0-100 times wrong?

  • Thread starter blkvzgo
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Different tires have different speed ratings. You can break the speed ratings in real life, but with potentially disastrous consequences. True: better tires = more grip = better handling, and higher-rated tires tend to have better grip as well. for example, you would never put cheap michelins on your porsche 911 turbo (always pilot sport ps2 or cup). However, in simulators, like GT, tires come pre-programmed with some sort of code telling you the speed rating, and it's harder to accelerate at high speeds with worse tires. If only they put the VW test track in GT5P, then you could see what i'm talking about.

If you're talking acceleration, then it's all about the launch. As i said earlier, there is no launch control in GT5P. There is no wheelspin. You will always get relatively constant 0-60 times, but demontrated by the tests, you will get quicker times with better tires. Now, this still doesn't explain why the times are a full second behind reported real life times...

Regarding the top speed thing, I know about speed ratings in real life, but I don't believe a word of what you are saying about the lower rated tyres in GT5p giving lower speeds.
 
ok sorry, it's just my experience. i used daytona oval for a few tests, and lower tires have made it harder to reach higher speeds (but it is possible that eventually they will allow you to reach a top speed)
 
ok sorry, it's just my experience. i used daytona oval for a few tests, and lower tires have made it harder to reach higher speeds (but it is possible that eventually they will allow you to reach a top speed)

Well, naturally you'll run out of road before you get to top speed in pretty much all of the cars, and the lower grip tyres will mean that you have to slow down much more through the corners. Now I'm no rocket surgeon, but wouldn't that then mean lower top speeds?
 
actually, when you get to higher speeds, the acceleration becomes slower. now, this varies from car to car (for example, ford gt will do better than honda nsx). but, i have experimented with this (all cars are maxed out on power) and i have hit higher speeds on better tires.

now, top speed is good and all, but this thread was meant to address acceleration. and that's still a mystery.
 
actually, when you get to higher speeds, the acceleration becomes slower. now, this varies from car to car (for example, ford gt will do better than honda nsx). but, i have experimented with this (all cars are maxed out on power) and i have hit higher speeds on better tires.

now, top speed is good and all, but this thread was meant to address acceleration. and that's still a mystery.

*forehead slap*

I think you are missing the point. After a car has accelerated past the point where it can overcome the grip of a given tyre, then the type of tyre ceases to matter (speed ratings notwithstanding). From then on it is a simple matter of torque, gearing and wind resistance.
 
Well, horsepower actually is the determining factor at higher speeds, not torque. Though dependent on each other, the are indeed different.
 
*forehead slap*

I think you are missing the point. After a car has accelerated past the point where it can overcome the grip of a given tyre, then the type of tyre ceases to matter (speed ratings notwithstanding). From then on it is a simple matter of torque, gearing and wind resistance.

Yes, I agree, but i think you missed my point. I was talking about gearing, aerodynamics, and horsepower, as tire ratings are virtually nonexistent in GT5P. Torque is really what gets you off the line and what keeps the wheels turning. Mu22stang is right, hp is kind of what matters when you get to higher speeds. The torque overcomes the static friction generated by the tires (i know, i'm sounding like my physics professor right now), but dynamic friction is overcome by the horsepower of the engine. The problem is, at high speeds, lower-rated tires in real life will begin wearing down. In GT5P, though, I don't think this happens...

Anyway, I think we're not really on the same page here, so let's cut the argument right here.
 
Since traction is distributed almost circularly between all directions
Not necessarily. There are many factors that effect traction in certain directions. Most wide sports car tires offer much more lateral grip than longitudinal. Of course that changes constantly depending on the tires load, pressure, angle, etc. But just sitting there, the footprint of a Viper's rear 345s will be much wider than it is long.

That said, I find most cars perform similarly enough to real life with S1 tires mounted.

What I really wish GT would do is get rid of all this "N1" and "S2" bullcrap. Real tires are not categorized like that. If they used real-life performance categories then it would be much easier to average real-world tire tests and apply them to the game. Here in America we've got very thorough tire performance categories, and tires within those categories are usually very competitive. Categories like "Grand Touring All-Season" (like what might be on a Toyota Camry), to Extreme Performance Summer (like the Azenis, AD07, Star Spec, and RE-01R you'd put on your tuner car), to Track & Competition DOT--more commonly known as R-Compound--for tires like the ones the Tsukuba Super Lap cars, SPEED World Challenge Touring Cars, and autocross racers use (Nitto NT-01, Toyo R888, Kumho V710, etc.).

Gran Turismo needs to use real-life categories to represent the performance of in-game street legal tires. Racing slick aren't street legal, however, so the current system would work fine for them, since race tires are usually made in many custom compounds and whatnot.
 
What I really wish GT would do is get rid of all this "N1" and "S2" bullcrap. Real tires are not categorized like that. If they used real-life performance categories then it would be much easier to average real-world tire tests and apply them to the game. Here in America we've got very thorough tire performance categories, and tires within those categories are usually very competitive. Categories like "Grand Touring All-Season" (like what might be on a Toyota Camry), to Extreme Performance Summer (like the Azenis, AD07, Star Spec, and RE-01R you'd put on your tuner car), to Track & Competition DOT--more commonly known as R-Compound--for tires like the ones the Tsukuba Super Lap cars, SPEED World Challenge Touring Cars, and autocross racers use (Nitto NT-01, Toyo R888, Kumho V710, etc.).

Gran Turismo needs to use real-life categories to represent the performance of in-game street legal tires. Racing slick aren't street legal, however, so the current system would work fine for them, since race tires are usually made in many custom compounds and whatnot.

Word to that, mate. Real tires would be infinitely better than the stupid categories that they have going on right now...
 
I tested a few cars, the Mini took 8 seconds on N2s, which is about right, the old elise took 7.5 on N2s, the r35 took 3.7 with TC and off with s1 which is a bit slow, but the real car has launch control, 599, on s1, 4 sec, but I started in 2nd gear as it was easiest and the F1 car, under 2 sec which is realistic. overall, if they are on the right tires, and you can launch a car properly, the times are quite realiatic
 
but in GT5P you can free rev and launch at whatever revs you wish unlike the real car.
 
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