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Don't have to be serious rather just not lazy i dont care if a 4a makes 1500hp just be cool if the mods weren't so damn clueless like clutch kits adding weight. Ok maybe a cheap ass 6puck disc weighs more but a r3c weighs less then a stock setup. Soon as you go up in clutch disc weight the harder it is to shift not easier.
400+KPH nissans are not unrealistic it does have limitations IRL though like heat and aero. Don't forget 0-320+ in 7 secs is a real thing with a manual albeit in a toyota not a nissan.
Clutch upgrades just lessens the time for the power to be delivered to the drivetrain and adds durability and heat capacity. Which means you would move up and down gears FASTER with a beefier clutch. Yes, the racing clutches, especially ones with multiple plates and larger pressure plate are way heavier than a stock clutch tf?
you are at that point where you just learned a little and think you know everything and you most likely know more then 90% of car guys. I mentioned a triple plate that is lighter then the stock setup from OS giken yes i have it on my 2jz it is a 1100ft lbs rated clutch.
If you don't understand the interaction between a synchro and the clutch disc that's cool it is minimal but it does exist and a heavy plate will lock you out at a lower RPM threshold as well as shift slower then an ultra light weight ferrous plate . You can google it for more info and maybe look at some diagrams and maybe think for two seconds about what is included in the moment of inertia the synchros have to deal with for a gear change.
edit- if you are thinking about race cars with unsynchronised transmissions a heavy plate won't effect shift times but it will hammer the dogs harder.
There's plenty of sims and simcades if you want realism. No need to make every game the same.
The gear ratio stuff CAN exist. It's just not something you can do easily in real life because the need to take it all apartment and get specific components machined.
Final ratio is super easy, My Fiesta ST has this as a pretty straight forward job.
It's probably talking about flywheel in this situation, may also be about changing lines, custom throw out bearings and thing of that nature. Switching from a lightweight aluminum flywheel to a dualmass to allow a sprung/unsprung setup. Most of the stuff in these would be weird Japanese one-off or local tune shop setups anyways in theory.
Also you wouldn't happen to be that dork who confused BAR for PSI would you?
This game was never meant to be super realistic tuning and racing anyway. You can't even alter your wheel and tire numbers and your suspension "level 2" setting are changed via slider so you can race a fantasy cosplay crossdresser from a fictional Parking Area in Tokyo. I don't think its the game you are thinking bro.
Anybody else miss NFS Underground 2 tuning, where you actually put the car on the dyno and tweaked hp and torque curves to be what you wanted? What happened to that in, well, any game? Was it too much for players to handle?
But yea, that was sadly a two time thing in the racing game genre. Street Racing Syndicate was the second time that there was a dyno (but the tuning was horrible). It'd be great to see that sort of content again, but I'm not going to be chasing that carrot, especially after now 23 - 24 years and not a single dyno in any racing games to date.
people like you ruin games like this, this is why forza and nfs has been in decline. mUh ReALiZm
With that said in IRL upgraded clutch's as in the whole clutch assembly add more weight than stock.
A stock single clutch is lighter than a larger dual disc clutch, also dual mass flywheels instead of sprung hub discs add weight even the clutch weights are heavier in most upgrades. The hardware can and most of the time will be heavier too.
this game is not a sim, it a arcade game you play when you don't want to use a sim or take a break from it and enjoy a initial D anime like racing game.