taking curves in Forza..tips??

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Archived from groups: alt.games.video.xbox (More info?)

Never owned a sim racer before--this is the first. How do you take
the curves without hitting the wall? I can't seem to figure out the
right amount of break/gas and when to apply them to slide around the
curve correctly.
 
Archived from groups: alt.games.video.xbox (More info?)

Best thing is to apply traffic rules...how do you make it through turns
on the road? 😀

Anyway, some tips are apparent:

1) Break BEFORE the turn, not when in the turn.
2) Accelerate when you are through the curve (past or at the apex)
3) Steer smoothly through the curve, it should be a line rather than a
ziggedy zaggedy pattern.

The fastest times will come when you go through curves consistenly. It
is better to be slightly too slow in the curves but make no mistakes
than to try to go 105% in each curve and miss 1 out of 10 (spin out).
Take it slow and try to get better. That's what real race drives do,
because they can't constantly spin otu and hit walls, they slowly find
out how far they can go in each curve. :)
 
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"Hoss" <none@none.com> wrote in message
news:vffn71temsej11kmjqae02uh7kdu48qnf0@4ax.com...
> Never owned a sim racer before--this is the first. How do you take
> the curves without hitting the wall? I can't seem to figure out the
> right amount of break/gas and when to apply them to slide around the
> curve correctly.


I thought there was a mode that displayed the correct line with braking and
accelerating points that you could overlay on the track while you were
racing...
 
Archived from groups: alt.games.video.xbox (More info?)

Hoss <none@none.com> wrote in
news:vffn71temsej11kmjqae02uh7kdu48qnf0@4ax.com:

> Never owned a sim racer before--this is the first. How do you take
> the curves without hitting the wall? I can't seem to figure out the
> right amount of break/gas and when to apply them to slide around the
> curve correctly.

First thing is that in a sim racer, you rarely want to slide around the
curve. If you're sliding, you can't steer effectively or accelerate out of
the corner.

If you're using the suggested line aid, stick to the line. Press the
brakes -lightly- when the line is red, ease off when it's yellow, and roll
on the gas gently when it's green. The brake sensitivity on Forza is
pretty high, at least until you tune it with the professional brake
package--it only takes a little bit of the left trigger to lock your
wheels. You should be braking just under that amount.

The other thing is to always brake in a straight line, before you reach the
curve. By the time you're turning in, you want to be off the brake and
onto the gas.

Geo
--
George Mealer
geo*AT*snarksoft*DOT*com

"Alright, it's Saturday night...I have no date, a two-liter bottle
of Shasta, and my all-Rush mix tape. Let's rock!" -- Philip J. Fry
 
Archived from groups: alt.games.video.xbox (More info?)

"Christian Winter" <cwinter@gmail.com> wrote in message
news:1115407084.212335.315770@o13g2000cwo.googlegroups.com...
> Best thing is to apply traffic rules...how do you make it through turns
> on the road? 😀
>
> Anyway, some tips are apparent:
>
> 1) Break BEFORE the turn, not when in the turn.
> 2) Accelerate when you are through the curve (past or at the apex)
> 3) Steer smoothly through the curve, it should be a line rather than a
> ziggedy zaggedy pattern.
>
> The fastest times will come when you go through curves consistenly. It
> is better to be slightly too slow in the curves but make no mistakes
> than to try to go 105% in each curve and miss 1 out of 10 (spin out).
> Take it slow and try to get better. That's what real race drives do,
> because they can't constantly spin otu and hit walls, they slowly find
> out how far they can go in each curve. :)
>

Yes, and it is much easier if you have a wheel as opposed to the tiny
thumbstick. Imagine if you had to drive your car with an XBOX controller.
The outcome would not be good.
 
Archived from groups: alt.games.video.xbox (More info?)

"George Mealer" <geo@snarksoft.invalid> wrote in
message
news:Xns964E7D340303Bgeosnarksoftcom@208.201.224.154...
> Hoss <none@none.com> wrote in
> news:vffn71temsej11kmjqae02uh7kdu48qnf0@4ax.com:
>
>> Never owned a sim racer before--this is the
>> first. How do you take
>> the curves without hitting the wall? I can't
>> seem to figure out the
>> right amount of break/gas and when to apply
>> them to slide around the
>> curve correctly.
>
> First thing is that in a sim racer, you rarely
> want to slide around the
> curve. If you're sliding, you can't steer
> effectively or accelerate out of
> the corner.

<sigh> People who don't now how to perform a
proper 4 wheel drift shouldn't be telling ANYONE
how to drive.

>
> If you're using the suggested line aid, stick to
> the line. Press the
> brakes -lightly- when the line is red, ease off
> when it's yellow, and roll
> on the gas gently when it's green. The brake
> sensitivity on Forza is
> pretty high, at least until you tune it with the
> professional brake
> package--it only takes a little bit of the left
> trigger to lock your
> wheels. You should be braking just under that
> amount.
>

At least you got this part right.

> The other thing is to always brake in a straight
> line, before you reach the
> curve. By the time you're turning in, you want
> to be off the brake and
> onto the gas.


That's nice for drivers ed classes. IF you want to
go fast then you need to learn threshold braking,
when to and when NOT to. To go fast you have to
slow down...or simply put learn EFFECTIVE brake
control because any chimp with a wheel can mash
the pedal to the floor and make a new hole in the
wall.

--
Keith Schiffner
Assistant to the Assistant Undersecretary of the
Ministry of Silly Walks.
"terrorist organization" is a redundancy
 
Archived from groups: alt.games.video.xbox (More info?)

"Khee Mao" <big_bad_buddha_daddy@yahoo.com> wrote:

>I thought there was a mode that displayed the correct line with braking and
>accelerating points that you could overlay on the track while you were
>racing...

Yup, that's a driving aid (on by default) that is absolute genius.
Forza is on the one hnd the most realistic sim ever done on a console
and on the other the most accessible ... because the driving line
works so brilliantly. It's not even done by braking/acceleration
point. It interactively shows you the if you're going to lose grip,
adjusting in real time to your speed and car specs. Pretty damn
spiffy.

Joe
 
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"Christian Winter" <cwinter@gmail.com> wrote in message
news:1115407084.212335.315770@o13g2000cwo.googlegroups.com...
> Best thing is to apply traffic rules...how do you make it through turns
> on the road? 😀
>
> Anyway, some tips are apparent:
>
> 1) Break BEFORE the turn, not when in the turn.
> 2) Accelerate when you are through the curve (past or at the apex)
> 3) Steer smoothly through the curve, it should be a line rather than a
> ziggedy zaggedy pattern.
>
> The fastest times will come when you go through curves consistenly. It
> is better to be slightly too slow in the curves but make no mistakes
> than to try to go 105% in each curve and miss 1 out of 10 (spin out).
> Take it slow and try to get better. That's what real race drives do,
> because they can't constantly spin otu and hit walls, they slowly find
> out how far they can go in each curve. :)
>
I thought you brake until the tightest part of the turn (apex)? Maybe just
in formula one.
 
Archived from groups: alt.games.video.xbox (More info?)

"Jiyang Chen" <no@no.no> wrote in message
news:VHXee.3700$5o2.1493@newssvr13.news.prodigy.com...
>
> "Christian Winter" <cwinter@gmail.com> wrote in message
> news:1115407084.212335.315770@o13g2000cwo.googlegroups.com...
>> Best thing is to apply traffic rules...how do you make it through turns
>> on the road? 😀
>>
>> Anyway, some tips are apparent:
>>
>> 1) Break BEFORE the turn, not when in the turn.
>> 2) Accelerate when you are through the curve (past or at the apex)
>> 3) Steer smoothly through the curve, it should be a line rather than a
>> ziggedy zaggedy pattern.
>>
>> The fastest times will come when you go through curves consistenly. It
>> is better to be slightly too slow in the curves but make no mistakes
>> than to try to go 105% in each curve and miss 1 out of 10 (spin out).
>> Take it slow and try to get better. That's what real race drives do,
>> because they can't constantly spin otu and hit walls, they slowly find
>> out how far they can go in each curve. :)
>>
> I thought you brake until the tightest part of the turn (apex)? Maybe
> just
> in formula one.

I think in F1 it's still break, turn in, aim at the apex and accelerate.
 
Archived from groups: alt.games.video.xbox (More info?)

In article <Qz4fe.12483$tQ.9866@fed1read06>, "JoblessDave" <JoblessDave@notlisted.us> wrote:

>I think in F1 it's still break, turn in, aim at the apex and accelerate.

Yeah, except you want to brake. Break is what McLarens were doing
last year ;-)

Slow in fast out.

With each successive lap, try braking a little later and carrying
more speed through the apex (closest point to the inside of the
turn). The key is to get on the gas sooner. Not, as someone
correctly said, to save a few ms of braking.

Out-in-out. Which means for a r-hander, start way left, roll into
the inside of the turn, clip the turn usually a bit past the
middle ("late apex"), by this point you are straightening our the
wheel and accelerating, let the car guide itself back out to the
L.
 
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"Dave" <dm@nospam.com> wrote in message
news:g_4fe.11981$eU.2958@twister.nyroc.rr.com...
> In article <Qz4fe.12483$tQ.9866@fed1read06>, "JoblessDave"
> <JoblessDave@notlisted.us> wrote:
>
>>I think in F1 it's still break, turn in, aim at the apex and accelerate.
>
> Yeah, except you want to brake. Break is what McLarens were doing
> last year ;-)

Yep, you don't want to ever break, before a corner or any other time.
(Do'h!)

We called Kimi, "Kablimi" (as in Ka-blam!) all last year.
 
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"JoblessDave" <JoblessDave@notlisted.us> wrote in message
news:Qz4fe.12483$tQ.9866@fed1read06...
> "Jiyang Chen" <no@no.no> wrote in message
> news:VHXee.3700$5o2.1493@newssvr13.news.prodigy.com...
> >
> > "Christian Winter" <cwinter@gmail.com> wrote in message
> > news:1115407084.212335.315770@o13g2000cwo.googlegroups.com...
> >> Best thing is to apply traffic rules...how do you make it through turns
> >> on the road? 😀
> >>
> >> Anyway, some tips are apparent:
> >>
> >> 1) Break BEFORE the turn, not when in the turn.
> >> 2) Accelerate when you are through the curve (past or at the apex)
> >> 3) Steer smoothly through the curve, it should be a line rather than a
> >> ziggedy zaggedy pattern.
> >>
> >> The fastest times will come when you go through curves consistenly. It
> >> is better to be slightly too slow in the curves but make no mistakes
> >> than to try to go 105% in each curve and miss 1 out of 10 (spin out).
> >> Take it slow and try to get better. That's what real race drives do,
> >> because they can't constantly spin otu and hit walls, they slowly find
> >> out how far they can go in each curve. :)
> >>
> > I thought you brake until the tightest part of the turn (apex)? Maybe
> > just
> > in formula one.
>
> I think in F1 it's still break, turn in, aim at the apex and accelerate.
>
>
When I read the guide for F1 challenge, it said the drivers use something
called threshhold braking, and use just enough without locking up until the
apex, then accelerate. It's either the gas pedal or the brake. If you use
neither at any one moment you're going to go slower.
 
Archived from groups: alt.games.video.xbox (More info?)

"Keith Schiffner" <schistan@3rivers.net> wrote in news:Y7mdnX0n-8spuuHfRVn-
iw@vnet-inc.com:

><sigh> People who don't now how to perform a
> proper 4 wheel drift shouldn't be telling ANYONE
> how to drive.

People who don't know how to take a curve without drifting shouldn't be
drifting. Start with 100% traction, then figure out when a powerslide is
best. Give you a clue--in Forza, with most cars, that's going to be
"rarely".

> That's nice for drivers ed classes. IF you want to
> go fast then you need to learn threshold braking,
> when to and when NOT to. To go fast you have to
> slow down...or simply put learn EFFECTIVE brake
> control because any chimp with a wheel can mash
> the pedal to the floor and make a new hole in the
> wall.

You can treat corners two ways--you can do all your braking beforehand so
you have all your traction to spare in the curve, or you can trail-brake
through, trying to balance sideways traction with forward traction. Trail-
braking is a bitch to learn--again, it's easier to start with the easy
version, and work up to the other one.

Really, you'll be a hell of a lot faster if you start out with "sliding is
bad", then figure out when the rules are to be broken. I know you ride, so
I know you know this.

Geo
--
George Mealer
geo*AT*snarksoft*DOT*com

"Alright, it's Saturday night...I have no date, a two-liter bottle
of Shasta, and my all-Rush mix tape. Let's rock!" -- Philip J. Fry
 
Archived from groups: alt.games.video.xbox (More info?)

"George Mealer" <geo@snarksoft.invalid> wrote in
message
news:Xns964FC17BCA945geosnarksoftcom@208.201.224.154...
> "Keith Schiffner" <schistan@3rivers.net> wrote
> in news:Y7mdnX0n-8spuuHfRVn-
> iw@vnet-inc.com:
>
>><sigh> People who don't now how to perform a
>> proper 4 wheel drift shouldn't be telling
>> ANYONE
>> how to drive.
>
> People who don't know how to take a curve
> without drifting shouldn't be
> drifting. Start with 100% traction, then figure
> out when a powerslide is
> best. Give you a clue--in Forza, with most
> cars, that's going to be
> "rarely".
>
>> That's nice for drivers ed classes. IF you want
>> to
>> go fast then you need to learn threshold
>> braking,
>> when to and when NOT to. To go fast you have to
>> slow down...or simply put learn EFFECTIVE brake
>> control because any chimp with a wheel can mash
>> the pedal to the floor and make a new hole in
>> the
>> wall.
>
> You can treat corners two ways--you can do all
> your braking beforehand so
> you have all your traction to spare in the
> curve, or you can trail-brake
> through, trying to balance sideways traction
> with forward traction. Trail-
> braking is a bitch to learn--again, it's easier
> to start with the easy
> version, and work up to the other one.
>
> Really, you'll be a hell of a lot faster if you
> start out with "sliding is
> bad", then figure out when the rules are to be
> broken. I know you ride, so
> I know you know this.
>
> Geo

4 or 2 wheels it doesn't matter if you can't back
it into the corner you will lose. Thresh hold
breaking and backing it in ARE one of the fastest
ways through a corner period...I've done 60-70mph
90 degree corners irl not on some game sim. When
you can do that the talk. Sports car? No AAMOF it
was a 1977 Pontiac Grand Lemans...6.2L motor.

--
Keith Schiffner
"I've enough trouble with my own stupidity, WHY
should I tolerate anyone elses?"
 
Archived from groups: alt.games.video.xbox (More info?)

"Keith Schiffner" <schistan@3rivers.net> wrote in news:Y7mdnX0n-8spuuHfRVn-
iw@vnet-inc.com:

(I said)
>> The other thing is to always brake in a straight
>> line, before you reach the
>> curve. By the time you're turning in, you want

Occurs to me your issue with this might be my wording of "the curve". I
probably misspoke--I meant "before you turn in", wherever that happens to
be in relation to the apex of the curve.

Geo
--
George Mealer
geo*AT*snarksoft*DOT*com

"Alright, it's Saturday night...I have no date, a two-liter bottle
of Shasta, and my all-Rush mix tape. Let's rock!" -- Philip J. Fry
 
Archived from groups: alt.games.video.xbox (More info?)

"George Mealer" <geo@snarksoft.invalid> wrote in
message
news:Xns964FC1F1B85EDgeosnarksoftcom@208.201.224.154...
> "Keith Schiffner" <schistan@3rivers.net> wrote
> in news:Y7mdnX0n-8spuuHfRVn-
> iw@vnet-inc.com:
>
> (I said)
>>> The other thing is to always brake in a
>>> straight
>>> line, before you reach the
>>> curve. By the time you're turning in, you
>>> want
>
> Occurs to me your issue with this might be my
> wording of "the curve". I
> probably misspoke--I meant "before you turn in",
> wherever that happens to
> be in relation to the apex of the curve.

George I understood you...and like I said. "Learn
to back it in" Also...watch MotoGP or WSB they DO
2 wheel slide in MOST corners as do the guys in
F1.
 
Archived from groups: alt.games.video.xbox (More info?)

dm@nospam.com (Dave) wrote:

>With each successive lap, try braking a little later and carrying
>more speed through the apex (closest point to the inside of the
>turn). The key is to get on the gas sooner. Not, as someone
>correctly said, to save a few ms of braking.

This isn't *completely* true. The best lap times will come from
braking eearly (and therefore accelerating sooner) on curves before
straights, and braking late at the end of straights. The reason is you
are going so fast on the straight, than any extra time you can spend
at that speed (either at the beginning or end of the straight) will
have a big impact on your laptimes.

Joe
 
Archived from groups: alt.games.video.xbox (More info?)

"Jiyang Chen" <no@no.no> wrote:

>When I read the guide for F1 challenge, it said the drivers use something
>called threshhold braking, and use just enough without locking up until the
>apex, then accelerate. It's either the gas pedal or the brake. If you use
>neither at any one moment you're going to go slower.

Really advanced drivers will also use trail-braking ... using the
accelerator and brake at the same time to optimally balance
deceleration and grip (i.e., via weight transfer). This technique is
beyond my skills, by you can read about it on the web.

Joe
 
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"Joe62" <NOSPAMjmcginn@shaw.ca> wrote in message
news:44gs71t7umfs53uj0kj2vpdtfkas1gbn5p@4ax.com...
> "Jiyang Chen" <no@no.no> wrote:
>
> >When I read the guide for F1 challenge, it said the drivers use something
> >called threshhold braking, and use just enough without locking up until
the
> >apex, then accelerate. It's either the gas pedal or the brake. If you
use
> >neither at any one moment you're going to go slower.
>
> Really advanced drivers will also use trail-braking ... using the
> accelerator and brake at the same time to optimally balance
> deceleration and grip (i.e., via weight transfer). This technique is
> beyond my skills, by you can read about it on the web.
>
> Joe
But only if the sim models this