Amazing work.
I used the stock (
now V2 physics, updated by URD on 11/11/2018 so now it has proper downforce) version of the Nissan and got these results while hotlapping at Suzuka (WHERE ELSE? lol).
I used the M tire and tweaked the aero balance slightly, leaving all else stock (except on the RCF, where I gave it more rear bump, less front bump and moved the brake balance rearward a bit). In defense of the non-URD cars, while I've never driven a GT500 car (lol), they're still really fun to drive, even if they're not quite up to URD standards. Most importantly they do deliver very similar overall performance for offline racing. Even if you don't like the way they drive, you can always just drive the URD Nissan and let the AI have the Toyota and the Honda.
As you can see, all 3 cars are very well-balanced against one another! Perhaps even more amazingly,
they each drive quite differently while delivering very similar overall performance.
Bottom line:
Out of nowhere, we have one of the BEST mods I've ever tried (I love SuperGT, so I'm probably biased).
And here are the results from 2018. As you can see, the lap times are fairly similar.
If the physics of the non-URD cars are so terrible, I find it really interesting how they still manage to deliver nearly identical lap times to their real-world counterparts (and of course there are always variables like temperature and the present state of the GT500 tire war that will throw the times off a bit). I'm surprised they're so similar, given the sheer number of variables involved.