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- Priban
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Torque of engine: prntscr.com/9kwoj0
Torque in game: prntscr.com/9kwore
Is it right ? Because car accelerating is faster than 19.9s
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Priban escribió: I have problerm with this:
Torque of engine: prntscr.com/9kwoj0
Torque in game: prntscr.com/9kwore
Is it right ? Because car accelerating is faster than 19.9s
I think you are scaling it wrong, your Y axis goes up to 1.10, not 1.
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Priban escribió: I have problerm with this:
Torque of engine: prntscr.com/9kwoj0
Torque in game: prntscr.com/9kwore
Is it right ? Because car accelerating is faster than 19.9s
Don't care about 0-100 time

For accurate specs, always take elasticity measurements, be sure everything is ok (wheel radius that should follow rear car tire size, accurate masse and accurate aero) then you can look about your specs
For the torque curve, best values to take are :
Max power (the best is kW, but bhp/hp etc is ok too) and max torque (the best for me is m/kg)
So let's start,
The car has 72kW at 5200rpm, we need to convert that in newton, to convert :
Nm = ((72/0.736)*RPM(here 5200)/0.736)*5252
here it gives ~139,6Nm, lets say 140Nm
So we have our first point to place at Y=140 and X = 5200
For the peak torque :
The cars got 23.5m/kg at 2500Rpm
So to get it in newton, just make 23.5*9.80665
Now put this point at Y=230 and X=2500
Now we have the 2 basics point, make sure to see power curve, so make view/toggle normalised horsepower display
A grey curve should appear, now place other points and make sur before 5200 you don't have greather power.. I've tried , the curve should have a weird shape lol
For other point, the curve should start at X=0 and Y=0 and stop at X=? and Y=0
In our exemple we can make our engine stop running at 7000rpm
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- Fabikan75
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In my opinion, acceleration from 0-100 is far more important than the exact torque curve and aero . These parameters can only see the file and the acceleration of the game. Do you prefer to watch files or play?Don't care about 0-100 time
For accurate specs, always take elasticity measurements, be sure everything is ok (wheel radius that should follow rear car tire size, accurate masse and accurate aero) then you can look about your specs
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I did not say to don't care about an 40% acceleration error, no.Fabikan75 escribió:
In my opinion, acceleration from 0-100 is far more important than the exact torque curve and aero . These parameters can only see the file and the acceleration of the game. Do you prefer to watch files or play?Don't care about 0-100 time
For accurate specs, always take elasticity measurements, be sure everything is ok (wheel radius that should follow rear car tire size, accurate masse and accurate aero) then you can look about your specs
But for 0-100 time, how is it done (when the pilot change gears?how time to..) It is not easy to make the "closer" test..
When I speak about aero , i mean correct Cx and frontal aera (could be hard to find, yes), but with the SCx and Cx you can know the area

For the funny fact :
I am working on a car :
Top speed : ~175km/h, i've got elasticity time.
0-100 in real : 15s
In game, i've got correct top speed, aero, wheel,elasticity and mass but not the right 0-100 time
(depend on how i change gear, but between 13,8 and 14,4 sec..)

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- Fabikan75
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Manipulating CRV , gearbox, aero .

After all, here we respect your knowledge Skybh
