No_OBsT33R
(Banned)
- 805
This method = FAIL
OP can't even use it.
I very much appreciate you posting this and this is something I would really like to learn. I know very little about cars other then the fact that I like to race them. So here are some questions referring to your original post that I'm hoping you can help me with.
1. Set the top speed slider 20-25mph higher than your expected top speed. If you don't know your top speed, hit a oval and find it out. If it's 155, set it to 180. Higher power cars need to set this number even higher than expected top speed (30-40 mph). This is mostly to allow for draft and give us a base set of gears that are usable. This is a general rule.
Simple enough. Got it. Does this also apply to a tune for time trials without drafting?
2. Set your final gear ratio for the track you are racing on. Taller ratios (low numbers) promotes higher top end up until a maximum at which you can no longer accelerate faster due to wind resistance(among others). Short ratios (higher numbers) promote higher acceleration and lower top end. Take into account your power curve when making these consideration. A car that has a RPM range of 0-10000 but doesn't make power over 8000 will not do well with excessively short gearing.
Another point to take notice of is that if your car has a flat HP curve from a low RPM, taller gearing will generally promote better acceleration. The reason being is the TQ transmitted to the wheels in a lower gear at a lower RPM will be higher then the TQ transmitted to the wheels at a higher RPM in the same gear. And since you cannot accelerate faster then your HP peak, gearing your car to use the entire RPM range of your flat HP line is extremely beneficial. Wasting RPMs by over shortening a car with a long flat HP curve will be detrimental to acceleration. Math proves this as well later on.
Could you be more specific in setting the final gear. The range between a high and low final gear seems to big for a simple approximation. All I do, from hearing from somebody, is set the top speed so that I hit the end of 6th gear at the end of the straight. Is this the same thing?
3. Tune first gear using the tires you will be racing with. Do a redline launch and move your first gear slider left/right until you get a small bit of a wheel spin, but mostly forward progress. If you cannot get traction by moving the slider all the way left, then you need to start moving your final gear ratio to the left. If the engine bogs down back to 50% RPMs, you went too far. Move the final gear ratio back to the right. Avoid extremes when tuning your 1st gear as too much alteration of the final gear ratio will result in a faster 1st gear, but the rest of your gears will be slower.
Got it. First gear done.
4 .Figure out the optimal shift RPMs for the engine. Ignore the transmission in making these decisions. Look at the HP/TQ curve and figure out when you need to shift (it's a bit of guess work). You can also do this on track very easily by getting on a ring and testing acceleration pulls in each gear.
Look at the pull level in each gear and figure out whether going to the rev limiter produces more or less acceleration in any given gear. An easy test is to get your car up to red line in any given gear under full acceleration. If when you shift at the rev limiter, your car pulls harder than it was in the previous gear, you need to shift earlier. If it continues pulling at the same rate or a bit slower, then continue shifting at the rev limiter. This requires testing and is not an exact science. You can look at your power curve to get an idea of where this will be on your car. If it drops significantly at any point, you can expect to shift very close to that point in general.
So you're saying I want to look for a consistent increase in speed? And I should just mess around with shifting points until I see the smoothest increase? After this you go into your alternate method which is difficult to understand. There are just gaps in your first method that you seem to be covering in your alternate method. I set my top speed. Approximated my final gear. Set first gear. Guess at shifting point and go. I need help understanding this. Any help would be appreciated.
grenadesharkSo me having a job is grounds for my tuning methods not working? Please stop trolling. I'll play your game when I get back in town... I don't understand what the problem is?
grenadesharkI am heading out for the today. I will be happy to answer this question tomorrow or possibly sunday when I get some time.
Okay, so clearly you won't prove your claim. This is not about proving your faster then a next on the track, this is about wether your method yields faster better gear ratios then the auto tune, or another less complicated method. It's about proving your method is even applicable to the game.
If I take car A will it be faster with your gears or will auto tune's (Top Speed Tuner) or somebody else's gears be better.
I don't need to meet you at the track, that tells me nothing. I need to drive a car with your gear set up and feel it outperform any other.
If you think your method provides set ups that are so wonderful put them up or really, more unfounded claims about your method. Your just blowing your own horn for no reason.
This is about tuning gears, not driver skill.
Put it up, not excuses. Talk is cheap. I don't doubt your technic when you can show it at work. Till then you've made some bold claims with nothing to show.
Don't take it negative, I just want to see it in action, Hell somebody else using it and posting the resulting gears would suffice.
TT3AZArgg, you are getting to cocky man, posting "gears"? If you have read the entire thread, you would have seen that i have posted my gear ratios, and also analysed them according to this concept. And yes, for my particular car, this concept helped, you know why? Because i got more output torque to my wheels = faster acceleration. The differance wasnt that big in my case, hardly noticable, but still, it made a differance. Specially in drag racing, just a small change can be the differance between winning or losing.
Could I see those "gear" please, Car and specs?
I see some questionable things in his method (like why stretch all the gears to account for drafting, when it's only your last gear that need be adjusted for the draft [how important is the draft in a drag race?]. How important is first gear grip outside of a drag race, when in most cases you never go into first driving around the track, etc) some other stuff, what get's me the most is how on earth to read the dyno graph beyond peak figures.
I see a lot of good info, but having to geusstimate the TQ & to guess the hp drop point etc, makes it pretty far from definitive.
Not to mention too complex for the average Joe. The people who understand most often have methods of their own. The people who could benefit from it are left scratching their heads.
I also have a excel calc I made that estimates the tq & hp from the peak readings, i can usually get the power band no matter how flat the tq is pretty spot on, but it's next to impossible to see the drop point and downward slope with certainty, making gauging shift points based on TQ next to impossible (you can see the optimum pre peak points, not the post). I find track results (that are easily distinguishable) work best in the game, that is what we are talking about right...
drivehardSo if added a fully customizable transmission to the yellow bird with racing softs on Nurburgring...What's the optimal gearing your system produces?
drivehardThanks for posting. Will try this out. Am willing to compare against Grenades method if wanted.
drivehardI know the Yellowbird well enough. Budious has a tune with ballast added that tames it a bit.
TT3AZSo how can you generate a tq/hp graph from the info about the cars?
Yes that was what i meant, you have to treat each car individually = time consuming.Look at the graph, I'm not revealing all my math just yet.
It's not too hard with the right math. However trying to make it universal to all engines hasn't worked out, it's dependent on the gap between the 2 peaks, when the gap is larger or smaller (as is with different engines types) it need be adapted.
TT3AZYes that was what i meant, you have to treat each car individually = time consuming.
Yes, and that is the formula im talking about as well.Naw, it's only really time consuming the first time, then it's pretty much a formula that's adjusted. I'm working on a shift calculator to work with it.
No, im not making it more difficult, im discussing all things that affect which speed you are going to hit at the exit of the tunnels, and how to achieve that speed in tha fastest time.It just seams like your making it out to be more difficult then it is.
I've been able to do it, and will release when ready, I've got a whole lot more then just a powerband generator in the works. The gear tuner is working great.
Well, the question is if the real life dyno graphs "work" in gt5? The important thing isnt to have accurate numbers, it is to see which rpm gives a certain ammount of tq/hp. Then another question is how accurate the dyno graph is in gt5, some people say its flawed.you can find dyno sheets for many popular engines online. or using desktop dyno apps. they line up fairly well with whats in gt5. the torque curve i used in my examples way back in this thread are of a stock Chev 350 that i obtained from a desktop dyno app.
unlike the real world, adding mods to engines in gt5 (with the exception of the three turbos) does NOT change the shape of the curve. meaning the gear ratios you set up for a stock motor will be the same as the ratios for a modified car.