Now compare to the 2013 FP lap of Bianchi:
there are examples in the video you've linked me to which highlights the points i and other people have been trying to make.
- going into T1 the back end steps out as the rear goes light whilst downshifting - he can still correct it whilst generally playing with the line, compensating for going in slightly too fast, and using a combo of steering/brake/throttle can 'balance' and maintain the speed of the car around the corner.
This is simply not possible in RF2, you cannot continue to play with the car once initial grip limit has been broken.
- at 0.54, is a prime example of what i am talking about. Back end steps out, he corrects it, he can also crucially maintain his line and speed with various steering corrections whilst keeping On throttle.
Again, this is simply not possible in Rf2. In RF2, the car will go into a static slide. The driving technique to deal with this gmotor aspect is to stop all steering, and hold your throttle position, and wait for the car to stop sliding. Any kind of attempt to correct, balance, and maintain, results in an even bigger sideways slide which then pivots into a spin.
- 1.07 - again, maintaining speed, using steering correction, but keeping power on, to balance the car to maintain speed/direction. He's also in Full control of the car, and even determining how he wants to correct it.
The car is clearly a handful, but the point is this:
he is able to maintain speed, balance the throttle and keep the car in various sustained slip angles throughout whole corners.
Driving like this in RF2 is simply not possible, and instead you have to approach the game by effectively memorizing what the car can and can't do, and then repetitively performing the exact actions, lap after lap. If anything, its what makes Rfactor so easy to be consistent in.
In your video, All the points where you are correcting oversteer is during traction zones coming out of corners - where you have to perform the old 'rfactor wiggle' with the steering wheel to cancel it out.
There are 0 moments in your video where the back end is light mid corner, and you correct it and maintain speed, like in the real life video underneath.
All your approach to the high speed corners are to hold the car against the understeers and scrub excess speed off using the understeer - which again is a standard technique you have to use in gmotor games to get the best out of them.