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Testing methods and Proving Grounds

Started by Duplode, October 13, 2024, 02:37:32 AM

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Duplode

A two-in-one announcement! Thanks to some recent conversations, I realised the in-game car testing methods used, for instance, to get stats for the Megathread were not documented anywhere. To rectify that, I have created the "Car testing" article in the Wiki, which describes reliable ways of measuring top speeds, acceleration and dragstrip times.

But wait! There's more! As a companion to the article, I am sharing a recently upgraded Proving Grounds track, which is attached below and linked from the Wiki. It provides facilities for doing the tests described in the article, as well as three testing circuits (dirt, low speed with multiple configurations, and high speed) and several other goodies. Enjoy!


Zapper

#1
Hi, I can also share my experience when I want to tune cars for real performance figures. I use to do my testing for flat surface acceleration on highway tiles, this way I can check speed/time accuracy checking top speed and impact speed statistics after simply provoking an immediate collision into center lane separator. For achieving top speed is use the longest possible "infinite" banked road.

That proving ground is mode certainly more complete, for checking other behaviours of each car. It even gets a dirt and ice grip testing ;) I'll surely use that for current and future car developments. ;)

Duplode

Glad to know you liked it, @Zapper :) That's a nice set of ovals, too. Seeing them, by the way, reminds me that one thing my track doesn't have is a long straight which Skid can drive on for a drag race -- that's not essential for testing a car, but it's fun to have. Though, if need be, the loop lane can be borrowed for that purpose without making too much of a mess 🤔


Duplode

Ryoma shared the map of his test track some time ago on the shoutbox. Another one for our collection  :)