With the update bringing serious handling dynamic changes expect a lot of post testing different cars to get a real feel for the updates changes.
So far if you've already been taking advantage of Camber don't expect to see improvements in grip, the fix in no way so far has increased grip gains from camber, but rather fixed the lac of detrimental effects running Zero Camber (FUCKING AWESOME) I've so far been messing with only cars that have a rep for being difficult to tune and drive, mine are all driving just as well as in 1.08 with a little more rear end composure.
Breaking out The YELLOWBIRD for testing shows the same thing. The tail is more composed and less likely to keep rotating after you start straitening out the steering wheel. I can only attribute this to the fix for rear heavy cars.
Other than that my YB with a total F+R camber reaching spot on -8 degrees is performing just as it was before, the rear heavy car fix certainly helped the YB. Previously it would quirk, all would seem fine, then enter a corner slightly too hot and out of the blue a battle to keep the rear in check would begin when most of the time it would be fine. The car drives the same now but the quirk is gone, the arse is much more stable.
I figure as always the rest of the settings still need to be working together and imbalanced settings will have obscured results.
Time difference is very minimal, again I'm inside a couple tenths of the YB lap I pulled on 1.08, I've not hit the Datalogger but I going there after I enjoy the replay some more
I also notice I'm cooking the tires much less than before. Previously on hard corners my front (running aggressive camber) would be cooking laying rubber and smoke as I carve the corner, but not so anymore (so far) I'm carving corners at the limit and not lighting up my outside front as before. I can see this showing serious gains when tire wear is on plus tire temps on the front should be lower spread across many laps.
I'm seeing what I was hoping to see. HOWEVER, body roll in corners "roll camber" is still limited, body roll doesn't keep going as it should, there seems to be a maximum level of pitch/roll. Where IRL we would see more pivoting after saturating roll resistance with more roll still to go. Once max level is hit, it causes grip fall off correctly, but its not nearly as much as we see in the real world. I don't see PD really changing this aspect in GT6. I don't see this changing until possibly GT7 and it would require making cars more difficult to try unless tuned right, with GT6 not being a SiM only for us real world tuners they have to leave the cars drivable for the masses. I can see this being why as they improved camber by making poor settings more harmful they also tweaked the default settings to add stability.