To be honest what you are saying is hardly revelatory is it? I think we all strongly suspected this was the case.. I personally didn't think for a moment that Kylotonn had made a new motorcycle game engine from scratch..
The question always was how well could Kylotonn's WRC game engine and physics model be adapted for use over the IOM TT Mountain course? At least that was the question that kept occurring to me anyway in the run-up to the game being released..
Is the handling of the bikes in its entirety awful? As bad as say motogp 9/10 by Capcom?
I would say no. Far from it. Concerns (some might justifiably say serious concerns) re. the behaviour of the rear end when it comes round on you on the brakes or when you overstep the "limit" generally notwithstanding.. For me until the rear let's go the general "feel" and "poise" of the bikes round the bumpy IOM TT course feels, for a mainstream game, pretty good. Direction changes at speed and the feel you get from the bike sweeping through the high speed sections of the course feel convincing. The bikes feel "alive" for me in this respect. So for me that's a plus. In this particular respect it reminds me of the feel racing round the mini IOM TT course on the old but venerable gp500 game by Melbourne House. But yes things in the physics in TT IOM are missing if you make comparisons to gp500. "Low-sides" on a cold or worn front tyre heading out of Douglas from a standing start being one on them..
So for sure the handling in TT IOM is not perfect. In an ideal world Kylotonn would have built a new motorcycle game engine from scratch. But they didn't. It's not a perfect world..
Meanwhile we have Milestone. A company who clearly over the last few years are deliberately and knowingly, seemingly, dumbing down their motorcycle racing games (in terms of their adopted physics parameters and desired handling model) to suit younger players (aka "kids") and "mainstream" casual gamers alike. Milestone have not advanced their physics model they have regressed it to the point that many experienced online players are walking away from their latest games, eSports notwithstanding. Milestone do not even have (so far) a working tyre wear/grip algorithm and still have a "lean angle limiter" built into their core physics engine. So no "low-sides" unless on the front brake and no tyre management in either of their games..
Not good either really is it?
Do I wish that Milestone had made the IOM TT game using the same "vanilla" physics and handling model as RIDE 2? Tbh personally I'm rather glad they didn't.. as I think I would have got bored of it pretty quickly..
Everyone to their own. But it has to be said TT IOM is something different.
As Andy said race it more like you would approach it it in real life from fork / helmet cam and see a crash as a DNF or a trip to Noble's hospital and it begins to make more sense. Race it like an arcade game and it doesn't..
That's the alternative opinion on this one for what it's worth anyway.