Corvette C7 top speed is totally wrong :/

  • Thread starter Sparkz_360
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Not really. Typical figure for rolling resistance would be ~1.5% (not very speed dependent).
The force is non-speed dependant yup. If I remember, it's Crr time (mass of the car + fluids + fuel + driver) time g, or something like that.
The power of this force is in x V in m/s, it's linearly speed dependent...

For the C7, the aero at 195mph (I was told 201mph) would be irl the car's 600ish hp... 600ish HP is 447kW (ish), 20kW is not 1.5%... More like 4.5% (ish). That's 8.7mph (ish) or the third of what is wrong.

Oh. The driver mass is void in the game. The fluids I don't know but I know the fuel is here.
 
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lol why? it helps sell their product. misrepresentation is a part of a lot of companies strategies these days, unfortunately. i use to be really in to the fitness/bodybuilding scene and PD is a saint compared to some of the **** those weight loss/sports supplement companies spit out lol
 
I disagree. If you're on top of a mountain, or in an area of low density, the laws of physics still remain.

Of course the laws of physics remain, and the laws of physics incorporate things like drag, wind resistance and air density. So to say that physics have nothing to do with drag, wind resistance and air density...........:odd:

The physics engine of a game models elements such as speed, weight, weight distribution, level of grip, temperature...........and........and........drag, wind resistance and air density. How the car interacts with the environment is determined by these variables. So again, to say that drag, wind resistance and air density have no part in the physics engine..........:odd:
 
FWIW, here are some acceleration curves of a C7 (stock, fresh from the dealer, no oil change, power 338 kW). Standing start, TCS=5. First on SSRX, after the first curve, then SSR7, on the backstretch with the tunnel, finally the Hunaudieres without chicanes. For SSR7 and La Sarthe the chart shows averages from two runs in both directions. Up to about 300 kph, all curves match pretty well. Above that, acceleration is quite a bit stronger at SSRX. Not quite sure what to make of that...

17357411wk.jpg


Top speed at SSRX was 379 kph (that's 235.5 mph).

17357412ww.jpg
 
For 1, it's a GAME not a completely real simulator. Two, did you not notice the disclaimer that comes on every time you turn the game on that mentions some cars abilities/performance may not be spot on? I came to the realization a long time ago a lot of things in the game are not spot on and never will be, as long as you expect them to be you will be disappointed.

Yea I've thought about this every time somebody comments on something not being 100% accurate. As far as I can remember every game in the franchise has had this disclaimer on start up.
 
Jimipitbull is right. A PS3 doesn't have the computing capability to limit each car to its correct top speed.
A calculator is enough.
It also has a low amount of RAM, which is already full of sound samples. Besides does it say on your box "real driving simulator" or "real top speed simulator"? If you reach top speed, you're playing it wrong!
It says simulator, the top speed should be right.

The whole game has an aero giltch, but SSRX has it significantly more than any other track. There's just a lack of air resistance.
SSRX is the only track to properly test top speed on, even if it is the same as every other track the effect might appear larger there.

FWIW, here are some acceleration curves of a C7 (stock, fresh from the dealer, no oil change, power 338 kW). Standing start, TCS=5. First on SSRX, after the first curve, then SSR7, on the backstretch with the tunnel, finally the Hunaudieres without chicanes. For SSR7 and La Sarthe the chart shows averages from two runs in both directions. Up to about 300 kph, all curves match pretty well. Above that, acceleration is quite a bit stronger at SSRX. Not quite sure what to make of that...

If my memory is correct, SSR7 isn't actually level. Sarthe is obviously not flat and there's probably some real world elevation data somewhere. If there was a difference in drag values on the tracks, I'd expect to see a difference earlier than 150+ mph. For a Corvette, you would lose about ~10 hp to drag at 50 mph, ~50 at 100 mph, and ~200 at 150.

A 50 hp drop in a ~500 hp 3000 lb car should be noticeable. SSRX doesn't appear to have a special drag effect, unless it's only at high speed, which would be strange.

A more revealing test might be taking a car that can reach its top speed quickly. Example, fully tune the C7 then accelerate to a high speed, and then coast at half throttle. Now you can reach top speed regardless of distance, but road smoothness and slope will still have an impact. You can also try the above with drafting/a faster car pushing the C7. Draft/push to 235 mph and each track then let the car go under its own power.
 
Of course the laws of physics remain, and the laws of physics incorporate things like drag, wind resistance and air density. So to say that physics have nothing to do with drag, wind resistance and air density...........:odd:

The physics engine of a game models elements such as speed, weight, weight distribution, level of grip, temperature...........and........and........drag, wind resistance and air density. How the car interacts with the environment is determined by these variables. So again, to say that drag, wind resistance and air density have no part in the physics engine..........:odd:
That's a lot of periods.

You're not going to change my mind. Am I wrong? Probably - I was moderately intoxicated when I wrote that. However GT6 has a minor impact in my life, so whether or not you/anyone agrees, I simply don't care and remain with the same opinion.

The driving physics work, the air density/drag - not so much.
 
That's a lot of periods.

You're not going to change my mind. Am I wrong? Probably - I was moderately intoxicated when I wrote that. However GT6 has a minor impact in my life, so whether or not you/anyone agrees, I simply don't care and remain with the same opinion.
Great attitude. If you really don't care, try a less inflammatory tone for a change.

The driving physics work, the air density/drag - not so much.
Surface friction works. Gravity, inertia, drag not so much. We have a system of compromises. "Some things don't quite work, let's fudge some things." Its a bit of a mess as it stands.
 
If my memory is correct, SSR7 isn't actually level. Sarthe is obviously not flat and there's probably some real world elevation data somewhere.
17357814jg.jpg

Yes, there seems to be a small incline towards both ends, no getting rid of that by running in both directions...
If there was a difference in drag values on the tracks, I'd expect to see a difference earlier than 150+ mph.
I agree.
 
FWIW, here are some acceleration curves of a C7 (stock, fresh from the dealer, no oil change, power 338 kW). Standing start, TCS=5. First on SSRX, after the first curve, then SSR7, on the backstretch with the tunnel, finally the Hunaudieres without chicanes. For SSR7 and La Sarthe the chart shows averages from two runs in both directions. Up to about 300 kph, all curves match pretty well. Above that, acceleration is quite a bit stronger at SSRX. Not quite sure what to make of that...

Excellent test! In any case, both on Sarthe and SSRX top speed is way above the official one, right?

The bumpiness of Sarthe has impact on top speed. I noticed this in GT5 too.
 
The only accurate thing about the cars is their appearance.

And what do you base that on?

The cars aren't acting all on their own. They're acting in a simulated world. If their performance is off, how can you tell if it's because there's something wrong with the cars, or if it's because there's something wrong with the world?
 
I'm just joking about how PD puts so much effort into modeling, which is cool. But odd performance and incorrect specs are too frequent in this series. Regardless, a faulty real world will always be realistic, right?
 
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