Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Its related to data/vehicle/shared/physics/steering/.vspt files which are assigned to each vehicle independently via data/vehicle/CHASSISNAME/career/.cavs
also tire profile (tire physics) which are assigned to tire part can create a similar effect
If you've ever driven an RWD car, when you lose traction on the rear wheels, the front wheels straighten out, and to drift you just control the angle at which they've straightened to.
The weight in most cars being up front, means the rear of the vehicle ends up aligning with the front when the front is no longer providing impetus for turn continuation. Literally, the momentum swings the back end into further movement for a moment, before evening out when the wheels are aligned with direction of propulsion. It comes across as 'counter steering' because the momentum causes the rear end of the car to swing against the existing curve, when the wheels straighten out, basically causing a pendulum effect from the sudden gain of grip combined with the return of propulsion.
Try letting off the gas when you release the stick, you will find that the 'counter-steer' either doesn't occur at all, or is very minimal. This is because it's not counter-steer, but physics.
All else fails, provide a video showing the issue so that people can see what is actually going on, and thus be able to tell you exactly where you are messing up.
https://www.youtube.com/watch?v=fIF3HQwM2u4&feature=youtu.be
I only turn left and then let go of the stick in the corners, I do not make any input to the right. The second I let go of the stick, it automatically adjusts to steer into the slide based on how hard I had turned the car.
And this is correct. That's how it's supposed to be. The car "counter-steers" to a degree in which you then need to make further left or right adjustments to the angle to make the corner efficiently.
It's a fair bit attenuated compared to real life, but still realistic.
Like JtDarth has said previously, in his reply, that's how the car/suspension/steering as a whole react to weight transfer and loss of grip of one Axle.
The problem is it does not translate to input device other than on wheel. Better to have steering input match game steering, than let in game wheels rotate freely from input device imo.
Then you can turn in and correct yourself. Rather than turn in and guess what rotation steering is at.
It's incredibly fun on a controller, but depends on if he's playing on a KB or a Controller.
My question was if there is a way to disable it, not what excuses you can find for shoddy game design.
I'll have a look at Sam's suggestion to see if I can fix this.
But this is not "Shoddy game design", not even close. If you try out the new "Tony Stewart's All American Racing" you'll see what bad driving physics are...
Wreckfest, even though it's not a Simulator, it has pretty close to Sim physics and overall vehicle behavior.
I own a 1995 MX5, and a 2019 MX5. I actually drift, not just in games.
There is obviously a small degree of automatic counter-steering going on here to make the game slightly easier.
If anyone has found a way to disable it, I'd greatly appreciate the info. Thanks.