I just understand some people like SRF because I have an open mind and I'm not selfish.
You don't seem to understand
why they like it though, which is the important thing. Could it be replaced with something else that served the same function for them, but didn't interfere with competitive gameplay for others? Because that's what I'd like to see.
I am not and have never suggested taking it away without replacement. Stop pretending that I have.
You seeing SRF as a cheat that noobs use to beat others is totally wrong and it basically means it's your fault as you didn't enter the proper lobbies for you (the ones with SRF disabled).
You defined it as used for cheating. You did that.
I proposed a system by which SRF could be used to help new players and for those who prefer that style of handling model without interfering with competitive play. You wrote that off as unworkable - the only people that's unworkable to are the people who only want SRF to abuse the physics.
I didn't even say cheating, I said unfair competition. Because it's not cheating if the rules allow it (which they did), but it
is unfair and it is bad for the competitive environment. That you think that's cheating is interesting, it explains a bit about your misunderstanding of how competitive play works.
And when I'm talking about competitive play I'm talking about Polyphony's events. I was in leagues that ran with an assist package that I was comfortable with, obviously. But if I want to compete on the GT leaderboards, I have to play by whatever rules Polyphony chooses to set up.
I think you're being deliberately obtuse at this point, because if you played GT5 or 6 and didn't run SRF you would have run into this problem as well. You may not have found it as annoying as me, but you definitely would have run into it if you ran any of the official events at all.
You know most of these games on this list haven't go the proper physics to fith both sim racers and casuals at once.
They do, because you don't need multiple physics types. Casuals are not by definition incapable of driving with an advanced physics simulation. You need good assists, and you need well designed gameplay (and particularly, adjustable AI) that gives even less skilled players the chance to succeed and improve. Some of these games are better at it than others, but they do just fine. If Codies can pack enough assists to get casual players driving an F1 car at speed, there is no reason Gran Turismo can't.
According to you, the first 4 Gran Turismo games shouldn't have been popular with both sim racers and casuals. I'm almost certain that they were, because we see evidence on GTP of them being popular with sim racers and the other 9.5 million copies presumably went to casuals because the sim racing scene barely existed in 1997.
In the past I've taken people who are into cars/racing but don't particularly play video games and introduced them to some of the games on this list. Interestingly, the ones that they usually find the most intuitive are the ones with the more realistic physics systems. AC/ACC and PC2 it took them a couple of laps and then they're at least up to speed with getting around okay. Forza and GT tend to be harder, because it doesn't quite behave as they expect. Giving them something like NFS:Shift or Grid:Autosport was hilarious for me but didn't go so well for them.
To be fair, this is with a wheel and pedals so the control system is at least familiar to them. But the further you go from realistic physics, the less a real world driving enthusiast is able to use their real world experience to help them adapt to the game. These people are casuals, just probably not what you're thinking of.
The "casuals" you're talking about are ones that have no experience with real life cars or with racing games, and at that point they're going to have to learn no matter what. That's just what happens when you get into a new game - you have to learn how it works. The actual physics system you give them doesn't matter as long as it's consistent and not hideously punishing (
cough*iRacing*cough), and so giving them assists and reasonable goals and progression works just fine as a way of bringing them up to speed.
You think very little of gamers that it's too much to expect them to have fun learning something as simple as the physics system in Gran Turismo. If people can persevere through learning Dark Souls combat then they can persevere through learning go button/stop button/left and right stick.
Are you a mod or something to tell me what should I do?
You are free to think otherwise...
He's only pointing out that if you want any of what you say to be taken seriously you might want to think about backing it up. Being A+ in GTS means nothing here, you're not special. GTP has been around for a long time, and people whose opinions are taken seriously generally do so by convincing people with logic, reasoning and evidence.
You're free not to do this, but why should any of us listen to RacingFan1 from the internet if you can't provide any justification for what you're claiming? If you want to establish that SRF is a vitally important part of a racing game for casuals despite it not being included in GTS or any other similar games in the genre outside of GT5+6 then you'll probably need something more to back that up than "I think some people like it".