Thank for your continuing efforts, it looks good and the steering feels better, but what config is set on standard track day in practice mode for track rubber, conditions etc. on M.Peak and the skippy national with standard setup up, it tends to rotate to strong around the front end in cold phase as if the front has greater adhesion in cold. It feels still out of balance about the rotation center in this scenario, don't know why, even when the car tends to rotate to much around the front axle in general, as always since the first day i drove it. Do this cars or should they really behave like that ?
1. Every-single car in the ISI engine does this, going back all the way to F1 2002 and possibly before. It's like the front-end just turns-in sharper and sharper with too much of the vehicle's original direction of travel changing to, and therefore following, the direction that the front-end is pointing towards. It's also very noticeable when watching from a 3rd person, or trackside/TV cam; the car hardly looks like it's drifting, but rather just following the nose, and at the end of a slide you'll find yourself halfway on the otherside of the track, or more, because too much of the vcehicle's original direction of travel was lost so you therefore find yourself just turning in sharply and driving towards to wall/side of the track nose-first.
More of the vehicle's momentum/intertia should continue forward in the original direction of travel while the rear-end swings out, rather than so much of the vehicle's direction travel changing so drastically as if you had a ton of grip and literally turned the car sharply left or right.
The other sims do this too, but I feel ISI's engine may do this the most. The sim that did this, by far, the best and closest to real-life was the alpha/beta of an AMAZING driving game called Driver's Republic which sadly never came to fruition (the driving dynamics potential of that engine was mind-blowing). LFS is probably 2nd best (in this very specific area), Netkar Pro maybe 3rd (I believe that NKP is actually better in this specific area than it's successor, AC).
I have a feeling the issue goes far deeper than just tyre physics since it seems to linger-on no matter the iteration of the engine. Obviously I could be wrong.
2. At very slow speeds, when you crank the steering wheel very hard left-and-right (I like to call this, Fernando Alonso-style warm-up driving, lol) the cars will start to loose too much rear-lateral grip and start sliding even if you are applying neutral-throttle, and only a little amount of throttle at that. Again, this seems to happen with way too many cars and may be more of a core-thing rather than specific car-modelling.
3. On many cars - even at just 25%, or so throttle - once the rears start slipping just the most minute amount, the slippage, almost instantly, becomes WAY over-exaggerated. What do I mean by "over-exaggerated"? Well, for eg. the split-second you get just a bit of rear-slip - even at, let's say, 25% throttle - the car's engine/tyres want to increase their RPMs/speed WAY too quickly as if the car just gained 6000 lb/ft of torque, or as if you suddenly smashed the throttle to 100%. The RPMs / tyre-rotational-speeds just spike up insanely quickly - WAY too much and WAY too suddenly.
This last issue isn't experienced so much with the Skippy - I guess, due to it's engine (motor) modeling behaving as if it has a heavier flywheel and just generally more intertia in the entire drivetrain - however, the seeming flaw exposes itself more and more the more "hardcore" the car is; for eg. the FR3.5 is absolutely atrocious in this specific area (actually, I feel the FR3.5 to be atrocious in many areas, and currently one of the worst cars in the history of any sim. I'm about to post a thread about this very subject [including a video] sometime in the next 30 mins, or so).
HOWEVER 
...
I still feel that,
overall, RF2 definitely has the best physics, it's the most alive and dynamic, and reminds me of real-life hard-racecar-track-driving more than any other physics engine, especially in terms of all the small throttle/brake/steering inputs that can make such large differences which make or break a driver. Not to mention, it's FFB is #1 in the industry. However, ISI really need to get to these 3 issues I noted above as I believe that those are the main areas that ISI-physics dislikers (yes, these people do exist) have issues with, especially point #1.