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Post by omoroca on Dec 23, 2023 22:32:15 GMT
"Speed" is the permanent top speed, including Tuning Kit and Nitro. The car with the ◄ symbol is the one I'm currently using in that class. I'm rotating every 2 weeks, when the Classic Season starts.
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Post by Ronan🌻 on Dec 26, 2023 22:00:11 GMT
Why is the Ultima RS not in your list?
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Post by omoroca on Dec 26, 2023 22:29:09 GMT
Why is the Ultima RS not in your list? My main focus in A8 is always MP, not Gauntlet. The Ultima has too many disadvantages in that respect.
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Post by Ronan🌻 on Dec 27, 2023 13:57:40 GMT
Why is the Ultima RS not in your list? My main focus in A8 is always MP, not Gauntlet. The Ultima has too many disadvantages in that respect. The Ultima is a pretty good car though, only slightly worse than the FFZERO1.
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Post by omoroca on Dec 27, 2023 20:32:20 GMT
My main focus in A8 is always MP, not Gauntlet. The Ultima has too many disadvantages in that respect. The Ultima is a pretty good car though, only slightly worse than the FFZERO1. The slower acc of this car makes it hard to not get wrecked at the start. It gets pushed around a lot, but not wrecked as much as the Lambo. Also, the agility and precision are much higher than the Lambo's. Like the Sián, it feels a little bulky in full drift, but not as bad as the Lambo. Only thing about the drifiting is that you have to stay in full drift quite long before you can fire nitro again, if you want to stay on the inside of the corner. On some tracks, you might have a disadvantage with the Ultima, as it's slippery when wet, and the nitro efficiency is not the best either. But when you have clean air, this car can be really quick and really fun. 😊
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Post by Ronan🌻 on Dec 28, 2023 1:39:24 GMT
The Ultima is a pretty good car though, only slightly worse than the FFZERO1. The slower acc of this car makes it hard to not get wrecked at the start. It gets pushed around a lot, but not wrecked as much as the Lambo. Also, the agility and precision are much higher than the Lambo's. Like the Sián, it feels a little bulky in full drift, but not as bad as the Lambo. Only thing about the drifiting is that you have to stay in full drift quite long before you can fire nitro again, if you want to stay on the inside of the corner. On some tracks, you might have a disadvantage with the Ultima, as it's slippery when wet, and the nitro efficiency is not the best either. But when you have clean air, this car can be really quick and really fun. 😊 In Multiplayer, there are very few cars which accelerate at the best speed. Even the Faraday Future FFZERO1's acceleration is a bit slower than the maximum. The Ultima RS is really good for two main purposes. In Time-Limited Events, the Ultima performs spectacularly on various Orbital Loop tracks, Venice Forward (less so on Reverse), Rio de Janeiro (mainly Oceanview Derby and Highland View), Tenerife (mainly Dragon Tree), on various The Great Wall tracks, and on various Transylvania tracks. In Gauntlet, the Ultima RS has excellent speed recovery and handling. The Ultima's speed recovery is worse than the FFZERO1's, but its handling is better. Furthermore, the Ultima RS has better level 3 nitro efficiency than the FFZERO1. So, whenever you need all three of these abilities at the same time (speed recovery, handling, and nitro efficiency simultaneously), the Ultima RS is the best option.
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Post by Ronan🌻 on Jan 3, 2024 6:31:53 GMT
"How did you measure the TTN advantage?"
I noticed that for some cars, it doesn't seem to make any difference whether you start with triple-tap nitro or with perfect nitro. For other cars, is makes quite a relevant difference.
In order to find out how big the difference actually is, I did screen recordings of each car's start acc phase with either of the two start methods.The mode was Quick Solo Race, Gate Drift, Tokyo with full boosters. So it was flat out without any opponents, corners or slopes, the best it can possibly get.
Then I went through the recorded video frame by frame, in order to find out how many milliseconds it took to reach top speed. Then I put the perfect-nitro acc duration in relation to the triple-tap nitro acc duration, to find out the difference in percent.
I did this with only 30 fps, and there's also the human factor (myself) involved, so the results are only approximations.
The issue with this mode of measurement is the fact that the triple-tap nitro doesn't only correlate to acceleration speed, but also to distance travelled. When they do acceleration tests on Tokyo Forward, they always measure for two things: (1) how quickly the car reaches maximum speed, and (2) how quickly the car reaches the wall. The triple-tap might only improve the time to maximum speed by a small margin, but it will probably improve the time to the wall by a larger margin. Overall, it's usually more efficient to accelerate with triple-tap nitro because your car moves forwards more quickly at the start of the race. Also, triple-tap is essential for maintaining the speed boost that you get from going airborne (after landing); if you use perfect nitro after landing, then the speed boost will pretty much be nullified. However, if you use triple-tap, then you will have extra speed for a short time (and the BTN technique extends this speed boost). Triple-tap is further essential for maintaining your maximum speed after drifting (micro-drifting). Triple tap nitro is almost always advantageous over perfect nitro for the purpose of maintaining the maximum speed at all times. The main downside is that the nitro supply is drained more quickly. For most cars, triple-tap nitro at the beginning of the race will ensure the fastest acceleration. For a few cars which have high raw top speeds, there is very little difference.
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Post by omoroca on Jan 3, 2024 14:11:51 GMT
"How did you measure the TTN advantage?"
I noticed that for some cars, it doesn't seem to make any difference whether you start with triple-tap nitro or with perfect nitro. For other cars, is makes quite a relevant difference.
In order to find out how big the difference actually is, I did screen recordings of each car's start acc phase with either of the two start methods.The mode was Quick Solo Race, Gate Drift, Tokyo with full boosters. So it was flat out without any opponents, corners or slopes, the best it can possibly get.
Then I went through the recorded video frame by frame, in order to find out how many milliseconds it took to reach top speed. Then I put the perfect-nitro acc duration in relation to the triple-tap nitro acc duration, to find out the difference in percent.
I did this with only 30 fps, and there's also the human factor (myself) involved, so the results are only approximations.
The issue with this mode of measurement is the fact that the triple-tap nitro doesn't only correlate to acceleration speed, but also to distance travelled. When they do acceleration tests on Tokyo Forward, they always measure for two things: (1) how quickly the car reaches maximum speed, and (2) how quickly the car reaches the wall. The triple-tap might only improve the time to maximum speed by a small margin, but it will probably improve the time to the wall by a larger margin. Overall, it's usually more efficient to accelerate with triple-tap nitro because your car moves forwards more quickly at the start of the race. Also, triple-tap is essential for maintaining the speed boost that you get from going airborne (after landing); if you use perfect nitro after landing, then the speed boost will pretty much be nullified. However, if you use triple-tap, then you will have extra speed for a short time (and the BTN technique extends this speed boost). Triple-tap is further essential for maintaining your maximum speed after drifting (micro-drifting). Triple tap nitro is almost always advantageous over perfect nitro for the purpose of maintaining the maximum speed at all times. The main downside is that the nitro supply is drained more quickly. For most cars, triple-tap nitro at the beginning of the race will ensure the fastest acceleration. For a few cars which have high raw top speeds, there is very little difference. My measurement is only about start acc. Triple-tapping during the race can of course be sensible for any car, even those with 0% start acc advantage.
I know my method is not 100% accurate, as the acc curve might be different, even if the time to reach top speed is the same. So cars with 0% TTN advantage might in reality still lose ground when starting with PN.
And as always, you're Gauntlet-focused, whereas I'm MP-focused. In Gauntlet, starting the race with perfect nitro probably never makes sense at all. But in MP, the knowledge about each car's TTN advantage can help. So you should never start an MP race with the FFZERO1 or Battista with perfect nitro, whereas with the Divo, Centenario, Sián or One:1, it can be Ok on certain tracks.
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Post by Ronan🌻 on Jan 3, 2024 17:14:54 GMT
The issue with this mode of measurement is the fact that the triple-tap nitro doesn't only correlate to acceleration speed, but also to distance travelled. When they do acceleration tests on Tokyo Forward, they always measure for two things: (1) how quickly the car reaches maximum speed, and (2) how quickly the car reaches the wall. The triple-tap might only improve the time to maximum speed by a small margin, but it will probably improve the time to the wall by a larger margin. Overall, it's usually more efficient to accelerate with triple-tap nitro because your car moves forwards more quickly at the start of the race. Also, triple-tap is essential for maintaining the speed boost that you get from going airborne (after landing); if you use perfect nitro after landing, then the speed boost will pretty much be nullified. However, if you use triple-tap, then you will have extra speed for a short time (and the BTN technique extends this speed boost). Triple-tap is further essential for maintaining your maximum speed after drifting (micro-drifting). Triple tap nitro is almost always advantageous over perfect nitro for the purpose of maintaining the maximum speed at all times. The main downside is that the nitro supply is drained more quickly. For most cars, triple-tap nitro at the beginning of the race will ensure the fastest acceleration. For a few cars which have high raw top speeds, there is very little difference. My measurement is only about start acc. Triple-tapping during the race can of course be sensible for any car, even those with 0% start acc advantage.
I know my method is not 100% accurate, as the acc curve might be different, even if the time to reach top speed is the same. So cars with 0% TTN advantage might in reality still lose ground when starting with PN.
And as always, you're Gauntlet-focused, whereas I'm MP-focused. In Gauntlet, starting the race with perfect nitro probably never makes sense at all. But in MP, the knowledge about each car's TTN advantage can help. So you should never start an MP race with the FFZERO1 or Battista with perfect nitro, whereas with the Divo, Centenario, Sián or One:1, it can be Ok on certain tracks.
When you are using perfect nitro, there's a small window at the beginning where you are on level 1 nitro efficiency. Nitro has an effect on acceleration. The slowest acceleration occurs when you don't activate nitro at all, relying on your default acceleration speed. If you activate perfect nitro, then you are relying on a combination of level 1 nitro (including its acceleration boost) at the beginning, before quickly switching over to perfect nitro (including its acceleration boost). Level 3 nitro is obviously advantageous against level 1 or 2 nitro after you've already reached your maximum speed, since the speed cap for level 3 is higher. E.g. if your car goes at 508, if you triple tap you will go back to that number, whereas if you use level 1, you will probably only go to around 470. Level 3 nitro also appears to be advantageous at the beginning of the race since it immediately brings your car's speed up from the very beginning, whereas perfect nitro pauses for a small amount (level 1) before kicking in. So, in a Multiplayer context, there's a high chance that you will get knocked down from behind if you use perfect nitro at the start of the race, because you will be stuck on level 1 while the opponent behind you is going full-blast with level 3. If you were to draw a graph of the speed increase of these two different modes, level 3 nitro would be in a straight or exponential line, whereas perfect nitro would have a small pause at the beginning before following roughly the same shape as level 3.
EDIT: I suspect that there is a direct correlation between your final top speed and the speed of your acceleration, on an individual basis for each car. So, if your car is missing some of its tires or suspension upgrades, for example, then it will accelerate slower than the same car with full upgrades. Meanwhile, this rule probably explains why cars with higher raw top speeds can accelerate almost equally as quickly with perfect nitro and level 3 nitro. Given that the level 1 nitro of these cars is already at something very close to full speed, the level 1 and level 3 nitro are very close to one another on the graph. e.g. level 1 might be aiming for 503 km/h, while level 2 is aiming for 508 km/h, so the percentage that is cut from level 1 is extremely small. Whereas, for a normal car, they will be aiming for around 470 km/h when they are using level 1, but they will switch over to 508 km/h after the perfect nitro has been activated. So, for a small window at the beginning, they are missing around 40 km/h from their final top speed, which affects the acceleration as a percentage.
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Post by omoroca on Mar 11, 2024 18:45:15 GMT
Removed the Infiniti Project Black S Special Edition from the list. It doesn't work well for me any more. So the Aston Martin DB9 Coupé is the sole survivor in the 1322 bracket. I wonder what other cars have become good now that MP was ghosted by GL.
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Post by omoroca on Mar 17, 2024 15:22:04 GMT
Looks like the Divo is no longer ace since U66. So removed it from the list.
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