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Handling characteristics chart/graph anyone??

Handling characteristics chart/graph anyone??

airsjoa

Ive found the first porsche you unlock is very forgiving and doesnt snap oversteer as much as other rwd cars.


miketsukamibo

It would be neat to have a guide for the cars for new players, but we don't really have much knowledge / numbers about their attributes except for how they feel. So visual representation of each car's numbers is probably impossible. Most experienced players could probably describe each car with one sentence though, e.g.: the fujin - all rounder the liftback - accelerates and turns well, but a lot of wheelspin the max attack - fastest in the group, but a bit stiff and flips a lot etc. Although I'm not sure, if such descriptions would be useful enough for new players.


hormse

I think it would help but you just have to be sure you're being objective in what you're describing. Also I don't know how our individual settings affect how the car feels to us. Like for example, I only got to group a yesterday but the cars in your example are the same 3 I've used so far. I found the liftback perfect for me - drifting tight corners was especially good. The max attack is good but I found it unforgiving if you overdo the gas exiting a corner causing me to need to slow down to stop it snaking from left to right. The fujin I found very drifty and hard to keep the drift on the track or from oversteering the drift. I had a similar problem with the group b RX7.


miketsukamibo

The cars, compared to each other, should feel different from one another, but different in the same way for everyone, regardless of what your settings are compared to everyone else. Unless you're changing gameplay and advanced controls individually for each car, of course. For example, the liftback is most responsive when turning, the max attack is less responsive and the fujin is somewhere in the middle - this is how they are for everyone. The rest is just about how compatible a person is with the car they're using.


MaximilianCrichton

Any given car has way too many variables to fit on a political compass style graph, which only handles 2 variables. Off the top of my head you have power distribution to the wheels, weight, engine power, gearing, a whole crapton of possible suspension adjustments, wheelbase, tyre width, wheel size, etc etc. It might actually be more informative to go look up some real-life vehicle dynamics tutorials and/or setup tutorials like those by Team O'Neill Rally and/or [KYLE.ENGINEER](https://KYLE.ENGINEER), then apply that to the real-life car the in-game car in question is based on ​ EDIT: I'm listing these variables with the assumtion that AOR actually models them, which as far as I understand it does to some degree


whoremoanal

What parameters would you put on the x and y axis?


hormse

See I was hoping someone who understands the mechanics better than me would know. I actually looked for some kind of chart or guide for the handling of each car but couldn't find anything. So I've just been trying them all out myself and I've found each car is very unique and maybe there could be some kind of guide/chart to help new players.


whoremoanal

I don't know of any graphs, but all of the cars do a decent imitation of their real world counterparts. So understanding the difference between rwd/awd and mid/fr/rr engine setups should point you in the right direction.


Pepe_raina

I think the model is the same for each car but it depends on power delivery, horsepower etc.


SO_BAD_

I'm pretty sure the different cars have different weight distributions and wheelbases that make them handle differently


hormse

That might be part of it but there seems to be other differences in steering, stability, traction etc