GT5P is perfectly fine for learning the basics, such as proper corner speeds, braking in a straight line and apexing. I'm usually pretty quick on the track or in karts thanks to the firm grounding in the basics I first acquired from playing Turismo. Quicker than most casual drivers and track-day-ers, not quite as quick as a professional.
Turismo won't tell you anything about reading grip thresholds, g-forces, steering feedback, tire scrub and brake pulse and fade. Granted, these feedback mechanisms actually make it easier to read what a car is doing in real-life than it is in the videogame, but actual proficiency (and safety) on track comes from being more deliberate, more calculating and smoother than you have to be in GT5P. (actually... look at the fastest lap replays in Pro mode... the fastest laps look slow and deliberate. No wheelspin, no oversteer, no understeer. This is what you should aspire to in real-life)
This will all come into terrifyingly sharp focus the first time you bounce a car off a kerb, destroy your suspension bushings and have the car swing sideways on its way into the barriers. GT5P can help prepare you for real life, just like Paintball can help prepare you for real-life combat... but in both instances, doing something wrong has less disastrous consequences than in real life.
In GT5P, as in Paintball, you can take silly risks in order to see if they'll work. If they don't... reboot, try again, wash that paint off your face. In real-life, you take several laps of familiarization before you even think about trying to flick the tail sideways in that one bend, or brake full-force into the hairpin. Even after dozens of laps of familiarization, I don't rely on 100% braking into the slowest corners... brakes on street cars aren't meant for such abuse, and driving at 90% versus 100% can mean the difference between limping home on glazed brakes or riding home in a tow truck.
If you ain't getting paid to do it, it ain't worth the risk to your car.
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Tips for first-timers on track:
Remember, both hands on the wheel at all times, except when shifting. If you have to take your hand off the wheel for extra steering input (except on an autocross), you're turning in too sharp and will probably wash wide into understeer. Brake first, aim the car into the apex as soon as it's settled under braking...
then think about what gear you want to be in. Excessive downshifting and engine braking into a corner is a great way to blow a street engine. You only want to downshift because you need to be in the right gear to
exit a corner... not to enter!
Always expect the worst. Understeer is easy to deal with... just slow the hell down. Oversteer... if you're a smooth driver, you won't have to think about it. If you're not, it's best to be ready to dial in a little opposite lock if needed. Remember... "when in doubt, both feet out..." try to steer out of it first, and avoid sudden throttle or brake applications that will just further upset the car... "in a spin, both feet in." Brake and clutch, steer into it, and hold on. You want to be able to quickly restart the car when it comes to a stop and get it the hell out of the way of the other drivers on the track.
Test your brakes at least once every lap by giving them a tap where its safe (at some point between corners where you don't have any more space to accelerate but still don't need to brake). Once your foot starts sinking in, it's over... slow down and put your blinkers on and cruise around to let them cool off.
Take time to watch your gauges. If the car starts to overheat, slow down to let it cool off. Then take it back in to see what's wrong. A street car in good condition shouldn't overheat on the track, so something is
bound to be wrong if this happens. And if your fuel level is low, don't push it too hard in the corners. Fuel starvation is no fun for the engine.
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Oh... were we talking about street driving?

Hardly the same thing. Except... be smooth. Don't take silly risks on the brakes. And don't apex anything. Leaving rubber marks on the curb are a sure fail on a driving test.
