Not sure if you know about this, I didn't find any thread. I noticed it when watching replay of drifting, it seemed like wheels were turning too much, I first thought that it's some physics problem, but I tried it live and it looked fine, so I compared live and replay with the same steering angle. It's glitched in both DX9 and DX11 versions.
I may have this wrong but I don't think this anything to do with castor,my limited of castor is moving the steering axis in front or behind the contact patch,to generate self aligning torques,not how much the wheels can be turned,I never really understood it so anyone feel free to correct me if I'm wrong. Oh and if I'm right that's rastas mod,mane shout him a message to see if he knows if it's a bug
Good point! So I've tried it with different car and not only caster wasn't there, even steering wheel angle was different in replay.
Check the picture. It is not about turning angle. Caster provokes a rotation around a non vertical axis as it is shown in real time picture provoking outermost part of the tire to contact the ground and compensating camber for high wheel rotation. It seems that camber is set to 2,5 degrees and caster around 7. @Atyne Does it happen with official cars?
Official cars seem to have proper steering angle, but caster still doesn't work (this car has too narrow steering lock so you might open images in new tabs to see the difference).
You're right. Just tried automobilista. I found out that also in Raceroom and Project CARS steering is screwed up in replays, caster is not really that big of a deal than unsynchronized steering angle, but it looks like only unofficial cars have this problem in rFactor 2, I hope they fix it eventually, but they probably already know about it, meaning - this thread can be locked.