This is indeed realistic. The speed doesn't come from the slide, it comes from the added rotation that an inside kerb nibble can grant you.
By the way: The reiza forums is doing just fine. Its probably best to post these types of threads far away from the people that would actually know the answer to avoid individual embarrassment.
I am not sucking up to the game with this comment however note if people are on the release candidate you may be getting experimental updates, so anyway:
I personally had to raise my ffb 10-25% per car, maybe this is the problem. The physics behave differently depending on how your ffb is setup, naturally. But the physics are not golden by any means so dont listen to steel; probably doesn't even drive a racecar. haha the irony. I don't want to say anything to spook his confidence on the game because you know he has work to do.
Any way, one thing the updates did do recently was help out the Group C's; I do not think the game will get everything down pat any time soon, it will be a slow burn. There's so many permutations to go through. Many things improved though.
I feel as though I am turning down camber in the setups more often which is not all bad, to make the cars tighter, and reducing height, and adjusting damper as is needed, all those things and raising power/diff a little by a few depending on track, but ultimately while that will make it stiffer, I feel the game is fighting its force feedback (yes it is dialled in) and also the physics are a little too loose now. So the grip loss is definitely a thing, but cars do slip.
I do not mind how AMS2 doesn't mind making a car slip a little, its not all haphazard game design. What might be a concern is the remaining rotation issues from the days of the bad diff, in terms of surrounding physics/weight. Or something. What is working well is now you can definitely get a 'difference' of feel in terms of acceleration and turning, and braking, so there is a lot better feel to the driving. Rf2 does this too how it moves a car differently depending on acceleration and various factors. AMS2 is indeed getting good(er) but its still an arcade game.
I think the tightness of the actual turning, doing it all tandem at the studio, may take some more time to knuckle out. You can also tell this on longer bends, something is not quite clicking regarding cars sticking to the road.
What that means: I think reiza are slowly unwinding the physics well, but its not fully mitigated and this guy is making the setups loose to compensate traction and all that. Why? Because I can literally jam down the inside and cut off cars on turns at plenty of places, sure the AI is not perfect, but
its a little too easy to navigate the car and be super nimble. Maybe its a necessary step in game design owing to time/function, thats ok, but there is an issue there.
edit: there is nothing wrong with this forum. No need to shape his thoughts and opinions; there is a major difference between this and RF2. You can kamakaze in RF2, and indeed in real life but its not like superman would do it - one thing holding back AMS2 is the lack of brake feel and weight into a turn like in RF2, so while you can dart in ams2 you can also take off again like you are weightless. The loss of grip slides are ok, but the way its like an f18 super hornet if you do not slide, and also the issue bruno is on about, is indeed up for a review I would say.
Lately to see how cars keep up and all that I turn down the AI, and so I can cut and run them, bamboozle them all day long, and I feel as though the car is a knife with wings rather than a 1 ton object under the force of momentum. I think the game is fun, ideal no.
Question: Out of 10 how good is the game? 10? lol... ok I jest. Don't answer that.
I think the game and setups are or have become good but I dismiss all talk of 10/10 and total defence as not helpful, and now it is just down to some cars once they are setup for certain tracks being really good, but other times and its nothing to do with the setups themselves, its just not fully ready for a track no matter what is done.
A bad car would be dallara 302, no track is good for that now. f1 ult 2, kensai I find is really good, maybe austria; gt3r kyalami which is a good track for most cars, long bends show up some cars though. so the game is getting there but issues exist depending.