New update physics discussion

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I don't have my experience from internet videos,
but from real life...
driving fast always felt too twitchy i.e cars where reacting very strange in GT5p before the last 2 updates .
Now it feels much more like the 'real thing' 👍
 
Tiff Needel comes to mind, but he'd be promoting the game if it was positive and would need a contract, then people will say its just marketing talk. He would probably get fed up after a minute and start drifting anyway:)

My own humble opinion on a couple of hours play is the tyre grip is more realistic around the limit. The cars feel looser and I can get the back end out easier and use the throttle, before it was nullified with little variation in the previous update. My main grumble was the fun driving the Z06 512 and Art Morrison etc was removed or squashed last time, where as some said it's spot on and more real. Driving a RWD on N and S tyres felt like being chaperoned. Now its more reminiscent to what I've experienced. The fun is back in my opinion.

I would like the old physics/tyres with tweaks and much more emphasis on weight shifting for all car types in cornering and under braking with realistic lap times to real life. A better wheel with varied FFB stopping short of a cockpit simulator to convey this is needed I think. Ferrari Challenge with the G25 is quite good in this aspect.


cheers for the input mate
 
i dislike that the braking distance have gotten shorter, not god for racing (harder to pass someone on the brakes) and doesnt feel more realistic, but othervise i like the upgrade :)
 
I personally feel like the physics for the MR category has been changed, and for the better. While driving an MR car, it feels like a MR more than it did before.

If you're saying that a car is likely to snap overcorrect when you countersteer under full throttle, no, that's not quite how it is. I've heard that theory countless times on the internet, and I'm not sure where it comes from. A relatively underpowered car will drift under full throttle all day long. A more powerful car will usually just end up spinning out in the same direction as the drift (ie. if you're drifting a right-hand turn, the car will spin out clockwise).

Throttle modulation is certainly necessary to drift properly in real life and in a realistic sim, but overcorrection is mostly dependent on steering input.

So when I went flying off the road in my underpowered Chrysler Cirrus, because I counter-steered while on the gas didn't really happen? And that was a FRONT wheel drive car.
 
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um.. that IS realistic.. in real life, if you just floor it, the car WILL spin.. throttle modulation helps to prevent that..

Yes now learning that at Suz. Some people may see my white 512BB.

and I am pretty sure that's how it is in real life, or am I missing something?? :P

Yea the point for me its totally different since last update and different when using a pad :o

Slowly getting used to this :)


Only thing I cant do is drift the straights... You try but snap quick and spin :indiff: same if you get punted :indiff:
 
So when I went flying off the road in my underpowered Chrysler Cirrus, because I counter-steered while on the gas didn't really happen? And that was a FRONT wheel drive car.
You answered your own question. We were talking about drifting, which means we were talking about a RWD car. I'm not going to let this thread devolve into a debate over whether or not FWD cars can "drift," so please don't start.
 
Hi,

I love RWD cars, but have no abilities regarding drifting. My interpretation of feeling regarding the updated physics is that there is a wider spot of control over the car.

If say the previous version was good,good,good,g..,bad the handling now is more like good,good,caution,caution,to late. I don’t believe it to be dramatically easier but it certainly gives me more confidence in the car, thereby allowing me to improve my times.

I may be wrong on this, but I understand drifting as the art of driving and maintaining the car in that “caution” sweet spot, so my guess is that after the necessary readjustment period drifters will also get a yet deeper driving experience.👍

Edit: wheel user
 
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After spending some serious time with the update, here are my conclusions.

The physics is more realistic than ever in virtual racing. You actually have more control of the car because the overall "feel" for the tyres is finally here.

I've been driving TVR Tuscan - my favorite FR beast - and I finally got the feeling I always wanted (S1 and N3 respectfully).

There is no more "ice driving", you actully have a full control when the tyres are going to loose grip and you can finally do a "last moment switch" of the lateral movement. Also, the feeling of braking is now spot-on-perfect, especially with ABS off.

Now the pedals are having full-analogue saturation for both throttle/brakes and there is a great difference when you finally master the philisophy behind saturation-push for brakes. It is almost lifelike - when you take into concern that you have no feedback on brakes of course.

All stated is with G25 wheel.

Also, I had a chance to run both GTR2, rFactor and iRacing in Saturday evening for comparation (thanx Dzidza), and despite all other details those respectful games have - that GT lacks, no dispute there - GT5: Prologue makes those games feel unreal in terms of feel of the car/tyres to pavement.

Above statement concludes that GT5:P has become the best simulator of physics bahaviour of the car in this moment, and that PC has lost it's battle in terms in overall physics department. Of course, it is all IMHO.

Astonishing job from Polyphony, now I'm waiting for the first true race-car for Prologue to do final comparasion.
 
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I agree with you Amar212..GT5P now feels the most true compared to iracing & rfactor. You can really aware to the limit of traction, thus makes you able to control the car better.

And when I mean better, it is only with G25 and road cars...don't have any experience with race cars irl..:)
 
After spending some serious time with the update, here are my conclusions.

The physics is more realistic than ever in virtual racing. You actually have more control of the car because the overall "feel" for the tyres is finally here.

I've been driving TVR Tuscan - my favorite FR beast - and I finally got the feeling I always wanted (S1 and N3 respectfully).

There is no more "ice driving", you actully have a full control when the tyres are going to loose grip and you can finally do a "last moment switch" of the lateral movement. Also, the feeling of braking is now spot-on-perfect, especially with ABS off.

Now the pedals are having full-analogue saturation for both throttle/brakes and there is a great difference when you finally master the philisophy behind saturation-push for brakes. It is almost lifelike - when you take into concern that you have no feedback on brakes of course.

All stated is with G25 wheel.

Also, I had a chance to run both GTR2, rFactor and iRacing in Saturday evening for comparation, and despite all other details those respectful games have - that GT lacks, no dispute there - GT5: Prologue makes those games feel unreal in terms of feel of the car/tyres to pavement.

Above statement concludes that GT5:P has become the best simulator of physics bahaviour of the car in this moment, and that PC has lost it's battle in terms in overall physics department. Of course, it is all IMHO.

Astonishing job from Polyphony, now I'm waiting for the first true race-car for Prologue to do final comparasion.


Amar, PC hasn't lost it's battle in overall physics department, Gtp5 is getting close but it's still not there, it lacks a lots of things to be a sim good as rfactor or gtr, and you must know that rfactor was made in 2005 or 2004, and the physics hasn't been updated, and it still feels more realistic.

Gtp5 is made for fun, for overall population, while rfactor and gtr are made for hardcore sim population.

Gt5p has only 40% of car physics, there are no influences on tires, on fuel, on weather, day, night, warm air temperature or cold, damage. those things are vital for having a very good physics model of a car.

for e.g. if you change custer in rfactor you can feel the difference on your steering wheel in force feedback.

You need to come over at my place again (this time beer will be in place) and race for 20 laps, to see how everything changes, and the car feels different by the end of the race :-).
 
I noticed with the new physics the "GT4 steering wheel shake on straights" has returned. In spec II you could drive straight, release your steering wheel and still drive straight. While this is maybe not tooo realistic at very high speeds, it should stick there in the middle at low and medium speeds, shouldn't it?
 
You need to come over at my place again (this time beer will be in place) and race for 20 laps, to see how everything changes, and the car feels different by the end of the race :-).

Hey man, I agree with evetything you've said, but my concusions were made about one - but still very important characteristic - feel of tyres/car on the pavement.

Everything else is still on the PC side, but in this department GT5:P wins.

And thank you once more for the hospitality, we have to do it again ASAP ;)
 
Hey man, I agree with evetything you've said, but my concusions were made about one - but still very important characteristic - feel of tyres/car on the pavement.

Everything else is still on the PC side, but in this department GT5:P wins.

And thank you once more for the hospitality, we have to do it again ASAP ;)


I think Thursday would be good :-), and maybe Dado will have time to join us.
 
Well, I've taken the Viper to the S level test at Daytona infield section and driven for an hour or two.

To me it feels much better. I can now tell when the over steer is coming on and even use it to my advantage. I think some of that is down to improved sound as I've noticed the sound of the wheels spinning is more easily discernible and dare I say it, more like the sound my cars make when they struggle for grip.

The brakes and accelerator also seem more analogue and easier to modulate.

With the sound improvements it certainly pus a smile back on my face. I never really liked the Spec I physics as I felt it was like driving on ice with poor feedback.

Is it more realistic? Well, I've never driven a Viper in real life but I have been driving for twenty years, raced a little and driven loads of different cars. With that background I'd say, not sure yet! What is a huge improvement is the feedback, so I finally feel I know what the car's doing. This is quite a subjective area as the game has to make up for the lack of input you get in real life through your backside, to take one example. In my opinion the latest spec does this a lot better!

I'm using the DFP wheel, by the way.
 
You answered your own question. We were talking about drifting, which means we were talking about a RWD car. I'm not going to let this thread devolve into a debate over whether or not FWD cars can "drift," so please don't start.
I wasn't talking about whether or not my car would drift, I was saying that yes a car will snap around on you if you counter-steer with too much throttle. It happened to me in a FWD car, which is far less prone to come around on you, and that was all I was getting at. So thank you for putting words in my mouth and twisting my comment to Hades and back.
 
a car will snap around on you if you counter-steer with too much throttle

I think his point was that quirk is an FWD quirk, because the front wheels are the driven ones.

If you counter-steer with too much throttle in a rear wheel drive car, the back of your car is going to overtake the front.
 
What I like best about the physics system is that you can drive the car using the throttle to tighen/widen your line - hey sometimes you don't evn needs to you the brakes, just lift off, nose tucks in the bot it to drift around - very satisifying it is too.
 
First post on this subject as I've been without a controller for a week - what the hell have they done to the steering input on the sticks? In a R35, I can't keep the car in a straight line any more, the tiniest input on the steering sees the car twitching left/right. I tried playing on Suzuka 750pp tonight, and ended up rubbing door panels all over the place trying to overtake people where the slightest (and I mean slight, I'm an artist so I can do gentle) input moves the 'wheel' 5 degrees (maybe a slight exaggeration :sly:). I've dropped the overall steering lock, but it doesn't really have any affect as I'm talking the first whisper of when you put in some turn. The only thing I can think of doing now is trying to soften the setup to make the turn in a bit sloppy (which will no doubt affect my times). Anyone have any ideas (apart from buying a wheel)?

Cheers, one very miffed Dom :crazy:

PS - The real gutter is I love the new physics :mad:
 
First post on this subject as I've been without a controller for a week - what the hell have they done to the steering input on the sticks? In a R35, I can't keep the car in a straight line any more, the tiniest input on the steering sees the car twitching left/right. I tried playing on Suzuka 750pp tonight, and ended up rubbing door panels all over the place trying to overtake people where the slightest (and I mean slight, I'm an artist so I can do gentle) input moves the 'wheel' 5 degrees (maybe a slight exaggeration :sly:). I've dropped the overall steering lock, but it doesn't really have any affect as I'm talking the first whisper of when you put in some turn. The only thing I can think of doing now is trying to soften the setup to make the turn in a bit sloppy (which will no doubt affect my times). Anyone have any ideas (apart from buying a wheel)?

Cheers, one very miffed Dom :crazy:

PS - The real gutter is I love the new physics :mad:


Very well said, my sentiments exactly! I have a hard time keepng the car going straight. A very slight touch and the car seems to jump a lane or two. This effect is obviously much exaggerated when at high speeds, i really don't like the effect :( Change it back PD...
 
Also, I had a chance to run both GTR2, rFactor and iRacing in Saturday evening for comparation (thanx Dzidza), and despite all other details those respectful games have - that GT lacks, no dispute there - GT5: Prologue makes those games feel unreal in terms of feel of the car/tyres to pavement.

Above statement concludes that GT5:P has become the best simulator of physics bahaviour of the car in this moment, and that PC has lost it's battle in terms in overall physics department. Of course, it is all IMHO.
I've never gotten a very good "feel" for the car through GTR2 or rFactor. It's well-known that the tire model is compromised, and doesn't take very well to oversteer. I once found a page that explored the programming and explained that it was because the tire simulation basically "fell apart" at large slip angles; unfortunately, I can't seem to find it now. Another factor is the predefined force feedback effects, which are less than ideal and no doubt influenced your experience with the G25. Another still is the lack of visual feedback, which could be attributed to the stiff suspensions of the racecars, but I've just never escaped that all-too-familiar "floating" feeling in any ISI game -- it's not that it feels like I'm "driving on ice," to borrow the popular complaint, but that the car kinda hovers around like a sliding brick. Finally, in the process of searching I found forum threads that discussed other issues, including a somewhat popular rFactor Porsche mod where the 911s had a front weight distribution of 60%. :lol: As always, user-created content brings its own share of troubles, which is another reason the ISI games, particularly rFactor, are hard to trust.

That said, assuming what I've been reading in this thread is correct, it wouldn't surprise me if I had an opportunity to play the latest update of GT5:P and left with the impression that it was better than GTR2 or rFactor, as you say. As someone who enjoys spending virtual track time drifting RWD roadcars around, I value that tire "feel" and beyond-the-limit behavior just as you do, and beyond the fact that they generally simulate racecars with unforgiving race-spec tires, the ISI games just can't offer what we're looking for, at least not without deep modifications.

As for the last game you played, iRacing, I haven't tried it, but from all I've heard of that project it's extremely surprising to now hear that GT5:P has a better "feel." In any case, that list of PC sims curiously happens to be lacking the only PC sim I've played that has mastered exactly what you're looking for -- the feel of the car/tires to pavement -- and that is Live for Speed. If you get another chance to play with Dzidza, I highly recommend trying the demo, if neither of you have played it.

I wasn't talking about whether or not my car would drift, I was saying that yes a car will snap around on you if you counter-steer with too much throttle. It happened to me in a FWD car, which is far less prone to come around on you, and that was all I was getting at. So thank you for putting words in my mouth and twisting my comment to Hades and back.
Forgive me, that last comment of mine was intended as "if this was your point, please don't start." I suppose the "if" wasn't clear enough the way I worded it.

However, I must confess I'm still not sure of the relevance of your point. Let's recap -- Fujiwara-kun and s15specr said the new update made drifting difficult, pointing out that the car snaps around when you countersteer under full throttle. BRracing_ProtoX then replied that that's how it is in real life. I responded to BRracing_ProtoX, stating that in real life, a car isn't that likely to snap around under countersteer. You responded to me with an experience you had in a FWD car.

I'll grant you that we never brought up a drivetrain layout, but the topic was drifting -- which commonly involves a RWD car -- and I was talking about cars that drift under throttle -- something FWD cars are certainly not known for. Can you see why your comment was out of place?
 
I've looked around for the last 30 minutes and have not seen any discussion regarding my query! so apologies in advance from a blindman if it already has a seperate thread :dopey:

I have been busy for the last week and only tonight booted up to try out spec III ... anyway I jumped in a ZO6 tuned and went to Suzuka on free run in the online section, I put my old set up on the Z06 as I knew all the cars would be wiped of settings, now my car drives pretty well and handles great! but is it only me or is everybody's Z06 nearly 20 secs a lap slower with 750PP than it used to be with the same PP points?

I've looked in my settings a good 10 times to see if I'm missing a new option turbo on / off and I can't see it? :dunce: even with all gears shortened as far as they can go and the final at minimum also .. it's so slow it is depressing :indiff:

Any enlightenment on this would be appreciated 👍
Cheers
Ron.
 
Very well said, my sentiments exactly! I have a hard time keepng the car going straight. A very slight touch and the car seems to jump a lane or two. This effect is obviously much exaggerated when at high speeds, i really don't like the effect :( Change it back PD...

That's pretty much what I like the most, because it's realistic ,especially combined with the splipstream effects !

So please PD keep it real, one of your best moves so far,actually doesn't feel like just another driving game no more! :) 👍
Don't listen to the bots...
Spot on! 👍
 
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Anyone tried some slower cars already ?
About 500 PP ?

I did (BMW M3 Coupe 07 - 480 PP) and noticed that with low performance cars the feeling of the new physics are superb !

They are good also for the 800PP cars but even better at about 500 PP, I like it very much now...

As for the Slipstream mentioned above: Its still too strong ! I experienced slipstreams IRL at very high speeds. They give a good boost, yes - but as you get out of it (at overtaking) you get the full airresistance again which slows your car down very fast. also they dont reach 500m behind a car - they are unrealistic.

Turn them down for Spec IV Kaz, thank you in advance.
Ah and dont forget to switch off the Rubber-Band-Effect Kaz, even more thanks..

Instruction: (Line 21258 in GT5P.effects) RBE_ON = TRUE set to RBE_ON = FALSE
Dont forget to save your changes to the file after editing Kaz !
 
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LOL it's line 21599 :)
Seriously, the drafting and everything related is spot on,
it's exegerated ok, but everything else is exegerated in GT in order to make it more immersive. 👍
Also even if you draft, it's not sure you be able to overtake due to airresistance .

I really hope there won't be IV, give me friend invites and then GT5 ...
and by all means no more changes, it's nearly perfect ... yet tyre / fuell wear missing ;)


PS: Did you ever see how much (almost unreal ) faster F1 cars can be drafting on a straight e.g. at Montreal GP? Car in front is screwed if the car behind was close enough on turn exit?:D:tup:
 
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I've never gotten a very good "feel" for the car through GTR2 or rFactor. It's well-known that the tire model is compromised, and doesn't take very well to oversteer. I once found a page that explored the programming and explained that it was because the tire simulation basically "fell apart" at large slip angles; unfortunately, I can't seem to find it now. Another factor is the predefined force feedback effects, which are less than ideal and no doubt influenced your experience with the G25. Another still is the lack of visual feedback, which could be attributed to the stiff suspensions of the racecars, but I've just never escaped that all-too-familiar "floating" feeling in any ISI game -- it's not that it feels like I'm "driving on ice," to borrow the popular complaint, but that the car kinda hovers around like a sliding brick. Finally, in the process of searching I found forum threads that discussed other issues, including a somewhat popular rFactor Porsche mod where the 911s had a front weight distribution of 60%. :lol: As always, user-created content brings its own share of troubles, which is another reason the ISI games, particularly rFactor, are hard to trust.

That said, assuming what I've been reading in this thread is correct, it wouldn't surprise me if I had an opportunity to play the latest update of GT5:P and left with the impression that it was better than GTR2 or rFactor, as you say. As someone who enjoys spending virtual track time drifting RWD roadcars around, I value that tire "feel" and beyond-the-limit behavior just as you do, and beyond the fact that they generally simulate racecars with unforgiving race-spec tires, the ISI games just can't offer what we're looking for, at least not without deep modifications.

As for the last game you played, iRacing, I haven't tried it, but from all I've heard of that project it's extremely surprising to now hear that GT5:P has a better "feel." In any case, that list of PC sims curiously happens to be lacking the only PC sim I've played that has mastered exactly what you're looking for -- the feel of the car/tires to pavement -- and that is Live for Speed. If you get another chance to play with Dzidza, I highly recommend trying the demo, if neither of you have played it.


Forgive me, that last comment of mine was intended as "if this was your point, please don't start." I suppose the "if" wasn't clear enough the way I worded it.

However, I must confess I'm still not sure of the relevance of your point. Let's recap -- Fujiwara-kun and s15specr said the new update made drifting difficult, pointing out that the car snaps around when you countersteer under full throttle. BRracing_ProtoX then replied that that's how it is in real life. I responded to BRracing_ProtoX, stating that in real life, a car isn't that likely to snap around under countersteer. You responded to me with an experience you had in a FWD car.

I'll grant you that we never brought up a drivetrain layout, but the topic was drifting -- which commonly involves a RWD car -- and I was talking about cars that drift under throttle -- something FWD cars are certainly not known for. Can you see why your comment was out of place?

Yes I can. But, that was not my point, RWD are more prone to snap oversteer while under throttle than a FWD car, I guess that wasn't made clear by myself, my apologies.

Note: Throttle control is what is required to drift. Just opening up full throttle while counter-steering will have you backwards faster than you can say "oh crap".
 
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Very well said, my sentiments exactly! I have a hard time keepng the car going straight. A very slight touch and the car seems to jump a lane or two. This effect is obviously much exaggerated when at high speeds, i really don't like the effect :( Change it back PD...

That's pretty much what I like the most, because it's realistic ,especially combined with the splipstream effects !

So please PD keep it real, one of your best moves so far,actually doesn't feel like just another driving game no more! :) 👍
Don't listen to the bots...
Spot on! 👍

H20HYBRID_GT, just wondering, did you read my original post? My complaint was regarding the over-exaggerated way the car moves with the tiniest amount of input, I don't have a beef with the physics. I don't understand how is this realistic? When you drive your car and breath on the steering wheel does it change the direction of the car towards the oncoming traffic or into the kerb? They way it is now I'm constantly having to put correctional inputs in just to keep it running down a straight?

Don't listen to the bots? :confused:
 
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Yes I can. But, that was not my point, RWD are more prone to snap oversteer while under throttle than a FWD car, I guess that wasn't made clear by myself, my apologies.

Note: Throttle control is what is required to drift. Just opening up full throttle while counter-steering will have you backwards faster than you can say "oh crap".

RWD are indeed more prone to snap oversteer under full throttle than FWD cars, mainly because if you have the room and nerve to keep the throttle pinned with a FWD in this situation it will not send you backwards at all.

With driven front wheels, full throttle will always try and pull you straight, yes the car may 'snake around' a little, but the laws of physics are on your side. As long as the front wheels are pointed in the direction you want to go, then keeping the throttle open will not send you backwards.


The absolute worst thing you can do with a FWD car in this situation is actually back off the throttle, you will loose all load off the rear wheels (which as you are oversteering are already at the limit / over the limit of grip) and overload the fronts. When you are in a situation of oversteer the very last thing you want to do is add in a whole load more lift-off oversteer.

Over-steer correction in a FWD car requires differing techniques to a RWD, and as long as the front wheels are pointed in the direction you need to go, keeping the throttle open is exactly what you need to do.


Regards

Scaff
 
I've never gotten a very good "feel" for the car through GTR2 or rFactor. It's well-known that the tire model is compromised, and doesn't take very well to oversteer. I once found a page that explored the programming and explained that it was because the tire simulation basically "fell apart" at large slip angles; unfortunately, I can't seem to find it now. Another factor is the predefined force feedback effects, which are less than ideal and no doubt influenced your experience with the G25. Another still is the lack of visual feedback, which could be attributed to the stiff suspensions of the racecars, but I've just never escaped that all-too-familiar "floating" feeling in any ISI game -- it's not that it feels like I'm "driving on ice," to borrow the popular complaint, but that the car kinda hovers around like a sliding brick. Finally, in the process of searching I found forum threads that discussed other issues, including a somewhat popular rFactor Porsche mod where the 911s had a front weight distribution of 60%. :lol: As always, user-created content brings its own share of troubles, which is another reason the ISI games, particularly rFactor, are hard to trust.

That said, assuming what I've been reading in this thread is correct, it wouldn't surprise me if I had an opportunity to play the latest update of GT5:P and left with the impression that it was better than GTR2 or rFactor, as you say. As someone who enjoys spending virtual track time drifting RWD roadcars around, I value that tire "feel" and beyond-the-limit behavior just as you do, and beyond the fact that they generally simulate racecars with unforgiving race-spec tires, the ISI games just can't offer what we're looking for, at least not without deep modifications.

As for the last game you played, iRacing, I haven't tried it, but from all I've heard of that project it's extremely surprising to now hear that GT5:P has a better "feel." In any case, that list of PC sims curiously happens to be lacking the only PC sim I've played that has mastered exactly what you're looking for -- the feel of the car/tires to pavement -- and that is Live for Speed. If you get another chance to play with Dzidza, I highly recommend trying the demo, if neither of you have played it.


Forgive me, that last comment of mine was intended as "if this was your point, please don't start." I suppose the "if" wasn't clear enough the way I worded it.

However, I must confess I'm still not sure of the relevance of your point. Let's recap -- Fujiwara-kun and s15specr said the new update made drifting difficult, pointing out that the car snaps around when you countersteer under full throttle. BRracing_ProtoX then replied that that's how it is in real life. I responded to BRracing_ProtoX, stating that in real life, a car isn't that likely to snap around under countersteer. You responded to me with an experience you had in a FWD car.

I'll grant you that we never brought up a drivetrain layout, but the topic was drifting -- which commonly involves a RWD car -- and I was talking about cars that drift under throttle -- something FWD cars are certainly not known for. Can you see why your comment was out of place?


we'll try Live for speed next time :-)
 
Scaff, i agree, watch any BTCC race where someones either lost it or got a tap through a corner, you'll see they will just keep the thottle flat (sometimes inducing major smoke induced wheelspin) and pull themselves out of the slide. Had a hard time with this theory when playing Enthusia Pro Racing with the old Mini Cooper S......any fast corner taken too fast whould make it oversteer, and you had to remember no lifting or game ova!
 
Scaff, i agree, watch any BTCC race where someones either lost it or got a tap through a corner, you'll see they will just keep the thottle flat (sometimes inducing major smoke induced wheelspin) and pull themselves out of the slide. Had a hard time with this theory when playing Enthusia Pro Racing with the old Mini Cooper S......any fast corner taken too fast whould make it oversteer, and you had to remember no lifting or game ova!

Ahh you see you've hit on the one major flaw that Enthusia had. Its FWD physics, they seemed to have no understanding of the concept of understeer. Great physics for RWD, AWD and MR, but not so for FWD.

You could, as you say, end up with power-on oversteer in some FWD cars, but my favourite was the ability to launch FWD cars from a stand, with full throttle and not a peep of wheel spin.

However back to your main point, yes the BTCC is a great example of it, as is any FWD rally footage.


Regards

Scaff
 

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