Aerodynamics...

  • Thread starter s15specr
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This article puts the 599's lift coefficient at .190, but it also contradicts itself the sentence before.

http://www.ferraristisvezia.com/?_PageId=1019

I think you're right about the viper, if the convertible is zero you'd expect the the coupe to be negative.

For the corvette I used this graph, I assumed the USA C is a corvette because the drag coefficient matches up.

1a_12.gif
 
I really annoys me how there are no units for anything... they better have them in GT5 for everything like GT had or their so accurate driving game wont be so accurate and just turn into some sort of Arcade game....

I want to be able to try out setups of real cars (i have some setups for various real tuned car) and i would to love to try them out and see if they are accurate but no units SUCK!
 
It's not so bad not knowing the actual valuation of the number ,so long as the change gives a change in car reaction.
 
I always thought the numbers represent the angle of the spoiler, so if it says 5 for exampe then the angle of attack (I translated the term from russian and it may be incorrect) is 5 degrees.
 
This entire argument is rather pointless seeing as this is only quick tune. There are a lot of other things wrong with the tuning system obvious because it is a quick tune.

Notice how spring and damper rates are small unit less numbers?
Notice how power and weight is just simply added and subtracted without anymodification to the cars?
How are the torque curves determined?

Now i willing to bet many of those things may be ironed out by the time the FULL game arrives. You guys shouldn't be expecting so much for an unfinished version.
 
Now i willing to bet many of those things may be ironed out by the time the FULL game arrives. You guys shouldn't be expecting so much for an unfinished version.

I'd rather voice my complaints now than say nothing and be dissatisfied with the final product. Demo or not, it could and should be better.
 
I always thought the numbers represent the angle of the spoiler, so if it says 5 for exampe then the angle of attack (I translated the term from russian and it may be incorrect) is 5 degrees.

That is what I thought when I first played through the game until I got the F1 car which allows big numbers (in the hundreds) which is ineffective as the angle of attack (is the correct term 👍). Since you can set the wing to 90 it certainly isn't degrees its measuring in anyway. It could be wing angle but since the f430 has downforce from a diffuser, its unlikely we are talking angles, rather we are talking about the vehicles downforce co-effeicent we are changing in mystery GT units.

This entire argument is rather pointless seeing as this is only quick tune. There are a lot of other things wrong with the tuning system obvious because it is a quick tune.

Notice how spring and damper rates are small unit less numbers?
Notice how power and weight is just simply added and subtracted without anymodification to the cars?

In previous GT's most things have been given real units like spring rates for example, but they left downforce as a mystery GT unit. Ideally I want to see the mystery unit replaced with a real world unit for GT5

How are the torque curves determined?

Put simply the torque curves are made up for tuning purposes and there is a big flaw with the graph displayed in the tuning menu, Its your standard torque and power graph against revolutions per minute. Given that only the torque and power change axis change scale when you add power, whilst rpm scale remains the same then the point at which the two curves cross should remain at the same point on the x-axis 5252 rpm, this is the same for all cars and does not change when tuning a car but appears to do so in GT5:P unless I a missing something silly, so something seems wrong there.

Now i willing to bet many of those things may be ironed out by the time the FULL game arrives. You guys shouldn't be expecting so much for an unfinished version.

I would agree, these unit problems are mainly being due to it being a quick tune, but I want to see the downforce given proper units in GT5, unlike the units found in GT4 and GT5:P

I'm not too cut up about it to be honest but it is something I want sorting so yes I will discuss the shortfalls. They will use real units in their physics model, why they can't display these is a mystery its hardly going to take programmers long to fix.
 
It should really suggest default downforce, thats probably the reason they left it like that and that's what the numbers in quick-tune represent - the default stock settings. So, the default for the NSX is that there is no adjustment of downforce, its as it comes.

The physics for the car will of course taken into account the downforce, its just because you can't adjust it, theres no point in putting a value for downforce because it never changes.

PD used to give us each car's stock downforce numbers in GT1 and GT2. Even if you didn't install a racing kit (with modifyable aerodynamics) it would say: .10 front / .19 rear for a Civic, for instnace.

Then PD started getting lazy 👎 Or perhaps not lazy, but maybe they just figured nobody pays attention to stock downforce figures. 👎 So they stopped including them.
 
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