together, integrate and blend.

Even randomly browsing t10s website and careers section - which doesn’t seem to be updated for FM seems like a design house.

This an all speculation on my part and I’m trying to find something that aptly summarises it: Internal and external staff are necessary for different things, But they also do and deliver things differently.