Originally Posted by: NumberlessMath 
I don't think it's that at all.
Forza Motorsport had to be different from Gran Turismo. GT is snappy and immediate. Forza is "controlled", "refined". The stock setups cater an antithetic image.
GT pad steering (what I remember of GT5..) is intuitive and immediate. Forza pad steering is "different". Between it, and the stock setups, the cars would be undrivable, without the controller yaw assists. All 3 together make Forza very different from GT.
It's a shame, because Forza has better tire physics than GT. If they could stop trying to be different, only try to be good, Forza could become the ubiquitously better title. GT Sport didn't invent ride frequency or damping ratio. They realized that applying the same engineering methods as real-world race teams and independent drivers do was the most effective way to help players have the most fun and satisfaction possible with their game. They didn't invent steering like you mean it and embracing oversteer as an expected consequence of pushing the limit. They understood that driving fast, is fast, and fun.
edit: watching vids of GT sport now. It's not like GT5 was.. idk.. some of what I said above might be relevant.
I agree with parts of what you said but GT Sport's car list is far smaller. Going by Kudosprime's numbers, GTS has 299 cars while Forza Motorsport 7 has 833. It's has around 36 to 40% when taking in duplicates.
The base physics of FM7 are very good. It has a very good tire model that has a tire flex and deformation system better than a lot of SIMS, where different compounds have different properties (try driving with the drag tires, the flex on the rear is incredible to see). It has a great Force Feedback system, by far the best of the franchise and in my opinion, not far off Assetto Corsa's (though I haven't tried Assetto Corsa Competitzione yet but I've heard that's fantastic on the wheel). Forza also, apart from the poor stock tunes has a decent suspension model and they also stimulate some other nice things like chassis flex, a really nice transmission system where lifting off the power in certain cars causes the revs to fluctuate and I believe they also simulate driveline flex if memory servers me correct.
The problem with Forza's physics is that it simulates the bare minimum. There's no ERS, DRS, KERS, hybrid deployment or recovery or active aerodynamics. They're all pre-baked into existing physical properties. There's no brake fade or tire wear until you hit 90% and the damage model though excellent when you actually get damage, has a bug where you can't get any contact damage unless it's 100% damage.
That aside, the base physics are good, it's just that they need to add to it. The main problem is a lack of refinement on a per car basis.
Have you tried either one of my realistic tunes & setups? I use handicaps, upgrades and custom tuning to push the physics as far as they go. The reason why they feel much better than a stock Forza car is because it's been refined but within the parameters of the physics. It shows what can be done with the existing physics model we have.
Ignore the poor FPS but here's a video of my realistic McLaren P1 setup at the Nurburgring. I think the lap was meh, enough for amid 6:50's but much closer to real life than the high 6:20's low 30's that's possible with the stock setups in the past:
https://youtu.be/XMD8MTLG6fE
https://youtu.be/PR2lN4PYSlY (Realistic IndyCar at Long Beach)
If we had a purge to around 300 cars, everything would be so much better right out of the bag but then you're losing so much content.
Edited by user Tuesday, July 30, 2019 2:46:25 AM(UTC)
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