In spite of all the development that went into GTR, the developers
admitted that the German version 1.0 was too spin prone and addressed
this in the later versions.
My issue is not so much a physics issue, but a feedback issue. It's
difficult to push the the throttle inputs to the limits on any simulation,
because there are no forces to feel. The question is should the simulation
compensate for the lack of feel by making the cars more forgiving?
Ok, the assists are one way of doing this, but it's not quite the same.
Regarding the physics of GTR, is why doesn't induced understeer (pegging
the steering inwards to wash out the front end) work? Real racers
use some amount of induced understeer in mostly two situations: under
braking on a car that would otherwise be spin prone; on very high speed
turns with non-downforce cars because generally the throttle is pegged
just to maintain high speed against aerodynamic drag.
In comparing GPL to GTR, I submit the video below as an example, a Greg Stewart
hot lap at Rouen. You see induced understeer, counter steering and a lot
of steering corrections made at a rate that seems to match reality. With
GTR and other games, the steering inputs are done at a lower rate, mostly
because the feedback just isn't there for those subtle but quick
corrections. The force feedback in GTR and many other games is almost like
a steering assist, which dampens out some of the subtle steering corrections
a player needs to make. The physics in GTR may be better, but which game
GPL or GTR, gives the player a more realistic experience?
Personally, I'm decent, but not expert at either game. My GPL rank is -10,
negative on all track, with an 8:15 at Nurburg Ring my relative best.
My best lap time with GTR 1.4 at Spa is a 2:14.7 using a momo racing wheel
and pedals, and 2:15.4 when using twin joysticks (no force feedback) and
assists on.
Dual view video (top is on board, bottom is chase) of Greg Stewart at
Rouen:
http://www.racesimcentral.net/