- 7,517
- Connecticut
- Cowboys965
nitrorocksYeah I think I was there. He was in the GT40 right?
Ehem. Ford GT.
nitrorocksYeah I think I was there. He was in the GT40 right?
Yeah I think I was there. He was in the GT40 right?
nitrorocksYeah. I can't stand it when people rage quit.
Cowboys965Ehem. Ford GT.
adeadsnipermattGt class report.
Same as my DP class report so here we go. From slowest to fastest
Audi R8 4.2 Tested @465HP 1280KG Racing softs front and back.
Best lap-1:48.763 4th place
Best Sectors:
Sector 1 29.046 4th place
Sector 2 24.574 4th place
Sector 3 14.869 4th place
Sector 4 16.500 3rd place
Sector 5 22.085 4th place
Theoretical Best Lap-1:47.075 4th place
This car is the only car i had to add engine upgrades to reach the Horsepower requirement. I added the following parts to the car:
ECU Tuning
Sport intake
Racing Air Filter
Sport Exhaust manifold
Then I used the power limiter to bring it down to 565HP.
I believe the power curve is whats killing this car as before the regulations were set the cars were fully modded then limited at the HP and weight regs. that is the wrong way to go. anyway even still if there is not a strict Car spec sheet a lot of people can get away with the regulations. Any way my review of the car in its current state It was nice drive but a slow one. I had the AWD distribution set to 10%front 90% rear to get to feel like a RWD race car. Set the transmission to about 178 and was redlining just before the first turn.
My suggestions:
I don't know where to start. the GT class will always be the hardest to even level the playing field as the street cars have a lot of upgrade options and can't be easily regulation unless we have honest racers that can follow basic guild lines. The best way to level all these cars is to setup a long list of each of the part that allowed to go on each car and then verify the HP and PP after the modification.
So I would say for the R8 the biggest advantage that this car has over the others is the AWD system and the Downforce it has available(10front 40rear). my recommendation is to make all R8's use the torque splitter stay at 10%90% and there is a way to check in replays I'll get to that later. Now for the downforce we can lower the rear to 25 lowest which is still higher then the Viper and Vette(20). This car is already slow so making those changes will make it slower but with that in mind we can bump up the power for the car to 495HP with a Engine stage 1 added I believe. so the spec sheet would looks like this:
Audi R8 495HP 1280KG
Allowed upgrades:
Rear Wing type A (downforce set to 25 rear)
All weight reduction mods
ECU Tuning Engine Stage 1(use limiter to keep HP at 495HP
Sport Intake
Racing Air Filter
Sports Exhaust Manifold
Race Transmission
Semi-Race Clutch
Semi-Race Flywheel
Race LSD
AWD Torque Distribution(Set at 10/90)
Race Suspension.
The only thing allowed to be customized is the Race transmission Rear LSD settings and Suspension.
Now for the 3rd slowest car.
Ferrari 458 Tested @455HP 1280KG racing softs front and back
Best lap-1:46.913 3rd place
Best Sectors:
Sector 1 28.937 3rd place
Sector 2 24.505 3rd place
Sector 3 14.778 3rd place
Sector 4 16.332 1st place
Sector 5 21.969 3rd place
Theoretical Best Lap- 1:46.521 3rd place
Ok this car was ridiculously fast before when all the cars were at 475HP and 1280Kg this car had the best powerband and best downforce (other then the Audi 10/40) so It would easily break away from the pack. so because of its performance it had to get a big nerf. it got a HUGE cut in the power department which all it did to the 458 is give it a much flatter powercurve.
Now a lot of drive don't realize what reducing the power does in GT. It take the base of the power and cuts a line right thru at the specified HP rating you want the car at. So a 458 with a stock HP of 578HP its going to need a large cut to bring it down to the regulations. Now you think "well yeah that slows down the car right"? No it really makes the car a heck of a lot better in a competitive base environment. with a flat powercurve cars become much more predictable and easier to mange. And the GTR R35 has shown us that the easier the car is to drive the faster the laps times are. This doesn't mean all cars that are easy to drive are fast. It means a already fast car that is easier to drive will be faster in the majorities hands. Now how can we get this beast of a car to race in the GT class with out it overpowering the competition?
My Suggestions:
We need a spec sheet for this car that the drivers need to follow just like the Audi R8.
So what we need to Identify what makes the 458 so fast?
1: its long and flat powerband. not only does it make a car easier to drive it allows almost continuous power to be directed at the wheels, as other cars need to build up RPM to get in their powerbands sweet spot.
so suggestion number 1 DO NOT ADD ANYTHING TO THE 458 THAT WILL INCREASE ITS HP.
The HP can be left at 470HP-480HP(testing is needed)
2:The downforce is the highest only the Audi can rival it(10 front 40 rear). I have two ideas one could make regulating these cars easier or harder depending how you look at it. First Idea much like the Audi bring the Downforce to the minimum 25 points at the rear.
My other Idea was the switch out the Vette and the Viper to ACR which has 10 front and 40 rear downforce and bring the ether the (Ford GT/Merc SLS) instead of the Vette or you can have the RM Car with 10 front and 40 rear downforce.
The latter may bring more problems as I would need to test out the new cars and get them to perform at the same level as the others.
but lets move on.
3:Ballast. Your thinking how is this a issue we need to add ballast to all the cars. Well here is a secret i'm going to let all you guy in on. Adding weight to the front of a Car in GT makes it faster. This is a glitch that comes with GT. This glitch work with the others cars but its not a beneficial as it is with the 458. the 458 has a weight distribution of 44%front and 56%(I think) by adding ballast a lot of people will want to bring the balance as close to 50/50 as possible. So not only are you making the car easier to drive by having it perfectly balanced you making it even faster with this invisible glitch that's attached to the game.
If you don't believe i ask you to go to Speed test and run the 458 with the reduced weight with the ballast at the 0 position. then run it again with the ballast at the front position and compare the times and speeds. If you find something different please let me know.
So this where is my spec sheet comes in.
Ferrari 458 470-480HP(undecided) 1280KG(ballast @0 position)
All weight staged allowed but not perfered
NO ENGINE MODS AT ALL Use the power limit to bring the HP down.
Then the standard race equipment:
Race trans
LSD
Suspension Etc...
I promise the next two cars will have the least changes if the top 2 spec sheets are used.
2nd place is the
Dodge Viper SRT-10 06' P Tested @510HP 1280KG racing softs front and back
Best lap-1:46.5322nd place
Best Sectors:
Sector 1 28.815 2nd place
Sector 2 24.256 2nd place
Sector 3 14.654 2nd place
Sector 4 16.547 3rd place
Sector 5 21.853 2nd place
Theoretical Best Lap-1:46.125 2nd place
My favorite car of the bunch and it was only of the most enjoyable as well. this thing flies around corners with ease and can haul 🤬 on the straights.
My suggestion:
very few this car seems perfect where its at. With510HP its slow compared to what the ZO6 can do with 500HP so I don't recommend do anything to.
I didn't add anything to this cars motor i did an oil change and made sure it was fully broken-in where I was able to reach 510HP on only the stock motor.
I did add the Extras like the Transmission suspension etc. Remember i left everything on the default settings for ALL of my test so tuning does not add any inaccuracies.
Spec sheet
Viper SRT10 06' 510HP 1280KG
All aero parts
Weight reduces to 1280(ballast@0 Postion)
No engine mods use the limiter to bring it down to 510HP
race transmission
semi-race clutch/flywheel
LSD
Race Suspension
Here is first place the mighty ZO6
Chevrolet Corvette ZO6 Tested @500HP 1280KG Racing softs front and back
Best lap-1:44.7561st place
Best Sectors:
Sector 1 28.496 1st place
Sector 2 24.138 1st place
Sector 3 14.454 1st place
Sector 4 16.381 2nd place
Sector 5 21.257 1st place
Theoretical Best Lap-1:44.726 1st place
This car is insanely fast but there is one problem I had to test this car twice. my first time testing this car I was half asleep so the best lap time was around 1:47's. So I told myself I would retest it. so I didn't make any changes everything was default just like before. So the lap times I posted above kind of shock me a bit. this car seem really fast for its specs.
My ideas why its so fast:
1: I test every car at Daytona and this was the last one, So braking point and lines only needed to be adjusted a little during the free run before the 6lap race.
2: This car is very easy to drive on stock settings with could have aided me to get these fast lap times.
3: Could be the overall design of the car who knows
This is all I have time to write right this second I will continue in the morning.
I'm posting this now because I don't have the text backed up (facepalms)
StormPacerMy notion in tuning these cars was to find a way to retain as much of the torque as possible without adding too much power to the car. I found that the manifolds do a fantastic job of this, and to a degree do does adding a mid range turbo. The problem is that with the downforce settings of the R8 and the Italia is that since the torque drops the way it does, the acceleration in the higher gears and higher speeds is being compromised somewhat. I don't propose a fixed downforce limit on those cars at all, since they'll most likely play a huge part at tracks that favour cornering over top speed. I will say, though, that it is vital that we set up tests at pure high speed tracks like High Speed Ring and then at purely short technical tracks such as Monaco. You may have noticed, but I've specifically named courses that weren't on the list.
james6653hey mat would you be willing to video tape the races and put them on youtube for us so everyone can see how good of a series this is
nitrorocks
Having more torque does not make a car faster in GT. in real life yes but in this game the power is HP and more you have the faster the car goes.
I very simple test is to have a car with not power limiter then have a car with a lot of added mods then use the power limiter to bring the HP to the same rating as the other car. The car with the flatter curve will accelerate at much much more consistent rate as the other car is building up to its peak power. I'll post a video of this example soon.
Here is the video.
http://www.youtube.com/watch?v=AV0cYZ3lyis
StormPacerWell I've been under the impression, and I read somewhere actually, that torque and power go somewhat hand in hand. Given that torque is the amount of force applied to a rotating object, and power uses torque and rotational speed in its calculation, it makes sense to be aware of the torque curve. What happens when you have two cars with differing torque bands are tuned down to a given bhp? What will you look at then? This is when torque plays a major part in the process, as the one that is able to maintain a decent level of torque throughout that should theoretically have the advantage.
See, if you're keeping the power at 470bhp between 7000 rpm and say, the 10,000rpm rev limit, then as RPM rises the torque has to decline as a compromise for maintaining the power at that level. Factoring each car's mechanical specs and how its torque curve responded to its power prior to the tune down, as well as the aerodynamic differences and even the transmission settings of the cars being examined, that new torque curve as a result of cutting the power plays a big part in the acceleration, especially at high speed, where air resistance also plays a massive part.
adeadsnipermattI'm at a lack of words of how to describe GT works... I want the GT class to be as balance as possible but won't work if everything is not full understood how the game processes it's car physics specification etc... If we could have a test lobby I could better explain what I'm talking about.
nitrorocksWhen is the update?