[TOOL] GTAO Car Reference Database Oct 30, 2015 9:12:20 GMT -5 Ed.Venture, LassyKongo, and 2 more like this
Post by AzraelRPG on Oct 30, 2015 9:12:20 GMT -5
Hello all, I've been working on a car reference database since the Lowrider Update. Mostly because it seems R* tends to put some vehicles in the wrong categories, *cough*Moonbeam*cough*, and thought it would be a very useful tool for meets as well, especially those with category/type restrictions. Please note, that I only made the list with customizable cars in mind, not ones like the Boxville.
Link: GTAO BullShifters Car Reference
Now, there are a few things to note. First would be a legend to what each drive/race type I listed for each car. Some of these terms so come form the NFS series (Street-X from NFSU2 and Speed from NFS:PS).
Legend for second sheet (parenthesis indicate which columns the data is in):
|Circuit (F)||Your traditional lap based race, with flowing and challenging turns,|
decent length straights, and a medium lap time. Well-rounded cars.
|Cruise (G)||Not a Race type but purely for driving, usually for the low and slow type cars|
|Drag (H)||Horsepower and Torque are your friends in this race type. Reaching Max speed as|
quickly as possible.
|Drift (I)||Good for those cars that have their back-ends slide away from them. Just watch|
out for pedestrians and scary traffic cones
|Endurance (J)||Long races: Circuits that are big with many laps, or long Point-to-Point Races. |
Whichever it is, just make sure you are very comfortable with your car, as speed
here does not determine the winner.
|GT (K)||True Race-Ready Vehicles. Only can GT be achieved through vehicle mods.|
|Off-Road (L)||Any vehicle that goes off-road, and can handle not having pavement under the |
wheels, along with dealing with large boulders and fallen trees.
|Rally (M)||Like Off-Road, but with cars. These vehicles are speed demons on and off the road,|
and can handle nearly all-terrain equally (except boulders and trees).
|Sprint (N)||Your traditional Point-to-Point race with both harsh and flowing turns, and decent straights.|
|Speed (O)||Kind of like Sprint but with large sections dedicated to pure, unadulterated speed. |
A great way to test the top speed of your ride.
|Street-X (P)||Tight and Technical. The need for acceleration and grip are the true winners over top |
speed here. There are hardly any straights to gain speed, make sure you know how to
use the wheel and throttle in tandem, and keep the other foot on the brake.
Example: The Declasse Vigero is a Brilliant Muscle car with great acceleration and decent handling, but does not have the gear ratios that would support it for long races. Due to this, the Vigero hits its top speed way too quickly with its massive acceleration. So instead of being a true contender for Speed, Endurance, and traditional Circuit races, it is better suited for short Sprints and the technical Street-X categories.
Secondly, I added another column for actual categories to help with management, it also gives extra flair for meets. The Moonbeam, BlackFin, Guardian, Sadler, Bison, Bobcat XL, Coquette Classic, and more, have been put into the correct category. Now these do not reconfigure the game, as this is just a reference database for what is what. I also added the real world equivalent to each vehicle, though not exact, also puts the style of the car in perspective (In parenthesis in the Drive category [i.e. Tuner, Exotic, Dirtbike]).
Thirdly, I will be adding a base price category to these cars. How does one determine base price on GTA V vehicles? Take a car down to LS Customs and go to the sell option. Whatever the price they gave you, multiply that by 10 and you should get the base retail price of that car. But that only works if the car is stock.
Example: The Karin Sultan sells at $1,200 stock. Base Price = 1200*10 = $12,000
- Side Note: If you want to figure out the true value of your car, take it to LS Customs, go to sell, and from here on you'll have to do some math:
- Subtract the Base Price of the stock car from the total sell price
- Multiply the remaining number by 2 (This is the worth of all mods on the car, including paint)
- Take the base number you removed from the total sale price, multiply by 10
- Add both multiplied numbers together to get the real value
- Note: This is not an entirely accurate number, but is very close to what you would have spent on the car itself
- Example: My Sultan's total sale price is $108,267.
- Step 1: $108,267 - $1,200 = $107,067
- Step 2: $107,067 * 2 = $214,134
- Step 3: $1,200 * 10 = $12,000
- Step 4: $214,134 + $12,000 = $226,134
Now This above Note is only for those who want to know the true value of their cars, so, if for some reason, they need to part ways with that car and obtain it again at a later date, they then can approximate the total cost of that car and mods.
Q: Why was there a need for a reference table for GTAO vehicles?
A: This would help alleviate any confusion when regarding vehicle restrictions for meets. Especially since R* occasionally mislabels certain vehicles to be in certain classes
Q: Why make the table in Google Docs? Why not here on the forums?
A: While there is a table tool available in the forum, there really isn't anyway to edit, organize, or sort the table in the forum, and updating this table for each update would be an absolute pain in the arse each time an update happens for GTAO (There are over 190 customizable vehicles in GTAO currently).
Q: Why should we trust you in making this table? For all we know, everything on the table is subjective to your preferences.
A: While it may be true that some are subjective toward my preferences, most of them are more objective do to their overall performance in game. I have also spent hundreds, if not thousands, of hours playing the game, and testing the cars. There are only a few of which I have not had the pleasure of testing at full modification due to the fact they are restricted for GTAO only.
Q: Why add a price column to the table?
A: Some meets may have hosts and organizers that may restrict cars by their base price like the Perro Beach Concours D'elegance Meet.
Q: Will this reference be a requirement for future meets?
A: Not at all, it is up to the host on whether or not they add vehicle restrictions. This sheet will just help clear up some confusion when the host does add vehicle restrictions. Though it would be suggested that this tool be added to the meet information for ease of access.
Q: How would one include this list into their meets if they decide to have vehicle restrictions?
A: There are two ways; one would be linking this forum in the meet information portion of the thread, most notably under the restrictions section. Another would be linking directly to the document itself, though it would still be asked, for ease of access, that it is with the vehicles restrictions portion.
Q: How do you actually test the cars?
A: I test them using my own test track, both Online and Offline. You can find it HERE on Social Club
Again, keep in mind this is still a work in progress, but most of the information is already able to be used. I do ask patience as completing this will take some time to do.
If any of you have questions, feel free to ask!