So I should take your word for it and others, something that is happening since FM4 with no proof that input is causing it? Ialyrn talked about both wheel and pad. Insist on wheel as that does not have the speed sensitive steering pad has so easier to see directly what is wrong with input.
So just what is happening then, in your own words? Make it crystal clear, and don't beat around the bush by using team VVV videos. State what is happening yourself, do not use anyone else influence or opinion.
If that is a sign of realistic physics, then yeah it doesn't have a issue but yet to see in reality such a car behaving like that before.
You have yet to see a car behaving like that in reality? Need specifics, or how can anyone know what you are talking about. You start of talking about something, and then wash over it without giving any details what so ever, and then move right on to something else. Is it any wonder why there is always a multiple page discussion between you and everyone else?
He seems to consider himself an expert automotive gamer, why can he drive better in pCARS and Assetto Corsa for example?
The guy from Team VVV can considered himself what he likes, doesn't change the fact that you are not articulating yourself correctly. And as such your point isn't even getting fleshed to the point we can understand what you are talking about.
If Forza had what I considered decent physics, I would say so myself. It would be in my interests too, got over two years Gold subscription that is going largely to waste.
This is a prime example of what I mean. You say you don't consider Forza to have "decent physics", and yet you give no detail as to why.
I do find it terrible though like what the Hamilton brothers probably think of Forza
If you are talking about Lewis and his brother, then you are speculating as far as I know. I am not aware of where those two have publicly discussed Forza 6 and its handling characteristics. If they have, then please provide a link to your source. If you do not have one, then it is best to keep speculative comments out of the discussion. As it will only compound the issue of you not giving us details in the first place.
I cringed when Tiff reviewed FM4. He fell into the trap that lots of people do, and failed to take into account the loss of physical feedback that we only get in a real car. This is why to him the F458 didn't feel like the real car. As I have said countless times, in the virtual setting we have no fear factor, we can reset if we mess things up. We have no Gforce effecting our bodies, we don't feel the same things we do through the cars seat. As such we push harder than we would in the real world. Tiff has skills driving real cars, I have been watching him on TV since the original topgear series. But there are too many factors that he ignored in his review. Factors that people who can appropriately separate virtual from reality seem to understand.
Showed contradiction on what he said. If there is a selection on the topic to choose from regarding what Dan writes, show me something where he says the opposite so it supports your opinion and not mine. Can't imagine him saying they were trying to simulate opposite of reality but you never know I guess...
You asked Dan directly on twitter if normal steering on a wheel set to 900° is mapped 1:1 in game, Dan answered you by saying "1:1 in the physics, yes. In the driver and wheel caster animation, no.".
So in terms of the physics engine for FM6, where it counts, normal steering on a wheel is 1:1. The animation for caster and driver are arbitrary, as they are only there for visual effect.
And you in response to that, you said:
Won't be the first time he stated something incorrectly
This is what
@ImaRobot is getting at. You say that Dan, a game dev for Forza, the head of T10, is wrong about how HIS and HIS teams games works on some things. But then say that he is right about how HIS and HIS teams games works on other things. You can not have it both ways, he is either right or wrong on it all. And at the end of the day, it is his game.
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.
You have asked me to prove that "Sim Steering" is intended for use on a control pad, I cant. But similarly, you cant prove that it is intended to be used on a wheel. Regardless of that however, this is just an assist. Normal steering on a controller has filtering in place, it provides a damper for countersteering, and it has a fair amount of speed sensitive steering assistance. These are all things that are all but required on a device that uses only 180° worth of steering rotation. AKA an xbox game pad's thumbstick.
In the same breath, Dan states himself that "There were very few of these aides on the wheel controller". As I have said before, and this just backs up what I am saying in regards to it. A wheel just doesn't have the same layer of steering assists applied to it. There is no assistance with counter steering in normal steering with a racing wheel peripheral, there is no speed sensitive steering or filtering to control how fast turning force is applied. Other wise Dan wouldn't have told you personally via twitter that normal steering has full 1:1 mapping with a 900° wheel. I suppose in a way, Dan has actually provided the proof I need to show that "Sim Steering" isnt intended or needed on a wheel. At least where FM6 is concerned.
What you fail to comprehend in all of this though, is that the quote of Dan's you keep bringing up in here and other places. Is from the early days of FM4, the first game that T10 implemented "Sim Steering". Everything that is contained in that post in old information, and information that may not be anywhere near accurate when discussing FM5 or FM6. We can only speculate on if things regarding "Sim Steering" have changed or not since 2012. All I can tell you is, is that "Sim Steering" on a wheel just does not feel right.
What I am not going to do though, is get into another extended discussion with on on if it was intended for a wheel or a controller. Neither of us can post physical evidence up to substantiate our claims on that one. So we both might as well just drop it from the discussion, until such time as real hard evidence can be obtained.
Edit: I decided to take a page from your book Saidur, and as such I have asked Dan directly on Twitter if Sim steering is intended for use on a wheel or a game pad. Hopefully he will answer, but it is a very loaded question that he might just choose to ignore.