I agree with most of what you say but it's a function of the core physics engine itself in my opinion because some of these traits (not all) are present in other ISI/Rfactor/ProjectCars physics engine based games like Project Cars, F1 Ch 99-02, RF2, even the NFS Shift games, etc. I still see that there's a multiple-decades-long issue still standing in AMS2 where it's often as if there's an invisible force pulling the car's front-end into the corner. This can happen at any stage of the corner: entry, mid, exit. In real life, the car's inertia wants to always make the car go straight or towards the outside of the corner while turning but in ISI/RF/PC physics land it's like there's an invisible force that sometimes over-powers the force of inertia and makes the car keep turning into the corner sharper and sharper. It does seem improved from previous iterations of the engine so that's a good thing but it's still there.This is probably related to...
The snappy oversteer is really what turns this sim in to a simcade imo. Would really like this to away but I doubt it Still hoping for a positive surprise in the future.
Take a look at this video 4 minutes in you can see the SCV8 bounce of the ground several times, this is not how suspension works, quite the opposite, it's suppose to prevent this from happening.
If you want to test a more extreme example of this for yourself, take a P3 car around Cadwell Park. Get up to speed and strange things will happen in turn 3 and 5.
I'm glad that so many of you are enjoying AMS2, I just wish I could enjoy it too.
Ever since the release of EA I felt that there was something off with the physics in AMS2. Many things got sorted up to this point but there are still things I would love to see get some attention. Like the wobbly suspension mentioned above and the feeling that the car pivots around an axel when you turn, very much like the Shift games but maybe a bit less extreme.
Also the FFB is not to my liking on my G27. I can get it to feel mediocre at best but that's about it and when I switch to another car I have to start fiddling with the FFB settings again. Should not have to change the FFB for every car, things like this will unfortunately keep me away from AMS2.
I really really wanted AMS2 to be my next go to sim as I ditched rf2 a couple of moths ago for reasons I won't go in to here, but at this point I will stick to ACC for my GT3 fix and AMS1 for everything else.
But with so many positive reviews I still want to congratulate Reiza on the release, I guess this one just isn't for me.
I agree, oversteer looks very unnatural too and still quite on/off and just "gamey" in general. I see so much oversteer being saved by just returning the wheel back to centre (or a touch past) rather than actual getting the car's rear to rotate in an angle relative to the vehicle's direction of travel (ie. the car continues on it's path towards the outside of the corner while the rear swings out and points the front towards the inside should be happening). Then, the oversteer often suddenly just ends out of nowhere rather than the wheelspin and slip-angle being modulated & controlled by the driver's pedal & throttle inputs.
There also seems to be times when the vehicle starts to oversteer and the vehicle seems like it's simply not responding to any driver inputs...then, because the vehicle doesn't seem to be responding, the driver adds more input (ie. even bigger throttle-lift or even more opposite lock) and then it's like the car suddenly "wakes up" and finally starts responding to driver inputs. But, since you've now added extra inputs to compensate for the inputs not previously having any effect, the car now suddenly snap-re-grips and often this leads into a snap overcorrect (the snap-overcorrect can be saved easily if you drive these sims often and are used to this behavior but that's besides the point). Like the point above, this does seem to be slightly improved compared to previous generation games based on this engine or it's "cousins."
What you're saying about the weird, unnatural point/axis on which the rear seems to be rotating about is probably related to what I'm trying to describe.
I've been saying it for years, it doesn't matter if it's U.I, sound, physics, graphics, damage model, etc. only so much can be done if you're essentially making content for an existing engine rather than developing and evolving/advancing that engine (like iRacing does a lot, and Kunos too to a lesser extent). Until that happens, these unnatural behaviors will remain as they've remained in one form or another going back many years.
I'm also happy people are enjoying AMS2 and genuinely wish Reiza success but I just wish they spent much more time, money, resources into digging deep into the coding of the physics engine, damage engine, sound engine, and less time on all the content (many great cars and tracks).
The game engine is the woman, the content is the makeup and clothes. You can only do so much with makeup & clothes to try and hide, fix, improve, or compensate for the actual woman herself. You can even clone a woman (another game using the same engine) and put much different clothes & makeup (game content) on the other one but you'll still eventually notice they're both the same woman underneath it all.