No it's not... I'm use to drive Iracing, LFS, GTR2 and to say that the PC NFS Shift With the overall physics mod is arcade is pure fanboyism...
Well, before this gets too out of hand
I've worked with matt on a few things for Shift, and 1.31 of Overhaul has some stuff of mine in it. So I hope that at least from the perspective of talking about the mod and Shift I can speak with some authority as to what's in it.
One thing to make perfectly clear to everyone - the classic "sim" vs "arcade" mix, these days, exists mostly in people's minds. You have some games these days (burnout, grid) where there is simply not that much physical modeling going on in the first place, which could perhaps fit the "arcade" template, but for anything that has some kind of serious attempt at physical modeling going on you are really talking about the
default gameplay and
design decisions rather than some kind of magical switch that exists in the game code to make it "sim" or "arcade". The impact of controller assists, default controller setups and default car setups is vastly more influential on people's perception of handling than any change in the mathematical modeling done in the game code.
Computers and consoles these days are powerful enough that there is simply not much benefit in faking anything - you don't really gain that much performance increase because a decent PMF and suspension model can be handed off to its own thread, whereas faking some charade of car handling requires a hell of a lot more design time and testing - and is also much less predictable and harder to test if you want any kind of radically different handling cars in there. So at a physical level, these days, you are more talking about a difference in rounding, and whether a specific feature is simulated, whether it measures inputs or uses terminal values, etc. The difference in which is usually very small and tends to happen around the edges of the model. Telling people that you are now 1% more accurate in the upper right hand corner of a specific envelope doesn't sell copies. Telling people that everything else is trash and that only your computer game is The Definitive Simulator Of All Time does.
In terms of Overhaul itself, for the physical modeling of the cars, you have several main classes of changes:
1) input changes - locking the steering lock control to match the degrees of steering wheel rotation present on the user's physical wheel, making the in-car wheel rotate to match the user's wheel, and accelerating input for people with input lag, changing some controller profiles, removing clutchtime and shiftdelay parameters for H shifter users.
2) default setup value changes - fixing steering lock as mentioned above, fixing brake bias (UI bug), changing the default differential preload to 0 rather than 60/80, fixing some cars with bad default ride height values
3) baseline physics value changes - reducing Pro mode grip by 20%, increasing Pro mode centre of gravity height by 15%, reducing the impact rates of certain surfaces from normal, reducing the loss of front wheel grip over curbs, adding loss of aero grip and rake parameters to cars missing them.
From the perspective of making a "real sim", category 3 is the most important, but contains the smallest changes (and half are inconsequential in the long run - tyre grip is changeable, CG height is changeable, by default in the actual game itself by altering setups), and have by far the least impact on handling. That's the kind of 1% around the edges change I'm talking about. It's almost unnoticeable unless you go out of your way to look for it or you're in the specific zone of influence of those settings. Category #1 is the least important for making a "real sim" but has by far the largest impact on how people perceive handling. Category #2 is pretty much in the middle in terms of perception and actual data changes that you couldn't do yourself.
In terms of the base engine and game data driving the physics engine, Shift is literally GTR2 with a new tyre and surface contact model, and some added drivetrain parameters to accommodate drifting. In that regard it's a significant improvement, having more surface types, with deeper modeling, done at a higher tickrate, using much more dynamic curves mathematically generated from base inputs, rather than fixed slip curves flipping between different states. It's slightly behind rFactor in terms of aero and drivetrain modeling, but still largely the same stuff, minus a few (~15 out of about 1000) values, using the same basic physics template.
The people who put this together
know what they are doing in a serious, actually drive racecars, been making "proper" PC sims for over a decade since GPL and F1-99/02, kind of way. Some of the default values are set to a level to assist people on gamepads, and some are changed from what is mathematically suggested as the 'right' answer based on feedback from their actual race car driving testers. That's about the extent of what has been done to "dumb down" the sim - not actually all that much, in the grand scheme of things. This is absolutely no different from what you would see in any other game, and the same "serious" sims have been altered in precisely the same way for "driveability" and testing feedback reasons.
So basically, the point is - people are absolutely rubbish at working out what's going on under the hood. They have really no capacity to work out, at a technical level, whether sim A is more advanced than sim B at technical limit C, at least from driving a regular lap - this stuff is now at a point where you need data logging, plus the data sources, plus repeated testing, to get any degree of certainty. To the extent that they can notice a difference, they are much more likely to pick up on things like dampening, return rates, response curves, etc, which are all
controller settings rather than physics settings. It is very difficult to work out, from playing a game, whether the physics model does not support a phenomena or whether the controller profile is preventing you from entering it deliberately.
The PR stuff you see these days, so and so drove a lap at whatever track with a bla car, this driver swears by brand x's sim as the most realistic ever, whatever, is about as purely cynical as you can get. But for whatever reason, people demand it, and won't buy a game without it. I swear 99% of this "sim" vs "arcade" thing is simply nerds not wanting other nerds to think they are a pussy if they play a certain video game. It's total nonsense.