Post by AzraelRPG on May 15, 2016 18:52:33 GMT -5
Azrael again, I'm here to give you all another tool that can be used for meets and just all around car buying in the game. Unlike my Car Reference Database, this one is just about the numbers by class, and there will be several parts to it. Stock car times, Tuned Car times, and Stock-to-Tuned Ratio. As well as more detailed classifications based on how well a car performs.
Here is the track that I gather data on: Test Track Ultimate. Everyone is welcome to use it for their own cars as well. Hell I encourage it. It helps get you used to what your fully modded car can do on a variety of terrain. If you want it to be a bit easier, turn off traffic and police, this way you can avoid crashing, and avoid ruining a good time just cruising.
--
These classifications will be known as Performance Values, or "P-Values" for short. There is a set class for each P-Bracket, ranging from the slow "E" Bracket to the fast "R" Bracket (F < E < D < C < B < A < S < R < X). The number value is then gathered through an algorithm made for this purpose and is calculated based on the time bracket each car is in, the amount of time that car had to take doing the test run, and the ratio of point range per bracket and seconds per bracket. It goes as follows:
*Time brackets respective to point ranges (Maximum allotted time -> minimum allotted time)
** Used as multiplier to determine Point Value
Once a time is recorded, the car will go into one of the 7 categories listed above, then the points will be calculated from the amount of seconds over the minimum time the bracket will allow.
Here is an example using The Declasse Voodoo's time (17:12.790):
And viola, the Stock Beater Voodoo has a P-Value classification of D 472.
--
Please do keep in mind this is an absolute Work-In-Progress, and is taken an extensive amount of time too compile. When the time comes I may be asking for help to gather data on Tuned cars, as I don't have the time, money, or garage space to do all the fully modded vehicles. Don't worry, you'll be given credit for each car that is run on the test track, you just got to let me know what your time was, and I'll do all the rest of the work.
Another reason why this is a WIP, is that I would like to cross-reference my data with Broughy's. Since my data is indicative of long/endurance track times, and Broughy's is more short track times. If I can get both full data sets together, I think we can have a pretty good catalog to go off of for racing and the like.
Here is the first part of this database project:
Second Part:
For the tuned cars, cars MUST have Full Performance Upgrades:
This is so there isn't that many variables going unchecked and the only variables would be based on spoilers and wheels (though it only applies for certain cars oddly enough). 100% Armor recommended, but not really required to do the tests.
Cars Needed:
Third Part: [gta_v_car_ratio]
Fourth Part: [consolidated_data_ azraelrpg_broughy1322]
I hope that everything will make sense with all of this. I know it is a lot of data to look over, but I intend to make as easy to read as possible.
Here is the track that I gather data on: Test Track Ultimate. Everyone is welcome to use it for their own cars as well. Hell I encourage it. It helps get you used to what your fully modded car can do on a variety of terrain. If you want it to be a bit easier, turn off traffic and police, this way you can avoid crashing, and avoid ruining a good time just cruising.
--
These classifications will be known as Performance Values, or "P-Values" for short. There is a set class for each P-Bracket, ranging from the slow "E" Bracket to the fast "R" Bracket (F < E < D < C < B < A < S < R < X). The number value is then gathered through an algorithm made for this purpose and is calculated based on the time bracket each car is in, the amount of time that car had to take doing the test run, and the ratio of point range per bracket and seconds per bracket. It goes as follows:
Class: | Points Range: | Time Range*: | Point Brackets/Time Brackets (seconds): | Difference/Second**: |
X | 5000 | <11:00.000 | N/A | N/A |
R | 3000 - 4999 | 12:59.999 - 11:00.000 | 2000 points/120 seconds | 16.7 |
S | 2000 - 2999 | 13:59.999 - 13:00.000 | 1000 points/60 seconds | 16.7 |
A | 1250 - 1999 | 14:59.999 - 14:00.000 | 750 points/60 seconds | 12.5 |
B | 750 - 1249 | 15:59.999 - 15:00.000 | 500 points/60 seconds | 8.33 |
C | 500 - 749 | 16:59.999 - 16:00.000 | 250 points/60 seconds | 4.17 |
D | 250 - 499 | 18:59.999 - 17:00.000 | 250 points/120 seconds | 2.08 |
E | 1- 249 | 29:59.999 - 19:00.000 | 249 points/660 seconds | 0.38 |
F | 0 | >30:00.000 | N/A | N/A |
** Used as multiplier to determine Point Value
Once a time is recorded, the car will go into one of the 7 categories listed above, then the points will be calculated from the amount of seconds over the minimum time the bracket will allow.
Formula: Seconds over Minimum Time X Bracket Difference Multiplier -> Max Class Value - Product -> Round to nearest whole = Performance Points
Here is an example using The Declasse Voodoo's time (17:12.790):
D-class: 17:12.790 - 17:00.000 -> 12.790 X 2.08 -> 499 - 26.6032 -> 472.3968 = 472 => D 472
And viola, the Stock Beater Voodoo has a P-Value classification of D 472.
--
Please do keep in mind this is an absolute Work-In-Progress, and is taken an extensive amount of time too compile. When the time comes I may be asking for help to gather data on Tuned cars, as I don't have the time, money, or garage space to do all the fully modded vehicles. Don't worry, you'll be given credit for each car that is run on the test track, you just got to let me know what your time was, and I'll do all the rest of the work.
Another reason why this is a WIP, is that I would like to cross-reference my data with Broughy's. Since my data is indicative of long/endurance track times, and Broughy's is more short track times. If I can get both full data sets together, I think we can have a pretty good catalog to go off of for racing and the like.
Here is the first part of this database project:
- GTA V Stock Test Track Times
- [gta_v_stock_car_p-values]
Second Part:
- GTA V Tuned Test Track Times
- [gta_v_tuned_car_p-values]
For the tuned cars, cars MUST have Full Performance Upgrades:
Brakes: | Race Brakes |
Engine: | EMS Upgrade, Level 4 |
Suspension: | Sport/Competition/Race Suspension |
Transmission: | Race Transmission |
Turbo: | Turbo Tuning |
This is so there isn't that many variables going unchecked and the only variables would be based on spoilers and wheels (though it only applies for certain cars oddly enough). 100% Armor recommended, but not really required to do the tests.
Cars Needed:
Vans |
|
Off-Road |
|
SUVs |
|
Sedans |
|
Motorcycles |
|
Coupes |
|
Muscle |
|
Sports Classics |
|
Sports |
|
Third Part: [gta_v_car_ratio]
Fourth Part: [consolidated_data_ azraelrpg_broughy1322]
I hope that everything will make sense with all of this. I know it is a lot of data to look over, but I intend to make as easy to read as possible.