does this game abide by the laws of physics?

  • Thread starter Thread starter MaxPakin
  • 10 comments
  • 545 views
Messages
10
is it physically possible to sup up various street cars (via turbos and the likes) to 1000hp and get them to go at 250mph???

thats more than a freaken F1 / NASCAR Stock car!!!! :eek: :confused:

so far ive dont it with the dodge viper GTS, and nissan 300zx on the max speed testing track (the viper could have gone above 250mph, but it ran out of track :rolleyes: )
 
I'd say that a few cars could concievably go 200+mph, and have 800+ hp, but I'm not sure that the few Toyota GT-One owners would modify their already rare and fragile cars to say, 975hp! My guess is that many of the full modifications are imaginary, but possible.

I also don't think these fully modified "specials" would last more than a few trips around a real "Test Course" without a major failure or some sort of hiccup.

Would you want to drive at 250mph around an oval, over and over again...especially in your own car? Notify your next of kin first.
 
It's something like "Selective Physics" isn't it? The model follows most aspects of motion, inertia & mass, but skips over others--I.e. you can't overturn your car, you're unharmed by slamming into barriers at high speeds, etc.
Still, I think Billskee has a good point: if it followed the laws of physics it wouldn't be as fun to drive! Think how bad you'd feel after hours of racing to achieve that sweet, modded out GT-One only to smash it to bits with a miscalculation..

:eek: :mad: :mad: :eek:
 
There are cars, especially things like Skylines, with amazingly high horsepower figures. IIRC, there's a quad-turbo Viper that pushes around 1400hp. Check out Supercars.net for some real beasts.

However, it would be very very difficult to make these cars driveable at the speeds you can reach in the game. GT2 doesn't really simulate fluid motion physics of the ambient air, which is the problem; forces of air resistance and drag, if they would even let you reach those speeds in those cars, would make them nearly undrivable.

Instead, think of it as more of the car being on a 'rolling road' (similar to a dynamometer, big 'rolling pins' that you situate the tires on, so you can drive the tires while keeping the car stationary). Without the effects of air resistance, you'd probably be able to simulate these speeds in these cars.

As for handling, it's better than most game,s but not accurate by a long shot. There are so many different forces working on each wheel and the rest of the car, that the playstation just can't handle all of the information. Instead, GT2 seems to be programmed to perform 'this drivetrain and this weight and these settings act like THIS'. It's close, and much closer than almost any other game at the time of release (there are PC games that are better, for obvious reasons).
 
I also doubt it is possible to run an entire 50+ lap endurance on one set of super soft tires. I've done this to see what happens after red. Nothing exploded, I just spun the tires a lot.
 
There are modded Skyline GT-Rs around, but from what I've heard they're extremely difficult to drive (the lag is even worse than you get in the GT series).
 
Theres a 98 R33 GTR in brisbane thats hit over 300kmh on the gateway bridge, hes a friend of my brothers. He wont tell anyonw how much grunt the car has but i tell you, its got a ****load to boot.

300kmh is like 180-185mph i think
 
Back