Grip is to high. I have tested this, in my own car vs the game, on nurburgring. But i have allready talked about this. Lets take another example.
Mazda Miata, or the Mx-5 like europeans call it, this car is super easy to drift with in real life. In GT4, not at all.
From what you stated in the last topic, your method of testing left out quite a few rather important facts which pretty much make any results you gained from them useless. Grip is a product of surface, surface temperature, tyre temperature, tyre compound, contact patch (tyre pressure, size), weight and the speed of the vehicle.
I mentioned a couple of times that
a.) surface on race tracks differ from those on public roads
b.) surface temperature is not variable in the game
c.) no game simulates all different tyres supplied with each car, especially if the focus is on racing tyres
d.) tyre pressure is very important in real life and makes a huge difference on grip level
e.) driving GT with the wheel or controller makes a huge difference in how easy it is to provoke oversteering
In other words, you could probably look at GT "simulating" the best case scenerio: Hot, grippy surface, ideal tyre pressures/temp etc.
As an example: I'm using Toyo R888 tyres on my car and the grip level varies from not good (cold tyres) to amazing levels when they get up to temp. Most cars are also not ideally set up and are under too much pressure. As a result, when driving the car to the limit, tyres are overinflated and grip is decreased substantially. Even under ideal conditions, grip levels vary substantially depending on the surface. From what I have seen in the game, taking real-world conditions, it seems fairly accurate most of the time.
Having said that, Polyphony might have better taken less ideal conditions for their game to make it more comparable with what average Joe is used to on normal public roads and less setup car/tyres. When you offer a game with 600 cars in the game, it's fairly impossible to make each car match any situation accurately. Things are simplified and a lowest common denominator is used (i.e. ideal temperatures, one "road tyre" type) etc.
In an effort to end this, how about we just leave it at that, that Polyphony should have used less ideal conditions in the game which would result in less grippy cars?