Originally posted by pmkls1
GT6 is as close as you can probably get with the hardware limitations of the PS3. Something that I don't think you discussed as a real world variable affecting top speed results would also be altitude as well as humidity, temp, and barometric pressure in relation to affecting the power output of any specific engine. Varying atmospheric conditions and altitude obviously affect engine output and that can also account for varying real world top speed testing results. NA engines suffer more power loss than forced induction engines do as air density decreases also which will make real world testing of NA vehicles vary more greatly.
You are very much right on, but I did touch on it
Originally posted by SiNiST3R
Are the results 100% accurate with all the real world data we will find for these cars?
No, and to be honest, its probably impossible, and I don't believe any game will get the numbers all 100% matching. How could they & with GT6 already at the limit, yikes, to get that little bit more authenticity we are going to need wind simulations, air pressure simulations and a whole lot more and what that will do is generate results that basically vary with the situation as in real life. I bet GT7 will bring us closer, but the closer it gets to that mythological perfect sim the more varying the results will be. Wind direction, air temp, altitude will all be causing different results per run depending on the situation..
I didnt get into it too deep, because we have constant conditions in GT6. This is also how I made my WRX calculations
Originally posted by SiNiST3R
Looking into the WRX I decided to try a mathematical route using an Algorithm that is quite suitable for GT6 and the perfect conditions of the game.
Algorithm:
AirDensity=0.0228645 * baro/(0.5555* (temp - 32) + 273.15)
AeroDragFactor = 1.07556 * AirDensity * cd * f-area
AeroHP = (AeroDragFactor * mph3)/375.0
Assuming the Tire Pressure is at 32psi, Barometric Pressure in Inches 30Hg & no need to use the in Game temperatures as that's for the track temp not air density (IMO). I will run my test with a constant 70f (25c) to keep testing consistent at SSRX.
I will use the in game height and width to estimate the frontal area
combined with the reported Coefficient of drag found for the car (the Subaru WRX I found has a 0.33 Coefficient of drag) I will calculate how much hp is required to hit the cars in game top speed whatever it may be.
Example Subaru WRX
Coefficient of drag: 0.33
Frontal Area (Square Feet): 28.5
Test Temperature in Degrees F: 70
Test Barometric Pressure in Inches Hg: 30
Vehicle Miles Per Hour (MPH): 150
Vehicle Weight in Lbs: 3267
Tire Inflation Pressure in psi: 32
Give us a result of 212hp being required to hit 150mph
Looks like my math is correct I believe the WRX is good for something like 220whp, now to STi this Bitch & recalculate with the weight and top speed of the WRX STi to see how things line up in the game. I believe the WRX Stis make around 250whp. Remember Im only trying to Ballpark this to see if the in game top speeds work with the specs in the game taking into consideration drivetrain loss (that I have already calculated a long time ago when I built the Gear Tuner ) but thats not needed here
I will try to match the in game top speeds to the cars real world whp numbers.
Dyno Tested: 2015 Subaru WRX vs. 2015 Subaru STI
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Looking at their Dyno sheet 247whp to 250whp are the right numbers so I will take this to a new WRX STi in GT6
Originally posted by pmkls1
You also have variables such as the fuel composition and infinite variations in tire compound and construction within any tire category that aren't accounted for. Engine condition and chassis conditions are simulated in the game but even those factors are based on simple calculations and cannot be completely duplicated. Even in the real world two identical engines taken directly off of the assembly line can and do vary slightly in power output. The same holds true for complete vehicles. So, in line with your theory, to take into account all of these variables would require an extremely complex set of algorithms within the game as well as a very powerful console to calculate these factors as you drive. GT6 comes as close as you can get IMHO especially with the limitations of the hardware.
You are right on Brother, I touch on it a bit here
Originally posted by SiNiST3R
Are the results 100% accurate with all the real world data we will find for these cars?
No, and to be honest, its probably impossible, and I don't believe any game will get the numbers all 100% matching. How could they & with GT6 already at the limit, yikes, to get that little bit more authenticity we are going to need wind simulations, air pressure simulations and a whole lot more and what that will do is generate results that basically vary with the situation as in real life. I bet GT7 will bring us closer, but the closer it gets to that mythological perfect sim the more varying the results will be. Wind direction, air temp, altitude will all be causing different results per run depending on the situation..
I dont go into as much depth as you, thanks for adding some depth and clarify my ramblings lol
Originally posted by pmkls1
GT7 will probably take a big step forward given the fact that it will be developed for a more powerful console, but you will never get close to 100% authentic with a gaming console intended to be sold for a few hundred dollars. When you look at simulators built for training pilots and similar types of simulators, these machines cost millions of dollars and still aren't 100% accurate all of the time although they are extremely close the majority of the time. Some of these simulators are built specifically for one type of "vehicle" instead of over 1000. This is also something that many people do not consider.
I agree, and GT7 should IMO bring us closer and in doing so add some variation to runs. The gauges and stuff added looks like they intend to implement usable factors here even more stuff like air temp is in there. The coding has channels for many things even though not all are "active". It also has more data for GT6 cars than GT5 or GT4, they seem to be collecting a larger number of parameters when collecting car data than previously.
Ive got a incredible amount of raw data to go though ATM (Thanks again Bro) that Ive got to make sense of. leverage factors, unsprung weight actual ARB strength being split into 7 adjustment range castor angles and so much more. While GT6 does work on a sort of fixed world environment (not much environmental simulations effecting the car dynamically, like wind) they seem to have every thing in place for it and still use these elements albeit with sort of fixed values. Its like there is air, just no wind if you get what I mean. However this all seems like its practically ready to go if the elements began to become dynamical (wind is introduced) that could mean its in the plans for GT7 but yah never really can tell.