Todd,
Regarding the axis of rotation. It's mostly watching from Far Chase view. What looks particularly wrong to me is where someone gets out of shape at high speed on a straight. They countersteer, get a snapback, and the car seems to rotate on a coin. If the snapback was that violent, I think the opposite rear tyre (outer one after the snapback) would then probably slide too, so you'd get the pendulum/fishtail effect around the front end. The rotation would then be slower. But that rear seems to grip and turn the car as though it was normal cornering. I'd have thought that if the snapback is that violent, then the rear should slide afterwards. If not then it wouldn't be such an issue to bring under control anyway.
BTW, slightly different physics point... Once you've got a difference in lateral force between front and rear, then the angular acceleration produced is a function of I (second moment of mass or 'moment of inertia') about axis of rotation, right? (Torque =I x angular acceleration). How does the programmer calculate I? You need to integrate the equation of the volume of a known mass about an axis, surely? Anyway, if that's wrong, mightn't it explain why a touch from another car, or blade of grass
causes a sudden angular acceleration! I've know idea how you guys work out these things.
With the MX-5, you can get a slide going, let go of the steering, and the self aligning torque will generally point the front wheels in the right direction. But good luck catching the snap that way because it's ridiculous IMO. There are only a handful of guys doing faster times than me in the MX-5, yet I've spun out at Okayama at really low speed, and I've seen the situation developing, but you might as well be holding your dick for all the use steering is. Unless you jump on it early and overcorrect, and then you've got the snap to deal with. You can usually muddle through with the brakes as well - which shouldn't really work should it locking the front tyres in car with ABS?
Dave, yeah, when I've seen a really fast RFB lap in the skip it's either been a case of virtually no steering involved in the turn-in, i.e. the driver's made the slightest suggestion of a turn in, and as soon as he's begun trailing the brakes it's rotated in on it's own (usually needing countersteering to control that as well!). Or, the extreme opposite; tons of steering in order to induce understeer so that the front doesn't grip much either to balance it out. Bottom line is that if the front is gripping and the rear comes loose it's bloody hard work.
BTW, the oversteer whilst releasing the brakes I referred to isn't jumping off the brakes, it's just a fraction faster or slower. It may not happen other than when cornering on the limit. So maybe it's to do with this front sliding a bit but then releasing the brakes a *touch* too fast cause them to grip all of a sudden. I notice it doing RFB (where you can't feed in throttle to help); I'm find I'm wanting to smoothly trailing off the brakes but something tells me to pause the process because it'll snap loose if you let it off any more. It all seems to revolve around being too icy generally with the tyres though. They should suck the road up a bit more. If you've seen the RF2 vids, those tyres look good and grippy.
Re grass. ..Yeah, if you get on the grass in 3rd gear stationary, add a bit of steering, touch the throttle to momentarily lose grip at the back, and you can then keep the rear wheels spinning forever (like you were flooring the throttle) just by literally touching the throttle every second or so to keep them going. So again, any rotation driving, and it's either fast and frantic correction or lock the front.
The $64K question is whether the sim physics is actually more difficult than RL, or someone like Todd's mate simply not adapting to the sim environment.