Was it like that the second turn around where I manually straighten the wheel?
Also did you align that line with the skewed TV?
I did, I drew it along the bottom of your TV, then moved it up.. You can also tell it's misaligned because you shouldn't be able to see all of the red light on the left of the wheel. It's very likely that your real wheel is slightly misaligned, using that as a reference is not a good idea.
Please elaborate. Unless torque steer makes all cars turn to the left for some reason.
Torque steer in FWD is usually down to unequal length driveshafts, so for a given model it should always torque steer in the same direction, I believe all the FWD I've ever driven that have it all pull to the right.
I was just testing this. There is no steering angle applied.
The car does seem to behave like there would be torque steering in the game on the test track with slicks in the front and comfort hard tyres in the rear. I can replicate this with the controller every time.
But when I tried this method on that straight DLC track the car would launch straight even with those tyres.
My guess would be that the elevation changes in the test track are responsible for this "torque steering" that doesn't happen on that other track.
Your findings are correct, the issue is, we are trying to isolate things so we can see what the underlying physics is modelling for the chassis/drivetrain/tyres, the confusion comes in because you can get the car to 'spin' for two other reasons
1. The steering wheel is off centre, so with the rear wheels spinning, it will exponentially increase it's angular velocity and spin around.
2. The camber of the road is not level and the car tracks that even with the steering wheel perfectly centered, causing rotation.
This is why you can make it spin left or right by using a combination of the two. but neither of these is any indication of the chassis/drivetrain/tyre physics. to isolate it, you need to ensure you have the in-car steering wheel perfectly straight, and also be on a perfectly flat section of track, then any rotation is not due to any slight steering input or track camber issue. I let the car roll along the track center line, you soon see if the wheel is centered or not as the car slowly veers off to one side, once it tracks straight, you can just stop, and do a WOT launch.
If you do this, as many have found, GT does not model this kind drivetrain/chassis input in the physics, and Forza does. It's not a big deal by itself, but when anyone is discussing phsyics, it's a wide subject, and it's good to understand which aspects are done well and which have room for improvement.