Wow, not heard from you in a while, good to see you back.
...
I for one would be extremely interested to know your thoughts on GT5, once you get a chance to spend some time with it.
As would I. Glad you're back, Wolfe. Responded to a post of yours in passing the other day, but forgot to add that.
Thank you.

I never expected an extravagant welcome party, but I was beginning to think I'd simply blended in with the scenery.
Anyway, I've been trying to snag a rental copy of GT5 since November. Even disregarding my sour experience with my launch day, first-in-line purchase of GT4, the only PS3 I can use is my sister's, so I need to know if GT5 is worth frequently asking to borrow it. Though they are highly amusing to read about, the ridiculous oversights, omissions, and poor decisions don't concern me so much (
c'mon, it's a Polyphony Digital game). The physics continue to be my focus.
As long as you have all the driver aids (as well as ABS) turned off it can bite you...
Its not as pronounced as it can be in the real world, but some of that I put down to the game attempting to heel and toe for you at the same time. Without a full rig with a clutch (which alas I don't currently have) I would not be able to tell you what effect it has with no attempt to rev-match at all.
That aside it's a more than welcome development, even if its not a full simulation of how nasty it can be in the real world.
...it does do it better that in the past and certainly the prime accusation leveled in the original post, that its similar to GT4's understeer, is well wide of the mark.
I've given it a go in a Phase 1 Clio V6...GT5 is up with the best of the rest and for me certainly gets the 'feel' of the car right.
That's good to hear, and I'm glad I'm not alone in knowing the severity of this effect in the real world. It was only a few months ago that it "clicked" for me that this particular phenomenon plays a
major role in separating the "true" sims from the "wannabes." Even ample simulation of power oversteer can't mask it.
As a diehard RWD junkie (as you well know), it plays an even
greater role in whether or not I can engage with and enjoy a game. Take Forza 3, for example. It has
so many things going for it, in my opinion, and I was really, really impressed at first...but after a while I noticed the exaggerated levels of grip, and the lack of lift-off oversteer, and it really dampened the whole experience. Since then I haven't touched it much, and went back to Enthusia (which simulates lift-off gloriously, if a bit excessively).
Actually, it was when I was reading other E30 enthusiasts moan about the driftiness of the E30 M3 in Enthusia that I realized, "wait a sec, how often do they drive their E30 like they drive in a videogame?" If you shift early and drive at "normal" speeds, Enthusia behaves more-or-less as sedately as your average driving game. Thus the revelation of the importance of the lift-off effect.
Scaff, thanks for your input here, i'm learning just from your posts

I wish more people like you with extensive real life experience discussed these things instead of the "I've driven a performance car around the streets at high speed so know what I'm talking about" or "I took my skyline around a race track a couple of times" people...
First, let me paint a big red bullseye on my forehead. Second, ouch.
Really, though, you have to take into consideration what
Scaff told
GT5 Sceptic:
I've been driving in excess of twenty years and have countless hours of track time and proving ground time and would still consider that I am still learning.
I have taught drivers, both the practical skills and the theory behind vehicle dynamics, yet given all that I would still not make the definitive statement you do.
The goal here isn't necessarily to be the one with the most credentials (though those always help). It's to work together to find common ground on which we can discuss and dissect our favorite racing games, figuring out what they've got right and where they've gone wrong. We may not be able to voice our concerns directly to the developers (this website has the best shot of any, given the rumors of PD peering in now and then), but we can apply this knowledge to find workarounds and figure out the things we simply have to live with.
You certainly don't have to be an expert to lend a hand in this, and you don't have to be certified to properly understand how a car behaves. If everyone contributes, it becomes pretty easy to weed out outlying opinions (of both real and in-game phenomena) anyway. 👍
The sense of speed is the difficult thing for me...
As racing games can't enact g-forces on the body they may need to artificially boost the sense of speed, otherwise it may seem slow.
Just my opinion but I think some of the 'understeering' complaints (myself included) come from the sense of speed. For me especially coming from a game like NFS Shift, where the sense of speed is very high.
If you've never tried it, I always highly recommend Live for Speed (for the PC) for its extremely detailed physics, but in this case I'd like to point out that it allows you to tweak the sense of speed via the "Field of View" option. You can set it anywhere from "molasses" to "Warp 9."
I think with GT5 they've used a lot of generalised physics data for a lot of the cars, hence some of them feeling really good and others feeling way off, I don't believe they spent the time to model the physics of all cars individually (yes even with 6 years dev time) hence the inconsistencies.
A quick note, it's never really the "physics" of each car that game developers have to worry about, even when making an encyclopedic, GT-style car game. There's only ever one physics engine (possibly another if there's something like a drift mode that behaves differently). The differences between the cars lie in the
stored values (center of gravity, spring and shock rates, torque curve, etc.) that are plugged into that physics engine by the CPU.
A somewhat subtle but important difference.

The question, then, becomes whether PD had the time to vigorously research each car and generate accurate data on each of the cars. Which kinda points toward the whole "blank slate" suspension setup issue others are complaining about in this very same thread.