It’s not an issue with his wheel. It doesn’t matter what wheel you use, physics stay same.
The truth of the matter is, people with no background in real life racing, even karting at least, these people won’t know what’s wrong with the tire simulations in these games. I don’t want to offend you, but you’re probably one of them if you’re serious with your posts.
@mariodiniz21 described it perfectly, players should be able to straighten a car from the drift, without sharp in forced inputs, just like it can be done irl. This is not possible in GTS, and I too recall this being possible in GT5.
btw, the excessive loss of grip is still present in GTS, check 0-60mph times. Still totally off.
Exact opposite. I have track experience, and the physics while not perfect, are fine. The issues you guys are mentioning, others and myself do not have these issues.
So it’s either user error, settings/wheel.l, or combo of the two.
It 100% matters what wheel you use. Sorry but claiming otherwise is ignorance in this regard. With a better wheel you get more information, which allows you to adjust to finer details, just like a real car. With a lower end wheel you lose these details. This is why everyone raves about DD wheels “it’s easier to control oversteer!” being the most common first impression people have. Trying to judge a physics engine on a low end wheel is silly.
Explain why myself and others have zero issues controlling oversteer or straightening out from a drift. The fact that the rest of us don’t have the issue is proof it’s not the physics engine that’s the problem with this issue they are having. Again, not claiming the physics engine is perfect, but the claims of a inability to straighten out or smoothly control oversteer on limit is grossly exaggerated. It’s not perfect, but for those who can’t control it......it’s not the game.
Talking about 0-60 proves to me you don’t know what you’re talking about in this regard. 0-60mph in sims is cherry picking and subject to many variables not taken into account. You could take a top sim and have it be perfect in nearly all regards, but 0-60 are not accurate, this doesn’t mean the physics engine is broken. 0-60 is not indicative of a physics engine as a whole simply due to the fact that in the real world we have hundreds and hundreds of different tire compounds, sizes etc. The tire model isn’t perfect, we’re not claiming that by any means. But this specific convo is in regards to controlling oversteer on/at/over the limit, and in that specific regard GTS is wayyyyyy better than any GT that came before it and it’s decently close to the real thing. Actual drifting (the sport) I don’t find realistic yet, but on the limit oversteer is a pretty good and anyone capable of controlling it in real life should have zero issues controlling it in GTS.
I find a big issue that most have, is not understanding the speed they are going relative to the speeds they are doing in real life. For example if you are used to oversteer at lower speeds, you can’t compare that to significantly higher speeds in game. The two are simply not comparable. Other issue to consider, is drivetrain. FR/MR/RR handle oversteer IRL completely differently. MR is sharper inputs IRL, FR is far smoother.
Hopefully GT7, with the extra power of the PS5, can devote more resources to the physics engine. The FFB while much improved, still has a ways to go with catching up to say ACC/Rfactor etc.
The twitchy on limit feel I found to be a far bigger issue in prior GT’s and not as smooth/natural as it is now (still not perfect).
No issues with real life oversteer on track here. Old 73RS replica, lovely lil thing.