For all this talk of force feedback and gritty details, I hope Project CARS also nails the foundation beneath it all. Things like brake fade, volumetric throttle response, and advanced FFB are great, but it's all kind of pointless if fundamental handling dynamics don't play out as they should.
Understeer is relatively well-covered, but too many simulation games fall apart on the oversteer end. Some games either fail to make oversteer a liability on corner entry (Forza Motorsport 4), or go kind of overboard on that (mid-engined cars in GT5). After you exceed a certain rear slip angle, it could end in draconian snap-overcorrection (Gran Turismo 4), or failure to correct in spite of countersteer (any ISImotor game I've tried).
Some of this has to do with the tire model -- and I know SMS hopes to address that -- but the tire model isn't everything. I'm not much of a programmer, but in some games, it's as if the chassis is subjected to the whims of tire algorithms that occasionally overlook the mass of all that metal up there, or spit out odd behaviors. Things tend to get a little sketchy when it comes to rotation (and roll/pitch).
What do you think, @
LogiForce? It's still early yet, but as long as we're talking about physics I would appreciate it if you could compare your experience with that of Live for Speed, not only for its tire model but also the way it simulates mass/momentum upon an axis.
I have not played iRacing, rFactor 2, or Assetto Corsa; from my experience LFS remains #1.