Xbox Forza Motorsport 7 (Turn 10/Microsoft Studios)

4 carros GRATUITOS em Forza Motorsport 7 ao preço de 0 CR

2008 Aston Martin DBS
1995 BMW 850CSi Forza Edition
1991 Mazda 787B
2005 TVR Sagaris

Entrem dentro do jogo, vão a SPECIALTY DEALER e poderão comprar os 4 carros a 0 Créditos, a promoção termina dentro de 4 dias
 
Epa, estou a sentir-me estúpido. Já não pegava no jogo há imenso tempo, ontem peguei e explorei um pouco.
Vi que havia um evento Rivals de natal que dava carros por cada 20% do leaderboard.
Meti as assists em super easy, comecei o evento e não percebi porque raio não havia limite de voltas. Calculei que só contasse o tempo da melhor volta. Andei para lá meia hora e depois saí da corrida. Não ficou o meu tempo registado.
Voltei às opções e vi que o friction control tinha de estar desligado (podia ser bem mais explícito!), desliguei-o, repeti tudo, e continua sem registar o meu tempo.
O que raio posso estar a fazer errado?
 
4 carros GRATUITOS em Forza Motorsport 7 ao preço de 0 CR

2008 Aston Martin DBS
1995 BMW 850CSi Forza Edition
1991 Mazda 787B
2005 TVR Sagaris

Entrem dentro do jogo, vão a SPECIALTY DEALER e poderão comprar os 4 carros a 0 Créditos, a promoção termina dentro de 4 dias
Ainda estão activas estas promos.
Basta ir ao speciality dealer.
 
Epa, estou a sentir-me estúpido. Já não pegava no jogo há imenso tempo, ontem peguei e explorei um pouco.
Vi que havia um evento Rivals de natal que dava carros por cada 20% do leaderboard.
Meti as assists em super easy, comecei o evento e não percebi porque raio não havia limite de voltas. Calculei que só contasse o tempo da melhor volta. Andei para lá meia hora e depois saí da corrida. Não ficou o meu tempo registado.
Voltei às opções e vi que o friction control tinha de estar desligado (podia ser bem mais explícito!), desliguei-o, repeti tudo, e continua sem registar o meu tempo.
O que raio posso estar a fazer errado?

Estarás a passar constantemente em alguma parte do circuito que te invalida o tempo ?

Edit: Experimenta tirar as assists todas e fazer uma volta limpa, sem te preocupares com o tempo. Vê se te continua a dar tempos inválidos.
 
Hoje la completei a corrida de lemans. 1h45min. Acho que so fiz uma pausa de 5 mins a meio.
Coisa interessante foi que se na corrida com o ford gt tive que baixar a dificuldade para entrar no top3, ja em lemans ganhei sem stresses com dificuldade em professional.
O carro ajuda. Aquele Porsche e fantastico
E com isto completei os 4 primeiros campeonatos em elite ;)
 
Hoje la completei a corrida de lemans. 1h45min. Acho que so fiz uma pausa de 5 mins a meio.
Coisa interessante foi que se na corrida com o ford gt tive que baixar a dificuldade para entrar no top3, ja em lemans ganhei sem stresses com dificuldade em professional.
O carro ajuda. Aquele Porsche e fantastico
E com isto completei os 4 primeiros campeonatos em elite ;)

controle traçao desligado? abs desligado? com volante? comando? visao cockpit?

com o volante, jogo quase sempre em profissional com visao de cockpit com abs e tracçao desligado.

em alguns carros tb tenho que baixar o nivel. em chuva jogo sempre em invencivel
 
com comando, visao por tras, TCS desligado, e ABS ligado: com o Porsche.
No Ford, tinha TCS ligado.
Ate hoje so joguei com visao dentro do cockpit nas provas de autocross.

Eu bem que gostava de arranjar volante, mas nao tenho espaco para ele na sala. Um dia talvez(a nao ser que o meu filho ganhe gosto por jogos de carros, e ai acabe por investir mais cedo)
 
Algo de errado neste jogo...não esta certo!

não sei porque mas acho as colisões neste FM7 um pouco estranhas...

ha alturas em que 2 carros encostam lateralmente e parece que ficam colados um ao outro ate irem bater num muro!

e depois a AI, muitas vezes do nada TRAVA a minha frente sem motivo nenhum (brake test?)...e se dou um pequeno encosto na traseira, a reação da AI é reduzir ainda mais a velocidade! patetico!

reparei tb que Tsukuba desaparceu! :(
 
Algo de errado neste jogo...não esta certo!

não sei porque mas acho as colisões neste FM7 um pouco estranhas...

ha alturas em que 2 carros encostam lateralmente e parece que ficam colados um ao outro ate irem bater num muro!

e depois a AI, muitas vezes do nada TRAVA a minha frente sem motivo nenhum (brake test?)...e se dou um pequeno encosto na traseira, a reação da AI é reduzir ainda mais a velocidade! patetico!

reparei tb que Tsukuba desaparceu! :(

sim, tem algumas falhas. jogar com carros de "rodas abertas" tipo formula 1 ou indy e encostar um no outro e para acabar engachados e estraga a corrida toda. a diferença do seco para o molhado em dificuldade e enorme. mas da para divertir bastante

em que nivel jogas?
 
Última edição:
Não sei o nome mas costumo jogar com 80% de dificuldade...numa ou noutra prova quando tenho um pouco de dificuldade em chegar aos 3 ou 4 primeiros lugares, baixo para 60% de dificuldade.
Este é também um dos meus stresses com o jogo, há provas em que 80% é exageradamente difícil e depois em 60% é extremamente fácil....não encontro um meio termo.

De resto jogo com:
Direçecao normal
Caixa manual com clutch
ABS e TCS ligados, desligo quando são carros antigos e não tem ABS e TCS como na realidade.
Jogo tbm sem ajudas de travao e de trajectória na pista.
 
costumo jogar com volante com abs desligado, e controle tracçao desligado e com agressividade ligado. no entanto corridas a chuva em invencivel é canja, mas tb depende dos carros, ha carros que é super dificil correr. charutos antigos e muscle cars e super dificil com ajudas de controle tracçao desligado.

como partimos sempre de meio de pelotao, em invencivel e muito complicado chegar a frente. e como estou acabar o jogo e na maioria sao corridas de 2 voltas, as vezes ate mesmo em profissional e complicado ganhar.

aquilo que costumo fazer quando e muito facil ganhar e restart e aumentar dificuldade. depois tb depende das pistas, ha pistas que nao consigo ser rapido por muito que tente, nao ha maneiras de ser rapido.

catalunha e uma delas. adoro monza, mugello, spa, americas, laguna seca.

ha pouco tempo vi videos de rallycross em dirt rally em VR na ps4 e fiquei alucinado. e pena que xbox nao aposte nesta tecnologia.

agora para trocar tinha que gastar mt em trocar volante, consola e oculos
 
tb jogo com o modo agressividade ligado...e outro modo qualquer que agora não me recordo o nome tb ligado (tem tb a ver com a AI)

o último FM que tinha jogado tinha sido o 4 ou o 5, não me recordo, encontrei neste 7 algumas pistas novas as quais me estou a habituar e outras proprias do FM que já não me recordava.

isso de partir sempre do 12º é um TRETA autêntica...podia ser aleatório...sei que ha os mods mas eu nem sequer uso isso, acho as cartas muito caras para subir 2 ou 3 posições na grelha

nesta fase evito ao máximo comprar carros, aproveito os que ganho com as provas e uso-os para fazer as provas seguintes.
 
FM7 Release Notes: March 12th, 2019

Como sempre, o Patch sai as 6 da tarde hora Portuguesa.

https://support.forzamotorsport.net/hc/en-us/articles/360019623973-FM7-Release-Notes-March-12th-2019

GENERAL
  • Fixed labeling of gearing graph in tuning menu for new top speed. Additionally, accepting changes now causes the graph to refresh.
  • Removed opponent/Drivatar labels from appearing in photomode and replays.
  • Fixed an issue where Race Ticker and Race Info panels were missing when spectating a timed endurance race.
  • Adjusted Collision Assist and side-by-side collision friction and bounce off physics effect settings in multiplayer to improve general collision performance between cars. These adjustments include:
    • Collision Assist effect now bleeds off over time, so players can’t sustain use of it over time to push other players around.
    • Lowered peak friction and added a scale to the friction coefficient based on the interpenetration of the soft collisions between cars. As a result, light bumps have less friction and large magnitude collisions, where the cars “squish” into one another, have higher friction.
    • Adjusted the amount of time cars can be “squished” together.
  • Added a new car-specific wheel tuning menu that allows players to configure force feedback (FFB) scale and steering lock on a per-car basis.
  • Added a new "Car-Specific Steering Wheel Tuning" menu that allows players to configure the force feedback scale and steering lock on a per-car basis. These settings get saved to the player's garage car. If the player turns the wheel past the desired steering lock range, we "soft lock" the wheel by ramping up a large FFB torque to push the wheel back into the valid range.
  • Fixed an issue where a steering wheel paired with an Xbox Controller could cause device recognition swap when pressing the Xbox “nexus” button.
  • Fixed an issue where switching from steering wheel to controller maintains wheel button mapping and limits controller functionality.
  • Fixed an issue where post-race events results would stop updating if another player was in the lobby.
  • Fixed an issue where, if a race host launches a race before all cars have loaded into the pre-race, the loading process ends and caused unfinished loaded cars to spawn in the pre-race pit scene when the race starts.
CARS
  • Adjusted cockpit camera and wheel-less cockpit camera for the 1970 Plymouth Hemi Cuda Barrett-Jackson Edition.
  • Fixed an issue where car geometry disappeared when viewing the car from certain angles when Camera View was set to Hood, Driver, or Cockpit.
TRACKS
  • Fixed an issue where car collisions were still active in the pit lane area.
  • Fixed an issue where, when the player was using certain long cars (such as the Cadillac XTS Limo or the Tankpool Race Truck). The first AI car exiting the pit lane always hit the player’s car. This issue happened on multiple ribbons but was more likely on Monza.
  • Changing the Track Limits option in the Assists menu during a race will now be reflected once a player has resumed playing.
March Spotlight Cars: Welcome RTR!
This month we have three Spotlight cars that are known for getting sideways in some of the most thrilling drift competitions in the world. Driven by Formula Drift heroes Vaughn Gittin Jr. and Chelsea DeNofa, these RTR monsters are surely “Ready to Rock”! Each of these cars is available to all Forza 7 players for free this month. Here’s a closer look.

2018 Ford Mustang RTR Spec 5
The Ford Mustang has always been a legend but, when the team at RTR got their hands on this one, they created something truly awesome. This pony car has got the look and the guts to go racing, drifting, or just cruise. Take a good look at the custom wide body kit with side skirts, chin spoiler, rear diffuser, those RTR hood vents, and you can see this vehicle means business. The real treat is under the hood where you will find a 460 horsepower Coyote V8 putting power through a 10-speed paddle-shifted transmission. It’s the perfect balance of performance and looks and will serve you well wherever you see fit.

2018 Ford #25 Mustang RTR
One of the American drifting greats and 2010 Formula Drift champion Vaughn Gittin Jr. is known for his aggressive style and billowing smoky driving. He’s so aggressive that you will often see his Monster Energy liveried Mustang on three or even two wheels on entry. You have to credit the driver for this no-holds-barred, go-for-it action, but the car deserves some credit as well. After all, when you put massive horsepower from a naturally-aspirated Roush-Yates V8 with a 9,000 RPM redline in this stripped down, full-on drift car, any Forza lover can give it their all. This is the car that made history drifting the entire Nürburgring Nordschleife. It’s one greatness-enabling machine you need to experience.

2018 Ford #88 Mustang RTR
Chelsea DeNofa has been making a name for himself in many forms of racing. He got his start in the world of drifting before he even had a driver’s license. Since then he has raced as an SCCA pro where he honed his incredible driving skills before diving head first into the world of drifting. Now considered among the top drivers in Formula Drift, he joined the RTR Drift Team in 2017. In his BC Racing livery Mustang that shares the same specs with Vaughn Gittin Jr.’s RTR Mustang, Denofa has been blowing minds with his precise and exciting drifts. With 1,000 horsepower, BC Racing coilovers, a custom IRS, and 4-speed dog box transmission, it’s now your chance to melt tires and make a name for your own drifting aspirations.

Forza Race Regulations March Beta
The rollout of Forza Race Regulations (FRR) begins this month. Starting in March, we are beginning to introduce FRR to Forza Motorsport 7 and this rollout will take place over several months as we continue to introduce new functionality and features to the system, and to listen to feedback from the Forza community.

Beginning on March 13, we will be launching a closed FRR beta hopper that will be accessible to a small number of players, including Turn 10 developers and invited Forza Motorsport 7 players. During this closed beta, Turn 10 will be experimenting with the first version of FRR in a retail environment, and gathering feedback from invited players. The scope of the FRR feature set in the March closed beta will be limited to track cutting only and will feature UI elements and implementation aspects that are not yet final. For example, while players will incur time penalties for cutting the track in this FRR hopper, those penalties will not affect players’ final placement after a race has completed. Incurred track-cutting time penalties will begin to count towards event results after the April update.

Also in April, we expect to open a public FRR beta hopper that will be accessible to all Forza Motorsport 7 players. Look for a more detailed explanation of how FRR features will work with the April update – as well as more detail on how FRR will evolve in the months ahead – coming next month.

Collision Improvements
We’ve made some changes to collision features with the March 2019 update, based on community feedback on new collision updates that were introduced to Forza Motorsport 7 last year. Specifically:

Collision Assist – In an effort to prevent players from using Collision Assist to push other cars around the track, the Collision Assist effect now bleeds off over time during contact.

General Collision Improvements – We’re introducing some important changes to the collision model. Previously, the friction between two cars used a fixed coefficient. Introducing the new “soft” collisions in Forza Motorsport 7 meant that friction sustained over a longer period. With the March 2019 update, we’ve lowered the peak friction and added a scale to the friction coefficient based on the interpenetration of the soft collisions. This means that light bumps will have less friction and large-magnitude collisions, where cars “squish” into one another, have higher friction. We have also adjusted the amount of time that cars can be “squished” together.

Wheel Updates
Wheel users will see some improvements in Forza Motorsport 7 this month. We’ve introduced four important updates:

1) Per-Car Wheel Tuning – Each car in a player’s garage now has a tunable setting for steering wheel rotation scale and force feedback. Players can now set their steering lock with soft locking and steering force, and those settings will save to the garage car. Note that this feature is not usable on rental cars and does not save to the tune itself. This tuning menu is accessible from the Tuning & Upgrades menu.

2) Dynamic Damper Behavior – The recently updated force feedback (FFB) introduced a dynamic damper to FFB. Some players prefer a linear damper; as a result, we’ve introduced a new dynamic damper effect slide which allows players to scale between the current dynamic damper and a fixed linear damper. The existing damper scale still scales the damper as it did before.

3) Load Sensitivity Tuning – The current FFB system in Forza Motorsport 7 is based on actual wheel loads. Some of these loads occur at a higher frequency. The game filters the very high frequency loads and bucket them as “Road Feed.” Some medium frequency loads are bucketed as “Align Torque.” The new Tire Load tuning setting allows players to filter out the medium frequency load to create a smoother FFB experience.

4) Wheel Telemetry – We’ve added a new panel to Telemetry to show players their current steering wheel torque in graph form. Because the game sends FFB torque, damper, and spring to the wheel separately, the game cannot display the actual level of torque saturation for the wheel. Torque is displayed as it is sent to the wheel, a normalized scaled between 0 and 1, with 1 being the maximum. Spring and Damper are normalized to the default setting.

Track Limit Menu Change
With the March update players can now find the Track Limit Lines settings option under Assists. Track Limits settings can also still be accessed via the HUD options menu.

Drift Cockpit Camera
Together with the introduction of new RTR cars in Forza Motorsport 7, we’ve got a new drift-focused cockpit camera option that is designed to improve drifters’ in-car views. Accessible from the HUD menu, the Drift Camera is a toggle-able option that, when engaged, allows the cockpit camera to automatically look in the direction of the car when drifting.

The new camera option is available in both cockpit camera view and wheel-less cockpit view and features three different settings that players can tune to their liking. Sensitivity controls the ratio of car angle to camera angle. Players can increase or decrease this setting to affect how sensitive the camera is to car angle. Look Speed controls speed at which the camera moves from its original position towards the direction of travel. Reducing this setting will smooth out the camera’s movement due to changes in direction. Camera Range controls the width of movement for the camera. Reduce this setting to limit the camera’s movement when the car is at peak angle.

Forza Discord – Now Open!
Got something to say about Forza? Want to share some feedback about the new Drift Camera setup, or Wheel Telemetry? Can’t wait to share your thoughts on Forza Race Regulations? Check out our newly opened Forza Discord server. Here you can interact with Forza fans from all over the world and share your thoughts on all things Forza. Join the fun now and let your voice be heard!

http://aka.ms/forzadiscord - mod note: This is why the old sidebar link needed to be changed. The subreddit discord can be accessed by discord.gg/forzareddit.

TL;DR
  • 3 spotlight cars

  • Drift cam improvements

  • Race regulations beta hopper

  • Setting changes
 
Back
Topo