It's not really a this-game-is-better-than-that-game complaint, it's more, "why the hell did they leave this on and give you no way to turn it off", leaving "and it might actually be a much better game if they hadn't done that" open
I've gone back and driven GT5/FM3 back to back and even looked once again at the 'steering assist'. Using the same track/car
And as before, it's all blown out of proportion, a lot of misinformation, and in comparison, GT5 might as well show you the same thing on screen, the behaviour isn't exactly complimentary either..
So, here's what I did/found
- Using an MacLaren MP24-12C on Suzuka
1. Test condition A - 2nd/3rd gear slowish speed
- Mimicking the video shown, I am trying to pendulate the car side to side using on/off throttle motions and moving wheel from one side to the other.
FM3 Result - Indeed, I'm able to keep the car pendulating and oversteer is quite easily controlled, however in FM, it's hard to sustain the pendulation as when speed increases, the car starts to understeer on sudden steering inputs, which make inducing the pendulation at higher speeds quite hard (I prefer GT5 on a more entertaining approach).
GT5 Result - Sadly, I can also Pendulate the car side to side with quite large angles of attack, even using Sports-Hard tyres which offer unrealisitically low levels of grip on the car. In fact due to the grip aspect of GT5, where the fronts have a lot of turn in response, I can keep the pendulation going forever and even get quite cheeky, maybe even getting lose to 90 degree attack angles without much effort.. After pendulating 60 times or so down the main straight, and through to turn 5, I just gave up. iRacing it is not..
2. Higher speeds, 3rd gear, oversteering test
The aim was to induce a higher speed moment through sudden pendulation, and see what happens, at a reasonable amount of angle, countersteering is applied. The throttle is kept on throughout..
FM3 - using a small pendulation at 100MPH in 3rd, throttle kept on, the car swaps ends immediately.
GT5 - The same..
Not sure what to say, I heard people saying that steering asists are to stop any major oversteer, this obviosly doesn't happen if you don't do something to stop it, i.e. lift throttle/countersteer.
3. High speed continuous throttle pendulation
Similar to test 2, but seeing how leaving the throttle on, and trying to see if it's catchable down the main straight, the aim to regain control.
FM3 - Having quite sticky rubber by default (Overly so and unrealistic) as long as the oversteer moment isn't too great, that and the understeering of the front end makes it easy to catch and the tyres retain their grip as heat levels take a second or so to heat up.
- Turn in response and tyre heat up/grip loss isn't so sudden and make this totally different to GT5 and my guy feeling is, too much grip = unrealistic.
GT5 - Easy to initially catch, the low grip tyres mean the rears just go red and loose all grip with a few milliseconds, coupled with the high speed massive turn in characteristic of the chassis physics, the car can become a handful if you don't lift the throttle to allow the rears to have more grip, in fact If I don't catch it within about 20 degrees of rotation, it's hit and miss if I end up in a Tank Slapper..
If I use stickier tyres to match FM3, the instant heatup and grip removal of the rears makes it again harder to control then FM3
- I find this entertaining, but the huge turn in and instant loss of grip on the rears breaking loose seems to be rather OTT..
Notes/Conclusions
The really interesting point of note for the pendulation tests was that despite all cries of FM3 having steering assist that dumbs down oversteer and makes it easy to drive seem misplaced, by far the factors that make the cars easier to correct are that the Chassis' understeer a lot more and higher tyre grip that doesn't fall off so quickly with heat build up make it naturally easier to control.
And anyone thinking GT5 is some uber unforgiving sim should note that unlike any 'proper' PC sim I've ever driven with zero assists, I couldn't make a car of the class of an MP24-12C pendulate to 60-90 degrees rotation in each direction constantly until you get fed up. There is a definite 'dumbing' down of oversteer when you lift the throttle to the same 'arcade' levels as FM. The only difference seems to be that very low default tyre grip levels in GT5 contribute to it feeling much looser, and that such (feels as unrealistic the other way as FM's understeer) amazing turn in response allows pendulation to be easily induced and continued for as long as you want.
Specific Steering Assist notes in FM3
1. Some of the 'steering assist' shown in the Youtube videos' is as I've said a long time ago, it's speed sensitive lock reduction. i.e. if you just turn a car fulll lock and slowly build up speed in a circle (using one of the test tracks) you see the full lock reducing as speed increases, this is obviously an attempt to make the car's steering more manageable at speed. GT5 doesn't do this, and I hear the argument that it should be turned off, which I kind of agree, but in comparing the two games, at high speed, I don't find either exhibiting any twitchyness, in fact the bumpier the track in GT5, the more you realise that it hardly affects the car at all other then visually, it does cause the odd loss of traction, and is felt through FFB, but the kicks through the steering don't really make the car react in a very adverse manner, clearly the physics has some fixed damping in it to make the cars this driveable over the bumps at speed.
2. The actual steering 'assist'- I save a replay of me pendulating in FM3 from the earlier tests, and using the super slo-mo replay ability, I looked at exactly what the steering is doing when the 'assist' kicks in.. And what you see doesn't fit in with some uber oversteer prevention/arcade assist that people are complaining about. The steering wheel actually very quickly 'kicks' equally in both directions, so for example if you are holding 70% Left Lock constantly and the car lets go, the wheel oscillates once or twice between 90% and 50% lock (20% either side), it does this once or twice, and always equally oscillates.
The conclusion is pretty straight forward, the sudden wheel motion is not IMO able to be classed as a real 'assist', why would it oscillate such that it goes between trying to countersteer then steer with the slide in equal measure, and why such a high frequency of oscillation? I'm almost happy to say it's a (stupid) glitch and it almost serves no purpose.
The real contributing factor people are latching onto is the speed sensitive steering, when you break lateral grip and you countersteer, the car starts to slow, and the steering range increases, which means if you hold a fixed amount of lock, you end up countersteering more, this looks bad, I totally agree, but it's not that simple, because initially the game is not letting you countersteer as much as you could be, it's only once sliding that the countersteering increases as speed decreases, which isn't quite so horrific, but it is a little unwelcome of course.
Saying all that, I'm very happy to say that that glitchy steering wobble when grip is lost, and the very noticeable speed sensitive steering affect is unwelcome, but I don't think it's actually the real main contributing factor to why FM3 tends to be easier to control oversteer. Just go and drive any R1 car with no traction around a small track and see how hard it is to control, it feels very much as loose as GT5, which again to me shows that when power to grip levels and turn in are naturally abundant in an FM3 car, it behaves as expected.
I believe that it's two things,
1. The setup/chassis physics of the cars, you can't induce the kind of turn in response that allows the car to develop significant 'moments' that make it harder to recover, and once it is rotating, since you can't generate the front end turning force in the opposite direction, you can't as easily 'excite' the pendulation into becoming massively unstable.
2. The tyre physics when a tyre slides takes a good amount of time to heat the tyres to the point that they loose all grip, so immediate lifting of the throttle seems to keep rear tyre grip at it's optimum, and this naturally stops the slide from being so severe.
For the record, I think GT5's turn in and instant loss of grip are as unrealisitic the other way to FM, but actually, I kind of prefer them.. So there!!!
I would love someone to analyse the Steering Assist that understands physics and cars, and see if they remotely agree, but people just looking at Youtube videos and seeing the telemetry and implying it's one god almighty assist of arcade proportions seem to be missing what is really happening IMO.
The assist is on at all times no matter what input device you are using. I seriously would have been peeved upon learning that the huge price of the fanatec was wasted when playing FM3...
It's there with the controller. To be honest, it's what makes the game play so well with the controller. It should however be turned off when using a wheel.
The major difference with a controller over a wheel is the 'damping' applied to steering inputs, if you go lock to lock quickly using a pad, you see it's quite damped, with the wheel, if you ignore the speed senstive aspect etc, it's 1:1 speed wise, it'll steer as fast as I can turn the wheel.
There is no reason for anyone to not benefit from the experience using a wheel, it's a much more direct experience, Although I'm thoroughly on my GT5 journey, I spent a lot of time hotlapping and racing in FM3, and it's ludicrous to come to your conclusion that a fanatec wheel is a waste of money for the game.. The FFB and vibration effects are pretty decent, the feel of the tyres is good, kerbs/collisions have a nice FFB reaction, as does the car, it's a great experience over a controller..