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fastest car in gta2 whats the fastest
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Giradox  |
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Player Hater

Group: Members
Joined: Oct 6, 2011

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| QUOTE (mibars @ Friday, Oct 7 2011, 00:03) | Guess what - I don't remember even making this speed/accel/handling test after five years 
I'm not sure, but I probably checked how fast each car reaches certain speed, which isn't very accurate concidering how "gears" work in GTA2 - High low RPM torque decreasing as it accelerates leading to odd behavior of increasing acceleration after gear change - One vehicle could stay too long on 2nd decreasing my acceleration rating, while just after switching to 3rd it would accelerate in a moment to top speed
BTW: email notification of replies rocks ^^ |
Haha, how good of you to come back to this topic!  I love cars that do not screech (make marks on the ground) when starting them. There aren't too many, Schmidt, Rumbler and Stinger being amongst them. I also noticed that the Rumbler brakes incredibly well. Many different factors. elypter: What gci file? Where can you see data like this? Also, there is no 'physics tab in manager', whatever that meant. Edit: GCI, apologies. This post has been edited by Giradox on Monday, Oct 10 2011, 23:27
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Giradox  |
Posted: Saturday, Oct 15 2011, 21:26
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Player Hater

Group: Members
Joined: Oct 6, 2011

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Here it is; the ultimate list Microsoft Excel 2007 spreadsheet (recommended)Excel 2003 versionOpenOffice.org Calc versionNote that the 2007 version has colourless and black&white sheets as well. I've modified it for OpenOffice so it should become readable, even if OpenOffice struggles to be half as decent as Excel. I have no idea how the 97-2003 version turned out, as I don't have it. It confirms what I've always thought, that the Rumbler is the fastest one to break fast (vocabulary broken). The Furore GT's abysmal handling seems to come from an extremely low turn in compared with the game's highest turn ratio. I'm not sure how they work exactly though. The stats' conditional formatting is usually ranked from green (best) to red (worst). In a few cases where I don't know whether having a low/high value is good/bad, I've used a red/blue-scale (red is lowest). And some are empty as they are uninteresting, at least to me. You can add and mess around with it on your own anyway. I've already hidden a value, "D-pad", which is 0 for every vechile. Gear 3 multiplier is also always 1 000, I haven't hidden that just in case it might be useful. Note that Turbo is "1" for many of the fastest cars, but excluding: Michelli Roadster, T-Rex & Wellard. I suppose Thrust is the same as acceleration, but I'm not quite sure. If so, I suppose Thrust and Max speed could be combined into one block, but I feel speed should weigh more than acceleration. If you just add them up, though, you will get the T-Rex and Hachura on top, with great speed and thrust. There is most likely a better way to define this. I left out the train, as there were so many other entires connected to train that I didn't know which one was "real", or if one changes the other's data. There was also a few entries called "Hot Dog dummy" which I left. I wonder if rear end stability means if you're rammed into the arse or something? Obviously it doesn't seem like a good idea to ram a Tank from behind.
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