Open MF42-DZH opened 3 months ago
SOLVED!
The constant GT4 uses in Power (PS) = Torque (kgf.m) × RPM / constant
is 716.2
, but for some reason they add 0.5 PS
to the final power result before displaying it. Why? I don't know?
The fix above fixes stock power display.
Upgrades and clean oil add torque multipliers, which don't seem to be calculated properly at the moment. Numbers are higher than expected.
It feels like torque volume calculations when there's multiple of them is flawed, but I'm not sure where to start diagnosing.
https://nenkai.github.io/gt-modding-hub/concepts/specdb/#torque-modifiers
Is there rounding? Does it just keep them as raw integers so they'll just end up being rounded down always? Is the starting value 100?
How does the game interpolate between the low and high torque multipliers?
As explained in the current version of the readme as of writing this issue, the power and torque figures displayed on the graph does not line up 1:1 with what GT4 displays.
How to Recreate
This patch can be used with PCSX2 to display extra decimal points for the power figure shown when viewing a car in the garage, and if you use this graphing tool on several cars, you may notice that the numbers for peak torque and peak power do not line up. (This is ignoring at what RPM they occur in, since they seem to be baked into the car display via some text values in SpecDB.)
Probable Causes
Power = (Torque × RPM) ÷ constant
. Currently the latest release version of the tool uses714.25
(assuming we're turningkgf.m
torque and RPM intoPS
power), but it feels like all cars use a different value.torquevol
and othertorquemodifier[12]
modifiers for engine and upgrade stats from SpecDB.BigDecimal
s to calculate torque and power. Perhaps this is different to how GT4 does it?Notes
Contribution via providing possibilities for how power and torque are calculated (without explicitly modifying this grapher's code) is perfectly fine, and will be accepted.