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Post by Trowa on Apr 15, 2016 23:23:27 GMT
I was wondering, if bumps make you go faster, how the wheel, which soaks bumps better, is better for racing? I mean if High-ends make the bumps more "bumpy", it sould give you more boost, or my thread is going to the wrong way? I'll have to come back to this kind of question at a later point. Because I need to test a few other things before being able to nail down exactly where these boosts come from. However what I have been able to conclude is that it's not the compressing wheel that gives the boost, that much I know. Its because you catch air, Ive said this before but take your car over any jump and listen to the engine rev up a shitload before the car seemingly stalls the engine. It only happens for a brief instant so if anything bigger bumps would possibly be detrimental. There is probably a sweet spot but realistically traction beats acceleration and top end in most cases so I personally always want the bumps to be as smooth as possible even when Im hitting them on purpose. Does you absolutely no good to get a corner .2seconds faster and then slide out and lose 1second because of a bump. Unless all you do is hotlap then knock yourself out I guess. Ultimately for racing the smoother the better imo, its no coincidence that most of the top cars in class(according to Broughy) have phenomenal suspensions. Adversely its no coincidence that some of the cars that are airport kings but struggled in Broughy's testing have notoriously bad suspensions. P.S. I think this is in the game so that jumps are not lame as fuck. To observe what jumps would be like without the "curb boosting" mechanic simply let off the gas once airborn and immediately reapply the throttle. In theory the car should continue on when you land like you never let off the gas right? Thats what I would have thought but the reality is when you land no matter how smooth you will always go slower than the person who never let off the gas. Its like being in quick sand and I think it happens because you essentially cancelled your rev boost and since you are already airborn the game wont give you another.
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Post by Blade died for our sins on Apr 16, 2016 0:34:00 GMT
I'll have to come back to this kind of question at a later point. Because I need to test a few other things before being able to nail down exactly where these boosts come from. However what I have been able to conclude is that it's not the compressing wheel that gives the boost, that much I know. P.S. I think this is in the game so that jumps are not lame as fuck. To observe what jumps would be like without the "curb boosting" mechanic simply let off the gas once airborn and immediately reapply the throttle. In theory the car should continue on when you land like you never let off the gas right? Thats what I would have thought but the reality is when you land no matter how smooth you will always go slower than the person who never let off the gas. Its like being in quick sand and I think it happens because you essentially cancelled your rev boost and since you are already airborn the game wont give you another. Everyone says this but I don't think it's that. I think it's more they just wanted the car to rev it's nuts off when airborne since that's what they do in real life thanks to the sudden lack of friction on the wheels. All the other stuff is just consequence of R* not expecting phenomenon like curb boosting
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Post by Trowa on Apr 16, 2016 0:40:36 GMT
P.S. I think this is in the game so that jumps are not lame as fuck. To observe what jumps would be like without the "curb boosting" mechanic simply let off the gas once airborn and immediately reapply the throttle. In theory the car should continue on when you land like you never let off the gas right? Thats what I would have thought but the reality is when you land no matter how smooth you will always go slower than the person who never let off the gas. Its like being in quick sand and I think it happens because you essentially cancelled your rev boost and since you are already airborn the game wont give you another. Everyone says this but I don't think it's that. I think it's more they just wanted the car to rev it's nuts off when airborne since that's what they do in real life thanks to the sudden lack of friction on the wheels. All the other stuff is just consequence of R* not expecting phenomenon like curb boosting Idk who everyone is but I established that theory 2 years ago.
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Post by mountainged on Apr 16, 2016 15:33:05 GMT
P.S. I think this is in the game so that jumps are not lame as fuck. To observe what jumps would be like without the "curb boosting" mechanic simply let off the gas once airborn and immediately reapply the throttle. In theory the car should continue on when you land like you never let off the gas right? Thats what I would have thought but the reality is when you land no matter how smooth you will always go slower than the person who never let off the gas. Its like being in quick sand and I think it happens because you essentially cancelled your rev boost and since you are already airborn the game wont give you another. I you tend to agree with what you are saying here. There are times when i'm driving in the T20 and just before i go over a bump i will flick R2. What I experience doesn't work all that time and can feel quite random and seems to have a low probability, but if you time it right you will get an insane rev boost the leaves skid marks on the road. Have you ever experienced anything like that? If you look at the start of NeoDarkShadows North Loop video, at about 13 seconds into the video you see a skid mark on the road, that is produced by the car. That's kind of what i'm talking about, but more dramatic.
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Post by Trowa on Apr 16, 2016 15:53:13 GMT
P.S. I think this is in the game so that jumps are not lame as fuck. To observe what jumps would be like without the "curb boosting" mechanic simply let off the gas once airborn and immediately reapply the throttle. In theory the car should continue on when you land like you never let off the gas right? Thats what I would have thought but the reality is when you land no matter how smooth you will always go slower than the person who never let off the gas. Its like being in quick sand and I think it happens because you essentially cancelled your rev boost and since you are already airborn the game wont give you another. I you tend to agree with what you are saying here. There are times when i'm driving in the T20 and just before i go over a bump i will flick R2. What I experience doesn't work all that time and can feel quite random and seems to have a low probability, but if you time it right you will get an insane rev boost the leaves skid marks on the road. Have you ever experienced anything like that? If you look at the start of NeoDarkShadows North Loop video, at about 13 seconds into the video you see a skid mark on the road, that is produced by the car. That's kind of what i'm talking about, but more dramatic. Yeah Ive seen that before, I cant say for certain but Im pretty sure he short shifted that to keep high revs and then when the car redlined it burned out for a moment just like the MDSB. Although I dont think this clip proves me right if Im being honest. Different scenario even if it does use the same mechanics.
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fuksias
Member
Posts: 42
Registered on: October 2015
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Post by fuksias on Apr 17, 2016 15:16:20 GMT
what about using different bumpers and sideskirts for downforce variable downforce? if the airtime is what gives the boost, the amount of airtime and the boost should be affected by downforce. downforce works as long as atleast one wheel on the ground. not sure if it has any effect in air yet
chilli is better than me at determining what gives a car a certain feel, so for what to use ask him.
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Deleted
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Registered on: January 1970
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Post by Deleted on May 2, 2016 2:26:13 GMT
Hey CHILLI, would you be able to explain to me how the engine upgrades work? I.e. what it means when a car gets a "200%" upgrade or "300%" upgrade and how they affect engine power, and things like that? Apologies if it's already been explained.
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Post by CHILLI on May 4, 2016 14:24:57 GMT
Hey CHILLI , would you be able to explain to me how the engine upgrades work? I.e. what it means when a car gets a "200%" upgrade or "300%" upgrade and how they affect engine power, and things like that? Apologies if it's already been explained. It's explained in the first post of this thread. The engine upgrade adds 1/5 of the upgrade percentage, meaning that 100% will add 20% of the base acceleration. acceleration = driveForce + (driveForce * upgrade * 0.2)
" upgrade" is the percentage in multiplier form, so 50% = 0.5, 100% = 1.0, 200% = 2.0 etc. Also it should be noted that it doesnt add a set amount but rather adds a portion of the base value, meaning that 100% for the Regina is notably less than 100% for the T20 despite both of them having 100% as the maximum upgrade (just an example, I dont actually know what the Regina's max is).
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Post by Trowa on May 5, 2016 3:24:30 GMT
Hey CHILLI , would you be able to explain to me how the engine upgrades work? I.e. what it means when a car gets a "200%" upgrade or "300%" upgrade and how they affect engine power, and things like that? Apologies if it's already been explained. It's explained in the first post of this thread. The engine upgrade adds 1/5 of the upgrade percentage, meaning that 100% will add 20% of the base acceleration. acceleration = driveForce + (driveForce * upgrade * 0.2)
" upgrade" is the percentage in multiplier form, so 50% = 0.5, 100% = 1.0, 200% = 2.0 etc. Also it should be noted that it doesnt add a set amount but rather adds a portion of the base value, meaning that 100% for the Regina is notably less than 100% for the T20 despite both of them having 100% as the maximum upgrade (just an example, I dont actually know what the Regina's max is). I think the OG Shafter is a good example of that lol. Stock it was competitive but not even top dog by Broughys testing(pre-spoiler mind you) but fully upgrade it and it gets so much more out of its upgrades then any of the other cars. Given that it was pre spoiler update that indicates that the order would stay the same if every car got equal upgrade but it isnt that way as you say.
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Deleted
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Post by Deleted on May 5, 2016 5:57:34 GMT
It's explained in the first post of this thread. The engine upgrade adds 1/5 of the upgrade percentage, meaning that 100% will add 20% of the base acceleration. acceleration = driveForce + (driveForce * upgrade * 0.2)
" upgrade" is the percentage in multiplier form, so 50% = 0.5, 100% = 1.0, 200% = 2.0 etc. Also it should be noted that it doesnt add a set amount but rather adds a portion of the base value, meaning that 100% for the Regina is notably less than 100% for the T20 despite both of them having 100% as the maximum upgrade (just an example, I dont actually know what the Regina's max is). I think the OG Shafter is a good example of that lol. Stock it was competitive but not even top dog by Broughys testing(pre-spoiler mind you) but fully upgrade it and it gets so much more out of its upgrades then any of the other cars. Given that it was pre spoiler update that indicates that the order would stay the same if every car got equal upgrade but it isnt that way as you say. I guess that's the only difference between the Sentinel and the Sentinel XS for instance. I've also heard a lot about upgrades higher than 100%, and how the Sabre Turbo Custom for instance gets a 300% upgrade. Does this mean that: 1. Every stage is only a quarter of the max (if a car gets 100% then stage 1 is 25%, stage 2 is 50%, etc.), and 2. The Sabre Turbo Custom also gets equal portions over the four stages (75% stage 1, 150% stage 2, 225% stage 3, 300% stage 4)? If so then the car could easily be balanced for events and such by just using a stage 2 or 3 engine upgrade. Also, does anyone have any kind of list/spreadsheet of which car gets what kind of upgrade, and/or where I could find such information (if it exists)?
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Post by CHILLI on May 5, 2016 16:50:44 GMT
@blahblah96 each stage isnt evenly distributed for all cars. In fact I recall seeing brake upgrades being weirdly distributed like the first 2 being below 50% and the last 2 being above 50%. You'd think stage 2 is 50% but that's rarely the case to my knowledge.
In the case of the Sabre Custom the engine upgrades go like 50, 100, 200, 300.
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Post by Blade died for our sins on May 5, 2016 16:54:40 GMT
You've probably answered this already do you know whether spoiler upgrades are a static boost or are they like engine upgrades in that they scale to the existing value
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Post by CHILLI on May 6, 2016 14:52:45 GMT
You've probably answered this already do you know whether spoiler upgrades are a static boost or are they like engine upgrades in that they scale to the existing value To my knowledge no one really knows. If I was to guess it's a proportional increase, just like engine upgrades. Because if it makes a big difference on Sports and Supers but not so much on low-end Sports and slower cars, speaking of the increase alone and not relative performance, I would assume it isnt a set value being added. If Compacts would get the same increase as Supers I'd imagine them having silly amounts of traction for such slow cars.
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Hertz
Member
Winner of Chiliad-Sandy Triathlon
Posts: 580
Registered on: December 2015
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Post by Hertz on May 6, 2016 15:01:02 GMT
You've probably answered this already do you know whether spoiler upgrades are a static boost or are they like engine upgrades in that they scale to the existing value To my knowledge no one really knows. If I was to guess it's a proportional increase, just like engine upgrades. Because if it makes a big difference on Sports and Supers but not so much on low-end Sports and slower cars, speaking of the increase alone and not relative performance, I would assume it isnt a set value being added. If Compacts would get the same increase as Supers I'd imagine them having silly amounts of traction for such slow cars. My guess is that it scales to existing value. There is really no clear way to know due to many reasons but vehicles with default modkits could be investigated and conclusions drawn from the traction bar, if the bar doesn't lie. It seems to tell partial truth other than the case of transmission (and who knows, that still might?)
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Hertz
Member
Winner of Chiliad-Sandy Triathlon
Posts: 580
Registered on: December 2015
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Post by Hertz on May 6, 2016 15:01:58 GMT
I think the OG Shafter is a good example of that lol. Stock it was competitive but not even top dog by Broughys testing(pre-spoiler mind you) but fully upgrade it and it gets so much more out of its upgrades then any of the other cars. Given that it was pre spoiler update that indicates that the order would stay the same if every car got equal upgrade but it isnt that way as you say. I guess that's the only difference between the Sentinel and the Sentinel XS for instance. I've also heard a lot about upgrades higher than 100%, and how the Sabre Turbo Custom for instance gets a 300% upgrade. Does this mean that: 1. Every stage is only a quarter of the max (if a car gets 100% then stage 1 is 25%, stage 2 is 50%, etc.), and 2. The Sabre Turbo Custom also gets equal portions over the four stages (75% stage 1, 150% stage 2, 225% stage 3, 300% stage 4)? If so then the car could easily be balanced for events and such by just using a stage 2 or 3 engine upgrade. Also, does anyone have any kind of list/spreadsheet of which car gets what kind of upgrade, and/or where I could find such information (if it exists)? I am the one in charge of that spreadsheet and this will be out. But not anytime soon. Think weeks. EDIT: you know what I can actually link the draft here. This is no where near complete and should be only used for pre-lowriders numbers. docs.google.com/spreadsheets/d/1ZVPCm0-G1fwsTrI54VFXBvqAhtiWSuIcE3gQCmHpza0The original values are credited to Pardonias.
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