Nice, finally somebody who can discuss normal and accept my oppinion 👍
Ok maybe the physics thing, I can discuss that. When I moved from GTR2 and rFactor to GT5P, I felt home. The physics were nearly the same! Then they improved them with GT5...
Back when GT5
hadn't had the firs spec update (when I actually played it), there was a discussion going on on another forum whether the game was realistic or not. The one think that stuck in my mind was when someone explained the following:
In the game, a normal road car, like a 350Z or 370Z, is agressive, feels powerful and actually relative loose. And while that is what most people would consider reaistic, it
is a road car after all. And, like most road cars, it's probably not engineered to kill you at the sight of a corner or a slight push on the accelerator.
This, of course, isn't the case with GT5 anymore, at least not to the same eextend; all I'm saying is: More difficult doesn't equal a more realistic driving experience.
Ok I can´t tell how an F40 really feels... But in GT5, it´s hard to keep that beast on the track (all driving aids off)... In FM3 I can drive like an idiot and nothing happens... No spin, nothing... I get off the track,left wheel on gras, nothing...
This is exactly what I'm talking about, you're using GT5 as the yard stick that Forza has to compare to.
If GT5 was 100% correct and accurate, that'd be perfectly fine, but I doubt that that's the case.
Don't get me wrong, I actually agree that FM3 is a little too forgiving on offers too much grip; I just don't now what it should actually be like.
Now, regarding the physics in FM3, I think there are a few reasons why the game feels too forgiving, at times, at least.
1) Tyre physics. It always felt like the tyres offered a bit mire grip than they should, lost the grip too late and too slowly/gently and regained it too early and too fast, which, overall, made it easier to catch a car from under- or oversteer. This also means that you're likely to be abble to achieve slightly higher cornering speeds than what you're supposed to.
2) The permanent steering aid. While I think that this had only very, very little impact on the whole matter, it still impacted it - it assisted here and there, after all.
3) The track design. The 'Ring is the best example, with its widening: You'd expect to be punished for taking a corner at full throttle on the real track, but due to the widening, you can actually push much further than you could if the track was modelles precisely after the real thing.
But ok there are cars in FM3 that are also hard to drive but mostly the R3 cars... But there is hope for FM4... Till then I keep on playing GT5...
And this leads me to my fourth and last point:
4) Default car setups. Most cars in MF3 were, when stock, pretty stable, understeery and all around 'safe'. Which is, as mentioned above, pretty okay for most road cars, as that's how they're usually engineered to be. Once you started tuning them, that began to disappear quite a bit. The best clue for this is what you said yourself: Most of the race cars are not like that, not even with their default setups.
With all that said, T10 has reworked the tyre physics entirely with the help of Pirelli, so this does bode well for 1). Issue 2) has also been resolved, as the steering aid can now be turned off. Issues 3) and 4) remain to be seen, but I guess that T10 won't put too much effort in actually reworking the default setups. While there are some cars that they're pretty messed up for, they work decently on average. However, I sure as hell hope they get cracking on 4). Loads of people complained about FM3's rendition of the 'Ring, and rightfully so...