Scaff
I don't find the understeer on GT4 to be lift-off proof, as long as the understeer is not severe. As understeer is caused by more than just the steering angle alone, then in very severe cases you will need to reduce the steering angle also.
The "lift-proof" understeer I was referring to was the real-life severe understeer you had mentioned. I wasn't implying that understeer in GT4 was lift-off proof. Also, whether or not steering angle needs to be reduced depends on the specific situation. Regardless of whatever situation you're in, with the DS2, GT4 refuses to help you out, basically forcing the player to use the little analog stick to compensate all by themself.
Scaff
With regard to GT4 and how it represents understeer by pushing the car sideways and forward this is acurate representation of real world understeer.
The assumption that understeer is just caused by the fronts lacking grip is only part of the story, for a more detailed explenation of under and oversteer I'm going to refer to 'Going faster - Mastering the art of race driving' by The Skip Barber Racing School.
Skip then goes on to use this to describe different attitudes a car can take.
A 100 foot radius arc is used, with a Yaw of 8 degrees required to travel the arc.
Understeer
Front Slip Angle - 14 degrees
Rear Slip Angle - 6 degrees
Yaw - 4 degrees
The yaw of 4 degrees is lower than that of the yaw required to travel the arc and the car wil push forward and wide.
Oversteer
Front Slip Angle - 10 degrees
Rear Slip Angle - 16 degrees
Yaw - 14 degrees
The yaw of 14 degrees is greater that that required to travel the arc and the car will take a line that is too tight. If the Rear Slip Angle increases the Yaw will increase dramatically and the car will over rotate (Power Oversteer), however if the fronts have also exceeded their Slip Angle then the car will push wide while over rotating (Power Understeer).
Neutral
Front Slip Angle - 10 degrees
Rear Slip Angle - 10 degrees
Yaw - 8 degrees
The yaw of the car matches the yaw required to travel the arc.
Given the above the I find the GT4 sensation of running forward and to the side to be quite accurate, it also explains why with severe understeer (a very high front slip angle in relation to the rear slip angle) can require a reduction in throttle and steering angle to correct.
That's a lot of numbers, so many in fact that I have no idea what they're even trying to tell me...not to mention that niky and I both agree that one of the problems with GT4 is that it relies on numbers and values too much...
Here's what I'm trying to explain:
What GT4 seems to be trying to simulate here is what my friends and I call "over-understeer." What we've noticed about over-understeer is that, although it is something that occurs in real life, it tends to be something that driving games with bad physics over-emphasize. It has to do with how the car is simply considered a rotating object that can move forward or backward. Over-understeer is something that confuses the physics system, and it just freezes up, so your car keeps on sliding, and sliding, and sliding, no matter what you do, until it hits something. Genki's terribly unrealistic Tokyo Xtreme Racer series is a great example of a physics system with too-prevalent over-understeer.
In real-life, over-understeer can happen when you carelessly throw a car into a corner (usually when attempting to start a drift), as in the second picture, but what the GT4 and TXR fail to realize is that the rear wheels will either
resist the sliding motion (wheels would much rather rotate that slide against their plane of rotation), or, in a powerful-enough RWD, spin until the tail is kicked out and the over-understeer simply turns into oversteer.
Scaff
Is the GT4 simulation 100% accurate? I personally very much doubt it, but given the PS2 hardware limitations, a true 100% simulation is not likely.
Given the nature of the thread, I'll keep my opinion of the possibility of a true sim on the PS2 to myself....
Scaff
GT4 does 'assist' steering when using the DS2, the DFP or even the original DF is a much better option, but I will cover that below.
The DFP (and original DF) are both very different to using the DS2, I've never felt that the DFP has the issues you are describing. Use of the DFP on GT3 should not be taken as a good reference, a lot of were initially disapointed with the DFP on GT3, but you have to remember that GT3 was never designed to accept the 900 degree input from the DFP.
That's good. I would hope that they fixed that problem for GT4. Also, if you noticed, I stated before I even began,
Wolfe2x7
I don't have much experience with GT4 and the DFP, so forgive me if I'm wrong, but I've tried the DFP with GT3
Anyway, I wasn't using the 900 mode on GT3, because it required way too much steering wheel rotation for simple turns. Also, I was using the "simulation" mode in GT3's wheel settings, which further frustrated me.
Scaff
I can't agree that the front tyres tyres of a car only provide minimal influence to the path and angle of a drift.
As was covered above oversteer is when the rear tyres are at a greater slip angle to the front tyres. In the relationship between the two the front tyres are the ones that will be closest to or within the optimum slip angle for traction. As a result they will be the tyres that have the greatest effect on the direction the car is trying to go.
The rears (through the throttle in all but FWD cars) have the major say in the slip angle the rear tyres are at in relation to the fronts. They can increase or decrease the yaw angle easily, and by doing so control the size length and duration of the oversteer.
Weight transfer will also have a say in what occurs here, as will the inertia that builds as yaw angles increase.
I already stated in my last post that inertia and "location" of the weight of the car have a lot to do with the behavior of a drift. No offense, but I would go so far as to say that the weight transfer and inertia have
much more influence than the front wheels on the angle, direction, and overall behavior of the drift. This is why 4-wheel drifts work, and why countersteer in a Porsche 911 won't save you from a spin if you throw the tail out too hard.
Further proof of the front wheels' "following" role in a drift is that, if you were to begin a drift and then let go of the steering wheel instead of countersteering, it would spin all by itself in the direction of countersteer. This is because, like I already stated in this post, wheels prefer rolling over sliding, and this friction rotates the front wheels so that they are rolling in the direction of the drift's movement. This is also the reason why countersteer is actually quite easy to pull off quickly in real life; the car "helps" you countersteer.
Scaff
Its this inertia that causes a lot of problems with recovery with the DS2 (its still not easy with the DFP), once you have caught the oversteer and stopped the rotation you are still going to have to control the recovery. With the 'assisted' steering of the DS2 it can be very hard to control the rate at which you unwind the steering. To quick or slow and the inertia will cause the car to fishtail.
Is it too difficult to accurately control this with the DS2? Personally I would say that its is, the assistance would be my main suspect in this. However, with the DFP I have to still ensure I'm smooth with the inputs and its a challenge, but it is very managable (as long as you don't get to silly with the angles).
I wish I had a DFP right here so that I could test it out, but in my little experience with the DFP on GT4, I remember one of the very first things I tried was drifting. I remember I wasn't impressed, surprised, or relieved. In fact, my short experience with the DFP on GT4 was rather disappointing. As I have already said, I don't have
much experience with the DFP on GT4, so I'm sure this paragraph doesn't carry much weight as far as you're concerned.
However, thinking back, I can't recall the over-sensitive countersteer being something that was fixed with the switch to the DFP. This is an assumption on my part, but based upon your assessment of DFP-GT4 drifting being difficult, it would seem as though my memory of DFP-GT4 drifting is accurate.
Scaff
I think we will have to agree to disagree on the GT3 side of things, I can't agree that 'overall -- physics-wise -- GT3 was just a better game'. Understeer in Gt3 is not accuratly represented, a lot of the cars were prone to over rotation and braking distances were out. Areas that GT4 has, in my opinion, improved on greatly. They are not perfect yet, but outside of a real car or the simulations that manufacturers use, little is.
Understeer - no, it wasn't accurately represented, but I would say that GT4 and GT3 are roughly equal here. GT3 has too little; GT4 has too much. GT4 isn't as far from realism as GT3, but it's close. Understeer wasn't
completely absent from GT3.
Over-rotation - I've said it before, and I'll say it again. This was one of the things that
really bugged me about GT3. However, GT4 "fixed" it by replacing it with the completely opposite problem; the over-sensitive, spin-inducing countersteer.
Scaff
I have to say that in part the DMV info is right. Turn to fast, to hard or floor the throttle (at the wrong time and rate) and you will understeer or oversteer (depending on the situation).
I think you missed the humor of the DMV comment...basically I was making a reference to how GT4 almost seems to discourage fast driving, just like the DMV does.
Scaff
I'm sorry if my last post came across in anyway as a reflection of youre driving experience, it was not intended in that way.
I didn't take it that way; I'm angry with PD, not you.
Scaff
Having said that, I do have a great deal of both knowledge and experience in driving and vehicle evaluation and some of what I see going on in GT4 impresses me a lot. Its still got a long way to go yet, and as others here have expresed I hope that the PS3 will provide the hardware and PD will place even greater importance on the physics engine for Gt5.
I'll toast to that!
Scaff
For me I think it lies somewhere between the two, I can't agree that he running gear has no effect on the simulation. However, I don't think that its as well implemented as it could be.
Well, the version that niky and I both agree on is that GT4 is
car versus pavement, but with lots of complications, such as tire grip values, pre-calculated body roll/movement, (apparently rather primitive) wheel rotational inertia, etc. etc.
Scaff
I would also like to point out that in no way do I think that GT4 is a true simulation of driving (nor do I think any driving sim is) because the sheer complexity of what is going on when driving is huge.
GT4 for me is a very accurate representation of how a car does react to varous forces placed upon it. The representation work very, very well in some areas and poorly in other areas (mainly the donuts and hand brake turns).
I've never felt convinced 100% that what I am doing in any driving/racing sims is the same as driving a car, the real feel and forces operating, the true aural and visual stimuli can never be recreated.
Regards
Scaff
Although I would agree with you that the real feel and forces are impossible to simulate, I disagree that, visually (to an extent) and aurally, driving/racing sims can never duplicate real life. There are sims with
excellent recorded sound, and although track modelling, car modelling, textures, etc. etc. have a long way to go before they can truly match the real world, I feel that some sims are beginning to very, very convincingly duplicate the
movement of a real car.