I actually ment that the cars in the game seem to be slower than their real life counterpartsGT5P has made every car faster than its real life counterpart.
There's this thing that's bothering me. In any car I tested the 0-100 acceleration times seem to be higher than real life numbers by around 1 second on average. Can anyone confirm this, or am I doing something wrong? P.S. I use the recommended tyres from the manual.
Yes but when car mags test them the times are usually lower than the official ones
There's this thing that's bothering me. In any car I tested the 0-100 acceleration times seem to be higher than real life numbers by around 1 second on average. Can anyone confirm this, or am I doing something wrong? P.S. I use the recommended tyres from the manual.
Ok let's take the Integra as an example. The manual recommends N3~S1, but with both those tyres the 0-100 time is around 7.5 seconds, while it should be around 6.2. The same with the Corvette, the time is about 1 sec higher than it should be.
Thing you have to remember is, When car manufacturers write down all of these 0-100km times they arnt done on a road, they are done on Dynos. They dont have any air to brake through or anything. and the dyno wheels are super sticky so the wheels hardly ever spin on them.
are you sure? I don't think so because sometimes in car test, the car is heavy and this effects the acceleration. yes, a heavier car will perform less well on a dyno but not as bad as a real 0-60. A veyron then should do 0-60 in half a second - and it doesn't.
I think when car manufacturers test cars, they take them to a place where the air is clean, the car has been warmed up and the moisture is just right.
actually, I think they're find throughout...but that's just my opinion
The first part of your post made no sence. It doesnt matter how heavy a car is on a dyno! All the car has to do is spin the dyno. But the part about the Veyron, it wont do it 1/2 a second due to gearing and the engine having to turn the wheels through its drive train, I.e Flywheel then gear box then drive shafts, then through the Diffs and finaly the power gets to the wheels.
It is not rocket science. Car manufacturers calculate their 0-100 times on dynos. when you try to do it in real life your times are off because you have to worry about traction, wind resistance, the weight of the car, and lots of other things that reduce the 0-100 times.
To get the 599 to 60 in less than 4 seconds on S2 tires (which are too grippy laterally to be the car's real tires) I had to launch on an incline, if I tried it on flat ground, it was about 4 seconds (unless I used 2nd gear, which gets to 60 in about 3.8 sec). The 599 should break 4 seconds easily.
I also tested the Viper SRT-10, a car with no launch control or shifting before 60 mph
actual 0-60 in 3.9 sec (average Motor Trend time, see Speeding! 2003 aritle on website)
In game on N3- 4.7
In game on S2- 3.8
It might look like the physics are correct because of the S2 times, but the fact is that S2 tires hold way more lateral grip than the tires do on the real cars. Since traction is distributed almost circularly between all directions, this means that something is wrong with the physics. Either longitudinal grip is too low, or lateral grip is too high.
The first part of your post made no sence. It doesnt matter how heavy a car is on a dyno! All the car has to do is spin the dyno. But the part about the Veyron, it wont do it 1/2 a second due to gearing and the engine having to turn the wheels through its drive train, I.e Flywheel then gear box then drive shafts, then through the Diffs and finaly the power gets to the wheels.
It is not rocket science. Car manufacturers calculate their 0-100 times on dynos. when you try to do it in real life your times are off because you have to worry about traction, wind resistance, the weight of the car, and lots of other things that reduce the 0-100 times.
Too right. "Controlled conditions" always mean a test track, which usually has better traction than the street. This makes manufacturer times faster than what you can actually do on the road.
And because these times are done by manufacturer test drivers, they're mostly non-destructive, which is why they're slower than times set by some US magazines, which are done on the drag strip, often with a destructive clutch-slip launch or a a high-revving clutch-dump. Dumping the clutch hurts the car, but some manufacturer times are clutch-dumped, others are achieved with low launch rpms. Slipping the clutch, on the other hand, fries it completely after just a few launches, but some hacks don't really care... not their cars.
I find that dumping the clutch, you can either match manufacturer times or exceed them by a few tenths.
And launching on a drag-strip, as US magazines do, gives you better traction out of the hole. You can launch at higher revs, hook up faster, and get some amazing 60 foot times due to the extra layers of sticky rubber on the tarmac from numerous passes by other draggers.
And when you get to Car and Driver... they apply SAE corrections to all their times. Which makes them useless except for comparison to other Car and Driver times.
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You can't replicate these launches in-game because:
1. There's no way to accurately modulate the clutch without a force-feedback clutch.
2. You can't "feel" wheelspin.
3. You can't adjust tire pressure. Best launches are with tires at stock pressure or lower (better hookup). People complain of a lack of longitudinal grip versus lateral grip. Duh. This is because the tires are modelled based on what you might expect on the racetrack... higher pressures for less sidewall flex. Which is exactly what the others are describing. For drag racing, you want less pressure, for better hook up.
4. There is no "dragstrip" in GT5P. In other words, you won't find a "rubbered up" launch area. I don't know if PD replicates the extra grip on the racing line at real life tracks like Suzuka, but that's not going to help you on the straights.
5. Without a dragstrip, you're relying on hand-timing. Which isn't the most accurate way of measuring 0-60 times... not by a long-shot.