Agreed! Terry and I shared our thoughts about this via IM this week, and it was like sitting in an echo chamber.
What's even more odd about the baseline setups is that the car suffers from unreal snap oversteer on hard acceleration exiting corners at Bristol. So the car pushes like a cement truck on 1.5-mile ovals yet has tremendous oversteer at Bristol. Odd.
Hopefully some raceable setups for offline play will emerge. I imagine this mod would be quite fun online in a fixed setup league because everyone would need to deal with the "push like a dump truck" physics.
That said, I still think the racing and physics model of NSS is better than any other rFactor NASCAR mod, including the overrated TPSCC. That mod gets a free pass because Brian Ring of NR 2003 physics and track upgrades fame works on it. It's not that good -- at least last year's version. The 2008 COT beta version wasn't great, either, as the grip model was a bit too loose and the racing AI was odd.
Face it, fellas: rFactor is a game built on road racing code. People can mash and mangle that code all they want to try and convert it into an oval racing game, but it's not going to be as good as a game built on oval racing code, such as NR 2003 or ARCA Sim Racing.
Take care,
PK