Dyno Graph (Detailed Settings)

  • Thread starter TFSI400
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It’s great that this is still in the game, and it’s proving somewhat useful for me in tuning my R32 GTR for the drag challenges; tweaking gear ratios for a good launch and staying in the meat of the boost thereafter.

But… it’s just a little on the basic side for me. The only useful data on the X axis is what I assume is the redline at 9606rpm. There are no scaled increments. So I don’t really know exactly where peak power is, and as such I’m left guessing with my shifts. I know its value - 717bhp - and I know it’s ‘somewhere’ just below the 9606rpm redline. But that’s no more than an ambiguous clue.

Same goes for torque. I can see the curve, but again I’m left guessing. I’m provided with a value for peak torque, but at what RPM does that occur? Am I coming in a bit short of torque in the next gear? Who knows.

It wouldn’t be difficult to give us 1000rpm, 1500rpm, 2000rpm, and so on, (and even wheel speed at those points if I’m being greedy) with a faint grid line at each of those points. Then we could actually gauge where the ideal gearing and shift points would theoretically need to be. But instead it’s purely a ‘seat of the pants’ thing when on the strip - even with the individual ratios tweaked to account for the power, available traction and sprint length.

Another improvement would be to lock the X and Y scales, and move the graph proportionally within it when moving between different tuning parts in Detailed Setup, rather than moving the scales to fit the peak values of the curves. It’s difficult to visualise output changes when the curves themselves doesn’t change proportionally. Instead, just the numbers themselves change, and we see the shape of the curve change. If you’re chasing 100ths it’s simply not enough.

Please, PD. It’s the little things.
 
It’s great that this is still in the game, and it’s proving somewhat useful for me in tuning my R32 GTR for the drag challenges; tweaking gear ratios for a good launch and staying in the meat of the boost thereafter.

But… it’s just a little on the basic side for me. The only useful data on the X axis is what I assume is the redline at 9606rpm. There are no scaled increments. So I don’t really know exactly where peak power is, and as such I’m left guessing with my shifts. I know its value - 717bhp - and I know it’s ‘somewhere’ just below the 9606rpm redline. But that’s no more than an ambiguous clue.

Same goes for torque. I can see the curve, but again I’m left guessing. I’m provided with a value for peak torque, but at what RPM does that occur? Am I coming in a bit short of torque in the next gear? Who knows.

It wouldn’t be difficult to give us 1000rpm, 1500rpm, 2000rpm, and so on, (and even wheel speed at those points if I’m being greedy) with a faint grid line at each of those points. Then we could actually gauge where the ideal gearing and shift points would theoretically need to be. But instead it’s purely a ‘seat of the pants’ thing when on the strip - even with the individual ratios tweaked to account for the power, available traction and sprint length.

Another improvement would be to lock the X and Y scales, and move the graph proportionally within it when moving between different tuning parts in Detailed Setup, rather than moving the scales to fit the peak values of the curves. It’s difficult to visualise output changes when the curves themselves doesn’t change proportionally. Instead, just the numbers themselves change, and we see the shape of the curve change. If you’re chasing 100ths it’s simply not enough.

Please, PD. It’s the little things.

Peak power and torque RPM can be seen in the garage menu.
 
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Just remember that the RPM shown at the end of the graph isn't the redline. Switch to bumper cam to see your actual RPMs and shift accordingly
 
It’s great that this is still in the game, and it’s proving somewhat useful for me in tuning my R32 GTR for the drag challenges; tweaking gear ratios for a good launch and staying in the meat of the boost thereafter.

But… it’s just a little on the basic side for me. The only useful data on the X axis is what I assume is the redline at 9606rpm. There are no scaled increments. So I don’t really know exactly where peak power is, and as such I’m left guessing with my shifts. I know its value - 717bhp - and I know it’s ‘somewhere’ just below the 9606rpm redline. But that’s no more than an ambiguous clue.

Same goes for torque. I can see the curve, but again I’m left guessing. I’m provided with a value for peak torque, but at what RPM does that occur? Am I coming in a bit short of torque in the next gear? Who knows.

It wouldn’t be difficult to give us 1000rpm, 1500rpm, 2000rpm, and so on, (and even wheel speed at those points if I’m being greedy) with a faint grid line at each of those points. Then we could actually gauge where the ideal gearing and shift points would theoretically need to be. But instead it’s purely a ‘seat of the pants’ thing when on the strip - even with the individual ratios tweaked to account for the power, available traction and sprint length.

Another improvement would be to lock the X and Y scales, and move the graph proportionally within it when moving between different tuning parts in Detailed Setup, rather than moving the scales to fit the peak values of the curves. It’s difficult to visualise output changes when the curves themselves doesn’t change proportionally. Instead, just the numbers themselves change, and we see the shape of the curve change. If you’re chasing 100ths it’s simply not enough.

Please, PD. It’s the little things.
You're absolutely right, I noticed that in the previous ones.
In order to find or set up a really good gear setup, you MUST have very precise data and displays available at the same time, which is simply not possible in the game. I have to be able to see exactly which speed is at which speed in which gear AND how much power the engine can deliver at said speed.
Either this has to be summarized in a diagram or it will be split up and you can see this information at the same time as you vote at any time. As it is, it works rudimentarily, but it's not really GOOD and unfortunately it has nothing to do with a reasonable simulation.
 
@TFSI400
The graphs traditionally use a 500rpm resolution / step size, which usually isn't that difficult to spot.
Could you elaborate on that? I’m not sure what you mean.
Just remember that the RPM shown at the end of the graph isn't the redline. Switch to bumper cam to see your actual RPMs and shift accordingly
Hmm. What does that number at the far end of the X axis denote then? I don’t think it’s the peak BHP value. For example, my R8 LMS EVO with a turbo shows “750 BHP / 8000 rpm” in the Garage summary. But on the dyno graph in Detailed Settings the number on the X axis is 8500 rpm. I wonder what it could be if it’s neither peak power or redline 🤔
You're absolutely right, I noticed that in the previous ones.
In order to find or set up a really good gear setup, you MUST have very precise data and displays available at the same time, which is simply not possible in the game. I have to be able to see exactly which speed is at which speed in which gear AND how much power the engine can deliver at said speed.
Either this has to be summarized in a diagram or it will be split up and you can see this information at the same time as you vote at any time. As it is, it works rudimentarily, but it's not really GOOD and unfortunately it has nothing to do with a reasonable simulation.
Yes, unfortunately this isn’t as accurate a simulation as it could be in some respects. Maybe PD think none of us would really need to make use of a more detailed graph, and that it’s simply a ‘nice touch’ to model the change of shape of a torque curve. It’s more of a gesture. Although I was able to utilise it to some degree in fine tuning my R32 GTR for drag racing. Having an idea of that curve went a long way towards determining my turbo choice, gear ratios and so on. Even something simple like clicking on the small graph and seeing a larger graph with gridlines would be a nicer way of doing it. We’re probably in the minority here, but it wouldn’t take anything away from the game - or the players that aren’t interested - to add this extra level of detail.
 
Hmm. What does that number at the far end of the X axis denote then?
Sorry I wasn't clear. It is the redline of the engine, but not the redline of the graphical tachometer when racing. When that colored bar fills up and starts flashing purple it seems like the redline, but its not always at that RPM shown on the graph. Only the bumper cam tach actually shows numbers.
 
EDIT: I was completely wrong about this, and the other parts DO in fact bring up the dyno graph. I’ve no idea why I thought they didn’t 🤦🏻‍♂️

Information removed to avoid confusion.
 
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This may be a stupid question, so please forgive me.

Can somone confrim all the RPM differences?

For example:
Max Power RPM (7,770)
ECU/Power Restrictor RPM (9,270)
Manual Adjustment RPM (8,961)

My best guess is that 9,270 is the redline, but then what is 8,961?

I can't tell exactly what the power band is, but it is possible that it is 7,700 to 8,961. The graphs dont really make it easy to tell.
 
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This may be a stupid question, so please forgive me.

Can somone confrim all the RPM differences?

For example:
Max Power RPM (7,770)
ECU/Power Restrictor RPM (9,270)
Manual Adjustment RPM (8,961)

My best guess is that 9,270 is the redline, but then what is 8,961?

I can't tell exactly what the power band is, but it is possible that it is 7,700 to 8,961. The graphs dont really make it easy to tell.
I think 8,961 is the RPM the game wants you to shift at, a.k.a. when it starts flashing white.
 
It’s great that this is still in the game, and it’s proving somewhat useful for me in tuning my R32 GTR for the drag challenges; tweaking gear ratios for a good launch and staying in the meat of the boost thereafter.

But… it’s just a little on the basic side for me. The only useful data on the X axis is what I assume is the redline at 9606rpm. There are no scaled increments. So I don’t really know exactly where peak power is, and as such I’m left guessing with my shifts. I know its value - 717bhp - and I know it’s ‘somewhere’ just below the 9606rpm redline. But that’s no more than an ambiguous clue.

Same goes for torque. I can see the curve, but again I’m left guessing. I’m provided with a value for peak torque, but at what RPM does that occur? Am I coming in a bit short of torque in the next gear? Who knows.

It wouldn’t be difficult to give us 1000rpm, 1500rpm, 2000rpm, and so on, (and even wheel speed at those points if I’m being greedy) with a faint grid line at each of those points. Then we could actually gauge where the ideal gearing and shift points would theoretically need to be. But instead it’s purely a ‘seat of the pants’ thing when on the strip - even with the individual ratios tweaked to account for the power, available traction and sprint length.

Another improvement would be to lock the X and Y scales, and move the graph proportionally within it when moving between different tuning parts in Detailed Setup, rather than moving the scales to fit the peak values of the curves. It’s difficult to visualise output changes when the curves themselves doesn’t change proportionally. Instead, just the numbers themselves change, and we see the shape of the curve change. If you’re chasing 100ths it’s simply not enough.

Please, PD. It’s the little things.
I 100% want this as well. At the moment I'm taking screen shots and scaling/overlaying them with opacity set to 50 on the top layer to be able to compare various components and their effects, i.e. whether a mid- or high- rpm turbo is better suited for specific tracks/setups given the ideal gear ratios 😂 estimating rpm can be done by overlaying a scaled grid also, but this is all too much work lol. If the game implemented these features I'd be so incredibly ecstatic!
 
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I just use my ear and watch the speed. High revs with a Bing Bing Bing means you have reached max rpm. That will give you an idea on the max your motor will rev. Next watch your speed when you are shifting, if the speed tapers off 2 k rpm before it bottoms out, you know to shift 2 k before the redline, for max efficiency for shifting. It's not that hard to figure out, but I use this method and it works great for me. Really pay attention to the mph and revs per minute. Every car is different.
It's really hard to explain...
 
I just use my ear and watch the speed. High revs with a Bing Bing Bing means you have reached max rpm. That will give you an idea on the max your motor will rev. Next watch your speed when you are shifting, if the speed tapers off 2 k rpm before it bottoms out, you know to shift 2 k before the redline, for max efficiency for shifting. It's not that hard to figure out, but I use this method and it works great for me. Really pay attention to the mph and revs per minute. Every car is different.
It's really hard to explain...
You don’t have to explain it, I know exactly what you’re trying to say.

However, that is such a backwards way of having to do things. It’s simply not something that happens IRL in 2022 in the realms of professional tuning and calibration. Accurate dyno readouts are absolutely crucial tools in performance tuning and motorsport. Enough of the GT userbase is knowledgeable and competent enough to make great use of a dyno graph that was actually a bit more useful than displaying partial information or ambiguous suggestions of ‘a change’ in the torque curve.

And here’s the thing: it is not something that is difficult to implement, so unfortunately it leaves a huge question mark in the air as to why we get a Mickey Mouse graph instead. All they have to do is add incremental units on the X and Y axis, and not scale the curves to fit the space (which pointlessly and infuriatingly hamstrings our ability to visually cross reference different setups and outputs), and those of us that can interpret and make use of dyno graphs would be more than happy. Those that can’t, well they wouldn’t know any different, and so their user experience wouldn’t be impacted in any detrimental way.
 
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