I never expected PCARS to be anything like an arcade game, I know the details the game simulates, I worked out a controller setup good enough for 2-3 hour endurance races, and I adjusted tuning setups for the cars that need it. I still had issues with steering, partly because the implementation is crude compared to other games and partly because the physics are not as realistic as they could be.
Both things exacerbated each other; oversteer doesn't work right and cars were liable to snap-overcorrect too easily, which was made worse by countersteer input that was either too sensitive or would not allow you to catch a slide in time.
Ian/SMS have admitted more than once that both the controller steering implementation and the oversteer physics needed improvement.
Both things exacerbated each other; oversteer doesn't work right and cars were liable to snap-overcorrect too easily, which was made worse by countersteer input that was either too sensitive or would not allow you to catch a slide in time.
Ian/SMS have admitted more than once that both the controller steering implementation and the oversteer physics needed improvement.