I feel that it does the exact opposite. ESPECIALLY with the aerodynamics. The suspension settings seem very suppressed too, I'd expect much bigger differences when I go from a max setting to a min setting, etc.
I don't agree with this either. I don't think GT captures all the subtle differences between cars very well. Sometimes, not even the huge differences. The Viper ACR in game is just an 08 SRT-10 for example. Don't get me wrong, I can tell one car from another. The 458 drives very differently from a Viper, and both are nothing like the GT-R, but they're all fundamentally different cars. On the other hand, take a Viper and Corvette, or even the Z06 and ZR1 and compare them, and they seem a little too similar. Every review I've read pitting the Viper vs Corvette puts them worlds apart. Like night and day. It's not that way in GT.
I agree with your point as a whole, but from everything I've seen, the Viper's and Vette's should be more like each other than most any other cars in the game. (redundant sub models not included
)
I don't think GT5's physics are very complex compared to reality, no. I'm not really sure how individual aspects line up with other games, but the "package" in GT5, while flawed in most if not every area, still tallies up to pretty realistic IMO.
For example: Ride height - higher equals better traction while accelerating, lower equals faster turning.
Downforce - Lower doesn't increase top speed or any acceleration barely at all. Higher downforce also equals accelerating traction - ***
From a dead stop.***
I don't think forward motion while spinning tires is enough, which results in breaking the tires loose causing to much time loss. This is particularly noticeable in stock FWD cars that can't go full throttle in first gear without smoking the rubber off the rim.
Regardless of what people have told me, from what I know, and now a book I've seen parts of written by Carroll Shelby only further confirms my original thoughts, most suspension tuning is backwards, meaning the whole left side. Ride height, spring rate, dampers, and sway bars.
The prime example is of course, that stiffening the rear equals understeer in GT5, no if's and's or but's about it.
And lastly for now, it seems there is a "cornering scale" somewhere in PD's basement that's been there for at least a decade. What it means is different cars have different levels of grip, I believe there's 3-5 "levels" of grip, ranging from complete crap (Aston Martin V8 Vantage) others fall into "inbetween" categories, and cars like the GTR, NSX, etc have "top grip" meaning other regular cars of similar specs will just always corner worse, regardless of tuning suspension.
To add to that, there's "lightweight" grip, "suspension" grip, and possibly "chassis" grip, in which, you will find - good "suspension" (cars known for having good suspension from the factory) "Suspension" cars will take certain corners on each track the fastest, while "lightweights" will take other corners fastest, etc.
A perfect example is the NSX and F430 Scuderia, I noticed these patterns in GT4, and rediscovered them in GT5, in the example, you will find the NSX and F430 can take each corner at the Nurburgring at nearly the same speed, and it's found measuring speeds mid corner, these are "suspension" cars, so the corners an Elise can take best will usually be different, although they're all three fully credited "grip" cars with the highest levels of cornering grip from street cars available in the game.
Oh, and there's "downforce" cars too, the ones with hidden downforce which receive extra traction off the line, and through most corners just because PD said "here, have some downforce". All of them would be fine, except there's nothing to improve the cars credited "bad" anything from the start. (Meaning a poor cornering car can never be made to corner a "level of grip" higher, aka - A "level 1" (lowest) can never compete with a level "2", and level 2 can't be made to equal "level 3", etc.
And that's my take on the simplicity and I believe some stupidity in GT5's physics.