Problem is that they have scripted steering lock for pad users, technically it's not exactly the same as understeer. Depending of the speed vs turning angle they just lock steering angle and that's it. You can't lose the rear and then you are forced to reduce speed or eat the dirt.
Also wheel rotation speed is working in the same way so in high speed or high speed corners car response is very slow since wheel doesn't turn fast enough creating a false feeling that it's heavy. Most racing games have a speed sensitivity setting but it seems too hard to implement for Cokemasters.
In matter of fact I find that on default setup or faster setups 2014 is oversteering, turning much faster than 2013, so scripted steering lock kicks in earlier creating the false feeling that it's understeering when in fact it's not.
For attenuating this problem I found that you have to lower car balance setup values, specially front balance, so the car is less responsive making the turns more round and reducing the false feeling of understeer.
Understeer city on the pad...
in General Discussion
Posted
Also wheel rotation speed is working in the same way so in high speed or high speed corners car response is very slow since wheel doesn't turn fast enough creating a false feeling that it's heavy. Most racing games have a speed sensitivity setting but it seems too hard to implement for Cokemasters.
In matter of fact I find that on default setup or faster setups 2014 is oversteering, turning much faster than 2013, so scripted steering lock kicks in earlier creating the false feeling that it's understeering when in fact it's not.
For attenuating this problem I found that you have to lower car balance setup values, specially front balance, so the car is less responsive making the turns more round and reducing the false feeling of understeer.