Can't be bad to have options, right?
On this forum, less options = better, unfortunately.
Then again, considering that GTPlanet is primarily about GT, there aren't that many fanboys around here and most people are rather level headed. 👍
Now THAT is funny
I don't think that's simulation steering. Look at the way the car turns around itself and pivots in the centre, how he beats the AI sliding around the corners, how the rear wheels smoke up and drift every time he turns the car. The implication of calling it that would be that - somehow - if the car doesn't do that normally from that input, that the steering is artificially managed somewhere else and is nowhere near 1:1.
But it uses real tyre data. From Pirelli. I think it has to be some kind of mistake and they just mixed up the Totally Arcade and Real Sim options in the menu.
The 'simulation' setting is just for the steering input, i.e. 1:1 into the physics engine, it's not a physics engine overall setting, probably in response to the steering assist debacle of FM3.
I'd just wait for some proper feedback from experienced sim drivers if they get a go..
[edit] In chase-cam, visually it does look very pivotal, but I see lots of 4 wheel drifting and understeer that certainly don't fit an arcade pivot model, plus it looks much more as I'd expect when he pendulates in bumper cam/cockpit.
I absolutely hate chase-cam when they rotate the car far more then the track, it just looks really odd, as per that video, I much prefer when they keep the car relatively pointed forward far more, and rotate the track around it for a much more natural look..
Some interesting comments
Again it says this is "simulation" handling with most assists off - I think it's definitely got to be some mistake in the e3 build menu system. Because everyone knows you would never see that kind of thing in a Real Sim. Everyone knows that real cars either understeer all the time, or understeer slightly less than all of the time.
But it's still the same physics - look at how he can get all 4 tyres laying down rubber and then have the car swing back into minimal slip without even really countersteering out of it much. That's got to be some kind of arcade mode, because everyone knows that Real Sims spin the car 180 degrees once you go over peak slip on more than 1 tyre, once you get done with however much understeer they put on the car.
(I promise I'll stop now )
That's got to be some kind of arcade mode, because everyone knows that Real Sims spin the car 180 degrees once you go over peak slip on more than 1 tyre, once you get done with however much understeer they put on the car.
But look on this video with a wheel:
Even in this brief video he can't keep in front of the car to keep up with the arcade handling. It's like it's on jelly tyres or something the way it slides around as soon as he does any cornering. Even in a mostly straight section for one and a half minutes, you see a few times where he steers and then the car mysteriously oscillates around the track from minor input. What is the alternate explanation - that this is somehow what unassisted steering on a higher quality tyre model would produce? Laughable.
Damage and Tire Wear: Cosmetic
Does this mean tires will show visible wear? Or has it always been like that?
Finally, we added the “simulation steering” option. This option removes all of the controller aides. There were very few of these aides on the wheel controller, but there were several on the console controller. With these aides removed, you will no longer get help finding the right counter-steering angle. If you over-countersteer (meaning you overcorrect by steering into the angle of the slide), the wheels do as commanded. This usually results in a wicked tank-slapper. Also, initial turn-in is direct and linear. This can feel very twitchy. When you command the game to go lock to lock-to-lock, it assumes you mean it and lets you live with the consequences.
Hey so, apparently, this was indeed A Thing that was happening on a wheel:
Your lying eyes: right about this.
Suspension:
There were a couple of suspension architecture types that we felt could use better research. Specifically, we wanted to rethink our implementation for solid-axle rear ends (again). Once we started looking at the system, we decided to reevaluate our MacPherson, double-wishbone and push-rod implementation as well. We had the overall simulation correct, but we found a better way of researching and simulating the per car differences within these systems. From a high level, this change is most noticeable on the classic and low-end cars. They feel more “boaty.” It’s not necessarily less spring and damping stiffness (though in some cases, it’s that too). It’s how the tire moves in relation to the body and the road. When combined with the new tires and steering, all cars have an entirely new feel in Forza.
Steering assists don't have anything to do with that since it's not like some cars didn't feel like a boat already. Hence the words "MORE boaty". Improving the physics and new tire data will give us more boaty feel on some cars than before.
the “simulation steering” option
you will no longer get help finding the right counter-steering angle
results in a wicked tank-slapper
better research
less spring and damping stiffness
how the tire moves in relation to the body and the road
feel more “boaty.”
Remove steering assists and improving the physics model results in boaty driving and tank slappers? Who knew?
jabofuI am quite amazed how some people can judge car behavior and physics, just by watching a cam video from a game demo. I wish I could do that so easy, I still have to learn a lot.