I believe you were told yesterday that it is because your using a joypad and it has assistance because it is not a direct control device. (Degree for degree movement)
I tried that with my DFGT and spun just as I expected to. Have you repeated it with your wheel?
Samus - there is quite a bit of hand holding when using a control pad.
If the controls were 1:1 it would be like driving real cars with a RC controller, and would be undriveable
There are steering lock limits for sure, on the pad. So your driving with a "fly by wire" system
Try the same thing with a wheel and you won't be able to keep up with the car's attitude.
You can only get a few degrees of steering lock on each tug with a wheel, in the same time span
It's the same physics engine no matter how you play. If you can do something, it's because the physics engine allows it.
If the physics engine allows something wrong, the physics engine is wrong. The type of controller doesn't determine the behavior of the car. It only affects how your inputs are translated into the game.
If you equipped a real car with electric motors and levers to operate the controls and create a full-size R/C car (it's been done), and those electric motors could spin the steering wheel as quickly as
Samus was doing with the Z in the video, the car would
NOT react the way it did in his video.
Not even close. That's the point -- the motions he was generating defy the laws of physics. They're
wrong.
Even if you can't recreate that specific maneuver from the video, you should be concerned about it, because it has implications for
all countersteer/oversteer situations, the ones that you
can perform easily with a wheel. The game is lending you a helping hand; you just may not realize it.
Well in reality if you can steer quickly and accurately and far enough any slide is correctable. And it doesn't matter how many weaves have gone before it either, it's not like there is an elastic band which you stretch further each time you change the direction the car is pointing.
Sorry, but that's far from the truth. The catch is the "far enough" part, because at some point you simply run out of steering lock, and if the car still has angular momentum left when you reach that point, it's going to keep rotating into a spin.
Also, yes, that momentum can build into ever-bigger slides. That's why people often lose control when they start fish-tailing, as each (over)correction snowballs into a harsher slide with more force than the last. Mind you, I'm not claiming that side-to-side drifts will always end this way, but the way
Samus is throwing the car around in the video ought to generate more drama than it does.
The one easy to spot difference is the Forza behaving at high speeds, totally controllable, like a NFS game, while in Gran Turismo one small mistake (depending on the car and driving skills) and you're out. That's just one difference, I just pointed it out because anyone can see it and agree on it.
IMO there's nothing realistic about the way GT5 bites you at high speeds. It happens in circumstances that don't make sense, on cars that shouldn't behave that way. "Difficult" does not equate to "real." In some ways, Gran Turismo should be more difficult (see above). In other ways, Gran Turismo should actually be made easier. What's important is what is
accurate.