Car mechanics & dynamics document
May 4, 2016 19:00:51 GMT
Trowa, CrazyMan2626267, and 37 more like this
Post by CHILLI on May 4, 2016 19:00:51 GMT
Google Doc - Car tuning, dynamics & physics
A select few have seen and shared this around before. Those of you who have seen it already know what to expect out of this post.
Some time ago (nearly 2 months now or so) I started writing a document where I try to explain and talk through various part of the game's mechanics. It also includes how car dynamics apply to GTA V aswell as some talk about physics and some code/math examples of a few things. The idea was to have as much info as possible all gathered in one place that will also be easy to update whenever new info is ready to be added, as well as have a list of what's next on the list to be looked into. And additionally have a section that will hopefully help with explaining why the cars behave the way they do and perhaps teach some general car dynamics in the process.
The document is split into 2 "chapters", one about tuning and the other about the dynamics and physics side of things. There will be some references to the dynamics section within the tuning section, so there will be explanations and descriptions of what's being talked about.
Tuning will talk about everything we know regarding tweaking the handling and overall performance of the cars. In this section you'll find: engine, transmission, suspension, turbo, brakes, body kits, spoilers + other CoM mods and wheel types + lists of uniques.
Dynamics & Physics will take a deeper look into both how the game's physics work and how they compare to real world physics (according to various articles and videos I've come across discussing or demostrating stuff). Expect a heavier focus on math and physics talk in this section.
Here's a link to the document. I will most likely refer to this more and more in the future as it becomes more commonly known. So if you find it useful feel free to spread the link around to other people as it's a collection of various people's findings. I take no credit for the parts that were found and pointed out to me by others, you know who you are. And with that I hope you enjoy the read (warning: highway of text incoming) and perhaps can find ways to use the information to improve events and such. Remember, speed isnt everything
Tips & Tricks!
"New" boosting trick! Burnout abuse!
Skid/Brake Burnout boosting explained. Now saying "BB" to your opponents is appropriate!
This has been discussed within the community for a while but it has taken me far far too long to figure out how it works. What is it, you ask? So far it's been known as "brake boosting" but I think this one should be redubbed for reasons I'll get to in a moment.
You've probably had one or more wheels go spinning over bumps and crests in the past before. We've called these "skid boosts" for obvious reasons, all well and good there. But what about forcing the car to get one? Attempt a rolling burnout over a crest or pothole. For those not aware you can do burnouts even when the car is moving, it doesnt have to be parked to spin the wheels. One requirement, though, is to brake hard enough to convince the car to attempt one.
Read: hold the throttle at 100% all the time, dont release it. Only play with the brakes. Using the handbrake may work but is harder to get consistently.
Going over a crest or pothole makes this significantly easier to pull off as the car has less traction then, requiring less braking to be applied to exploit the burnout mechanic. Timing is of great importance as you dont want to brake for too long or too much, only enough to bump the engine rev a little. The result varies from very little benefit to rocketing past your opponents, depending on the car and road conditions. It's a very fine line between slowing yourself down, deminishing returns (no speed lost nor gained) or actually going faster.
Burnout vs Brake naming
The boosting here is caused by tricking the game into attempting a burnout, not actually slowing down. This is why I'm suggesting to call this "burnout boosting" as that is what's actually happening here, forcing the car to out-accelerate itself.
Some time ago (nearly 2 months now or so) I started writing a document where I try to explain and talk through various part of the game's mechanics. It also includes how car dynamics apply to GTA V aswell as some talk about physics and some code/math examples of a few things. The idea was to have as much info as possible all gathered in one place that will also be easy to update whenever new info is ready to be added, as well as have a list of what's next on the list to be looked into. And additionally have a section that will hopefully help with explaining why the cars behave the way they do and perhaps teach some general car dynamics in the process.
The document is split into 2 "chapters", one about tuning and the other about the dynamics and physics side of things. There will be some references to the dynamics section within the tuning section, so there will be explanations and descriptions of what's being talked about.
Tuning will talk about everything we know regarding tweaking the handling and overall performance of the cars. In this section you'll find: engine, transmission, suspension, turbo, brakes, body kits, spoilers + other CoM mods and wheel types + lists of uniques.
Dynamics & Physics will take a deeper look into both how the game's physics work and how they compare to real world physics (according to various articles and videos I've come across discussing or demostrating stuff). Expect a heavier focus on math and physics talk in this section.
Here's a link to the document. I will most likely refer to this more and more in the future as it becomes more commonly known. So if you find it useful feel free to spread the link around to other people as it's a collection of various people's findings. I take no credit for the parts that were found and pointed out to me by others, you know who you are. And with that I hope you enjoy the read (warning: highway of text incoming) and perhaps can find ways to use the information to improve events and such. Remember, speed isnt everything
Tips & Tricks!
"New" boosting trick! Burnout abuse!
This has been discussed within the community for a while but it has taken me far far too long to figure out how it works. What is it, you ask? So far it's been known as "brake boosting" but I think this one should be redubbed for reasons I'll get to in a moment.
You've probably had one or more wheels go spinning over bumps and crests in the past before. We've called these "skid boosts" for obvious reasons, all well and good there. But what about forcing the car to get one? Attempt a rolling burnout over a crest or pothole. For those not aware you can do burnouts even when the car is moving, it doesnt have to be parked to spin the wheels. One requirement, though, is to brake hard enough to convince the car to attempt one.
Read: hold the throttle at 100% all the time, dont release it. Only play with the brakes. Using the handbrake may work but is harder to get consistently.
Going over a crest or pothole makes this significantly easier to pull off as the car has less traction then, requiring less braking to be applied to exploit the burnout mechanic. Timing is of great importance as you dont want to brake for too long or too much, only enough to bump the engine rev a little. The result varies from very little benefit to rocketing past your opponents, depending on the car and road conditions. It's a very fine line between slowing yourself down, deminishing returns (no speed lost nor gained) or actually going faster.
Burnout vs Brake naming
The boosting here is caused by tricking the game into attempting a burnout, not actually slowing down. This is why I'm suggesting to call this "burnout boosting" as that is what's actually happening here, forcing the car to out-accelerate itself.