PP Formula

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Crimsonsrage
If there a way to factor staring pp rating an final pp rating after all upgrades available?

If u missed in search I appoligize.

Thx
 
No not really was just hoping there was a way to know what each part add pp wise to help me know what cars to buy....
 
No not really was just hoping there was a way to know what each part add pp wise to help me know what cars to buy....
The PP increase per each part varies by car make and model. You will have to buy the cars you really want and add parts to them to see how the PP is affected. Another option would be to try searching for a relevant thread on tuning the cars you want to buy in the Tunes Section. I hope this helps.
 
No not really was just hoping there was a way to know what each part add pp wise to help me know what cars to buy....

Oh. I'm afraid there is still an horendosly complicatd math problm unfortunately... it varies on cars with different PP, BHP, and weight I'm sure.
 
No not really was just hoping there was a way to know what each part add pp wise to help me know what cars to buy....
It is an "advanced" formula that we have no clue what all is included in calculating it. A lot of people have tried to figure it out, but those missing figures make it anybody's guess at how to figure it out.
 
The "known" variables are power, torque, and weight, but drivetrain also is figured in there somehow, and there are probably more in there also.
 
The "known" variables are power, torque, and weight, but drivetrain also is figured in there somehow, and there are probably more in there also.
Like the dimensions.

I've noticed that each part adds a certain percentage, kinda like the oil change 5% bonus.
 
Sounds to me like PD over complicated the thing to be honest. It's all new to me this is my first gt game but I am enjoying it.

I just hate having to look at what cars I'll be racing against in a new series and picking one of them cause I don't wanna go over pp rating
 
The 5% oil change increases torque and hp, that in turn raises pp. the pp system is horribly flawed though so don't be too bothered when matching pp's don't seem fair.
 
Sounds to me like PD over complicated the thing to be honest. It's all new to me this is my first gt game but I am enjoying it.

I just hate having to look at what cars I'll be racing against in a new series and picking one of them cause I don't wanna go over pp rating

Nope, they've over simplified it, otherwise it'd work. :lol:
 
The "known" variables are power, torque, and weight, but drivetrain also is figured in there somehow, and there are probably more in there also.
Aerodynamics also factors into the PP equation. In general cars with worse aerodynamics will end up with a better power to weight ratio to compensate. Though this usually does give them an advantage in low speed situations if their turning ability is up to snuff.
 
I notice that every mod you add, subtracts 1hp at the same pp level without the mod or a lower category.

Example - I am running a mid range turbo at 600pp. If I remove it and run a high range, the same amount of hp will end you up at 601pp. I noticed this by going back to lesser mods, not by stepping up; ie I would be at 600pp with 500hp, remove...say a racing exhaust and go to a lower tier exhaust - tune it back up to 500hp via power limiter and now you're at 599pp.

Just something I noticed. I have tried to reverse engineer the relationships between weight, ride height, spring rates and strut/shock settings. It worked for some cars, not for others. The problem was wheelbase and front/rear track width. Stopped before I came up with an equation to include it into what I'd already mapped out.

I was doing this with cars that were weighed out to 50-50 balance. Would have kept going if it seemed more promising. I went wrong somewhere though for sure.
 
Formulas, at least in spreadsheets, are how you implement an algorithm.
 
I figure it's all about the potential for performance--even things such as tire width, power delivery, the number of forward gears and even the car's footprint (its silhouette when viewed from above) likely figure into it. The Audi R8 5.2 FSI quattro Chrome Line has less weight and more power than the regular version but manages to come out with lower PP, probably because it can't put that power down as well.
 
The pp formulas factor things in like Drivetrain e.g. M/r F/r, age of vehicle, Downforce.
For example My '98 Diablo GT2 has 661hp,weighs 1226kg And has 590pp,
My '13 viper has 605hp, weighs 1350kg and is 600pp.
Both cars are max upgraded run racing hard tyres, the dodge has nearly 100kg of ballast to keep the pp at 600. I love driving both cars but on the track you can see why the Dodge has 10 more pp.
It can be driven on the absolute limit whereas the lambo you have to back off or you'll end up in the sticks.
Around Mt panorama Viper- 2:05.9.easy. Lambo- 2:07.6.nervous.
 
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The pp formulas factor things in like Drivetrain e.g. M/r F/r, age of vehicle, Downforce.
For example My '98 Diablo GT2 has 661hp,weighs 1226kg And has 590pp,
My '13 viper has 605hp, weighs 1350kg and is 600pp.
Both cars are max upgraded run racing hard tyres, the dodge has nearly 100kg of ballast to keep the pp at 600. I love driving both cars but on the track you can see why the Dodge has 10 more pp.
It can be driven on the absolute limit whereas the lambo you have to back off or you'll end up in the sticks.
Around Mt panorama Viper- 2:05.9.easy. Lambo- 2:07.6.nervous.

Well, it is not allways that close. I recreated two GTEpro (class from 24h of Le Mans) cars yesterday, the 458 Italia vs the C7R. It was not fair at all. Yeah the Vette is a lot smoother to drive, also got about 10-20 PP more then the Ferrari, but no chance to reach the times. The main problem was Topspeed, very crucial on Le Mans. While the 458 Italia easy reached 320 km/h on mulsanne, the C7R did 300 km/h barely (with flat wing).

So those two cars, the one easier to drive, also more PP, no chance against the other.
 
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Well, it is not allways that close. I recreated two GTEpro (class from 24h of Le Mans) cars yesterday, the 458 Italia vs the C7R. It was not fair at all. Yeah the Vette is a lot smoother to drive, also got about 10-20 PP more then the Ferrari, but no chance to reach the times. The main problem was Topspeed, very crucial on Le Mans. While the 458 Italia easy reached 320 km/h on mulsanne, the C7R did 300 km/h barely (with flat wing).

So those two cars, the one easier to drive, also more PP, no chance against the other.
Try to recreate the gearbox a little more, reduce the final drive number and if needed the top gear number. Should be able to make C7 do 320-330 on Mulsanne. Or race both on a a Grand Valley East for example as is now.
 
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