In the MIlestone games I can modulate the throttle to control rear slides, yeah If I gas it to much or lift off too much I crash (which is a bit too easy to avoid as it's a MS game), but this game...yeah it's just wrong. Praying for a physics patch!
I do wish I could shift rider weight front/back, thing is if I do that I can't steer properly and then crash! And that's IOMTT AND Milestone games (thank god I can set MS games to auto!)
I agree on the rear end but to cheekily play devil's advocate on this when was the last time you saw a high-side at the IOM TT? Also when I "ride" the old and venerable gp500 simulation game (by Melbourne House) on the "Mini" IOM TT track I very rarely suffer any high-side crashes on a racing simulation game that is renowned for "high-sides" on the grand prix tracks.. So do I feel as though I am missing out that much by not suffering "high-side" crashes? No tbh. Not really. But I would still prefer that Kylotonn did some more work on that rear end..for more "feel" and realism.
But do bikes have uncontrollable lift off oversteer? I've never known it myself. Also I've farted about with the other tracks and never had a high side even trying to instigate one, the rear just does weird stuff (as does the front). I hate to say it but I think the physics are pretty awful. Thank god the TT course is so good!
Good points presented by both of you, I think.
But, for a start, I wouldn't look at Milestone games as some kind of landmark for motorcycles physics - while very, very decent in that regard (MotoGP2017 is quite alright, IMO), it easy to see/feel that all MotoGP, WSBK, and RIDE game series have been made to be easily aproached (i.e, slightly "arcadey" on purpose).
Look at GPBikes if you want pretty darn good physics, both in realism and "feeling". IMHO, it does crush anything out there in that department. But then it doesn't have any single-player features worthy of consideration, and it's locked in perpetual "beta" stage (born to suffer a slow-death, I guess).
Even the jurassic GP500 in simulation mode (ridiculously old as it is, dates back to 1999) can be a better example of a simulation game with good interpretation of motorcycle physics (at least if comparing to most games that Milestone did, post SBK2001), but then I'm probably biased by the nostalgia.
And I think this is why IOM-TT is making so much noise lately - it combines a few elements of difficulty and realism that have been missing for many, many years. Kind of what GP500 and SBK2001 did at launch, both of which are closing to two decades now. There hasn't been anything like them since.
And it's why IOM-TT, even with all its problems, feels refreshing and far more appealing to me than anything Milestone has done in the last decade.
Besides what I mentioned in 1st post, what I think IOM-TT is missing most is the feel of suspension - it feels extremely stiff. Strangely so, almost as if there's no suspension at all.
And, in that, I also agree with the comments pointing to a suspicious usage of car physics base in this game. There are some really odd things, physics wise, in the way the bike's overall reactions work in this game (suspension, tyres, brakes, weight transfer and traction).
Also, I understand those mentioning that it's impossible to judge with a gamepad, being absurdly far from what you do IRL over a motorcycle, but I'd say we can use it and still make pretty good judgement on what is right and wrong in a motorcycle simulation, so long as you're making use of analog steering, throtle and brakes, and FFB/vibration.
(EDIT: the post right above this one by Sinner_McSaint is a very good aproach to the matter)
BTW, I can't seem to understand why a Honda CBR600RR would be so different (and easier) than a Yamaha R6, or a Kawa ZX6R for that matter, and why on earth a Triumph 675R handles so "sluggish" in comparison to those, when it's the opposite IRL.
Try all aids off except for abs at maximum. See if that makes a difference in any way Mr Damage.
I can agree that's a great idea to increase the challenge of the game, but could never agree with that being a realistic aproach. Actually, the exact opposite in terms of the actual simulation.
Especially in the case of the 1000cc SUPERBIKE class, things like Anti-Wheelie and Traction-Control are allowed and certainly used in the competicion by all riders in the class (with varying degrees, depending on individual). And those are the bits that, IMHO, this game (IOM-TT) got right - like in real life, at some point these (legitimate) rider aids stop being a comfortable way to increase overall performance and safety, and start being felt as a nuissance, very intrusive and "not-fun".