@slatanek Most likely there is something lacking about tire simulation, obviously, in AC. Another interesting thing is steering simulation itself, AC never had adjustable caster, or steering lock, so you can suspect that something was not working completely right. It would be interesting to check AC cars typical caster, I bet it would be big, and compare it with casters of DRM Revival mod cars, I suppose there they would be small. I think in rF2 you could possibly have similar feel to usual AC cars by maxing out casters, and adjusting FFB nominal strength accordingly, even though it would still be better because much better tire simulation. Of course simulations are not identical, but how physics are modeled also is big deal. For example PC2 is crap to me if as simulation, but perhaps software side is alright, just the modeled car physics are junk... will see with AMS2.
Speaking of caster, I personally really dislike big casters, or perhaps rather big mechanical trail lengths. The reason is that then it takes away plenty of steering from me, car then wants to steer itself much more and earlier during oversteer (at least thats what I experience in rF2), and more self aligning torque in general. I like less caster, then you can manipulate steering more, have more control over it and more play, though you also have more responsibility then, because it gets easier to misjudge steering angle in challenging situations, simply said - more depends on you.
Of course too low caster is also terrible (relatively with available grip and ffb nominal strength), because then steering wheel gets weirdly significantly lighter during understeer, or even hardly gain any self aligning torque at all during normal turning. Afaik low caster also results in less negative camber gain, which is not ideal with non classic cars. But high casters just feels amateurish in my opinion, ever seen AC drifters drifting forever with depressingly few steering inputs with one hand while drinking a drink ? IDK what are actual disadvantages of high casters irl, probably getting much too heavy steering (but powersteering should fix that), iiric I somewhere also read or heard that too high casters can result in instability at high speed, but I am unsure about that, I also haven't experienced that in simracing.
A lot of other things I find to singnificantly influence steering feel though, basically everything from underlying physics of a car actually. As I am getting little more experience as a simracer and modder I learn to identify some stuff precisely or approximately even by just driving the cars. Lots of values and their relations makes big differences on steering feel as well as their handling. I think some developers actually finds their "trademark feel" and goes for it, instead of making some cars more unique. In AC case it was often called as "AC quality standard", and if some tried to step out of it with a bit different approaching to some stuff, there were usually disapproving reactions, though still hardcoded stuff is not changeable of course. I think it wouldn't be an issue for DRM Revival in rF2 first of all because advanced physics, and next - because existing more unique stuff through the existing content already, most of rF2 content does not have this freedom limiting "trademark standard" issue.
end of essay, sorry for wasting someone's time