I've moved this straight to the physics discussion thread to avoid taking the other further off-topic:
There are multiple points so i cant tell it one by one.
If there are multiple ways in which Forza doesn't seem realistic to you, it should be even easier to list them. Not harder.
Sure.
Overall, it feels like the tires have too much grip. I'm privileged enough to have a Mazda 787B in both GT6 and FM6, and in FM6, it feels like the car is too bolted down to be realistic. It's not as tail-happy as I'd imagine such a relatively low-downforce, high-power car to be.
You're basing this off your
imagination?
While prototypes back then definitely don't have the downforce of modern LMP's, there's still significant downforce at speed. I can't record on the PS3, but I did just drive both games completely back-to-back, with the 787B at La Sarthe.
In GT6, the first two gears will see wheelspin in a straight line. Turning on the power guarantees a spin.
In FM6, the first two gears will see wheelspin in a straight line. Turning on the power guarantees a spin.
In GT6, turning while on the throttle in third gear will lead to oversteer via wheelspin. If not kept in check, it will spin.
In FM6, turning while on the throttle in third gear will lead to oversteer via wheelspin. If not kept in check, it will spin.
FM6 does seem to require
slightly more effort to unstick the car at the top of the tacho in third, but that could be up to a variety of variables. You're moving at well over 100mph at that point, so I'd need to look at the downforce settings for both games, for one.
To be honest, the 787B is a bad example because of how rare it is. There's Herbert's lap around La Sarthe in 2011 – where he largely drives how I would expect, braking straight and keeping a constant throttle opening around turns – but getting some serious information on how the real life car behaves is difficult.
If I mat the accelerator coming out of a medium-radius turn, I'd expect the thing to go around in a circle, especially since it's mid-engined and therefore should tend to pivot rather quickly with sudden weight shifts.
Basic physics dictate that the weight shift in an MR car during acceleration will cause
more understeer, not less (or oversteer). What can cause the spinning and sliding is exceeding the tire grip while simultaneously turning and applying power, yes, but to pin it on just weight shift isn't true.
Lift-off oversteer highlights this (and is another area GT doesn't simulate well, though Forza isn't perfect with it either).
I can vouch for this as I happen to own a ZZW30 MR2 in real life. Mid-engined cars tend to be temperamental if you don't manage your weight balance well throughout the turn.
My first car was an Integra. I'd never pretend to vouch for how the blisteringly quick front-drive Audi TT's that blitzed the Nurburgring races felt based on driving my car.
Really? Because I can recall quite a few instances I've had that say quite the opposite.
Go to Route X and launch a car (with a controller, to eliminate any possible steering input). It will track arrow-straight every time. The entire drag racing section for GT6 is founded on this, really.