Since when good or bad wheel support called physics?
So one wheel is better then other one with GTS . thats not game physics. Just wheel support. yes and some wheels just not work right as someone used to in other game.
That wheel support is patchy in GTS doesn't change the fact that the physics engine (again) has some very deep and clear flaws with it.
Nor does it excuse PD for not providing anything close to the tools that they should to allow it to be balanced for a range of wheels.
Then again no wheel will ever simulate what happens in real car.
Nonsense. Every wheel can, to a degree, simulate what happens in a real car. What it can't do it simulate it with 100% fidelity, but then again no one has claimed that it can.
You have presented a strawman in an attempt to excuse clear issues that other devs have worked around and managed.
Games mostly make it way too hard to be interesting
Opinion doesn't equal fact.
Beta and even few months after release are not the proper judgement points. Too many variables to adjust, too many variables to find.
Why not? This is after all the time period in which the majority will buy the title, and its not as if the flaws that have been found are hidden away, or even new to the series. Nor does the developer in question have a great track record of fixing them.
If they did I could agree a little more with you, but physics issues that have long been in the series are still present, what even more frustrating is that at least one of them they did fix (just not for a retail version), which was the drivetrain inertia and lack of rear torque steer from a standing start. At the Copper Box it was heading in the right direction, without the daft sit and spin the tyres and then take off in a poker straight line nonsense.
I was able to make make the car handling in GTS feel a lot less "floaty" on my T150 by adjusting the following in-game settings:
Max. Torque (?): 1
Steering Sensitivity: 8 or 9
Steering Sensitivity in particular makes a big difference. I think with the default value of 5, the game requires too much wheel-angle-input, which results in the cars not turning in sharply enough when I expect more to happen. 8 feels realistic on the T150, and 9 feels a bit more race-spec oriented. 10 is a tiny bit too much.
Overall, I think braking is the worst part of the physics. It's really bad with the Honda Civic Type R daily race. Brake inputs of (in-game) 50% hardly do anything at all with that car! You always have to push down to 100% for anything to start happening. IRL, that car supposedly has a very hard-core setup, with very stiff suspensions and Brembo brakes, so I'd expect it to react immediately and without body roll when braking. But in GTS, it rolls and doesn't want to stop at all.
The body roll isn't the main issue, in reality road cars (even stiff ones) roll a hell of a lot on track. Keep in mind that they are stiff for the road, not teh track. They are still soft and have a high ride height in comparison to a car designed specifically for the track. Oh and brakes don't stop a car, tyres do. Brakes slow the rotation of the wheels, but they can only do that at the limit the tyres allow.
Now while some issues do exist with the weight distribution in GTS's physics model, the main issue is once again (and PD why are we back at this again, for the third title in a row) the damn tyre model.
Mixed directional forces seem to throw it out of sorts to a huge degree, understeer in FWD cars comes across as if the diff is utterly knackered, onset of understeer is too rapid (and the FFB for it just plain wrong - regardless of wheel) and then too slow to recover from. The understeer itself seems to want to pull the car sideways, rather that in a widening arc (as it should). Oversteer has similar issues, with the tyres dropping off far too quickly, but now they have the added fun of being stupidly snappy on the return to grip.
That's without getting into the rally physics, as they can be summed up rather easily, they are simply broken; or the issues still present with the RR drivetrains.
Its a massive disappointment for me, as the Copper Box builds had shown clear signs of travel in the right direction, but this is a step backwards. Now PD could get away with this in the past, these kind of issues were to be expected given the technical limitations of the original PS and the PS2.
The start of the issues becoming a problem that couldn't be excused by technical limitations was Enthusia, which demonstrated what could be done at the end of the PS2's life (and I will admit I was slow to take off the rose tinted specs). When the PS3 came around we started to see more challenge to the accuracy of the physics, but fortunately for PD and Sony it was mainly on other platforms, the GT dominance hurting serious competition on the PS3.
We are now in a very different world, and what PD are still attempting to market on (the Real Driving Simulator) is demonstrable not true, and the competition makes that far more obvious than at any point in the series past.
Now do I think this will hold back sales of GTS? Not particularly, if anything the always on-line and lack of content will be much bigger factors for many, however they do make the claim of it being a full blown sim harder for PD to hold up.