Speed Test not accurate

  • Thread starter Thread starter Leshkraven
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leshkraven
I was speed testing my GTR R35 2012 for the 1/4 mile drag and noticed that each time I reached the 1/4 mile mark I was getting differant times not by much but still differant even though I hadn`t changed a thing with the car.

At first I was getting 8.981 which is my fastest so far I run it again and get 9.014 a third time got me 9.026 and then for the next three times 9.014 9.014 9.014 so I leave it for 1min and try again and hit my fastest time 8.981 AGAIN

WTF
 
I would think it would be odd for the quarter mile times to always be the same. I drag raced my car thru a quarter mile in real life and my times were close, but never the same.
 
True for real life Drags . Im using AT and the launch is the same everytime it counts down from 3 to 0 then launch the AT does the gears for me .
 
Launch, how quickly your at full throttle after launch, revs you change gear at, all have an effect on 1/4 mile time. It would be nearly impossible to have matching times constantly
 
If anything, they need to set it so that when you cross the starting line the time will be triggered, instead of having the countdown used for races.
 
Something I noticed in license tests throughout Gran Turismo, and I think we're dealing with the same thing here, is the tiny differences in launch.

I mainly noticed this in the early license tests where you launch a low-horsepower car off the line. You give it full throttle before the countdown reaches zero, and the revs keep bouncing off the limiter. When the test starts, the car picks up at a random number of revs. If I were lucky the revs were just about to bounce back and the launch was quick, if I weren't so lucky and the revs had just bounced back, the launch was a bit slower, and so was the run.

It is a small difference, but when you start timing with so much precision, it becomes noticeable.
 
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If one is using an AT and has the throttle floored, what variances would there be? RPM bounce at the limiter?

I don't know how the game is implemented. In the real world, there are lots and lots of variants:

* Road surface traction is continuously variable.
* Tire surface traction is continuously variable.
* Air pressure, wind speed, and direction are continuously variable.
* Fuel injectors have non-zero tolerances.
* Air intake systems use a filter, and thus have significant, non-zero tolerances.

The list quite literally could go on for ever.

The game could simplify the equations that describe these systems to a point that there is no variance. If I were in charge of PD, I'd never let that happen. In mathematics, you have the entire field of calculus devoted to describing these very continuously variable situations in such a way that they are manageable mathematically. All one would need to do to add a touch of invariance and realism to the game is add a very small random number to the calculus equations.
 
I have no idea how in-depth GT5 goes to make variables variable. Does the Speed Test really have varying road surface traction, weather factors, etc? I understand that real world circumstances have a whole variety of variation, but does the Speed Test? It would seem to be a static representation of a slew of variables.
 
I have no idea how in-depth GT5 goes to make variables variable. Does the Speed Test really have varying road surface traction, weather factors, etc? I understand that real world circumstances have a whole variety of variation, but does the Speed Test? It would seem to be a static representation of a slew of variables.

If it did, then this game is crappier than I thought.
 
The only variance in the game is is rev bouncing at the limiter and thus small differences in initial acceleration depending on where you catch the revs when the test starts.
 
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