360: Forza 4
Hey you CL freaks, take your love for one another to PMs 
Damn I'm going to spending money out the ass the next few weeks. Forza 4 in a week, iPhone 4s in two weeks, and SEMA/Vegas next month. I haz no monies!

Damn I'm going to spending money out the ass the next few weeks. Forza 4 in a week, iPhone 4s in two weeks, and SEMA/Vegas next month. I haz no monies!
Typical Supra owner (soon) 
#1 - Why waste the money on a phone that doesn't even have 4G?
#2 - YOURE GOING TO SEMA AND DIDNT INVITE ME?????

#2 - YOURE GOING TO SEMA AND DIDNT INVITE ME?????
#1 - Because my 3G is driving me fucking nuts. I'm not a tech guru so I don't need the best shit out on the market. I've had an iPhone since the original back in 2007 and I can't see myself with anything else.
#2 - Oops
Feel free to join! My dad and I are going. We are flying out on the 2nd and flying home the 6th. I won tickets from SEMA because I'm a car enthusiast and I'm active on a car forum. I got two tickets to attend for free on Thursday and Friday
#2 - Oops
Feel free to join! My dad and I are going. We are flying out on the 2nd and flying home the 6th. I won tickets from SEMA because I'm a car enthusiast and I'm active on a car forum. I got two tickets to attend for free on Thursday and Friday
Im looking to get a new one as well. My 3G is slow as shit and I dont even have that many apps.
Anyway...
As far as the AI being easy. Its dynamic...so it learns from you and gets better as you do.
From the "Under the Hood Part 3" article:
What changes have been made to the AI in Forza 4?
There are several changes to the Drivatar AI in Forza Motorsport 4. And, there’s a lot of backstory here too. As we demonstrated at E3 2011, the AI is more aware of its surroundings than it was in Forza 3. For the sake of brevity (not my strong suit), I’ll limit this discussion to AI difficulty and not go into the whole AI awareness and aggression systems. In Forza 3, we trained the AI to make certain types of mistakes. Then, based on the AI driver profile (i.e. M. Rossi) and AI difficulty setting (e.g. easy, medium, and hard), a given driver might make one type of mistake more often than another. The AI mistakes slowed the AI down, but the results are fairly random. As a result, it’s a good system for giving the AI personality, but it’s not particularly effective at making them consistently slower to account for lower player skill.
We also have different aspects to the AI profile that control how well they corner and set up turns--this relates to how the Drivatars are trained to carve lines. This slows them down consistently, but still doesn’t slow them down as much as we needed in Forza 3 for the medium and easy difficulty settings. In order to further slow them down, we removed power from the AI cars at the lower difficulty levels. Removing power slowed them down, but allowed the player to walk away from them on the straights. Unfortunately, this cut down on the nail-biting wheel-to-wheel action. All of these systems in concert created the differences in AI difficulty settings. At the hardest AI difficulty, we greatly reduced the mistakes, instructed them to drive their fastest profile and didn’t remove power.
In Forza 4, there are three big changes to the difficulty system:
1.We no longer remove power from the AI to make them slower on the lower difficulty levels. Instead, we gave the lower level AI less confidence going into corners. This makes them brake sooner and carry less speed through the corners. However, once they are at the apex and heading onto the straights, they are flat-out regardless of difficulty level. This has led to far more wheel-to-wheel racing. The key to beating the lower level AI is to take advantage of them in the braking zones and then block/frustrate them down the straights. On the flip side, this does mean the AI on lower difficulty settings brakes very early – so, watch yourself when you’re waiting to pop out of the slipstream.
2.We have several more levels of AI difficulty on the back end driving the system. In Forza 3, we had a total of three levels. Some players felt that the gulf between medium and hard was too great. In Forza 4, we have more than 20 different levels--though these are not discretely selectable by the player. In Quick Race, Event List and Multiplayer, you can choose between four different AI settings. The new player selectable difficulty level basically slots in between what would have been considered medium and hard in Forza 3.
3.The biggest win in having more than 20 different AI difficulty levels is gaining dynamic AI difficulty in the World Tour. In World Tour, the player’s car is limited to specific classes in all events and the AI cars are upgraded (using Quick Upgrade) to the top of the events class limits. This levels the playing field and allows the game to better judge your skill. The game then automatically selects and reselects the correct AI difficulty for you based on your performance over multiple races. It’s like a rolling average across multiple events. All three of these changes together give you incredibly competitive racing.
Anyway...
As far as the AI being easy. Its dynamic...so it learns from you and gets better as you do.
From the "Under the Hood Part 3" article:
What changes have been made to the AI in Forza 4?
There are several changes to the Drivatar AI in Forza Motorsport 4. And, there’s a lot of backstory here too. As we demonstrated at E3 2011, the AI is more aware of its surroundings than it was in Forza 3. For the sake of brevity (not my strong suit), I’ll limit this discussion to AI difficulty and not go into the whole AI awareness and aggression systems. In Forza 3, we trained the AI to make certain types of mistakes. Then, based on the AI driver profile (i.e. M. Rossi) and AI difficulty setting (e.g. easy, medium, and hard), a given driver might make one type of mistake more often than another. The AI mistakes slowed the AI down, but the results are fairly random. As a result, it’s a good system for giving the AI personality, but it’s not particularly effective at making them consistently slower to account for lower player skill.
We also have different aspects to the AI profile that control how well they corner and set up turns--this relates to how the Drivatars are trained to carve lines. This slows them down consistently, but still doesn’t slow them down as much as we needed in Forza 3 for the medium and easy difficulty settings. In order to further slow them down, we removed power from the AI cars at the lower difficulty levels. Removing power slowed them down, but allowed the player to walk away from them on the straights. Unfortunately, this cut down on the nail-biting wheel-to-wheel action. All of these systems in concert created the differences in AI difficulty settings. At the hardest AI difficulty, we greatly reduced the mistakes, instructed them to drive their fastest profile and didn’t remove power.
In Forza 4, there are three big changes to the difficulty system:
1.We no longer remove power from the AI to make them slower on the lower difficulty levels. Instead, we gave the lower level AI less confidence going into corners. This makes them brake sooner and carry less speed through the corners. However, once they are at the apex and heading onto the straights, they are flat-out regardless of difficulty level. This has led to far more wheel-to-wheel racing. The key to beating the lower level AI is to take advantage of them in the braking zones and then block/frustrate them down the straights. On the flip side, this does mean the AI on lower difficulty settings brakes very early – so, watch yourself when you’re waiting to pop out of the slipstream.
2.We have several more levels of AI difficulty on the back end driving the system. In Forza 3, we had a total of three levels. Some players felt that the gulf between medium and hard was too great. In Forza 4, we have more than 20 different levels--though these are not discretely selectable by the player. In Quick Race, Event List and Multiplayer, you can choose between four different AI settings. The new player selectable difficulty level basically slots in between what would have been considered medium and hard in Forza 3.
3.The biggest win in having more than 20 different AI difficulty levels is gaining dynamic AI difficulty in the World Tour. In World Tour, the player’s car is limited to specific classes in all events and the AI cars are upgraded (using Quick Upgrade) to the top of the events class limits. This levels the playing field and allows the game to better judge your skill. The game then automatically selects and reselects the correct AI difficulty for you based on your performance over multiple races. It’s like a rolling average across multiple events. All three of these changes together give you incredibly competitive racing.
Heres the article on the rig that was posted in the previous page:
http://jalopnik.com/5846100/how-a-ra...-win-at-lemans
The pedal set actually isn't the Logitech set, its from BRD.
Oh yea, I played the demo earlier
I hate it because now Im stuck with either the same track and three cars or play Forza 3 for the next week
I loved the handling, the sounds, the appearances. It immerses you in what the car is actually doing. I just wish that when you pit the car doesnt magically get fixed. I want to see pit crews.
http://jalopnik.com/5846100/how-a-ra...-win-at-lemans
The pedal set actually isn't the Logitech set, its from BRD.
Oh yea, I played the demo earlier

I hate it because now Im stuck with either the same track and three cars or play Forza 3 for the next week

I loved the handling, the sounds, the appearances. It immerses you in what the car is actually doing. I just wish that when you pit the car doesnt magically get fixed. I want to see pit crews.
The cockpit view is effing awesome now. The screen shakes over every imperfection over the road. I actually feel like I'm driving a car, unlike FM3 in which I felt like I was just floating along for the ride.
That rival mode is frustrating as hell. I beat my friend by like a 10th of a second, but just brushed a car (bastards were two abreast in a corner my friend breezed through the apex on). My 1:45 time still shows instead of 1:40 something. Want to punch babies.
Of course, if you put it on Professional, you can still manage to get into 4th with little ease & even into 2nd before the end of the first lap. It's just the 1st place car getting such a large leap at the start that it becomes near impossible to catch him.
If the demo had another lap or 2 added, you could probably catch him fairly easy if you're decently quick.
Because it's on easy.
Of course, if you put it on Professional, you can still manage to get into 4th with little ease & even into 2nd before the end of the first lap. It's just the 1st place car getting such a large leap at the start that it becomes near impossible to catch him.
If the demo had another lap or 2 added, you could probably catch him fairly easy if you're decently quick.
Of course, if you put it on Professional, you can still manage to get into 4th with little ease & even into 2nd before the end of the first lap. It's just the 1st place car getting such a large leap at the start that it becomes near impossible to catch him.
If the demo had another lap or 2 added, you could probably catch him fairly easy if you're decently quick.

The runs with traffic are irritating though. The run with the 458 was the only one was stability control on. Usually I have everything but braking line off.
You dont want me to tell you guys that 30min maybe 1hour ago i had forza 4 in my hands and i ask cashier that i want it but the. She told me she can not sell it to me yet.
i had a boner already
i had a boner already



Glad you agree



Are you serious? They were free????



