Every number displayed in the telemetry (that I didn't even mention and was never ever refering too by the way) is taken directly from the physics engine. That is where those numbers and details come from.
Again, you seem to think just because their engine is generating these numbers, they effect the end result at all. There is absolutely nothing I have experienced while playing Forza 4 that even remotely hinted at a physics engine sophisticated enough to meaningfully render all of that data in the only thing that matters, the actual feel of the car! I don't see how you can't understand the difference between generating numbers on the screen and what the cars actually feel like.
It is entirely physics based. You can't just tell a simulator "Hey, have torque steer!". It has to come from everything in the physics model working together otherwise it won't be anywhere near realistic and FM4 absolutely nails it.
Sure you can, and I would bet the house on it that both games cut corners on the physics engines in different ways. It is why every racing sim doesn't feel exactly the same. If it was as easy as 100% pure physics, it would be down to computational power alone at this point, not design teams. We aren't there yet, and I hate to break it to you, Forza 4 is not the cutting edge of pure physics driven racing simulations, and neither is GT5. Buy yeah, look at all of those numbers on the screen!
Only one of the 2 games that are the subject of this thread as direct tyre data from pirelli while the other just uses different grades of tyres as simple grip modifiers.
Yeah and GT live records all of their sounds direct from all of the cars but we all know how that turned out. Once again, all that matters in the end product. It makes nice press releases, but again, the feel is not there.
You're still assuming those numbers are drempt up and have no bearing on the actual physics.
Never said they are dreamt up, simply that all of the means they are showing off, do not achieve the ends they hoped for.
TTO and TBO? I have no idea what you're trying to say. You sound like you're reading from the GT user manual. If you're talking about how old cars lean and four wheel drift, Forza absolutely nails that.
Hahah seriously? You are throwing out the fidelity of tire pressures, unsprung weight and how amazing it feels to "drive" those numbers in Forza 4 but you don't know what TTO and TBO is? I have a feeling you have never played either game with a wheel all of a sudden, which would explain a lot.
I learned about TTO and TBO, on the track at Watkins Glen, in actual cars, in real life, where I got my SCCAA license in addition to doing a Skippy 3 day racing school back in 2001. Fuck off with your condescending remarks.
Than you really haven't even played FM4 because I do it all the time in older cars with larger sidewall tyres and more primitive suspension systems.
Never said you couldn't drift them, just that it never felt remotely right in Forza.
Seriously, I think you just need to round out your knowledge of driving in general before you have a data-gasm about Forza's physics engine. Stop humiliating yourself with ,"omg all the lolz" posts. You make yourself seem petty and ignorant.
Edit: Ugh, seems we have some reading comprehension issues. Neither Forza or GT have top of the line physics engines. Both bite off more they can chew. GT says, hey look at all this bullshit over here. Forza says, ohh look at all this real time data over here! My point being it is all about the end in addition to the means. Driving cars in GT5 feels better than Forza 4. I don't give a fuck about the fidelity of the physics if you can't ever experince it in a meaningful way aka driving the cars in the game! Forza can have brunch with Pirelli every sunday for the next decade, I still don't get the end result of all of their work in Forza. The same way I don't know how GT can claim accurate sound recording every time and we get the Dyson 500.
Edit2: Drifting is not the same as a slip angle for the record. I don't "drift" old cars. I have fun with their larger slip angles. But you are right, it is more like drifting in Forza.