This, the hours you put into your accurate results, the lack of clickbait, and the amazing race footage, is what's kept me subscribed. Keep up the phenomenal work broughy.
***** great video and to me the banshee is a perfect example of top speed being a lie. it says 140mph. but its faster than the jester which is 180mph and the elegyrh8
It never ceases to amaze me on the time and effort you put into your work. I've said it before and I'll say it again that Rockstar needs a guy like you to improve the game. Keep it up Broughy!
Cars in non-racing simulator games are slower than what they'd be in reality, simply because the average GTA player is a 12 years old with a chrome Adder that spams bombs everywhere. And that means really, really awful reaction times. So they just slow down cars to make it easier for unexperienced players. Sad, but true.
I think that's a bit of a stretch.. They do respond to certain things, but when it comes to something like a bug in turbo; it takes a month to be noticed.. In summary, Rockstar only responds to things that involve them losing money.. notice how quickly they responded to the betting glitch, by removing betting temporarily. So, if it's a exploit that involves players earning money in a way that isn't shark cards.. Rockstar will hop on it in an instant. I know Rockstar is probably well aware of their false stats, as it has been around since the start of gta 5.. They've just decided to let it fly out of pure laziness. But, thanks to ppl like broughy, we can expose these flaws in the hope that their broken game can become "less broken."
People, please spread the word about this guy. He should have over 1million subs, at least. Stop subbing to people that do absolutely nothing to BETTER overall gameplay!!
According to my GTA online stats. The fastest speed I've reach in a vehicle is 149 mph with the Entity. According to the spreadsheet, the Entity has a top speed of 155 mph. Yet Legendary Motorsports states that it has a top speed of 240 mph. I always knew the in game stats were bogus. Not sure why Rockstar decided to make a complete mess of the way the vehicle stats are shown in game. Very informative video. Good job!
Awesome videos! really appreciate the effort. Its also good to see a youtuber that doesnt spend the first and last 2 minutes begging for likes for substandard videos of shit everyone already knows. Your vids are very informative :)
Your videos are the best on gta because you always finish a video having learnt something and with your horizons expanded. I can't imagine the amount of time that goes into them. You deserve the success you've achieved and so much more - thanks!
This is the video that I have been waiting on from you... The fastest cars series might be the big deal for your channel. But this is what I've wanted... This is the answer to the questions that the smart people ask. And you were lovely enough to include a spreadsheet... You are a saint among the swine. All of the other youtubers that make content videos for anything in GTA, could really take lessons from you on what to provide, and how to properly inform. They may show some results, but even they themselves don't understand how they got those results.
I have a huge favor/question to ask you... Do you know anyone, anyone at all who attempts to do what you do with the cars, only with the weapons? Because I've known forever that the car stats are completely bogus. But I've also suspected for about the same amount of time, that the weapons have the same issues. BF4 and such shooter games have symthic.com/ . But GTA has nothing of the sort.
Pistol: AP Pistol SMG: Advanced SMG(or whatevA it's called) MG: Combat MG Rifle: Carbine/Special Carbine(carbine if you want more range) Sniper:Heavy Sniper Shotty: Assault Shotty Heavy weapons and explosives: varies
very well explained man! i really enjoy these types of videos from you a lot! also, the easiest way to disprove the acceleration bar stat is a stock akuma already has a maxed out bar, so theoretically modding it at all in los santos customs should not make any difference in straight line performance but we know that certainly not the case
Wow, it's amazing the attention to detail put in the performance of the cars in GTAV, it's not a racing only game and the stats are huge, I had no idea.
Man this is amazing, all the information you looked for to make this video its just incredible and very useful for us to understand how the cars actually work on the game you have just got another sub ;)
Broughy big fan of your vids and gta racing but how do you feel about double clutching? Most notable in the banshee, rapid gt and furore gt. this gives a huge speed boost in races and could make these cars a lot higher in the leaderboards. Anyway love your vids and keep up the good work.
One of the best videos I've seen of GTA V made by a UA-camr. You should also include bikes into your spreadsheet. It says it includes bike stast but it doesn't.
Thanks for putting light on gta 5 car statuses. You also answered the question I'd always wondered about: do I need to upgrade the transmision if I made a turbo tuning? ANSWER: YES!
I have watched a lot of your videos and they are very good and informative. I joined the gta community 1 week ago and was looking for a good car to buy. Your best cars play list helped me a lot so the least I could do was subscribe.
THANK YOU! I know someone who's done some digging in code (he's a modder), and he says that top-speed value is what's reached when the ONLY factor is the driving force - no drag or mass effects. Sorry if this is incorrect, as it's just an anecdote.
Thank you for all your super informative videos! I really love learning this stuff with you because I like the way you present your facts and such. And thank you for testing all these cars for us so we dont need to. I knew these stats that the game shows you couldnt be true but you showed me how it really is and how to understand this stuff. So as a GTA enthusiast im really glad there are peolpe like you who go in such detail. THANK YOU!
Thanks for this,very interesting! I used to believe the 9F was faster than the 9F cabrio based on the Legendary website. Funny thing was when I bought the 9F I genuinely believed it felt faster, must have been the placebo effect! Keep up the good work! really enjoying your vids and I'm definitely a better racer because of them!
thing i have learned about playing gta 5 online is dont trust stats or what people say. got to drive the car for your self and find out if its best for you. do like 4 laps around cutting corners on each car and what ever has the fastest lap is probably the best car for you
Your videos are amazing man. You really put out the effort on these things. Very much appreciated. You wouldn't happen to share this spreadsheet at all would you? Definitely useful information to have.
This was a great video and really enlightening. Kudos to you for taking the time to research the subject and test it thoroughly. I was always curious on the impacts mods have on cars in the game. Thanks for confirming my suspicions keep up the good work!
Accidentally discovered the crazy top speed of the Z type, after a mission running back to Lester's, my crew mate blew my doors off him In Z type, me in zentorno, have ran Z type vs adder in free mode, will let u figure out what happened, nice work sir, keep it up
First, excellent video, as always. It seems like it would be possible to reverse engineer some of the formulas behind the spreadsheet. While other variables (drivetrain stats) may muddy things a bit, it seems as though the variables you discuss in the video could be combined into an equation that models (in-game) reality. For instance, do top speed tests for selections of cars (similar cars, random cars, sets with fixed variables for drivetrain, etc.) and get the in-game 'top velocities'. These are the 'real world' data samples. It seems to me that the 'top velocity' in the stats is the theoretical top velocity, i.e. in a vacuum. If in-game top velocities for 10 or 20 (or 100) cars were measured, for instance, it seems like you could reverse engineer an equation that would link mass, drag, and driving force (primarily) to crudely reproduce the tested top velocities. As an engineer, this type of modeling is done all of the time - and while small data samples would lead to crude equations and predictions, additional data samples could lead to refinements that may be mildly accurate in their model and therefore more predictive. Throw crowd-sourcing into the mix, and this effort could be an interesting exercise.
After some testing and value-getting I did try but I couldn't do it by hand (I have a maths degree but there's no way I could derive the speed equation - it seems a bit more complex than just speed = ax + by + cz). No doubt with enough samples and the right expertise or computer program it would be possible, but I feel that may be more effort than it's worth XD I did do some regression analysis on a number of values and found a correleation coefficient of 0.99 when actual speed/max velocity as the dependent variable is compared to both drag and driving force simultaneously (mass has no effect). There's an equation there for sure, but I can't get at it.
***** Thanks for the thoughtful reply. If you ever do come up with real-world straight-line measurements (obv the equation will be hard enough for straight-line, nigh impossible for other axes of motion), let us know and I'm sure some of us would love to take a crack at the maths (and almost certainly fail). And, I'll add to my to-do list to create a straight-line race like yours and run a set of unmodded cars through it, you are quite busy these days. Big fan.
Looks like you gave R* some exta work for the next DLC one more time. Hopefully they are keeping an eye on your channel as the testings and factfindings are actually their work. Thx for the info. Playing the content creator once more ;)
Hi Broughy, and first of all a big bravo for your channel, it's really amazing to see all of the work you've done so far! I hope you'll keep going on like this with GTA. I was wondering, will the spreadsheet mentionned above be updated with the cars from IGG 2? You made me interested in improving my racing skills, and I've started to do time attack on the races ingame. Though it's quite hard to tell if I'm good or not without a good reference to compare to (most of the 10 first times are obiouvsly cheated...). By any chance, are there some NODO members who are doing time attack in non contact and would play on PC, to who I could compare myself? (2 names would be nice, let's say a top racer and one that would be a little bit under). Excuse my english, I'm from the other side of the Channel. Thanks for your videos, and keep up the good work!
Hi Jacker Thanks I appreciate that! Stay tuned about news spreadsheet-wise. Next episode of this series you'll want to be looking out for. My crew focus more on actual racing with others rather than lap times (join here if you're interested: bit.ly/BroughysCrew) so I'm sorry but I can't really help with that aspect. Cheers! :D
Awesome video Also, I really liked that rant you had about the misleading info... maybe it could be a bonus to the discussion video, but mainly I think you should talk about you tubers who pretend to know about cars... when they say the Dukes is a Corvair and the Pigalle is a Lamborghini. Then in the comments you have to wait for a real car guy (don't want to show off, but I think I qualify as that) to clean it up.
Hey broughy, thank you for this video, a great video, precise, full of explanation but can you explain with this spreedsheet how a car will go around a corner ? please, I would so much understand why I feel like the zentrono has a better angle of cornering than the Osiris, and better brakes, but less control over bumps for example, it would be so useful for me, and as well, for a lot of your followers (sorry if there's things you don't understand, i'm french, but, i could try to explain myself more if you want, i'll try to answer asap since you've got so much stuff)
well.. not necessarly.. we'd just don't know some of the most important facts about GTA racing. we can still be pretty good, but not as good as we are right now. but i thought i knew pretty much everything about the game.. but Broughy proved me wrong.. AGAIN.. and AGAIN :D
I always wondered about the stat bars in LSC and if they were accurate. I used to just max out the bar and leave it at that, but then I figured I'd buy all the upgrades to be safe. Seems like that was a good idea :P
More complex then I thought. Good thing you're here broughy to point us in the right direction! Haha If it wasn't for you I might still be using an adder and maybe using a Carbonizzare or a coquette haha
Great video. If the 'driving force' is a representation of bhp then mass can only have an effect in game if the 'driving force' value is for a given mass, say per 1000 kg for example, otherwise the Z type would be much faster than the Adder due to it being only 56% of the weight of the Adder and having 94% of its 'drivng force' and having much lower drag. Just a thought.
This is great man.....Could you do a range of videos on the fastest acceleration vehicles? For instance I know the Banshee on last gen was very quick off the mark? Maybe write a list of the top 3 in each class?
This is great. I think the speedometer when driving in first person gives the true speed because it always goes to like 100 mph or maybe more. But never max
I just want them to fix the "Slidey Cars" cheat in single-player. It used to be a fun way to get crazy top-speeds without any mods. It has not been the same since last December for me.
Most likely the top speed is just the theoretical top speed based solely on the gear ratios. Of course, in "real life" (or in-game) the car can only reach the speed that its drag coefficient and engine-power allows. Now, it's cool that they have that much depth to the cars, but it's also very sloppy that they just put in the "max speed" on the info of the in-game webpages. (that said, I think the elite page is a lie on purpose as a jab to the often overblown performance sheets of many supercars)
Nice video series. Liked and Subed. These values, are they easy to reach in game files and able to be changed, like they were in GTA 3? I remember that the best car in GTA 3, after changing the file was the Taxi. Greatest handling. *Didnt play Gta 4, VC and SA.
Great findings broughy! Quick question: Are you certain the lower the drag number, the lower the drag? The reason I ask is that large vehicles across the spreadsheet (i.e. the barracks, riot van, firetruck etc) all have very low drag numbers, but one would assume that due to their size they would have very high drag. My point being: does a high drag number mean that the vehicle is actually more streamlined?
I was looking at the spreadsheet itself, and it said the Max velocity value is in KPH, not MPH (in the spreadsheet view and mouse over the Max Velocity column). Did you notice that or did I miss something? So the website says all these speeds in MPH, but really we're doing KPH, so the Adder's theoretical top speed is listed as 160 mph, but if its actually kph, then we max out at like 99 mph? Love your videos, keep it up.
In this instance I honestly believe the spreadsheet is incorrect for that. Everything in the game is in miles (such as track distance and GPS distance for example) it makes very little sense for speed to be in KPH. Plus cars topping out at around 80mph is even more ridiculous.
Hey Broughy! I mod my game quite a lot, and being a car enthusiast, I tinker with car stats quite a bit. Here's what some of the stats actually represent (even though you probably know some already) Mass: Used only in circumstances of collision. Ignored for other purposes DragMult: Applies a multiplier to the drag effect Percent Submerged: Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Used to simulate aerodynamic drag Centre Of Mass: X is left-right, Y is up-down, Z is forward-back Inertia Multiplier: Used for collision speed loss Drive Force: Known power output in kW of the engine at peak of torque curve during maximum stress Drive Inertia: Retarder on the engine acceleration. A lower DI implies that the engine torque curve picks up higher along the RPM count. Max Velocity: Effectively alters the gear ratios used to set peak speed Traction Curve (Lat): The shape of the traction curve in degrees--falls in a logarithmic fashion from each side of the curve. Traction Bias: Adjusts the aerodynamics to position the downforce in such a way to manipulate the under/oversteer produced in the car. This value is often very close to 0.50. Suspension Force: The strength at which the suspension is tied together via (1 / (Force * NumWheels)) = Lower limit for zero force at full extension Anti-Roll bar Force: Adds additional spring rebound for the opposing side of the vehicle. Does NOT add an actual ARB. Hope that's useful to some degree. :P
TheKaNTGaming Yeah there's a page here which lists everything too: www.gtamodding.com/wiki/Handling.meta :) I'm not sure where you got the definition of percent submerged from though and its relation to drag.
TheKaNTGaming And in which file is this appendix of value definitions? I'm not seeing anything, and it's not in any of the handling.meta files that I've already been over for all the dlcs
***** I find myself watching more and more of your videos trying to get better at racing in GTA. I switched my wheels to off road like you said on my Massacro(race car) but I have yet to be able to test it. I just started playing from the PC version so I'm trying to get more money for custom cars. So yeah I just wanted to show my appreciation and go back to lurking lol.
I know you've made a video on this in the past, but now that we have official game data to look at, do you think that some of the racing ascetics like the bumpers, side fins etc. could reduce drag? I think it could be possible but the changes were too minimal to see a difference.
The stats I showed in the video have been around for a long time. I made a video about them way back in february 2014. People haven't as yet been able to find anything about LSC mods in the code.
About the "vehicle stats" on the websites, keep in mind that 1 in game hour is 2 minutes in real life. and just think about how far you actually travel in 2 minutes in GTA Online. So the speed is pretty bogus.
The speed in game is calculated based on distance and "our" time. In game time has nothing to do with it. If it did the speed would be ridiculously slow (~2 mph)
Maybe they are not lying about every information on website. Since next-gen launched, I've tried to figure out those things. It's interesting when I got my final conclusion that I thought they might just change the 'final gear ratio' The longest road around whole map only 20+mi, there are too many reasons they can't set it back as it should be. If they do, it'll make 1.whole story hilarious 2.cars faster than planes 3.map's area not enough 4.people complain about it too hard to drive 5.some categories useless So, the best solution I can imagine is they only change the gear ratio and unlimited category in 'online racing mode', but I'm not positive about this
This, the hours you put into your accurate results, the lack of clickbait, and the amazing race footage, is what's kept me subscribed. Keep up the phenomenal work broughy.
Thanks! I'll try my best! :)
***** great video and to me the banshee is a perfect example of top speed being a lie. it says 140mph. but its faster than the jester which is 180mph and the elegyrh8
Aminu Abdullahi No dude lol, the Elegy absolutely destroys the Banshee '-'
*****
Also the Adder and other fast cars
***** ill test it out and see
WOW! Anyone else miss the old website setup where you could pick other cars without spending 30 seconds scrolling after picking another car?
Most underrated UA-cam Channel of all time. This man deserves millions of subs.
Haha thanks I appreciate that!
***** No problem man!
i rather not lol so i can still win public races ^^. all thiis viiideos should go underground haha
It never ceases to amaze me on the time and effort you put into your work. I've said it before and I'll say it again that Rockstar needs a guy like you to improve the game. Keep it up Broughy!
Thanks man! Will do :)
Cars in non-racing simulator games are slower than what they'd be in reality, simply because the average GTA player is a 12 years old with a chrome Adder that spams bombs everywhere. And that means really, really awful reaction times.
So they just slow down cars to make it easier for unexperienced players.
Sad, but true.
Handsome Devil The world is small and if you get faster cars it gets even smaller.
***** Also that.
Handsome Devil actually because if you were going 250mph across gta 5 your game would crash or lag trying to load in all the objects.
Handsome Devil But yeah i agree also. and nah not chrome adders man, the 12 year olds dont have enough skill to win 50 races to unlock chrome.
***** Yeah on consoles you will ;)
Rockstar needs to see this..
They never do. They only watch the same bullshit money glitches and "Gta news from the big channels which are just leaks for updates..
I think that's a bit of a stretch.. They do respond to certain things, but when it comes to something like a bug in turbo; it takes a month to be noticed.. In summary, Rockstar only responds to things that involve them losing money.. notice how quickly they responded to the betting glitch, by removing betting temporarily. So, if it's a exploit that involves players earning money in a way that isn't shark cards.. Rockstar will hop on it in an instant. I know Rockstar is probably well aware of their false stats, as it has been around since the start of gta 5.. They've just decided to let it fly out of pure laziness. But, thanks to ppl like broughy, we can expose these flaws in the hope that their broken game can become "less broken."
Victor Martinez Leaks for updates which never end up being true
Thats what happens when you sub to click bait youtubers. I dont feel sorry for you.
WellPlayed
I couldn't agree more dude.
People, please spread the word about this guy. He should have over 1million subs, at least. Stop subbing to people that do absolutely nothing to BETTER overall gameplay!!
According to my GTA online stats. The fastest speed I've reach in a vehicle is 149 mph with the Entity. According to the spreadsheet, the Entity has a top speed of 155 mph. Yet Legendary Motorsports states that it has a top speed of 240 mph. I always knew the in game stats were bogus. Not sure why Rockstar decided to make a complete mess of the way the vehicle stats are shown in game. Very informative video. Good job!
*****
i have 11M mph with a firetruck, it's all legit.
I have 217 in a limousine #doorglitch
I've reached 161 mph in my Entity only a couple of months after the game was out. I only had a level two engine.
DaSpoody I got 600mph in a jet, so there lol
I test zentorno. The result is
with franklin ability : 195
Without : 142
Even with this spreasheet, the Elegy is still a mystery
Awesome videos! really appreciate the effort. Its also good to see a youtuber that doesnt spend the first and last 2 minutes begging for likes for substandard videos of shit everyone already knows. Your vids are very informative :)
Tobes Thanks I appreciate that! :)
Great research man, I've been going through your videos, and I'm amazed at the amount of work you put into this, it's just amazing...well done, man.
Cheers :D
Your videos are the best on gta because you always finish a video having learnt something and with your horizons expanded. I can't imagine the amount of time that goes into them. You deserve the success you've achieved and so much more - thanks!
Thanks! I appreciate that :) Glad to help :)
This is the video that I have been waiting on from you... The fastest cars series might be the big deal for your channel. But this is what I've wanted... This is the answer to the questions that the smart people ask. And you were lovely enough to include a spreadsheet... You are a saint among the swine.
All of the other youtubers that make content videos for anything in GTA, could really take lessons from you on what to provide, and how to properly inform. They may show some results, but even they themselves don't understand how they got those results.
Thanks! I appreciate the comment and I'm glad my videos help :)
I have a huge favor/question to ask you... Do you know anyone, anyone at all who attempts to do what you do with the cars, only with the weapons? Because I've known forever that the car stats are completely bogus. But I've also suspected for about the same amount of time, that the weapons have the same issues.
BF4 and such shooter games have symthic.com/ . But GTA has nothing of the sort.
I don't sorry, I'm not in those circles. gtaforums may be a better bet to ask
I've tried looking all over. No one seems to do really in depth weapons tests. Some have tried, but they are really out dated now.
Pistol: AP Pistol
SMG: Advanced SMG(or whatevA it's called)
MG: Combat MG
Rifle: Carbine/Special Carbine(carbine if you want more range)
Sniper:Heavy Sniper
Shotty: Assault Shotty
Heavy weapons and explosives: varies
One of the best videos I've seen explaining car performance. Excellent work.
Great explanation. You deserve more views and subs, no other UA-camr does these kinds of videos for GTA and prove what they talk about.
Thanks! :)
very well explained man! i really enjoy these types of videos from you a lot! also, the easiest way to disprove the acceleration bar stat is a stock akuma already has a maxed out bar, so theoretically modding it at all in los santos customs should not make any difference in straight line performance but we know that certainly not the case
Wow, it's amazing the attention to detail put in the performance of the cars in GTAV, it's not a racing only game and the stats are huge, I had no idea.
Aristowi Yup! They do a good job to be fair
The first thing you mentioned was my question I couldn't find a solid answer for so thank you!
Man this is amazing, all the information you looked for to make this video its just incredible and very useful for us to understand how the cars actually work on the game you have just got another sub ;)
***** Thanks! Glad you found it helpful :)
That ending gave me chills.....wow.....keep up the great work Broughy
Cheers! :)
Holy cow, mate. You've got this game down to a science and you obviously put a lot of work into your content. Subbed and can't wait for more.
Cheers I appreciate that! :)
Broughy big fan of your vids and gta racing but how do you feel about double clutching? Most notable in the banshee, rapid gt and furore gt. this gives a huge speed boost in races and could make these cars a lot higher in the leaderboards. Anyway love your vids and keep up the good work.
Best racing advice for Gta right here, recommended to all my friends who play this game, always proves everything as well
One of the best videos I've seen of GTA V made by a UA-camr. You should also include bikes into your spreadsheet. It says it includes bike stast but it doesn't.
Thanks! Motorbike stats are on a different tab but they are in the spreadsheet. Not my spreadsheet btw.
Thanks for putting light on gta 5 car statuses. You also answered the question I'd always wondered about: do I need to upgrade the transmision if I made a turbo tuning? ANSWER: YES!
I have watched a lot of your videos and they are very good and informative. I joined the gta community 1 week ago and was looking for a good car to buy. Your best cars play list helped me a lot so the least I could do was subscribe.
Thanks! Glad to help!
THANK YOU! I know someone who's done some digging in code (he's a modder), and he says that top-speed value is what's reached when the ONLY factor is the driving force - no drag or mass effects. Sorry if this is incorrect, as it's just an anecdote.
Hmm... very interesting indeed. Thanks :)
Thank you for all your super informative videos! I really love learning this stuff with you because I like the way you present your facts and such. And thank you for testing all these cars for us so we dont need to. I knew these stats that the game shows you couldnt be true but you showed me how it really is and how to understand this stuff. So as a GTA enthusiast im really glad there are peolpe like you who go in such detail. THANK YOU!
Well done man. Your efforts and attention to detail are truly impressive.
Thanks for this,very interesting! I used to believe the 9F was faster than the 9F cabrio based on the Legendary website. Funny thing was when I bought the 9F I genuinely believed it felt faster, must have been the placebo effect! Keep up the good work! really enjoying your vids and I'm definitely a better racer because of them!
Thanks! Yeah that placebo effect can cause so many issues and arguments haha
Yet again a top class video with loads and loads of good info, keep up the good work mate!
Extremely thorough, objective, very well made and explained. You're the best Broughy!
Why thank you kind sir :)
thing i have learned about playing gta 5 online is dont trust stats or what people say. got to drive the car for your self and find out if its best for you. do like 4 laps around cutting corners on each car and what ever has the fastest lap is probably the best car for you
I am truly amazed by all the detail you have put into that spreadsheet! but i just have to ask you this: How did you exactly get all that data?
Iván Ruales Taken directly from the game files on PC
Your videos are amazing man. You really put out the effort on these things. Very much appreciated. You wouldn't happen to share this spreadsheet at all would you? Definitely useful information to have.
Nevermind, found the link above. Awesome stuff!
starlitshadows There you go haha. Cheers :)
***** thanks brotha! Btw, I know you gotta be looking forward to the new DLC coming out next week. New cars look like they're gonna be good!
It's moments like this I'm so glad I found you on UA-cam lol
This was a great video and really enlightening. Kudos to you for taking the time to research the subject and test it thoroughly. I was always curious on the impacts mods have on cars in the game. Thanks for confirming my suspicions keep up the good work!
Glad to help! :) cheers!
Outstanding work, thank you so much for all your efforts on this - complete life saver
Awesome video man, like always! do you happen to have a spreadsheet about weapons? or are you planning to do a video about them?
Accidentally discovered the crazy top speed of the Z type, after a mission running back to Lester's, my crew mate blew my doors off him In Z type, me in zentorno, have ran Z type vs adder in free mode, will let u figure out what happened, nice work sir, keep it up
Yeah it's a beast in a straight line. Thanks!
First, excellent video, as always.
It seems like it would be possible to reverse engineer some of the formulas behind the spreadsheet. While other variables (drivetrain stats) may muddy things a bit, it seems as though the variables you discuss in the video could be combined into an equation that models (in-game) reality.
For instance, do top speed tests for selections of cars (similar cars, random cars, sets with fixed variables for drivetrain, etc.) and get the in-game 'top velocities'. These are the 'real world' data samples. It seems to me that the 'top velocity' in the stats is the theoretical top velocity, i.e. in a vacuum. If in-game top velocities for 10 or 20 (or 100) cars were measured, for instance, it seems like you could reverse engineer an equation that would link mass, drag, and driving force (primarily) to crudely reproduce the tested top velocities.
As an engineer, this type of modeling is done all of the time - and while small data samples would lead to crude equations and predictions, additional data samples could lead to refinements that may be mildly accurate in their model and therefore more predictive. Throw crowd-sourcing into the mix, and this effort could be an interesting exercise.
After some testing and value-getting I did try but I couldn't do it by hand (I have a maths degree but there's no way I could derive the speed equation - it seems a bit more complex than just speed = ax + by + cz). No doubt with enough samples and the right expertise or computer program it would be possible, but I feel that may be more effort than it's worth XD I did do some regression analysis on a number of values and found a correleation coefficient of 0.99 when actual speed/max velocity as the dependent variable is compared to both drag and driving force simultaneously (mass has no effect). There's an equation there for sure, but I can't get at it.
***** Thanks for the thoughtful reply. If you ever do come up with real-world straight-line measurements (obv the equation will be hard enough for straight-line, nigh impossible for other axes of motion), let us know and I'm sure some of us would love to take a crack at the maths (and almost certainly fail). And, I'll add to my to-do list to create a straight-line race like yours and run a set of unmodded cars through it, you are quite busy these days. Big fan.
Great video, far more accurate and detailed than what is out there from others
Glad to help :)
Looks like you gave R* some exta work for the next DLC one more time. Hopefully they are keeping an eye on your channel as the testings and factfindings are actually their work. Thx for the info. Playing the content creator once more ;)
Hi Broughy, and first of all a big bravo for your channel, it's really amazing to see all of the work you've done so far! I hope you'll keep going on like this with GTA.
I was wondering, will the spreadsheet mentionned above be updated with the cars from IGG 2?
You made me interested in improving my racing skills, and I've started to do time attack on the races ingame. Though it's quite hard to tell if I'm good or not without a good reference to compare to (most of the 10 first times are obiouvsly cheated...).
By any chance, are there some NODO members who are doing time attack in non contact and would play on PC, to who I could compare myself? (2 names would be nice, let's say a top racer and one that would be a little bit under).
Excuse my english, I'm from the other side of the Channel. Thanks for your videos, and keep up the good work!
Hi Jacker Thanks I appreciate that! Stay tuned about news spreadsheet-wise. Next episode of this series you'll want to be looking out for. My crew focus more on actual racing with others rather than lap times (join here if you're interested: bit.ly/BroughysCrew) so I'm sorry but I can't really help with that aspect. Cheers! :D
Awesome video
Also, I really liked that rant you had about the misleading info... maybe it could be a bonus to the discussion video, but mainly I think you should talk about you tubers who pretend to know about cars... when they say the Dukes is a Corvair and the Pigalle is a Lamborghini. Then in the comments you have to wait for a real car guy (don't want to show off, but I think I qualify as that) to clean it up.
Excellent work!
Absolutely brilliant video man, Broughy master proffesor!!
Good to see this has been well received :D It took a while! haha
Relax, it's a Broughy
Another awesome production, words fail me for superlatives for this guy's work.
a good video backed up with evidence, this i like thanks. fed up with peoples opinions on videos that are clearly wrong good job pal
Glad to help :)
i may have forgot to sub im going to do so i have been watching a few of your other vids there very informative many thanks
great channel, thanks for putting in so much work for us.
You're very welcome :)
The detail you go into is mind blowing. It must take so much of your time. Gta5 would not be complete without you. Thanks so much for your hard work.
I appreciate the time and effort you put into your vids. Keep up the great work!
Thanks :)
Broughy's not the hero we deserve but the hero we need
Hahaha why thank you XD
does the suspension upgrades affect the drag, - the top speed?
Thanks for all the vids, been watching them all xD Subbbin'
no idea how long this has been the case but kinda funny that they just up and removed EVEYTHING
I can't wait to mod the handling.dat file when the PC version comes out!
Excellent work Broughy, Thanks!
I LOVE THIS VIDEO SO MUCH!!!
It's just amazing and I want a poster of that spreadsheet on my wall!!
XD
Hey broughy, thank you for this video, a great video, precise, full of explanation but can you explain with this spreedsheet how a car will go around a corner ? please, I would so much understand why I feel like the zentrono has a better angle of cornering than the Osiris, and better brakes, but less control over bumps for example, it would be so useful for me, and as well, for a lot of your followers (sorry if there's things you don't understand, i'm french, but, i could try to explain myself more if you want, i'll try to answer asap since you've got so much stuff)
WHAT WOULD WE DO WITHOUT YOU
Suck at gta racing :P
well.. not necessarly.. we'd just don't know some of the most important facts about GTA racing. we can still be pretty good, but not as good as we are right now. but i thought i knew pretty much everything about the game.. but Broughy proved me wrong.. AGAIN.. and AGAIN :D
Cockstar is just so full of bs.
Thanks for the debunking, Broughy. Keep up the good detective work.
Love the detail you go into!
This right here, Broughy... this is your best video yet. I've came to expect quality from you, but this is above and beyond.
Damn fine job. Damn fine.
Thanks! :D
I’ve always wondered this, thanks for clarifying.
It was great of u to put this together thx
I always wondered about the stat bars in LSC and if they were accurate. I used to just max out the bar and leave it at that, but then I figured I'd buy all the upgrades to be safe. Seems like that was a good idea :P
You're damn right it was a good idea! :)
More complex then I thought.
Good thing you're here broughy to point us in the right direction! Haha
If it wasn't for you I might still be using an adder and maybe using a Carbonizzare or a coquette haha
Haha glad to help!
Great video. If the 'driving force' is a representation of bhp then mass can only have an effect in game if the 'driving force' value is for a given mass, say per 1000 kg for example, otherwise the Z type would be much faster than the Adder due to it being only 56% of the weight of the Adder and having 94% of its 'drivng force' and having much lower drag. Just a thought.
This is great man.....Could you do a range of videos on the fastest acceleration vehicles? For instance I know the Banshee on last gen was very quick off the mark? Maybe write a list of the top 3 in each class?
I will be doing a video about acceleration but I'm not sure I'll have the time to be testing every car just for that if I'm honest.
the futo looks amasing in that spreadsheet
This is great. I think the speedometer when driving in first person gives the true speed because it always goes to like 100 mph or maybe more. But never max
I'll be making a video about that too.
Very informative, made easy with good explanation. Love it!
Glad I have succeeded with this video :D
I just want them to fix the "Slidey Cars" cheat in single-player. It used to be a fun way to get crazy top-speeds without any mods. It has not been the same since last December for me.
nevermind you already posted. THANKS!
Most likely the top speed is just the theoretical top speed based solely on the gear ratios.
Of course, in "real life" (or in-game) the car can only reach the speed that its drag coefficient and engine-power allows.
Now, it's cool that they have that much depth to the cars, but it's also very sloppy that they just put in the "max speed" on the info of the in-game webpages.
(that said, I think the elite page is a lie on purpose as a jab to the often overblown performance sheets of many supercars)
i have thought the same. the manufacturer embelishes the performance
please someone give this man an oscar... what? well... no that but definitely someone give this man a prize!!! Great videos man!
Cheers! :)
Nice video series. Liked and Subed.
These values, are they easy to reach in game files and able to be changed, like they were in GTA 3?
I remember that the best car in GTA 3, after changing the file was the Taxi. Greatest handling.
*Didnt play Gta 4, VC and SA.
Oh I love this channel 😍
Broughy you are the BEST youtuber. At first I thought Gun1t was better but I guts I was wrong. You Are the best
Great findings broughy!
Quick question:
Are you certain the lower the drag number, the lower the drag? The reason I ask is that large vehicles across the spreadsheet (i.e. the barracks, riot van, firetruck etc) all have very low drag numbers, but one would assume that due to their size they would have very high drag. My point being: does a high drag number mean that the vehicle is actually more streamlined?
Yes I'm sure. Lower number is better for speed. Some of the variables for other vehicles are pretty funky too.
I was looking at the spreadsheet itself, and it said the Max velocity value is in KPH, not MPH (in the spreadsheet view and mouse over the Max Velocity column). Did you notice that or did I miss something?
So the website says all these speeds in MPH, but really we're doing KPH, so the Adder's theoretical top speed is listed as 160 mph, but if its actually kph, then we max out at like 99 mph?
Love your videos, keep it up.
In this instance I honestly believe the spreadsheet is incorrect for that. Everything in the game is in miles (such as track distance and GPS distance for example) it makes very little sense for speed to be in KPH. Plus cars topping out at around 80mph is even more ridiculous.
You're my most useful subscription. Ironically, for a video game. Well, second to Jenna Marbles.
Dem marbles tho
Broughy1332 u deserve so many more subs the effort u put in is amazing
Thanks!
Thanks for making this video! Great to finally to see these myths dispelled in depth.
I don't know what to say than holy shit I learned a lot for gtav vehicles. You're awesome.
:D Thanks!
Hey Broughy! I mod my game quite a lot, and being a car enthusiast, I tinker with car stats quite a bit. Here's what some of the stats actually represent (even though you probably know some already)
Mass: Used only in circumstances of collision. Ignored for other purposes
DragMult: Applies a multiplier to the drag effect
Percent Submerged: Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Used to simulate aerodynamic drag
Centre Of Mass: X is left-right, Y is up-down, Z is forward-back
Inertia Multiplier: Used for collision speed loss
Drive Force: Known power output in kW of the engine at peak of torque curve during maximum stress
Drive Inertia: Retarder on the engine acceleration. A lower DI implies that the engine torque curve picks up higher along the RPM count.
Max Velocity: Effectively alters the gear ratios used to set peak speed
Traction Curve (Lat): The shape of the traction curve in degrees--falls in a logarithmic fashion from each side of the curve.
Traction Bias: Adjusts the aerodynamics to position the downforce in such a way to manipulate the under/oversteer produced in the car. This value is often very close to 0.50.
Suspension Force: The strength at which the suspension is tied together via (1 / (Force * NumWheels)) = Lower limit for zero force at full extension
Anti-Roll bar Force: Adds additional spring rebound for the opposing side of the vehicle. Does NOT add an actual ARB.
Hope that's useful to some degree. :P
TheKaNTGaming Yeah there's a page here which lists everything too: www.gtamodding.com/wiki/Handling.meta :) I'm not sure where you got the definition of percent submerged from though and its relation to drag.
Inside the game data (handling.dat) is an appendix of some of the value definitions--the rest are from personal experience.
TheKaNTGaming Could you point me to where exactly? I have all the raw handling.meta files and can't find anything like that
For whatever reason, they don't have one listed under common.rpf, so check x64w/dlcpacks/mp_____/dlc.rpf/common/data
TheKaNTGaming And in which file is this appendix of value definitions? I'm not seeing anything, and it's not in any of the handling.meta files that I've already been over for all the dlcs
I love the engine sounds on the new race cars
Excellent information. Thank you for your efforts.
Awesome vid, good info and on topic all the time, you sir, have earned a new sub ;)
This guy makes GTA into Forza lol
thanks for all the videos. really informative
Glad to help! :)
***** I find myself watching more and more of your videos trying to get better at racing in GTA. I switched my wheels to off road like you said on my Massacro(race car) but I have yet to be able to test it. I just started playing from the PC version so I'm trying to get more money for custom cars. So yeah I just wanted to show my appreciation and go back to lurking lol.
GOBLUEBOY777 Fine by me! Just remember to pop up from time to time to let me know you're still here :)
I know you've made a video on this in the past, but now that we have official game data to look at, do you think that some of the racing ascetics like the bumpers, side fins etc. could reduce drag? I think it could be possible but the changes were too minimal to see a difference.
The stats I showed in the video have been around for a long time. I made a video about them way back in february 2014. People haven't as yet been able to find anything about LSC mods in the code.
Very interesting, thank you.
You're welcome :)
About the "vehicle stats" on the websites, keep in mind that 1 in game hour is 2 minutes in real life. and just think about how far you actually travel in 2 minutes in GTA Online. So the speed is pretty bogus.
The speed in game is calculated based on distance and "our" time. In game time has nothing to do with it. If it did the speed would be ridiculously slow (~2 mph)
Great info Broughy! Cant wait to see future videos on top speed. #NODO
Why doesnt this guy have more subscribers ?! The effort he has put into these videos, spreadsheets etc. is insane !
roel Hurkmans Thanks man I appreciate that! :)
20 minute video, nice! This will kill a bit of time & also no doubt be very informative. (y)
I aim to please :)
With the buoyancy stat of the barracks at 200, I think I might take one for a drive in the ocean and see how far out it can go;)
Your freaking awesome!! Very informative videos. Thanks ;)
Maybe they are not lying about every information on website. Since next-gen launched, I've tried to figure out those things. It's interesting when I got my final conclusion that I thought they might just change the 'final gear ratio'
The longest road around whole map only 20+mi, there are too many reasons they can't set it back as it should be.
If they do, it'll make
1.whole story hilarious
2.cars faster than planes
3.map's area not enough
4.people complain about it too hard to drive
5.some categories useless
So, the best solution I can imagine is they only change the gear ratio and unlimited category in 'online racing mode', but I'm not positive about this