first of all please don't think "not again..."
for the last half hour i searched and manually flipped through quite a few pages and threads on this forum and i couldn't find something similar to what i'm about to post here. if it does exist, please tell where (maybe i'm blind? )
also: i believe this belongs here, as this is neither a race report nor tuning advice/whatnot...i hope i'm right
i always loved to play simulator games, obviously to have the opportunity to drive cars in a way as close to real life as possible with commercially available technology. but, somehow, this never transferred to playing gt4...why? i don't know...i just had enough fun simply taking a nice selection of cars around some real and some interesting fantasy tracks...so i went to change that:
in the past few days, i read up on some of the gt4-physic analysis threads that a few users have made here and thought about what to do with the information, besides have more fun in the game by myself.
now, i have had the game for years and only (fairly) recently got to thinking about what to do to make it more of a realistic experience.
first i tried to adjust my driving style, to make it fit better to how i actually drive my own car and whichever car i had the opportunity to get my hands on so far in my life.
the obvious next choice was to adjust to in-game physics concerning the car's weights and behavior under the weights influence (before that, as mentioned above, i mostly just drove, without noting how any of this influenced the driving).
all this and a lot more finer details helped to get gt4 into a somewhat realistic experience.
and now, finally, why i made this thread: with all driving style adjustments made and especially a lot of hours spent on comparing the tire selection available in gt4, i decided to record the results of my testings in a nice little (so far...it's gonna grow with time...here as well, if there is any interest on your side?) excel sheet, which i just thought i might as well share with everyone here.
so, here's the excel sheet:
it should be pretty much self explanatory, but if there are any questions to it, or if you require any more detailed information about the cars i used, feel free to ask.
maybe just one addition: saying "as little kerbs as possible" excludes the large, wide one on the start-finish line, since that is important to take the corner right (and it's also used in real life...looking at best motoring videos, where most of the times on the given website apparently come from anyway, for example)
small deviations (less than 1 second, i reckon) of the times can easily explained due to differing weather conditions and environmental temperatures. i cannot, however, explain some of the 2 or more second differences. maybe you have some input towards that?
after testing those cars, i took some of the cars in the exact same configuration and went on a few trial runs on the nürburgring. shockingly...well, see for yourself: (i did not yet make an excel sheet for it)
(real life times again taken from the same website. they list the times of the 'sport auto supertest' runs, driven by horst von saruma. very accurate, clean and comparable driver)
car - RL time - GT4 time
BMW M3 CSL - 7:50 - 8:11.826
BMW Z4 3.0i - 8:32 - 8:55.205
Audi RS6 (C5) - 8:20 - way past 9 minutes, didn't even bother to finish the lap
however: (and i really do not understand this one)
Mercedes SL55 AMG - 8:12 - 8:16
this time, for the nürburgring run, the car in real life was, just as it is in the game, the 2002 version, so it should have almost the exact same power/weight ratio, considering everything, down to the sometimes extreme deviation of listed power to actual (if measured on a dyno) power
albeit the in-game-lap being a bit sloppy (it was the first of the trial runs, just to see if it is at all feasible to even try) i also kept in mind, that the real car most likely had the 250kph limiter, so i tried to not surpass that speed in the game. looking at the replay, the most i had was 251kph, so i think it's fairly accurate.
whatever may be the cause of the extreme differences of the first 3 cars, while one is almost exactly accurate, i will try and find out...more testing is in order.
p.s.: interesting thing i noticed during the testing: the sl55 has, just as in real life, its electronic helpers interfering, even when they are all disabled (no aids in the setup screen)...guess that comes as news only to me
for the last half hour i searched and manually flipped through quite a few pages and threads on this forum and i couldn't find something similar to what i'm about to post here. if it does exist, please tell where (maybe i'm blind? )
also: i believe this belongs here, as this is neither a race report nor tuning advice/whatnot...i hope i'm right
i always loved to play simulator games, obviously to have the opportunity to drive cars in a way as close to real life as possible with commercially available technology. but, somehow, this never transferred to playing gt4...why? i don't know...i just had enough fun simply taking a nice selection of cars around some real and some interesting fantasy tracks...so i went to change that:
in the past few days, i read up on some of the gt4-physic analysis threads that a few users have made here and thought about what to do with the information, besides have more fun in the game by myself.
now, i have had the game for years and only (fairly) recently got to thinking about what to do to make it more of a realistic experience.
first i tried to adjust my driving style, to make it fit better to how i actually drive my own car and whichever car i had the opportunity to get my hands on so far in my life.
the obvious next choice was to adjust to in-game physics concerning the car's weights and behavior under the weights influence (before that, as mentioned above, i mostly just drove, without noting how any of this influenced the driving).
all this and a lot more finer details helped to get gt4 into a somewhat realistic experience.
and now, finally, why i made this thread: with all driving style adjustments made and especially a lot of hours spent on comparing the tire selection available in gt4, i decided to record the results of my testings in a nice little (so far...it's gonna grow with time...here as well, if there is any interest on your side?) excel sheet, which i just thought i might as well share with everyone here.
so, here's the excel sheet:
it should be pretty much self explanatory, but if there are any questions to it, or if you require any more detailed information about the cars i used, feel free to ask.
maybe just one addition: saying "as little kerbs as possible" excludes the large, wide one on the start-finish line, since that is important to take the corner right (and it's also used in real life...looking at best motoring videos, where most of the times on the given website apparently come from anyway, for example)
small deviations (less than 1 second, i reckon) of the times can easily explained due to differing weather conditions and environmental temperatures. i cannot, however, explain some of the 2 or more second differences. maybe you have some input towards that?
after testing those cars, i took some of the cars in the exact same configuration and went on a few trial runs on the nürburgring. shockingly...well, see for yourself: (i did not yet make an excel sheet for it)
(real life times again taken from the same website. they list the times of the 'sport auto supertest' runs, driven by horst von saruma. very accurate, clean and comparable driver)
car - RL time - GT4 time
BMW M3 CSL - 7:50 - 8:11.826
BMW Z4 3.0i - 8:32 - 8:55.205
Audi RS6 (C5) - 8:20 - way past 9 minutes, didn't even bother to finish the lap
however: (and i really do not understand this one)
Mercedes SL55 AMG - 8:12 - 8:16
this time, for the nürburgring run, the car in real life was, just as it is in the game, the 2002 version, so it should have almost the exact same power/weight ratio, considering everything, down to the sometimes extreme deviation of listed power to actual (if measured on a dyno) power
albeit the in-game-lap being a bit sloppy (it was the first of the trial runs, just to see if it is at all feasible to even try) i also kept in mind, that the real car most likely had the 250kph limiter, so i tried to not surpass that speed in the game. looking at the replay, the most i had was 251kph, so i think it's fairly accurate.
whatever may be the cause of the extreme differences of the first 3 cars, while one is almost exactly accurate, i will try and find out...more testing is in order.
p.s.: interesting thing i noticed during the testing: the sl55 has, just as in real life, its electronic helpers interfering, even when they are all disabled (no aids in the setup screen)...guess that comes as news only to me
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