WOW that real onboard is fantastic, you can see that driving fast is taking place there. And ACC as expected, lazy, boring, no snapping, no hooking up, tires transfer from sliding to static griping just too ideally, the transients are slow and so the smooth driving. People could argue that it is also a driving style thing, could be some truth in there, but I would refuse it as complete explanation of such massive difference to reality.
And I disagree with theory that this is consistent in AC engine. It might seem so because all cars are made to be like that, there is consistency in content. I had some mods in AC with which I tried to break the "consistent" logic originating from main devs, and AC people just doesn't like experimentation. DRM mod team initially faced plenty of negativity even disrespect because they also did build physics in a bit of more their own way (which I liked a lot), but AC people are fixated on their original paradigm and
BASTA.
ACC physics are actually quite advanced over AC, and was so from very beginning. The very first ACC release had rather impressive and very realistic handling in my opinion, well perhaps a bit on "too hard" side, but not crazy too much. The Huracan GT3 at Nurburgring GT layout was VERY VERY alive, it was snapping into oversteer from understeer. The corrections of oversteer had to be very well executed, quickly and precisely. There was great sense of neutral steer when fronts and rears were at about equal slippage, and you had to do this quick sawing action in slight guessing range of steering motion to find the correct front wheel direction quickly. The feeling of traction was very bold, you knew that you have a plenty of grip, but also knew that if you overdo it a little it will drop massively, and then hook up strongly after, so you better correct car well. The moment rears hook up when exiting the corner already in straight line felt amazing, you really felt that moment when wheelspin ends and acceleration ramps up at that moment - an amazing feel. The car in the rain worked spectacularly realistic. Tweaks of a setup meant a lot, everything was just working together. Having tires and/or aero not responding realistically, transients being way off definitely reduces importance and accuracy of setup changes, since usually more than half of setup is exactly meant to alter the transients, change the speeds and amounts of tires loading and alignment in every scenario as best as possible to achieve most possible net friction and/or stability per lap, or per duration of a race. Proper tires and aero is almost everything.
I have spent over 60hours in it. Interestingly enough first day or two of EA it felt horrible. They did a little hotfix quickly, and it started being awesome to me. IDK how much it was due to hotfix, and how much due to me getting used to it.
Unfortunately it was breaking out of AC paradigm way too much, as expected AC fans rejected new paradigm. But I was surprised by how much Kunos reurned to their original AC way in very next build, I was expecting some stepping back closer to AC handling character, but they went back massively, and I think they continued on going back, up to a point where they probably have handling even more spoiled and softened, but IDK, I stopped carrying about ACC, way more interesting to me is the dynamic of public perception of reality and how developers are adjusting to it in simracing as a whole. IMO it is a problem. And you know what was a common theme all the time - the FFB, people couldn't comprehend that physics are different, they kept on chanting: "something is about FFB"...
@Nieubermesch You are right there are tons of rF2 cars that are a bit too soft (not in terms of suspension), but forgiveness to loose unfocused driving.
YEAH driving at 140km/h with average road car already feels like speed. It wouldn't be same thing with a modern race car and on wide racetrack. However, loosing control of road car 140km/h would feel safer, more forgiving than race car. Because race car would be loosing so much more friction, and in so much smaller fraction of a second, due to massively higher initial friction and stiffer, higher frequency chassis. With race car you'd probably have to react five times faster and precisely assuming loss of control would be equally large, and you'd have to react fast coming into slide, and then returning from it as well. These things are absolutely the most related to dynamics of tire friction and aero. Unfortunately they are also probably hardest to collect data, reliable information - so many devs can do whatever they want. They can make a tire that performs like modern top tier racing tire, while it will be as demanding from driver as street car tire. And then if no one calls out them on suspicious handling, and even worse LOVES it, then devs do it that way.
Speaking of classic cars they were actually light, also their racing tires were probably closer to modern street tires, than to modern racing tires, IDK about slicks, but 60s crossplies with tread probably even lesser performing than above average modern street tire. Again it is highly difficult to interpret what VP actually has in his mind when he spoke about that, I think there are gaps in his logic. Although it was interesting comment about collisions, but I refused to even think about it - it is absolutely different subject, the walls in rF2 can have different collision damping, the angle of collision is important, perhaps slight deformations of car are taken into account of damping too, although no deformations takes place. I personally don't crash too much, so I am lacking experience on this subject