ZedMan1996
(Banned)
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- ZedMan1996
or is it?
Walking in your virtual garage and looking at several cars sounds like forza5 autovista.
more like Test Drive Unlimited 2's garage room
or is it?
Walking in your virtual garage and looking at several cars sounds like forza5 autovista.
Do we play the same game?which would be alone a great improvement over the current system, where engines don't change in character at all, even after tuning them to the maximum.
Most engines don't dramatically change their character (ahh I hope you see what I mean) unless you do some stuff like bore and stroke. Your example (big loss at low rpm, big gain at high rpm) looks like tuning with forced aspiration.I'm speaking of NA tuning. Try checking if there's any engine in GT5 which substantially changes shapes in power/torque curves after applying performance modifications (except turbochargers).
Ehh..... are we actually talking about finetuning of an already tuned engine or about what for effects different parts on a NA engine can have?And I'm sorry for you, because you're definitely wrong. Except cases where components deliberately restrict the engine's "breathing" capabilities (and thus removing those restrictions, torque would increase at almost all rpm), NA engine tuning is always a matter of compromises.
In short, given a certain engine displacement, there's a limit to the amount of torque one could pull out of a naturally aspirated engine (the limit is about 125-130 Nm/liter with the best possible tuned intake/exhaust flow - ie Formula 1 technology), and this optimal value can only be generated at a narrow, tuned engine powerband, beyond which, depending on several factors, this can quickly drop. This rpm range where intake/exhaust efficiency is the best is usually tuned to the typically used rpm range. On street cars this happens to be at mid-low rpm. On race cars, depending on regulations and usage this is tuned to the highest possible rpm to generate the most power.
Concluding, in real life, naturally aspirated engines already free of intake/exhaust restrictions can only be optimized for specific rpm ranges, cannot be globally improved throughout the entire powerband as it happens in GT5, unrealistically. This is quite clear when using real "factory tuned" NA cars (example: Gran Turismo 350Z RS, Citroen Xsara Rally Car '99, etc) which do show these drawbacks compared to those tuned with game components. To some extent this is true for game turbo kits as well, compared to "factory tuned" turbo cars.
Woah, slow down, this really depends on the engine. You can't just simply increase the piston speed on a already sporty engine by that much.EDIT: not mention that in GT5 it is possible to increase engine rpm only by 800-900 rpm or so with every upgrade. Race engine tuning, for example like with group A Rally cars, can raise rpm limit/range significantly. A standard 6000 rpm 1.6 NA engine should be able to become a 10000 rpm 230+ hp NA beast.
Yes, of course it depends on the engine (the 1.6l engine of the standard Opel/Vauxhall Tigra included in GT5 is one of those having this potential, for example). My point is that deeply race-modified engines can have a significantly shifted effective powerband, not just by 800 rpm.Woah, slow down, this really depends on the engine. You can't just simply increase the piston speed on a already sporty engine by that much.
more like Test Drive Unlimited 2's garage room
EarthI wish there was a way to get a vote for the features listed so far (Im still updating) but I dont know. Its great reading how people feel about each feature's importance though
The cynnical side of me says Kaz is busy adding "human drama" instead of reading this list.
Wait, maybe I should add "Human Drama" to the list
Ok, I get your point.I'm simply saying that NA engines that are already tuned by factory have more realistic torque/power curves compared do those tuned with "GT5 parts" to about the same level.
Also, that I expect engines tuned to F1-level efficiencies (it appears that most NA engines in GT5 can easily reach ~130 Nm/l; some can however strangely exceed this value, a notable example is the Nissan March 12c) to show accordingly affected power/torque curves, not the same stock ones just entirely shifted by value and rpm. You can quickly see what I mean by giving a look at the power/torque curve shapes of unmodified NA race cars in GT5 (and while you're at it, also checking what is their typical specific torque).
I would like to see if they could somehow implement a fully automatic system instead of just tapping a button for a gear change. I don't know how they would get a clutch to work on a PS3 pad but it would be interesting to see.
IMO, this would only make sense if PD modeled sequential or paddle shift transmissions properly.Ability to convert the transmission from H-Gauge to a sequential or paddle shift