Potato...

  • Thread starter VBR
  • 1,339 comments
  • 119,743 views
Agree on some but like all their rival games handling and physics should have been done, tested and finalised before the game was released. Two years now and out of two years i only logged on for 220 days. They should be testing it themselfs before releasing. They should award all of us who race while they experiment ss rank permantly. The lancer evo gr3 now on dragon trail feels held back and the way the car is designed for cornering and aerodynamics it should be free to go flat out, not held back :)

Yep. Hey at least at release Sport ran major defect free.
With certain competing titles they have glitches and bugs that never will be fixed. Imo a full release title shouldn’t have major defects at release like so many have.
What’s so great about this title to me is that I know it’s moving forward and has such a big future and plenty of money behind it continuing forward onto even better hardware.
It’s not going anywhere. Clearly they have huge commitment as evidenced by continued updates and development.
Like I said PD is playing chess and on new hardware it will be checkmate for the competition.
 
Tested the standard NSX type R on Suzuka on SH tyres : T500 user with shifter/clutch : FFB 3, Sensitivity 10
Mainly drive road cars in standard trim on default tyres. A bestmotoring video series fan.

Wow. The 1.39 physics have really elevated the 'driving sensation' helping to re-enact that famous recorded lap : available to view on youtube.
Felt I was like senna, imitating his driving style in the corners with his fancy accel and brake footwork. My inputs had a similar affect on the weight shift/grip/balance of the car as per the video. Try it for yourself. Enjoy!

 
Last edited:
Honestly can't say I feel a difference in my own driving. But I feel the races are cleaner now. Less chaos, less wild incidents. Race A, T1 for instance or Race B, chicane of death both feel safer/easier after the update. Not sure what's changed but it feels like it made driving with others smoother.
 
I mostly spend my time drifting in GTS, and lately I was finding every car amazing.. then I saw the physics had been updated.
I'm not sure how this compares to real world but I feel it has made it easier being smooth when releasing handbrake to throttle drift especially.
 
So far this week all I've done is hot lap my beloved gr.3 Mustang around DTS, and I've got to admit that I couldn't for the life of me understand what all the angst and commotion was about.
"just put your foot down and it goes in a straight line"???
Not in the 'Stang it don't!

So I've just now done a bit of testing (DTS in qualy) in the AMG GT3 '16 and yep, seems like they broke the game pretty bad lol.

What I noticed after trying a bunch of cars is that the "Just floor it" broken physics seems to only apply to all the cars that get a BoP power reduction, and they mostly have a BoP weight increase at the same time.

Every car that gets a BoP power increase is still lively in the rear end. Even the gr.3 Genesis has become a bit angry on exits.

If there even is a way to save this change I think it might require a near complete BoP overhaul.

Also, what the heck is it with having to run virtually the opposite BB now? What the hell have they changed to cause that?
Thx you for saying that about the brake bias! I noticed it last night in a league endurance race
 
I made this v1.39 acceleration comparison video of a few GTS street cars just for fun. In the video I didn't try to match the real life times but considering some of the supercars may be better fitted with the S:S tyres - and using cleaner launches - the 0-100 km/h times match pretty well the real life results.
A couple of slides can also be seen here and there, for physics sake. More footage incoming..

The game has evolved nicely also in longitudinal grip levels remembering where we started. (If I remember right the v1.23 of Autumn 2018 introduced the first big correction for GTS's 'long grips'.)
Enjoy!
 
After some tests with a few cars, i can say it's better... and worse at the same time. It really depends of the car. Notices much more understeer on RR and 4WD cars, but less on FF cars. I think the main issue is the suspension: they're too soft. I have greater roll and dive-in on straight braking. Maybe a change on the center of gravity too: we feel more the weight of cars, which push the tires to ground. Maybe too much.

There's no changes on some cars too, mainly the open-wheel. Aceceleration is maybe more natural, less brutal, but otherwise, they're glued to the track. My times are better, but only because i can put more amount of speed on turn-in. That's what i feel. I should try other cars, especially the EV ones.
 
@ gtdrift // This is exactly the video I had in my mind when I wrote my last post. The NSX-R NA1 is one of my favourite handling car. I adore the driving experience it has to offer before 1.39 and was hugely disappointed with the new "handling". So, after your post, I decided to give it a another go on Suzuka (Stock car setup, PS4 podium DD, no ABS).
And it felt the same: AWD driving style. And I don't know how you were able to mimic the driving of Senna is this car because it's impossible to trail brake and then apply power to sustain a light slide to prevent understeer on the throttle like he does during mid-speed corner. The tires grips way to much and you can't sustain the rear wheelspin. Even with CS tires, you barely brake rear traction exiting an hairpin. I know it's a MR car, but this is way too exaggerated.

So, I decided to do something I hate to balance cars: I put SH tires on front & CS at the rear. It solved 90% of the problem for me. The car is a joy to drive again, and even if the rear regain grip too easily, I can sustain a light slide to prevent understeer at corner exit and I can play with mass transfers to play with the car. But everything feel a bit too much under control.

I tried the same rear tire tweak with a lot of car, all MR or RR and the GR Supra. And they were all nice to drive again.
Even racing car with MR or RR layout feel more balanced with less grippy tires at the rear. But trail braking is a bit overdone this way.
I did some laps with a stock 458 Italia (-1 brake bias, SH Front and CS Rear) on Tsukuba. My best lap was only 0.7 second faster than the real life one. Did the same thing on the Nordschleife and after several tries, got a 0.4 second faster laptime than the real one. So this tweak works for me, and give me the feeling to drive on the edge again, with no form of forgiveness from the physics. If some wheels user could test the same thing and share their opinions, that would be cool !!


I don't know what PD touched in term of parameters. But here is what I observed after 4 hours of driving several different car with unequal front and rear tyres:

1) It feels like mass transfer are higher, both longitudinally and laterally. And they feel too much overdone and too much damped during transition. That would partially explain wheelies and weird behaviour with some cars while throwing them left to right, as I saw in some videos on this thread.

2) It feels like rear tyres have more longitudinal grip during acceleration than before. During deceleration, they feel the same as 1.38.
The lost and gain of the longitudinal and lateral grip are way smoother than before. A tad too much for what I have experience on track IRL, but those changes are in the right direction.
They should mix 1.38 and 1.39 for the lateral and longitudinal grip of the rear tyres to keep some twitchiness when you don't perfectly execute the throttle input sequence needed to exit a powerslide or a drift in a smooth fashion way (In real life, with a stock road car, exiting a powerslide, a slide or drift is not that hard, what is hard is to smoothly exiting it, and it's should be like that in a Sim biased game). It's too easy to catch slides and control drift ATM.

3) It feels like front tires haven't be reworked the same way as the rears.

4) FFB feels better when grippier tires are fitted at the front than the rear.


After reading other people opinions of the physics. I understand why PD want to make Sport Mode more competitive and clean. But instead of messing with the overall balanced (logical but not perfect) 1.38 physics. Why didn't just implement a good traction control? The super default ABS in GTSport (acting like a stability control while braking more than a real ABS) is mandatory if you want to be competitive in Sport Mode.
So a good traction control (allowing to be as fast as TC off now) shouldn't be a shocking thing I guess if they want pad users or less skilled driver to have nice and clean races.
But they shouldn't penalize the driving experience for users like me that love to drive plenty of different cars to get a taste of what it is to drive them in real life. Or those who want to learn to drive different cars layout, or learn driving techniques they can apply in their cars on a real circuit.

And if rear tires are wearing too fast. They just had to adjust the tire wear rate of the rear tires. Reworking the overall physics for that reason would be a stupid thing to do, and I don't think this is a cause, but more like a consequence of the new physics. So something is messy right now. It's like they did half of the work done before going on holidays. Hope they will fix that soon.


@ Walter_Start // I totally endorse your analyse.



Anyway, I'm glad that I can still enjoy real life physics without fearing it will be tweaked with a 1.39 style update...

PS: FFB felt much much better tonight. Don't know if they changes something or not...
 
Last edited:
@ gtdrift // This is exactly the video I had in my mind when I wrote my last post. The NSX-R NA1 is one of my favourite handling car. I adore the driving experience it has to offer before 1.39 and was hugely disappointed with the new "handling". So, after your post, I decided to give it a another go on Suzuka (Stock car setup, PS4 podium DD, no ABS).
And it felt the same: AWD driving style. And I don't know how you were able to mimic the driving of Senna is this car because it's impossible to trail brake and then apply power to sustain a light slide to prevent understeer on the throttle like he does during mid-speed corner. The tires grips way to much and you can't sustain the rear wheelspin. Even with CS tires, you barely brake rear traction exiting an hairpin. I know it's a MR car, but this is way too exaggerated.

So, I decided to do something I hate to balance cars: I put SH tires on front & CS at the rear. It solved 90% of the problem for me. The car is a joy to drive again, and even if the rear regain grip too easily, I can sustain a light slide to prevent understeer at corner exit and I can play with mass transfers to play with the car. But everything feel a bit too much under control.

I tried the same rear tire tweak with a lot of car, all MR or RR and the GR Supra. And they were all nice to drive again.
Even racing car with MR or RR layout feel more balanced with less grippy tires at the rear. But trail braking is a bit overdone this way.
I did some laps with a stock 458 Italia (-1 brake bias, SH Front and CS Rear) on Tsukuba. My best lap was only 0.7 second faster than the real life one. Did the same thing on the Nordschleife and after several tries, got a 0.4 second faster laptime than the real one. So this tweak works for me, and give me the feeling to drive on the edge again, with no form of forgiveness from the physics. If some wheels user could test the same thing and share their opinions, that would be cool !!


I don't know what PD touched in term of parameters. But here is what I observed after 4 hours of driving several different car with unequal front and rear tyres:

1) It feels like mass transfer are higher, both longitudinally and laterally. And they feel too much overdone and too much damped during transition. That would partially explain wheelies and weird behaviour with some cars while throwing them left to right, as I saw in some videos on this thread.

2) It feels like rear tyres have more longitudinal grip during acceleration than before. During deceleration, they feel the same as 1.38.
The lost and gain of the longitudinal and lateral grip are way smoother than before. A tad too much for what I have experience on track IRL, but those changes are in the right direction.
They should mix 1.38 and 1.39 for the lateral and longitudinal grip of the rear tyres to keep some twitchiness when you don't perfectly execute the throttle input sequence needed to exit a powerslide or a drift in a smooth fashion way (In real life, with a stock road car, exiting a powerslide, a slide or drift is not that hard, what is hard is to smoothly exiting it, and it's should be like that in a Sim biased game). It's too easy to catch slides and control drift ATM.

3) It feels like front tires haven't be reworked the same way as the rears.

4) FFB feels better when grippier tires are fitted at the front than the rear.


After reading other people opinions of the physics. I understand why PD want to make Sport Mode more competitive and clean. But instead of messing with the overall balanced (logical but not perfect) 1.38 physics. Why didn't just implement a good traction control? The super default ABS in GTSport (acting like a stability control while braking more than a real ABS) is mandatory if you want to be competitive in Sport Mode.
So a good traction control (allowing to be as fast as TC off now) shouldn't be a shocking thing I guess if they want pad users or less skilled driver to have nice and clean races.
But they shouldn't penalize the driving experience for users like me that love to drive plenty of different cars to get a taste of what it is to drive them in real life. Or those who want to learn to drive different cars layout, or learn driving techniques they can apply in their cars on a real circuit.

And if rear tires are wearing too fast. They just had to adjust the tire wear rate of the rear tires. Reworking the overall physics for that reason would be a stupid thing to do, and I don't think this is a cause, but more like a consequence of the new physics. So something is messy right now. It's like they did half of the work done before going on holidays. Hope they will fix that soon.


@ Walter_Start // I totally endorse your analyse.



Anyway, I'm glad that I can still enjoy real life physics without fearing it will be tweaked with a 1.39 style update...

PS: FFB felt much much better tonight. Don't know if they changes something or not...


I drove that car on Suzuka just now for kicks. Stock, sports hard. Imo, you can make the car do what the inputs result in. My only n class I am competitive in is n100 if they are the Alpine or the speedster or Miata. I don’t do much on n cars in general.
However, they recently ran Suzuka East n300 for a week and a week or two later Tsukuba. I’ve run both tracks a ton. I really hate driving ff and awd cars in general, but those are fun tracks for me. I put in time trying to learn the secret to the NSX, but it was just a drift car to me. Super well balanced, but way too drifty on throttle to be competitive in a race. Exiting the final turn on Tsukuba was a joke. The car immediately busted loose at the rears, the BANKED tight turns were not much better. It was fun but fun for drifting, not racing.
It was. Very very well balanced and controllable, but it wouldn’t get enough power to the ground consistently enough to race in my hands.
After a while both weeks I decided against racing the car. It was far too frustrating not only in slow corners but mid speed corners.
The tires would explode under throttle like it was on the bottle. Imo it was super fun to lap in a bit, but trying to race it against a gtr was not possible for me. You can watch Senna there in the hairpin he blips but he’s CARVING it before throttling out after releasing the steering input. When he blips the rears don’t light up. He’s not doing what I have seen so much that people were trying to do in both Alpine n100 and speedster n100 Brands Indy and Tsukuba and even the Miata race at streets of Willow which was drifting. Drifting isn’t my personal thing.
Anyhow, regarding the handling on the turns at Suzuka, full Suzuka, that car can be driven in any number of ways. The balance hasn’t changed, grip hasn’t changed, the pitch under accel and decelerations is what changed, and since there’s more weight in different locations people get a sense that they messed with tire stickiness. Imo they made one small adjustment and that resulted in more pressure being exerted downward on the tires at different times resulting in different grip from before. Awd and ff will suffer understeer for sure with this imo. Seems also that’s what was said above.
I don’t launch cars and make zero to sixty runs so no comment there. I also just use paddle shift, although it seems they made improvements on the clutch implementation also, so maybe I will add a shifter. Undecided since I mostly drive the race cars, but I think it would be fun on the few road cars I like to lap in once in a while like the 2000gt and Cobra. Or Alpine or speedster or now NSX.
So my comment is that your take on longitudinal mass transfer is imo on the money, and that is going to affect more than you might first think.
Personally, I wish they would have kept the high tire wear multipliers, I do better when a race isn’t an all out blitz, but a bit more sane and calculated in sport mode or FIA.
Anyways re the NSX, stand it on the nose a bit more on entry than you should such that the car is imbalanced and it’ll still fry the rears all day in tight corners, but come off brakes better and get it balanced and now it doesn’t behave like anytime you are turning someone remotely turned on a nitrous bottle.
I had some interesting moments also in mid speed corners inducing over or understeer. It’s not easy for me, I don’t have the time in on that car, but depending on the position on track you are in you can make it do all sorts of things depending on what you do to it’s balance.
So imo they didn’t mess with tires at all, they just messed with pitch, seems they didn’t touch roll to me.
Imo the pitch adjustment caused the difference being felt in grip. The resulting change in handling means I would feel confident racing that car. Before noway.

Cheers for your time put in the post. It’s a fun topic to try to reverse engineer what they did and fun to read others opinions. My take is everything everyone has experienced is explained by a change in pitch alone during accel and decelerations.
 
Last edited:
I made this v1.39 acceleration comparison video of a few GTS street cars just for fun. In the video I didn't try to match the real life times but considering some of the supercars may be better fitted with the S:S tyres - and using cleaner launches - the 0-100 km/h times match pretty well the real life results.
A couple of slides can also be seen here and there, for physics sake. More footage incoming..

The game has evolved nicely also in longitudinal grip levels remembering where we started. (If I remember right the v1.23 of Autumn 2018 introduced the first big correction for GTS's 'long grips'.)
Enjoy!


Watching that video (curvy parts:lol:) i noticed something i need to test my self. It seems now that the rear grip doest break as easily and oversteer is easier to correct, the understeer is a lot harder to end. Like watching you trying to turn in that older supra at 60-70kmh it just understeers, and i think that it would do same in real life too at that speed.:lol: before most cars could regain front grip with a bit of brake to trasfer weight, but now it requires a proper entry speed to hold the grip. You loose front grip and you really have to bring the speed down to regain it. Both - exit understeer and "just slam the accelerator" could be due to this front grip. The car wont oversteer too easily if theres less grip in front. It just pushes the front where rear wants to go. I really have to start checking those cornering speed to not loose front grip. It also might be the front grip is now more dependent on steering angle or even how fast one changes steering angle.

It seem we now "snap understeer" instead of burning up the rear and oversteer. I also think i dont quite feel the front grip limit in ffb as i did before. (T-gt) It was exaggerated before, now i must test how all this actually feels.:odd:
 
The car wont oversteer too easily if theres less grip in front. It just pushes the front where rear wants to go.
This is absolutely 100% how the gr3 AMG feels to me exiting the Seaside hairpin in particular.
Once I put the power down I can actually feel the front of the car drift into line.
 
Last edited:
Ok now that I've spent some quality time with these new physics, here are my conclusions.

The cars do understeer a bit more than they used to. More care needs to be taken through corners because if you accelerate to early, it will only make the understeer worse. You have to be smarter about your throttle application now, as the cars feel more grip-limited at the front. It's similar to Project Cars 2 so it's something I can manage.

Although cars do tend to understeer more, it's still possible to make a mistake on corner exit. If you jump on the throttle before the car has straightened up, a spin is not impossible. I did it a few times in the GT-R GT3. Yet when you exit a corner correctly, I feel like more grip is available than before. Mid corner speed is more important now. In addition, trail braking is harder because of the aforementioned understeer; if you ride the brake whilst turning the car, you lose more braking performance than you used to. Again, similar to Project Cars 2. Seems to be a bit of a pattern here...

I don't know about you people but from my experience, this is an improvement as it feels closer to Project Cars 2 now. I know it's made the cars feel worse going through corners, but that isn't a bad thing. You need to think more about cornering as the cars have less front end grip. I like it, because for too long the cars have had way too much front grip and the challenge wasn't as large. I was mainly concerned about corner exit in previous versions, as the cars kicked out much faster when applying throttle. Then again I think my exposure to Project Cars 2 has swayed my opinion.
 
Ok now that I've spent some quality time with these new physics, here are my conclusions.

The cars do understeer a bit more than they used to. More care needs to be taken through corners because if you accelerate to early, it will only make the understeer worse. You have to be smarter about your throttle application now, as the cars feel more grip-limited at the front. It's similar to Project Cars 2 so it's something I can manage.

Although cars do tend to understeer more, it's still possible to make a mistake on corner exit. If you jump on the throttle before the car has straightened up, a spin is not impossible. I did it a few times in the GT-R GT3. Yet when you exit a corner correctly, I feel like more grip is available than before. Mid corner speed is more important now. In addition, trail braking is harder because of the aforementioned understeer; if you ride the brake whilst turning the car, you lose more braking performance than you used to. Again, similar to Project Cars 2. Seems to be a bit of a pattern here...

I don't know about you people but from my experience, this is an improvement as it feels closer to Project Cars 2 now. I know it's made the cars feel worse going through corners, but that isn't a bad thing. You need to think more about cornering as the cars have less front end grip. I like it, because for too long the cars have had way too much front grip and the challenge wasn't as large. I was mainly concerned about corner exit in previous versions, as the cars kicked out much faster when applying throttle. Then again I think my exposure to Project Cars 2 has swayed my opinion.

Like i mentioned earlier, I also find similarities to Assetto Corsa, where lost front grip is harder to correct. Not a bad thing neither. Just needs quite an overhaul of bop setups to bring the cars closer to each other in gr3. Or then I need to try different approach to different cars. Gr3 Supra is like a go kart compared to most other gr3 cars. My biggest challenge at the moment is gr3 Mustang in which i have spent almost 15k km and now im strugling with the high speed corner understeer at Dragon Trail bus stop and that fast back shikane. Just not able to be consistent through those corners yet..
 
This is absolutely 100% how the gr3 AMG feels to me exiting the Seaside hairpin in particular.
Once I put the power down I can actually feel the front of the car drift into line.

The AMG has its engine quite far behind the front axle. It is almost an MR car, with the engine in front of the driver instead of behind the driver. It should have lower load in the front tyres when accelerating fiercely and add a result more understeer than say the M6 or Vantage.
 
The AMG has its engine quite far behind the front axle. It is almost an MR car, with the engine in front of the driver instead of behind the driver.
Thanks, I didn't know that and that explains a lot about how the car feels to me.


My biggest challenge at the moment is gr3 Mustang in which i have spent almost 15k km and now im strugling with the high speed corner understeer at Dragon Trail bus stop and that fast back shikane. Just not able to be consistent through those corners yet..
The Mustang's always been my favourite car but I've been struggling with those myself this week.
It's always been a case of less is more with that car for me, but with having to shift the BB to the front and no trail braking after update I only just figured out that I need to brake far far sooner then ever before approaching the left hander into the back chicanes to hit the line I want to get through them.
The bus stop? I've got no idea, that thing is just brutal lol.
 
I take back what I previously said. Turns out the update changed the way the game's FFB affected my wheel. After adjusting the in-game FFB settings, it feels normal again.
 
I think these new physics have made racing much dirtier than previously. Folks are divebombing even more than usual as they recognise it’s easier to recover due to less oversteer coming out of corners. Divebomb in, floor throttle out.

This week at DT Seaside has been horrendous, just like Brands was post-patch last week.
 
I just had a look at my settings for my 512BB and noticed it had 0.6 rear toe in. Was that there before the update? I only started playing the game a couple weeks ago. Anyway, I removed the toe angle, and now it 4-wheel-drifts with ease. :D

I was curious so I looked at the Mustang Mach 1 as well, a car with a live rear axle, and sure enough it had the same rear toe angle. :lol: Both cars had 0.5 front and 1.5 rear camber.
 
I think these new physics have made racing much dirtier than previously. Folks are divebombing even more than usual as they recognise it’s easier to recover due to less oversteer coming out of corners. Divebomb in, floor throttle out.

This week at DT Seaside has been horrendous, just like Brands was post-patch last week.
Looking at your stats on KudosPrime your SR is all over the place. If you're in the dirty lobbies you'll have dirty races regardless of the physics.
 
Looking at your stats on KudosPrime your SR is all over the place. If you're in the dirty lobbies you'll have dirty races regardless of the physics.

Or if you start from the back but are faster than most of the field, with that many potential idiots, one or two of them will turn out to be one and unless they fall off the road before you get there they will cause trouble and this happens at every level. ;) It's easy to get a reset this way.
 
Or if you start from the back but are faster than most of the field, with that many potential idiots, one or two of them will turn out to be one and unless they fall off the road before you get there they will cause trouble and this happens at every level. ;) It's easy to get a reset this way.
I agree, we all drop points at some point but it's easy enough to get to 99 by having a few clean runs. To have numbers like these is a sign that you're doing something wrong. https://www.kudosprime.com/gts/stats.php?profile=3490693
 
Yep. Hey at least at release Sport ran major defect free.
With certain competing titles they have glitches and bugs that never will be fixed. Imo a full release title shouldn’t have major defects at release like so many have.
What’s so great about this title to me is that I know it’s moving forward and has such a big future and plenty of money behind it continuing forward onto even better hardware.
It’s not going anywhere. Clearly they have huge commitment as evidenced by continued updates and development.
Like I said PD is playing chess and on new hardware it will be checkmate for the competition.

Explained well and clear. They must be using us their players to test handling. I did notice gt sport collectord edition in a local shop for £12.99 unsealed LOL. Still one day probably ps5 gran turismo will be the best racing game (ish) as assetto corsa and project cars are just as good focusing on what they believe is the way forward, so i wouldnt really say one will be the best as they all go in their own direction, project cars is the ultimate offline career mode racer, assetto corsa is the ultimate gt3 sim racer and gt sport is all in one, still i buy all of them and choose non of my favourite. I already tested a lancer evo gr3 with my own bop settings, 578 bhp and altered gear box, races a treat :) wrx i cant even get it going, its a complex car the wrx gr3. Am leaving that one alone.

I agree, we all drop points at some point but it's easy enough to get to 99 by having a few clean runs. To have numbers like these is a sign that you're doing something wrong. https://www.kudosprime.com/gts/stats.php?profile=3490693

I have recently started using kudosprime. Its a good site to keep focused on your own gt sport achivements. Am suprised that three races on dragon trail seaside a day increases my dr by 6,000 dr points over four days. That chicane means no one can predict the end results but n24 is back soon, the real event is on 16th june 2019, your one guy i see on n24 alot. Last time you had what i call the "super slippery slidey id slide sponsored supra, grrrrr lol

The AMG has its engine quite far behind the front axle. It is almost an MR car, with the engine in front of the driver instead of behind the driver. It should have lower load in the front tyres when accelerating fiercely and add a result more understeer than say the M6 or Vantage.

I think the lancer evo gr3 should be converted in mr. Its a bit sluggish with the current physics, its held back and understeers. All gt3 cars should be fr or mr and all naturally aspirated. Turbo charged gr3 cars are useless at short shifting when you do it wrong.
 
Last edited by a moderator:
I agree, we all drop points at some point but it's easy enough to get to 99 by having a few clean runs. To have numbers like these is a sign that you're doing something wrong. https://www.kudosprime.com/gts/stats.php?profile=3490693
With complete sincerity and good will, which is a bit unusual for me, in my opinion those stats don't look to bad at all.
I'll admit I'm going to be pretty embarrassed if you want to link up mine as a comparison, but when I look at those all I see is someone who just plays the game and takes it as it comes.
I've long thought that there's probably some people out there that might be so obsessed with their stats that they couldn't go to bed with a negative mark on there permanent record, but me personally if I get a couple of bad results in a row I'm not going to game the system and trail the field in a race C just to get some points, I'm going to crack the sads and go to bed.
Every single time I hit the enter race button I go out out there and give it all I've got, for better or for worse.
In my experience when you get knocked down a rung or two, if you want to keep giving it your all then often getting your rankings back up can turn into a bloodbath as you compete against lower ranked players who may not share your level of ability or sense of sportsmanship.
 
The cars do understeer a bit more than they used to. More care needs to be taken through corners because if you accelerate to early, it will only make the understeer worse. You have to be smarter about your throttle application now, as the cars feel more grip-limited at the front. It's similar to Project Cars 2 so it's something I can manage.

Right, so it's essentially moving the coasting portion of the corner past the apex. That's just weird. Before, I would have to feather the exit throttle to reduce oversteer and retain traction. Now I'm feathering the exit throttle just to wait for the car to be practically straight so that I can floor it without any regard for wheelspin.

None of that seems comparable to reality for me. In real life I would have to gradually input the exit throttle to account for both the understeer and wheelspin. If anybody has a different take on this, please tell me as I don't mind being wrong here and I'm speaking a bit beyond my pay grade.
 
I agree, we all drop points at some point but it's easy enough to get to 99 by having a few clean runs. To have numbers like these is a sign that you're doing something wrong. https://www.kudosprime.com/gts/stats.php?profile=3490693
What utter nonsense.

Using SR stats to try and paint a picture of someone’s driving is flawed at best, insulting at worst. And of course doesn’t take into account quitting races after being punted off into a barrier, ending up last and receiving a 5 second penalty for the pleasure.

Using Kudos Prime stats to try and discredit an opinion is pretty low.
 
Back