This is exactly what I was trying to say with my post.
GT Sport isn’t perfect, it isn’t on the level of hardcore sims and it could use lots of improvement.
But I still believe, especially with the use of a wheel, that it is at the level that it can, at *minimum*, convey the basics of car behavior and car control into the real world; things like correcting for oversteer, slow in fast out, braking in a straight line for the best efficiency, etc. are all things which I feel like GT Sport could, at least on a basic level, teach someone for a real car.
Compared to something like Mario Kart, which I would argue has little to no bearing on the real world, GT Sport does at least have a resemblance on the real world.
No, it doesn’t simulate the more complex issues like brake temperature, tire pressure fluctuation, etc. But it still simulates more than I think you realize.
Back in GT6 days, I believe I even proved that air temperature (and thus, density) has an effect on top speed (using SSRX).
Whether this was a function of surface grip/friction, or a drag coefficient change, GTSport simulated hotter (and thus, thinner) air as allowing higher top speeds. They don’t get everything right but it’s clear that they are making an attempt.
There is also evidence to suggest that the time of day in GTSport affects the surface temp of the track, having an effect on car balance and overall grip. I haven’t tested this myself but considering the former, it would not surprise me.
I have also been told that tire temps are, indeed, simulated in GTSport. We simply don’t get access to the precise numbers, so gaining any real data on this is nearly impossible with the vague color indicators circling the tire life display we get on the HUD.