Results 11 to 17 of 17
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June 23rd, 2010 02:24 AM #11
True. But the game I'm modding right now isn't a racing game. And I just stick to stock gear ratios which can be inputted in the car's physics. The physics allows you to input horsepower, what rpm peak power is reached, torque, what rpm it's reached, redline, gear ratios.. and that's pretty much it for the real life stuff. There's an acceleration tab where you manually input how fast it goes (higher number = greater acceleration), and "gear inertia" which just fiddles with how fast the revs climb up, and "drag", which is far from real life drag coefficients, but functions the same way, higher drag, lower top speed.
As for DSG transmissions, for the focused ones, perhaps a manual would shift quicker. But the thing is, computers shift much more consistently than humans. And if for example it was my grandmother testing a manual and a DSG, chances are the DSG would have quicker times.
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June 23rd, 2010 09:18 AM #12
There's no doubt a computer can shift faster than a human.
The balancing point (for drag-racing) is how much weight penalty you have to sacrifice for the fancy box versus how much power you have. As the ratio of power to weight difference gets higher, the penalties mean less, and the consistent shifting time becomes more important.
That's why drag racing automatic economy cars sucks... but professional drag racers use automatic transmissions (albeit with manual controls).
Ang pagbalik ng comeback...
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June 23rd, 2010 09:28 AM #13
These factors are precisely why I think a 0-100 km/h time by itself is woefully incomplete as a performance benchmark. Short of drag racers, how often does one get to 0-100 km/h anyway? It has to be said, it's also very brutal on a car's componentry.
A far more relevant test without straying too far from 0-100? Do 0-160-0 km/h. Autocar UK has been doing that test for years, and it's quite useful because they also test max braking power - far more important.
Even more relevant in real-life situations is in-gear acceleration testing. Pick a gear, accelerate from 80-120 km/h, then repeat for all other applicable gears (usually first gear is out of the question). This test is great for showing off an engine's flexibility.
Maybe you're talking about American times? Because a 0-60 mph time is actually 0-96 km/h. And that's a lot shorter than a 0-100 km/h time.
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June 23rd, 2010 10:33 AM #14
Yup. When I test cars now, I've set one of the custom ranges on the V-Box to 0-96 to simulate a 0-60.
So I do both 0-60 and 0-62 mph in one go. I also quote 60-100 km/h, as a measure of passing power. Maybe I should have matched passing tests with C&D, but it's too late now... and "48-80 km/h" and "80-112 km/h" tests won't matter as much to Pinoys. I picked 60 and 100 because 60 is the legal minimum on the highway and 100 the legal maximum... though some diesels have trouble accelerating between 80-100.
The difference for 10-second cars is around 1 - 1.5 seconds. For faster cars (in the 5-6 second range), it's a bit lower... but again, it all depends on where that shift point between 2nd and 3rd (or, if you're a Corvette owner, 1st and 2nd) occurs.
Autocar's 0-160-0 test is a test of pure power and braking, but it still relies on driver variables such as launch ability and threshold braking.
Hmmm... just thinking... If you want to replicate real-life performance in a videogame, try to match trap speeds. In this way, you eliminate the variability factor of a good/poor launch. No matter how bad the launch, trap speeds remain fairly constant, to within a few kilometers an hour.
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June 24th, 2010 12:22 PM #15
sorry ot:
how about the dual clutch in an EVO X TC-SST? same lang ba yung dual clutch at twin clutch? how would it be compared to the dual clutch of the TDCI ford?
*sir niky T., pwede ko po ba mahingi yung link ng review niyo about the evo x? cant find it anymore.
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June 24th, 2010 01:49 PM #17
3M Color Stable series are all above 50% TSER. RFID readable through the tint, stays good for...
What's the best car tint brand and color?