You do realize that many Real-Life racing teams use rF2 (pro version) for testing purposes. While the technology / data is used in very specific ways, the basic physics model in use is much the same. Should that not account for something?
AC is also used for training purposes, yet these two simulations are very different in approach to modeling physics / tires.
Quite a few Pro Race-car drivers also point to iRacing physics as being quite flawed. We can find cases in almost every racing simulation where [Professional drivers + Sim-racers] either celebrate accuracy of physics or rant against them.
Ben Collins (Race-car driver /Test driver / Former Stig / Pcars2 handling consultant) once stated in an interview (when asked about racing sims), "All Racing Sim's are Rubbish". Who's right? Who's wrong? How do we know? Why should we care?
The mere fact that even Pro Race-car drivers who also sim-race cannot agree on which title does physics best should give us a clue. Human judgement of the real-life vs virtual racing worlds is clearly prone to errors within the translation process.
Sure, it would be nice to have a definitive answer to the questions of physics & tire-model accuracy for once and for all but, unless you are a Real-life race car driver / team using simulation for training purposes, does it really matter?
First of all the op question was, "is the slip angle physic improved", not "is LMU better than Iracing or other sims".
You say then that Real-life teams use Rf2 pro version for testing, you don't mean Rf pro right? Then "data is used in very specific ways" but "basic physics model in use is much the same", can you tell us how important the basic physics model is versus the specific use of technology / data for the sliding angle problem?
Also, you say basically that no real data mean no proof, but how can someone here collect "real data" on the slip angle?
See, you ask the op to use only objective and data proofed reasoning but on the opposite you use only subjective points to not answer his question at last.
Also, you can't say that, because no every experts (pro drivers) agree on "what sim is better", there is no consensus of valid opinion on the fact that the "slip angle is wrong", because, the question is not the same (here we talk about the slip angle, could you find any pro driver that said that the slip angle in rf2 is correct?), secondly in every matter in the world you'll find an expert from your advice even if total opposite from the consensus.
So yes, the fact that Daniel Morad said in one video that the slip angle for him is wrong, that you have to throw the car "far too much" in the corner to be fast, and that he also heard that from many other pro drivers, is a very valid argument.
I often watch GT3 race, onboard videos of quali laptimes, and you can see the slip angle because it's objectively visible (difference between where the car is pointing in corner and when the car is going), you could draw two line and make the calculation.
In Rf2 when you compare onboard video of top player qualifying laptime (saw recently a merc AMG on spa), the slip angle is far higher than in reality, like 2 times higher at least. On some cars it makes just no sense (Porsche Cup for example).
Sadly on this aspect specifically, iracing's onboard seem more realistic.
If I have the time I'll to a video on it with 2 quali on spa.
I don't see the same problem with btcc for example.
And yes it matters because it takes over the precision of driving.
Love the feel of the sim and the input corrections you have to make in the corner unlike another where it's very clinical and you basically never have to correct inputs on the fly, and where every lap feel the same. I think moving 100% on Rf2 LMU if the problem is solved. But the risk is that iracing takes the lead by implementing some Rf2 ideas in the physics, as they keep talking about upcoming tyre overhall improvement.