It doesn’t make any sense! Without sway bars the roll moment should be lower than the pitch moment. With sway bars it should be considerably lower. In Forza 7 the pitch moment is always lower than the roll moment, it’s freakish. edit: Specifically the Mazda RX-8, some cars aren’t as “off”
I’m confident that many of the issues in the physics you’ve tried to iron out with phantom forces (and/or unrealistically high Z inertia?) have arisen from the unrealistically stiff suspensions you use in testing. Try tuning for sensible ride frequencies like 1.8 or 2.0hz when analyzing the physics and controller input management. One better, add indications of effective ride frequency next to the raw spring values in the tuning menu. We’ll all understand why things are the way they are, better, and the game will be purer, more immediate, more natural/realistic, and more fun. Unless obfuscation is a primary design goal, there is no reason not to.
Also, try setting up cars with low-speed bump force equal to low-speed rebound, or even a bit higher. FSAE cars use significantly less rebound than bump, because bump controls the car, rebound controls the wheels. I imagine the ideal damper would be bump-biased at low speeds, to allow the inner wheels to track firmly during corner entry and rears to track well under braking, with sharp bump digression contrasted by a higher rebound knee leading shallower digression, for close to equal as bump force at wheel-control speeds to avoid jacking over chatter bumps. Nobody cares if the majority of consumer dampers aren’t capable of equal bump as rebound forces. They also aren’t capable of 100% critical bump damping (Forza dampers are). As long as the game plays well because the physics agree with themselves and the controller input management, we’ll just get lost in playing the game, which is the point. And I don’t mean distracting us with empty content like Race Shop cards and driver outfits.