Home Torkemose Realistic maximum speed v3.1. The fastest cars in GTA Online after the "day of the day passengers and the maximum speed

Realistic maximum speed v3.1. The fastest cars in GTA Online after the "day of the day passengers and the maximum speed

In this article we will tell about some features of the technical characteristics of vehicles in Grand. Theft AUTO. V. and GTA Online . The information will be useful for riders in network modes and those who want to choose the fastest wheelbarrow in the game.

Rule number 1: Do not believe tables and schedules!

GTA V.Unlike past games of the series, provides many information about vehicles. In descriptions of models on LEGENDARY MOTORSPORT, SOUTHERN San Andreas. Super Autos and Benny's Original Motor Works are all sorts of facts, in the tuning salons and garages of heroes GTA Online You can consider graphs of maximum speed, acceleration, braking and clutch with the surface. The same parameters are presented in the Encyclopedia of transport on the Social Club website, and the player's career overview page will even show enviable "maximum flow", which your character reached. One problem: All this is a fiction that has nothing to do with reality.

To build such a graphical scale with characteristics (by the way, they are in our section about transport) data from the handling.meta file are used. He must be a familiar to the one who ever put modifications on GTA.: All information is collected here, on the basis of which the game calculates the model of behavior of a means of movement. Take a look, for example, on the racing version of Massacro:

Racing Massacro Data from Handling.Meta

Massacro2 440010 20002 20 Average

Letters and numbers are a lot here, so we will stop while on one line:

fINITIALDRIVEMAXFLATVEL VALUE \u003d "156.199997"

It is this value (with an allowable rounding up to 156 km / h) is indicated in us as a maximum speed for racing Massacro. It also uses all charts in the game and Social Club: the number is divided into a certain predefined common coefficient that allows you to get a value from 0 to 10 (in this case - 8.38) and visually display it on the chart.

For the same principle, three other parameters are calculated: the corresponding value is taken as the basis of the handling file and is divided into a conditional coefficient (for each type of data - its own).

In addition to the distortion of the facts, this method has one more disadvantage: often after tuning some strips are shrinking. Surely you have a couple of cars in the collection, the acceleration of which is pumped up to the limit. In some cases, it is not even necessary to buy all the available upgrades, but this does not mean that the car will not become even faster: strips on schedules, repeat, have little in common with reality.

And all because, in contrast to the simplified graphical view of the game engine, uses for calculations of the present physical value (for example, the maximum speed or acceleration) is not some single number from the handling file, and combination of several.

Here is another example of "lies" - on the screen selection of the car before entering GTA Online: Compare racing options. All the same Massacro and Jester. If you believe the graphics drawn game, it can be assumed that the "maximum speed" from Jester is slightly higher, but Massacro is overclocked faster.

What happens in the end, look at the video below:

On the video of the gas, both cars will be covered completely even before the start to eliminate the reaction time. We also tested the option when both cars caught the "turbo start" (for this you need to press gas exactly at the time of the appearance of the GO lettering on the screen) - Massacro came to one and a half seconds faster, and Jester improved his time for one second. Thus, the result has not changed. Tuning on machines was not.

It turns out, the opposite! Jester breaks out of the place more (with tuning and especially on wet coverage, it is even better noticeable - it helps a four-wheel drive). But already on the fourth gear, Massacro is equal to the opponent, and then goes forward - maximum speed She has higher.

Notes

1. For speed, the coefficient is 18,63754, if interesting.

Maximum speed

As mentioned, several parameters correspond to each of the four main characteristics of the vehicle. An experienced way was found that three lines are influenced by the maximum speed: FINITIALDRAGCOEFF, FINITIALDRIVEFORCE AND FINITIALDRIVEMAXFLATVEL.

The first value is the frontal resistance. The smaller the number, the better machine "Cuts" air and, accordingly, gains a greater maximum speed. We do not know which formula the developers used to calculate the calculations, but, as many probably remember with the lessons of physics, the magnitude of the windscreen resistance is proportional to the speed in the square, and the power for its overcoming - speed in Cuba. That is why cars cannot accelerate infinitely: every subsequent km / h is required more and more energy. This is very important parameter - Aerodynamics can not be neglected!

The second value is FINITIALDRIVEFORCE - in fact, the engine power factor. What he is higher, the greater the "horses" in the car's motor.

The third value of FinitialDrivemaxFlatVel is the theoretical maximum vehicle speed in km / h. The need for this parameter is not entirely understood, but it has an effect on the maximum speed: if two cars have the same windshield and power, then the theoretical speed above will be faster. As you already know, it is this parameter that gives the game for a true "maximum speed", which, of course, is wrong.

Consider the values \u200b\u200bof three high-speed parameters at Massacro and Jester racing options:

Massacro Racecar.


Jester Racecar


It seems that the theoretical maximum speed of Jester is higher, however, the engine at Massacro is much more powerful (by the way, among all racing cars only at the T20 motor is better, and its coefficient is most of all over one thousandth; the average indicator for class - 0, 3). If there were no overestimated importance of Massacro - the price would not have been.

Tuning parts that increase engine power, just raise the FinitialdRiveForce parameter. Although the game in its charts draws only an increase in acceleration, we want to show that completely pumped cars rises and the maximum speed. To do this, the editor was created a track on one of the few direct - highway Senora-frieze east of Grapesid.

Acceleration begins in front of the Tunnel Braddock and to the desired checkpoint each car rides at the last transmission with its maximum speed (about how we measured the torque vehicle speed, let's tell later). Both videos are synchronized at the time of travel on the checkpoint, which allows you to see the difference at the finish.

After test races, a dozen cars from different classes We concluded that tuning increases the maximum speed by 5-8%. Machines that have engine power and in the factory version high, get a good increase to performance, but do not become rockets. Apparently, the law of decreasing yield is entering into force. If you translate it to the rules of the game, it can be assumed that the engine power after a certain value is already less than other factors (for example, windshield resistance) affects the overall result.

Passengers and maximum speed

It is curious that the weight of the car itself does not affect the acceleration and the "maximum speed", however, if you attach passengers to yourself, both of these indicators will decrease. And the dependence here is very linear: each passenger lowers the TTX machines to a certain value. It is easiest to notice this effect on the motorcycles, but also a car with three lazy people in the neighboring chairs will become slower. However, anyway in network racing all participants are in equal terms, so it is not necessary to worry about it.

Measurement of true maximum speed

Accurate to measure the speed of cars in GTA V. You can only experience. At the same time, the trend towards an increase in speed while increasing the frame frequency of the game. Consolers This, of course, will not affect, but if you participate in the dragrees on the PC - as follows up and disconnect all graphic bells.

Frequency FPS. Speed, km / h
30 193,9
60 195,5
130 200,7

To check, we drove the test track five times on three fps - 30, 60 and 130 values \u200b\u200b(the maximum to which the computer was capable). To achieve 30 frames per second, half the VSYNC mode was enabled (Monitor's frequency - 60 Hz), for 60 frames used full vsync, and a stable 130 FPS managed to get after disconnecting vertical synchronization and installing graphic settings to a minimum. In testing, a fully tunned cheetah supercar was participating, its results - in the table on the right.

The difference is not catastrophic, other games ported on the PC and attach physics at all to a certain FPS value and break when it changes. However, the difference in acceleration and speed of cars in GTA V. It is present, so we accepted for the standard 60 FPS (one way or another to a PC - this is the minimum that you should strive for) and all tests for this section spent at this frequency.

We have already mentioned the east of the GrapeSide to the east of the grapesid. Make such easy. It is important only that two compelling, between which we will occupy time, were located on the most direct portion of the road, and the start - away from them, because any car should have time to completely accelerate. The editor of racing missions kindly reports the distance between the markers, in our case - 0.27 miles. We decided to turn off the metric system: it's still a native to play an English system system, and we do not know how much the developers have been rounded the translation into kilometers.

The distance is, it remains to know the time and you can calculate the speed. To do this, you must write down on the video (also in 60 fps) several races, and then in any video editor, see the number of frames that has managed to fit between the control points. The marker changes the color of the arrows in one of the frames - this is our starting point. We jump over to the following and cut off there videos at the same time. The resulting number of frames divide to 60 (since our video is recorded with a frequency of 60 frames per second) and get the time between two markers in seconds. Distance Delim for a while and multiply all this to 3600 - as a result, we get the speed in miles per hour. The translation into kilometers per hour is no longer difficult.

From arrival to arrival, the number of personnel can change. Here are three arrival at Cheetah, for example: 480, 481, 479. Sometimes the difference reaches four frames. With our frequency of video, each excess frame reduces the final speed by 0.4 km / h. Therefore, the most accurate way is to pass the track three or five times and to calculate the arithmetic average of all attempts. The effect of the number of frames on the result can be reduced if the distance is greater, however, such long straight lines in GTA V. Not so much, and any changes in the direction of movement make their own adjustments.

Unfortunately, we do not have the opportunity to test all cars in GTA Online - Tuning is too expensive. Factory options that can be taken before starting for free, serious riders are not interesting, and the rest of this information is not needed at all. In the end, on the "nexgen" and PC in the first-person mode, you can look at the speedometer, but it often gives 5-7 miles per hour.

Here to the rescue will come by British Brough1322., famous rider in the community GTA.. It test Classes of machines for our approving method. Although it should be recognized, not all of its results converge with our. This is partly due to the fact that the rollers are written in the game on PlayStation 4 with a frequency of 30 frames per second. Accordingly, for each frame the car drills twice as much distance than at 60 fps. As a result, one exebe or missing frame reduces / increases the calculated speed by more than 1 km / h (since the flowable distance is less than ours). In addition, do not forget that the machines according to the conclusions above are becoming a little slower at a lower frequency of FPS.

Another nuance regarding computing Brough1322. - He takes the car test from other riders. Even if these are proven people, one cannot argue that they once did not forget to put an upgrade on the engine or something in such a spirit.

The fastest car in the game

At the moment, the fastest machine in the game is ... * drum fraction * - Z-Type. Interestingly, the representative of the sports classics at the maximum speed exceeded all the supercars, although the addition of the second place is completely slower. With the full list of tested models and their results can be found in the table under the spoiler below.

Results of testing the real velocity of transport in GTA V (PS4)

The table can be uninstalled in any direction by clicking on the column header.
To sort simultaneously on several columns, hold the "Shift" key.

Model nameSpeed, km / hClass and link to model
811 213,2
9f.192,3
9F Cabrio.192,3
Adder201,2
Akuma.195,5
Alpha.189,1
ASEA.168,2
Asterope169,0
Bagger.157,7
Baller (new)173,8
BALLER (old)160,9
BALLER LE.174,6
BALLER LE (armored)173,8
Baller Le LWB.173,8
BALLER LE LWB (armored)173,0
Banshee.189,1
BANSHEE TOPLESS.189,1
BANSHEE 900R.210,0
Bati 801.208,4
Bati 801rr.208,4
Beejay XL.156,1
Bestia GTS.190,7
BF400.204,4
BIFTA.173,0
Bison.158,5
Blade177,0
Blazer158,5
Blazer Lifeguard *126,3
Blista.168,2
Blista Compact.165,8
Bobcat XL.153,7
Bodhi.158,5
Boxville *114,3
BraWler.189,9
Brioso R / A167,4
Buccaneer.181,9
Buccaneer Custom181,9
Buffalo.180,2
Buffalo S.180,2
Bullet.191,5
Burger Shot Stallion.182,7
Burrito *145,6
Camper *117,5
Carbon RS.199,6
Carbonizzare.192,3
Casco.193,1
Cavalcade (new)157,7
Cavalcade (old)157,7
Cheetah193,1
Chino.152,1
Chino Custom153,7
Cliffhanger.201,2
Clown Van *152,1
Cognoscenti.177,0
Cognoscenti (armored)176,2
Cognoscenti 55.181,1
Cognoscenti 55 (armored)180,2
Cognoscenti Cabrio.180,2
Comet.192,3
Contender.175,4
Coquette192,3
Coquette Blackfin.183,5
Coquette Classic189,9
Coquette Classic Topless189,9
Coquette Topless192,3
Daemon.172,2
Desert RAID171,4
Dilettante.142,4
Dominator193,9
Double-T.189,9
Drift Tampa.184,3
Dubsta.164,2
Dubsta (tunned)164,2
Dubsta 6x6.165,8
Duke O'Death.184,3
Dukes.181,1
Dune Buggy.161,7
DuneLoader.127,9
ELEGY RH8.190,7
Emperor.145,6
Emperor (rusty)145,6
Enduro.172,2
Entity XF.195,5
Etr1193,9
Exemplar.185,9
F620.187,5
FACTION178,6
FACTION CUSTOM.178,6
Faction Custom Donk.156,9
Faggio.165,8
Felon182,7
Felon GT.177,8
Feltzer192,3
FMJ.201,2
FQ 2.167,4
FRÄNKEN STANGE171,4
Fugitive173,8
FURORE GT.193,1
Fusilade.189,1
Futo.192,3
Gang Burrito.169,8
Gang Burrito (LOST) *145,6
Gargoyle.201,2
Gauntlet.181,9
Glendale172,2
GO Go Monkey Blista165,8
Granger163,3
GreSley161,7
Habanero169,0
Hakuchou210,8
Hexer.168,2
Hot Rod Blazer158,5
Hotknife.176,2
Huntley S.173,8
Infernus.189,9
Ingot.144,8
Injection171,4
Innovation177,0
Insurgent.157,7
Insurgent Pick-Up *147,3
Intruder170,6
Issi.168,2
Jackal182,7
JB 700.192,3
Jester.190,7
Jester (racing)192,3
Journey *119,1
Kalahari.146,4
Khamelion.165,0
Kuruma.180,2
Kuruma (armored)177,0
Landstalker160,1
Lectro.175,4
Lurcher.183,5
Lynx195,5
Mamba.188,3
Manana.157,7
Marshall *128,7
Massacro.195,5
Massacro (racing)195,5
Mesa.152,9
Mesa (MerryWeather)160,1
Minivan152,9
Minivan Custom153,7
Monroe.196,3
Moonbeam164,2
Moonbeam Custom164,2
Nemesis178,6
Nightshade.168,2
Omnis181,1
Oracle185,1
Oracle XS.183,5
Osiris.196,3
Panto.161,7
Paradise159,3
Patriot.158,5
PCJ 600.172,2
Penumbra.169,0
Peyote.157,7
Phoenix.181,9
Picador165,0
Pigalle195,5
Pißwasser Dominator200,4
Pony *145,6
Prairie.166,6
PREMIER.169,0
Primo.165,8
Primo Custom165,8
Radius.168,2
Rancher XL.154,5
Rapid GT.192,3
Rapid GT (Convertible)192,3
Rat-Loader.165,0
Rat-Truck.169,8
Redwood Gauntlet.185,9
RE-7B.197,1
REAPER195,5
Rebel160,9
Regina.139,2
Rhapsody.165,0
Rocoto.173,0
Romero Hearse *144,0
RoosevelT.158,5
Roosevelt Valor.158,5
Ruffian.197,1
Ruiner.190,7
RUMPO.160,1
RUMPO CUSTOM.158,5
Sabre Turbo.177,8
Sabre Turbo Custom194,7
Sanchez.189,9
Sandking SWB.159,3
Sandking XL.159,3
Schafter.177,8
Schafter LWB.176,2
Schafter LWB (armored)172,2
Schafter V12.199,6
Schafter V12 (armored)198,8
Schwartzer188,3
Seminole156,9
Sentinel180,2
Sentinel XS.187,5
Serrano.163,3
SEVEN-70.198,8
SLAMVAN173,8
SLAMVAN (LOST) *153,7
SLAMVAN CUSTOM.193,1
Sovereign.170,6
Space Docker *139,2
Speedo *152,1
Sprunk Buffalo.185,1
Stallion.177,0
Stanier174,6
Stinger180,2
Stinger GT.180,2
Stinger Topless180,2
Stirling GT.180,2
Stratum.169,0
Stretch *151,3
Sultan.185,9
Sultan RS.188,3
Super Diamond.179,4
SURANO.194,7
Surfer.108,6
SURFER (Rusty)108,6
Surge.150,5
T20.196,3
Taco Van *114,3
Tailgater.169,0
TAMPA.169,8
TECHNICAL *149,7
The Liberator *128,7
Thrust.189,9
Tornado.157,7
Tornado (Convertible)157,7
Tornado (rusty)157,7
Tornado (Old Maryachi Convertible) *147,3
Tornado Custom158,5
Trophy Truck.172,2
Tropos Rallye.192,3
Turismo R.196,3
Turreted Limo *144,0
Tyrus.198,8
Vacca.193,1
Vader.173,8
Verlierer.195,5
Vigero.180,2
Vindicator195,5
Virgo.156,9
Virgo Classic155,3
Virgo Classic Custom167,4
Voltic.170,6
Voltic Topless170,6
Voodoo.159,3
Voodoo Custom161,7
Warrener.166,6
Washington.173,8
Windsor.189,9
Windsor Drop.189,1
X80 proto.204,4
XLS.170,6
XLS (armored)173,8
Youga.155,3
Zentorno.196,3
Zion.185,1
Zion Cabrio.185,1
Z-Type202,8

* Vehicles for which tuning cannot be installed.

Acceleration

Acceleration is a difficult parameter for analysis. Apparently, it affects it all the same meanings as for the maximum speed, plus the clutch coefficient FclutchchangeRatescaleupshift, which shows how fast the box switches the transmission when moving forward.

For example, we took four cars. Jester Racecar and Massacro represent sports cars, and T20 and Zentorno are supercars. As we have shown above, at the racing jester acceleration is slightly higher than that of Massacro Racecar. The usual version of Massacro takes part in this race, but the differences from the racing have me meager and do not touch the tested parameters. T20 and Zentorno are well balanced: both with full drive and the same "maximum". Elevated windshield resistance T20 is pointed by a more powerful engine and an increased theoretical speed.

Jester Racecar
FINITIALDRAGCOEFF VALUE \u003d "9.500000"
FINITIALDRIVEFORCE VALUE \u003d "0.310000"
FclutchchangerateScaleUpshift value \u003d "3.300000"
Fclutchchangeratescaledownshift Value \u003d "3.300000"
FINITIALDRIVEMAXFLATVEL VALUE \u003d "158.000000"

Massacro.
FINITIALDRAGCOEFF VALUE \u003d "10.000000"
FINITIALDRIVEFORCE VALUE \u003d "0.364000"


FINITIALDRIVEMAXFLATVEL VALUE \u003d "156.199997"

T20.
FINITIALDRAGCOEFF VALUE \u003d "10.4270"
FINITIALDRIVEFORCE VALUE \u003d "0.365000"
FclutchchangeRateScaleUpshift Value \u003d "7.000000"

FINITIALDRIVEMAXFLATVEL VALUE \u003d "159.300000"

Zentorno.
FINITIALDRAGCOEFF VALUE \u003d "10.000000"
FINITIALDRIVEFORCE VALUE \u003d "0.354000"
FclutchchangeRatescaleUpshift Value \u003d "6.000000"
Fclutchchangeratescaledownshift Value \u003d "6.000000"
FINITIALDRIVEMAXFLATVEL VALUE \u003d "159.000000"

Both sports cars lose the "maximum speed", but not so much as it may seem. The racing jester is the best of the quartet of the windshield, and Massacro has an excellent engine.

The main difference between these pairs of machines is the speed of the gearbox. Among the class of sports tanks, the average is 2.4. Massacro is 3, and Jester Racecar - 3.3. At the best supercars this value is usually 6 or 7, that is, they must spend less time to switch gear. When the T20 and Zentorno, the T20 and Zentorno is wondering, whether the effect on the result will have the difference in the parameters of their boxes.

All cars are equipped with a complete set of tuning. Full gas before starting to exclude the reaction time.

All four cars are fast enough, we will analyze the race on the personnel.

On the first segment confidently leads T20, Zentorno a little behind. Here it is the difference between 6 and 7 in the shift speed. By the way, 7 for switching up is no longer any machine in the game, T20 here is definitely the leader. Sustaine among supercars have Cheetah, Entity XF, Infernus, Osiris, Vacca and Zentorno. Racing Jester predictably broke out a little better than Massacro, due to his full drive And more thanks to the box.

Second Cupid. The t20 from Zentorno increased a little more. Both sports cars have noticeably handed over positions, but Jester is still ahead of Massacro. Here he still squeezes the third, and Massacro has already switched to fourth.

In general, Jester has been much longer than three other machines presented here. At the start it helps it great: while others are moved from the second to the third and fourth, the Japanese sports car holds high revs. However, such a tactic will not help him if there is a lot of direct and fast turns on the track. In this case, it is better to choose Massacro.


The third checkpoint remains the same situation. Switches are already less, so Massacro and Zentorno hold positions behind competitors. To the fourth marker, Massacro finally spins his powerful engine and is already ahead of Jester on a pair of enclosures. Since acceleration is almost completed, our blue sports car will leave further thanks to a higher maximum speed. Zentorno has such an enviable trump card against T20, so it will remain in the angroup to the finish.

Adder against T20.

Another interesting check in. In our tests, we defined that Adder is the fastest car from supercars with a maximum speed of 205.7 km / h. Here is its parameters:

Adder
FINITIALDRAGCOEFF VALUE \u003d "7.800000"
FINITIALDRIVEFORCE VALUE \u003d "0.320000"
FclutchchangeRatescaleUpshift Value \u003d "3.000000"
Fclutchchangeratescaledownshift value \u003d "3.000000"
FINITIALDRIVEMAXFLATVEL VALUE \u003d "160.000000"

As you can see, the engine is weaker than that of T20, but the frontal resistance is lower, and the theoretical "maximum range" is greater. The speed of the box is about the same as the sports car discussed earlier. Will it affect acceleration?

Everything happened exactly as we assumed. T20 confidently won the start, and then Adder gradually overtook and bypassed her due to its maximum speed.

Auto with electric motor

In theory, the acceleration kings should be machines with an electric motor. While the engine (engines internal combustion) Must gain momentum and switch transfers to maintain torque, the electromotors of such a lack are deprived. However B. GTA V. Simply there are no decent cars of this type: among the supercars - only Voltic, and from the sports tack - Khamelion.

We tested the Voltic against T20 without tuning: the electric car lost a little start, but to the second checkpoint almost caused his lag, well, and then T20 left him to swallow dust. At the same time, the situation will be even worse with tuning: all other cars receive upgrades to the gearbox and turbocharging engine, and electric vehicles due to the characteristics of their designs such elements are not available.

Antiques, braking and clutch with a track

The clutch with the surface of the track and braking is interconnected, so we combined them into one section.

The parameter used for braking strips in Handling.Meta is called FBrakeforce. However, he, like the rest of such lines, extended from the context, does not tell the whole story. In addition to him, there is another distribution of the braking effort, which we indicate in our tables. On the slowdown of the car also affects the clutch with the track. It is broken into two main values: FTractionCurvemax and FTractionCurvemin. The names are not very logical, but Max is responsible for adhesion with the surface in turns, and min - on a straight line.

Take for example SLAMVAN. We know that the brakes have - one of the worst in the game. Let's try to figure out why.

SLAMVAN
FBrakeforce Value \u003d "0.600000"
FBrakebiasFront Value \u003d "0.700000"
FTractionCurvemax Value \u003d "1.650000"
FTractionCurvemin Value \u003d "1.250000"

Brake force 0.6 - not the worst parameter in the game (medium among all machines - 0.66), but not the best. Supercars are usually 1, and among the other mascars, the values \u200b\u200bof 0.8 are dominated. Brake Distribution (FBrakebiasFront) - 0.7. This means that 70% of the deceleration work is performed by the forefront. This is a bit, the standard is considered to be the distribution of 60/40. But the main problem of Slamvan is not in this, but in the clutch with the track on a straight line: 1.25 is one of the lowest parameters in the game among all cars.

IN GTA V. There is no anti-lock brake system (ABS), however, you can block the wheels if the machine has a low clutch parameter. Slip signs will be a characteristic sound, as well as the vibration of the gamepad if you use it. You can avoid this by modulating braking effort on the controller (the players on the keyboard will not be able to do this for obvious reasons). We recorded video from Slamvan inhibiting from the same speed. On the left, the brake is cleaned by 100%, and on the right - only half.

As you can see, the gamepad allowed to reduce both the time and the detection of braking. In racing it is an unprecedented benefit. However, it is worth noting that behavior is far from all machines depends on this, Rat-Loader and Slamvan - rather private cases. However, the possibility of gas gradation, brakes and steering deviations will make you a faster rider.

Anti-Cryl

In our transport descriptions, we usually indicate the ability to install the anti-car on the machine. And this is not good. As you probably know, the anti-patch 1.14 still on old consoles began to increase the clutch parameter with the track, which means it affects both the passage of turns and braking. With the devias, everything is clear: the speed is higher at the entrance and in the apex, and the ability to squeeze the full gas appears earlier. If the car was before the test route in one minute, then it will be 3-4 seconds with an anti-flimle.

But the influence of antiques on the brake is a much less well-known fact. To demonstrate, we took Massacro. Here it slows down until a complete stop with a close to the maximum speed:

Even in this ideal case, the deceleration distance without anti-cycle increased by the car body. At a higher speed supercar, the difference will be even more. And if you take into account that not all tracks are located on a smooth as Silk coverage of the runway, there are bumps and pit on ordinary roads, it becomes clear: the less time spend on braking, better result Circle passage.

An increase in the clamping force in the real world brings with it an inevitable decrease in the maximum speed. IN GTA V. It is not necessary to worry about it, the anti-cycle only helps the car better slow down and enter turns.

Tuning

To "misunderstand" the parameters of the car, you need to buy the following details in the tuning salon:

  • racing Brakes
  • engine Upgrade (EMS Upgrade, Level 4)
  • race Transmission (Race Transmission)
  • turboadow (Turbo Tuning)
  • anti-car (if available)

These modifications will make your car faster on the track. Everything else is clean cosmetics, no way affects technical specifications Auto and will not improve your circle time.

Some cars are already sold with an anti-cycle on the trunk, but such a factory decision Will not give Bonus to the clutch with the track. It comes out stupid, but if you choose an option that does not even change the shape of the wing, but only repainting it in a secondary color, then the clutch will increase. To make it easier to remember: even if the car already has an anti-cycle, it is necessary to pay money for any of the options offered in the cabin. All of them work equally, regardless of the appearance.

At the time of writing the article, the only exception to this rule is the T20 supercar. This car has a factory anti-car rises from the body at acceleration, and also plays the role of aerodynamic brake when slowing. The bonus to the clutch with the track it gives the same as the purchase of the wing from the cabin. However, it is for T20 other options and not provided. Check the operation of this item easily: pass 4-5 times the back into the wall and the mechanism will break. After that, the wing will remain in the body, and the car will begin to experience insufficient turning and braking problems.

Off-road wheels

All tires and rims in GTA V. They behave absolutely the same, you will not win the time if you install anything from the High End category on your new supercar. An interesting point is precisely in the opposite - in a potential failure. The fact is that off-road discs much more smoothly lead the car on Ughabam and borders. In some cases, the Low Zentorno Supercar may unexpectedly drop up at a slight angle. Yes, so that when landing the reversal will be avoided.

Off-road rubber allows you to minimize such situations, which means you can completely concentrate on the race. Apparently, the influence is the height of the tire: the greater volume is better compensated for shocks. Accordingly, the list in order of odds looks like this:

1. Offroad
2. Lowrider, Muscle, Tuner (they are the same)
3. Sport, SUV
4. HIGH END.

High End Tires are very low, so, although they are best looking at supercars, serious riders will still choose off-road rims.

Machine Testing Methods in GTA Online

If you ever watched the British TV show Top Gear, then I probably saw a silent racer Stig Carries cars on a special highway laid through the old airfield. Objectively find out the data of each machine in GTA V. One can only in the same way. Here, all the same Briton comes to the rescue Brough1322.which we mentioned earlier.

As a test area, he chose the original Coroners highway and redoned it into an extended version, which called Cutting Coroners GP. The idea of \u200b\u200bthe route is to check all the parameters of the machine: there are quick and slow turns, a stud and a long straight. Location in South Los Santos makes it dangerous due to the bad road coat. We drove a circle on Sultan to give you a visual view of the route:

The first turn to Elgin-Avenue is quite simple for machines with anti-cycle, everyone else will have to lose gas. The bunch of the following aging in front of the Legion Square is already more complicated: how you will pass the first turn right behind the Olympic highway will determine the time of the first sector. We advise slightly overcrow at first, but it will allow you to stay on the right side of the road and jump out at Avenue Strozerry at a much higher speed. You can roll on Athi Street at full gas, but it is important to choose the path correctly, and you will fly to the trees on the sidewalk.

Moving this danger, jump over a couple of borders that protect the parking zone. Rural Sultan copes with the task, and off-road rubber will help supercams here. The next braking on the descent from the police station is very difficult. On the video just got a mistake: misses past the apex and as a result - a wide way out and a small skid in a pillar. Fortunately, a lot of time was not lost here. Ripping the path of the city metro, turn right. The location of the multi-colored tire allows you to cut a bit. Often in this place there are mistakes due to demolition rear axis After the border.

On the turn in front of the hospital again a small error - the car should be at least a meter closer to the tires. This will allow you to quickly go through the turn and earlier to start acceleration. Well, then it will only be left to overcome the slow hairpin and start overclocking on a long straight to the grove-street. Further - the reversal on which you should go and lay as widely as possible radius, and the finish.

Brough1322. I was able to run on the highway all the games of the game, even those that are available only in the single. With the results can be found. We have no reason not to trust it with research: the fact that our Sultan with time is 1: 06.99 and small errors showed the result for two tenths better, it can be explained by the fact that all cars on 60 fps will be a bit faster than their analogues on consoles 30 fps.

At the same time, to stably cut circles with this time, it is necessary to spend at least a few hours. But all the cars are different, it is necessary to get used to each. Yes, here and not records are important (however, you are free to try to beat any of them), but the fact that every car is tested by one person who knows every piece of the track.

It is curious that the T20 drives the track for 1: 01,894, and if the anti-coil break her, it will be 4-5 seconds slower. This will roll back from the first place in the class already at the end of the list. This is how the lack of additional clutch with the track is expressed in the real race.

Spoon hitting and conclusions

All results on this highway can be taken into account, but should not make a decision to buy a vehicle only on the basis that it is the first in the list. If you do not exhaust driving skills for a few hours a day, but you ride open races with random players, it is completely no matter what T20 is faster than Zentorno, and Bullet does not deserve the right to refer to the supercar. 99 percent of the races pass with the Catch Up system included, well, and about the desire of the average GTA-Schnick to push the opponent in the first turn we tactfully default.

If the checkout passes in a straight line, then you need a high maximum speed and completely different cars will come to the leaders. With races on off-road, too, troubles: one thing - fly on rear wheel Sanchez has a fastest circle in proud loneliness, completely different - to survive on the crochet bones of the bones while the sixkolic monsters Dubsta breathe in the back. Dominator among Maskarov will be the fastest only in the hands of an experienced rider, the newcomer rear drive and powerful engine Give trouble.

This guide is written to help with high-speed passage. GTA San. Andreas and suitable for the PC version of the game, since in comparison with the PS2 version there are many differences.

Movement on foot

Jumping at 13% faster than running. A quick run (sprint) is much faster than the usual run and it can be accelerated. To do this, do not clamp, but repeatedly press the sprint key.

Cars

Having a busy car, CJ has a passenger. If there is no passenger in the car, it will usually be faster to sit through the passenger door, since CJ will simply push the driver. If both places are busy, it is recommended to shoot in time to save time windshield And kill the driver.

During the entrance to the car, keep the jump keys and sprints pressed so that the CJ does not closed the door behind you. If you do these steps from the passenger seat, the driver will die when you push it out.

Coming out of the car and pressing any key to move the player, the door will remain open. Open doors are not tangible (CJ simply passes through them), but they are exposed to gravity. If you pick out the car on the slope or even sometimes on the uneven sidewalk, the door can swing or on the contrary. Open doors are also moving when accelerating / braking the car.

Motorcycles

Multiple pressing the "Up" key makes the motorcycle ride much faster. This chip does not work if you have a passenger.

Repawn cars

Vehicles are deleted at the beginning of the mission, if the car is located in the area where the cat scene takes place. Vehicles are also deleted if you are too far from them.

Spawn with hospitals and police stations

When Sigi dies or a police catch him, he appears near the nearest hospital or police station. This game chip can be used to reduce time when moving around the map, but it should be borne in mind that after the spawn you will be taken away the entire arms arsenal.

Characteristics of character

Volume of light

The volume of the lungs increases only when the CJ is under water. Floating on the surface, the scale of the lung volume is regenerated. For a faster pumping of this characteristic, it is necessary to minimize swimming on the surface and pop up only when the player's health begins to fall.

Weapon possession

Weapon possession is hampered only when you shoot a target. Therefore, do not waste time on firing into the air.

There are three basic possessions of the weapon: a beginner, Gangster and Hitman. The newcomer skill begins with scratch, Hitman is achieved at a mark of 1000. Gangster skill differs in all types of weapons. In between levels, you will receive messages on the screen about increasing the skill of the weapon.

Skills / Progress / Experience

Some skills and statistics have certain progress and gap between updates, which increases by performing appropriate actions (for example, the volume of the lungs increases by sailing under water). These glasses are not visible to the player. On a certain number of experience points, the skill or statistics is updated, and all points are reset to zero.

Experience glasses are usually reset to zero when you run a new game through the menu or download saving, which means that all changes in the next skill update and statistics are lost while saving and subsequent loading of this saving. However, the volume of lungs, maximum health and cycling experience is not reset, they simply remain in the memory of the game, as it is, and not affecting the game when you run a new game through the menu or download saving. Only restarting the game will reset these values.

Frame limit / dependence FPS

On the PC version there is an option to disable the frame limit. However, in this game, FPS affects many game mechanics, so all high-speed passes on generally accepted standards must be passed with the frame limit included.

The shutdown restricter leads to the following consequences:

* Driving physics becomes another, vehicles, feelings, have more thrust, but engines on bikes seem slower to accelerate (both for the player and for NPC).
* CJ Sometimes it may accidentally die when climbing objects.
* Swimming / diving becomes the impossibility of slow.
* You fall faster from a high height.
* "Sliding" (Sliding Glitch) becomes more difficult to perform.
* Graphy are painted faster.

Features of AI behavior

The use of the car is most likely caused hostile NPC to shoot you better to compensate elevated level player protection. Some missions because of this much more difficult to pass, because NPC is not always reconfigured, even if the mission occurs on foot, and not on transport. Only the use of the bike again reduces the accuracy of firing.

There are missions where this feature causes problems when passing:

* Sweets Girl (in this bicycle mission you will not give you, but it is better to come to the appointed place on it).
* A home in the hills (it becomes much more difficult to pass the mission if you were in the car in front of the entrance to the mansion).
* Green Goo (the mission will pass much more difficult if you used the car before the start of the mission. You can save the bike in the garage, and then come on it to the beginning of the mission).
* Torenos Last Flight (before you will stand a bike, which you can use to reset AI if you need to go there by car).
* Pier 69.
* Vertical Bird (If you swim on a boat into the back of the ship, the soldiers will be more accurate for you to shoot).
* Beat Down on BDUP (enemies that need to be killed in the task, have increased accuracy, if you were in the car before the start of the mission, and not by bike).
* End of the Line (enemies will become more accurate if you die after the death of Big Smukka or restart the control point of the mission).

Wars behind the territory

* Each territory gives the same percentage in statistics, this percentage does not depend on the size of the captured area. To launch the final mission you need 35% (approximately 19 territories).
* Members of enemy gangs in all three waves appear in the place where Sidy looks. This can manipulate their appearance.
* Members of enemy gangs appear on a fixed (?) Distance from the player. If there are too few places for spawn, the gangsters will interfere in the same group and they will be easier to kill.
* If it seems to you that it is not possible to put them on with one group, stand up at the crossroads or any other open area so that you do not have to do extra movements, killing them.
* Timeout between waves is approximately 10 seconds. Use it to pick up the first-aid kits in the form of hearts or armor.
* When you have to start war behind the territory, look for not only bandits that walk, but also gangsters in cars that always go on the same machines, depending on the gang.


Interaction with police

* If you have only one wanted star, the police will shoot in you only when you hold the weapon in your hands. Therefore, it makes sense to postpone it.
* Using the beep in the car makes the police for a second to slow down. Continuous pressing of automotive beep reduces the risk that the policeman arrests you by throwing out of the car. This feature It works even in a helicopter when you press the beep key, although there is no beep there.

Search level and pics bribes

Inside the game there is a counter that calculates the gravity of your crimes and affects the number of stars of the search. There are ways to reduce this meter:

* In cities, the meter decreases to one point every second, provided that you have no more than one star.
* In rural areas / isolated area 2 points per second.

Weather

The weather varies depending on the time spent in the game. Therefore, most likely, the same weather will be if you start a new game. But rewound game time You will not see this weather, because it is exactly the real time, and not gaming.

Traffic lights

Green light in traffic lights 10 seconds, and red - 20.8 seconds. This cycle seems to work similarly to the weather, so reloading the saving you will see similar colors from traffic lights.

Phone calls

A separate article will be devoted to this, look at the GTA San Andreas section in order not to miss it!

Realistic TopSpeed \u200b\u200bMod. - mod changing the maximum speed of some cars, namely sports cars.
Everyone knows that GTA 5 does not have real cars, but they are all very similar to real super karaThis mod changes the settings of the machines by adding the maximum vehicle speed from real life.
In GTA 5 many super sports cars that are very similar to real cars, in principle, they are. But it is not very cool that almost all of these machines have a roughly equal maximum speed, which is very underestimated, because for example, an adder is Bugatti Veyron 16.4 in real life has a speed of over 400 km / hour, and in the game it accelerates only about 200 km \\hour.
This mod compares the machines in the game with real machines and their real maximum speeds.
Although one thing, some cars in the game are going clearly faster than in reality, Bugatti Veyron for some reason accelerates to 500km / hour, and Entity ( Koenigsegg Agera.) Overclocking and faster than 500 km / hour, although in reality is the maximum about 390km / hour. What was smoked by the author of fashion, is incomprehensible.

In general, the mod also comes with changes in the destruction of cars during accidents, you can choose or only the top speed, or the top speed and deformation.

On video demonstration, speed is displayed using.

Video comparison of the maximum speed of the machines before and after modifying the model Realistic TopSpeed \u200b\u200bMOD:

Modified machines and real brands:

Adder (Bugatti Veyron 16.4)
Bullet (Ford GT)
Cheetah (GTA Spano)
Entity (Koenigsegg Agera)
Infernus (Lamborghini Murcielago)
Vacca (Lamborghini Galdo / Aventador)
Turismo R (Ferrari Laferrari)
VOLTIC (Tesla Roadster)
Zentorno (Lamborghini Veneno)
Carbonizzare (Ferrari California T)
ELEGY RH8 ( Nissan GT-R)
Jester (Acura NSX Concept)
Kuruma / Kuruma Armored (Mitsubishi Lancer EVO)
Massacro (Aston Martin Vanquish)
OBEY 9F (Audi R8 4.2)
Sentinel (BMW M3)
Sultan (Subaru. Impreza WRX. STI)
Sentinel (BMW M3)
VOLTIC (Tesla Roadster)
Bullet (Ford GT)
Oracle
Oracle 2 (Both Different BMW 7r Versions)
Fusilade (Chrysler Crossfire)
COMET (Porsche GT2)
Penumbra (MITSHUBISHI Eclipse -With Real FWD Now!)
Futo.
Coquette (Corvette C7)
Rapid GT (Aston Martin Vanquish)
Buffalo + Buffalo S ( Dodge Charger.)
BANSHEE (VIPER)
Schwarzer (Mercedes C63 AMG Black)
Feltzer (Mercedes SL 63 AMG Black)
Khamel (Maserati Grantursimo / Tesla Model S)

Motorcycles: (identify them, apparently, much more difficult)
Akuma.
Bagger.
Bati 800.
Blazer
Blazer Lifeguard
Carbonrs.
Daemon.
Double T.
Hakuchou
Hexer.
Lectro.
Nemesis
PCJ-600.
Ruffian.
Sanchez.
Thrust.
Vader.

Installing a mod for real maximum speed for GTA 5:
ATTENTION, the mod changes the game files, make a backup of the changing files, do not exit online with change, you can get a ban.
1) Open the program

In almost every mission in the GTA 5 game, cars are used, ranging from simple trips to the point and ending with fast straps with shootings and so on. Of course, to quickly move around the world. best carBut not many know what model to choose. In this article we will tell what self quick cars In GTA 5..


Undoubtedly, we can say that the most fast car In GTA 5 is, which is almost a copy of the famous Bugatti Veyron. Thanks to overclocking for less than six seconds on Truffade Adder, you can easily leave the police or win the race. Also, this sport car has good maneuverability and braking, which occurs almost instantaneously even at maximum speed. But, unfortunately, some gamers declare that very cutting and a small turn can easily put the car. Therefore, it is desirable to practice a little on the track before starting to participate in races.

You can only find near the store on the portol drive, but you should not try to sort it, as it is equipped with a tracking sensor. It is advisable to buy a Truffade Adder, but for this you have to lay out a million dollars.


In second place, the speed is the car, which is a copy of the Koenigsegg CC8S Kara Kara. In speed and braking, it is a little inferior to the Truffade Adder, but it is significantly superior in such indicators as control and acceleration. Also, this sport car can be significantly improved by replacing and adding bumpers, spoilers, nitro, fairing and exhaust pipes. You can buy through the gaming site at a price of 795,000 dollars.


On this car it is best to carry out robbery with rapid departure from the police. Thanks to an equal combination of speed, management and acceleration, it is possible to name the most convenient among the others. By similarity, this car resembles Ferrari Enzo a bit, you can buy it for $ 650,000.


Good indicators in speed, but rather bad in braking - all that can be said about. It is worth noting that this car appeared in the fourth part of the game and practically nothing has changed. Also has a poor set of improvements, which is why only exhaust pipes, turbo and spoiler can be added because of which it is possible to add or replace. The cost of Pegassi Infernus $ 60,000, what is needed for this car.

It is very difficult to appreciate what car in the GTA Online is the fastest. Fast What, in a short drag race? In circular angles? That which is the most vague maximum speed? When driving back, j-reversal and acceleration up to 60 miles per hour?

There are many ways to measure speed, but for this article I focused on two - the circle time and the maximum speed. Below will be the five fastest machines in the rings on the standard ring in the GTA Online (where the control of the handbrake, cutting the corners and acceleration affect the speed of the circle). Then the five fastest cars in the race in a straight line (where they all squeeze the maximum speed).


If we compare a car for these two indicators, we can roughly determine which car in the GTA Online is the fastest. The following results were obtained during the detailed and scientific testing, which I spent on this youtube channel. You can look at the documents with the time of the circle and the maximum speed for a better understanding of my methodology.

This article was supplemented in March 2018 to meet the changes to The Doomsday Heist DLC, and concentrates only on the "Supercar" class machines where you can participate in races. The only exceptions are Rocket Voltic, ViFilante and Pariah from class "Sport". If you are interested in the indicators of these or future machines, machines of another class and those who did not get into the top five, see these videos with the circle time and the maximum speed.

Time Circle

6th place: Pegassi Zentorno - 1: 00.960

5th place: Pegassi Tempesta - 1: 00.803

4th place: Overflod Autarch - 0: 59.960

3 place: Ocelot XA-21 - 0.50.927

2nd place: Annis Re-7B - 0 / 59.727

1st place: DEWBAUCHEE VAGNER - 0.59.194

Maximum speed

6th place: Dewbauchee Vagner - 126.75 m / h

5th place: PROGEN ITALI GTB CUSTOM - 127 m / h

4th place: Truffade Nero Custom - 127.25 m / h

3 place: Grotti X80 Proto - 127.5 m / h

2nd place: BRAVADO BANSHEE 900R - 131 m / h

1st place: Pfister 811 - 132.5 m / h

From the above data, you can understand what machine you need for ring races with a large number of corners, and what races in direct speed. But the best in one situation is not necessarily the best in another. For example, Tempesta and Zentorno in the list of the fastest supercars are pretty low (26 and 20th place, respectively), despite the fact that in circular races included in the upper seisters. Also, 811 and BANSHEE 900R in circular show themselves no matter (24 and 30th place), but at maximum speed they are leaders.

So what should you do if you need only one car that will suit any situation? The car is a master on all hands to buy and use everywhere. Well, according to the results, there is only one candidate - the car, which is included in the Six of the best and there, and there: Dewbauchee Vagner.

If you look at the time of the circle, between Tempesta on the 5th position and Autarch on 4 was almost a second difference. For a track, just a minute is significantly. Especially considering that the difference between Vagner on 1 place and Autarch on 4 is also almost a second. So let's take a look at the "big fourth" and see why Vagner is so confidently dominated.

Maximum speed Vagner

As we already understood, Vagner is the only car that is present in both lists, but where are the rest from the "big fourth"? For Vagner with its 126.75 m / h is autarch from 125.5, 9th place in the class. Next - RE-7B, 15th place in class, 123.5. Behind him - Xa-21, 17th place, 122.5. Although Autarch is relatively close, Vagner bypassing them all by both parameters.

Winner:Vagner.

Weight

One of the main characteristics that really affects the racing indicators - weight. In GTA, the weight does not affect the behavior of the car, but is taken into account in collisions. A more heavy machine takes an accident easier than more easy. Especially highlighted XA-21 with a weight of 1,400 kg. Compared to Autarch with its 1300, the difference does not seem large, but on the background of Vagner with 1000 and the lightest in the RE-7B class with 880 the picture is already completely different. If the opponent tries to bring you out of the race, it will be very difficult for him if you manage XA-21 than RE-7B.

Winner:Xa.-21

Completeness of management

Someone drives better than others, but for any person a more controlled car is always an advantage. Even the top riders will have more stable results on a more manageable car. According to this parameter, the Vanger, in fact, the worst in the fourth, and the autarch (which is often called the "small Vagner") offers much more stable driving. Not far in second place XA-21. It is more suitable for newcomers, as it has an impressive acceleration and less needs the need to squeeze the maximum on the corners, where the other three cars take their results.

Winner:Autarch.

Price

Price is an important factor. Vagner is almost 0.7 seconds faster than Autarch, Re-7B and XA-21 in a circular race and has a greater maximum speed, but at the same time if the car is much more expensive than competitors, it may be wiser to choose the option cheaper. And here again, Vagner has an advantage, as it costs $ 1,535,000 against 1,955,000 at Autarch, 2 375,000 in XA-21 and 2 475,000 in RE-7B. All this is the basic cost, excluding upgrades and visual modifications, but these cars they are still the same. None of the cars are not cheap, but Vagner offers much more than rivals for its price.

Winner:Vagner.

WINNER Following:Dewbauchee. Vagner.

Vagner has always released as a fantastic supercar with its dominance on the track, even compared to the "big fourth", and upon closer examination, he only strengthens his position on top. Although he has problems in contract racing, and it will take time for its development, it is impossible not to note a more winning price, speed and time of the circle compared to the rest of the leaders. In general, Vagner must definitely become a priority in your list of purchases, because no one can throw it away from the pedestal.

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