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To be honest I'm beginning to think it's largely due to our our preferred driving style (and thus the cars that we select) that we notice it more than others. If I try to avoid drifting and just follow the game's racing line and brake cues I don't notice much difference, except for some extra oversteer on powering out of the corner.
Then I did the same in my lobby which was a completely different experience. There's just seems to be less grip but at the same time more snapsteer. Laptimes where all over the place and didn't manage to lap under 2:10 before I got fed up with it
I worked my way through a set of tires and at no point I felt the handling was the same as in offline mode.
Anyway, I can't say which mode is "right", but offline is a lot easier to me and appears to be much more like the old versions of the game. In any case something is definately different online.
Glad you are liking the Alpine, I just love that little car.
Anyway, I spent about 2 hours today just trying to eliminate the SnapBack. This time I took a stock BTR and then added a customizable LSD and racing suspension. I used deep forest as my test track since Trial Mountain exaggerates this problem so much. I used sports soft tires Offline things were pretty good. The car responded pretty much as a classic-era Porsche does. Like the alpine (and like my real life cars), I could pretty much play "lift-rotate-counter steer-depress-come back around" all day long. I would get occasional SnapBack if I let her come way too far around. It was all maybe a bit too easy, but in terms of how the car felt and how it responded to real-world driving techniques, it was very close to reality as far as I can judge it.
Online of course everything went haywire. Even the tiniest amount of lift-off oversteer frequently resulted in catastrophic SnapBack. Additionally, the ability to squeeze the right pedal down, shift the weight reward, and regain rear lateral traction was completely (and I do mean completely) absent. Without this basic fundamental real-world handlng characteristic, driving this car as it was designed to be driven will be essentially impossible online. Nonetheless, I went about trying to get rid of the SnapBack. Nothing I tried worked. As mentioned above, it is possible to make the car respond at least somewhat like it should by adjust rear toe and LSD settings, but I tried everything I could think of and was unable to eliminate the SnapBack. So if anyone here comes up with something that works, please post it!
Then I went back to stock and played with it a bit. Try this: take one of these RR cars and pretend it is an FR car: go into a corner and instead of initiating turn-in by lifting the throttle slightly, start feathering the throttle as if you were trying to force slight oversteer on-throttle like an FR car. (Note: do NOT try this in a real-life classic Porsche because unless you are a driving GOD you will kill yourself if you actually manage to break the rears loose under power. This is NOT the way RR cars drive. Watch some old Top Gears. Watch Clarkson play drifter in all the FR cars. Watch Clarkson spin Porsches by trying to drive them like FR cars. Watch Clarkson hate one of the best handling cars of all time because he is too clumsy or too stupid to learn how to drive them.)
Anyway, if you do this you'll discover that the BTR when driven online handles like a poorly balanced FR car. It's almost as if nobody testing the online Physics at PD had any idea at all how RR cars handle, and thus made them handle like an FR car with a really heavy butt. But this isn't correct. Driving an RR car properly in a performance manner is vastly, vastly different than an FR car. I just don't get how they could have bungled this so badly.
At least for now I'm going to try and give up driving all my favorite cars online and try to enjoy some other ones instead. There is simply no way I'll ever be able to learn this completely wrong way to drive the RR cars; in every turn my real-life experience tells me the right way to do it and I don't think I could overcome that even if I wanted to.
I would be very interested to hear from anyone who has managed to tune-out the excessive online SnapBack in these cars. But ultimately, unless PD adopts a physics model that is the same both online and off, and which works properly with all types of cars across all tracks, then I think any chance the series ever had of being taken as a serious sim is in jeopardy. It's hard to defend a "sim" in which the exact same car handles two completely different ways...
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