We're coming to a point where the DS3 just isn't giving enough information to correctly judge what to do in situations, I drive and get nary a peep out of the controller until I either run over the berms on the track edges or have a spin out or driving a fairly powerful FF car.
You know... This really caught my attention because you're 100% right about this. PD should really implement a soft rumble to imply when a car is in under/oversteer. It would gradually become rougher as under/oversteer increased, and softer as it reduced. The tempo would have to be set different than a rumple strip/collision impact so that the feedback would be instinctively different. However, this should really be addressed.
(Edit: From a conversation with Savage Evil)
This is the controller setup for TDU2. It allows one to adjust the sensitivity of a few key elements...
This is what I feel GT6 could use for the controller settings...
Vibration, when set low gives low feedback, when set high rumbles for dips in the road, wheel spin, burnouts, cars in close proximity, rough landings from jumps, and even peak shift change points! Each "rumble instance" feels unique and different according to what's happening on-screen. It's the best vibration feedback I've encountered in any game!
Steering sensitivity is self explanatory and is already available in Gran Turismo 6.
Speed factor adjusts steering input accord to speed.
For example, when pushing the analog stick to the limit at 20 mph, one would expect that to be equivalent to making a 90 degree turn. But when doing the same at 220 mph, you're simply trying to do an aggressive lane change to avoid a crash or sudden upcoming obstacle. You wouldn't attempt to turn the wheel 90 degrees at 220+mph? Would you? But if you had the inclination to flip your car at high speed, this would allow you to adjust it realistically, so if you wanted to, you could, or if it's too sensitive, you could reduce it.
Steering Damping adjusts the speed at which the steering wheel turns towards your steering input, and how quickly it returns to the center.
For instance. In a real car, in order to turn as sharp as possible, you have to progressively turn the steering wheel until you reached the max steering angle, where as the analog stick allows us to snap from max to dormant and back to max in an instance. And if you were in the middle of a turn in real life, and you released the steering wheel (Not suggested), the car would straighten itself back out according to your speed or applied throttle input, unlike an analog-stick, it wouldn't just go from 85 degrees to straight in an instant!
Dead-zone helps with worn-out controllers that have analog sticks that may be a little loose, causing the car to auto steer to which ever direction the analog-stick leans in while driving on a straightaway. Also helps adjust the amount at which the car responds to your steering inputs if you feel it reacts too early. (Good for the X1!).
Throttle and
Brake Linearity basically adjust how much the accelerator and brake pedals react to your inputs. Combined with traction control and brake balance, it adds greater control to ones individual driving characteristics and preference (Same goes for
Clutch Linearity, however it's not available for controllers).