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Old 10-26-2014, 02:46 PM   #1
Ragabash Moon
 
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Default Acceleration for a custom car?

Okay, so I am trying to create the Audi R8 Coupe 5.2 FSI Quattro for GURPS.

Acceleration is 0-60 in 3.7 seconds
Top Speed is 198mph.

So the speed is easy, I'm rounding it up to 200mph and then dividing in half, opposite of what the book says.

But, it doesn't quite say how to convert acceleration to mph... 4 seconds, so is that a move of 15 then? Just divide the acceleration by the 4 seconds that the car takes, or do you double it too, so that the Audi has an Acceleration of 30?
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Old 10-26-2014, 02:52 PM   #2
DouglasCole
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Default Re: Acceleration for a custom car?

Quote:
Originally Posted by Ragabash Moon View Post
Okay, so I am trying to create the Audi R8 Coupe 5.2 FSI Quattro for GURPS.

Acceleration is 0-60 in 3.7 seconds
Top Speed is 198mph.

So the speed is easy, I'm rounding it up to 200mph and then dividing in half, opposite of what the book says.

But, it doesn't quite say how to convert acceleration to mph... 4 seconds, so is that a move of 15 then? Just divide the acceleration by the 4 seconds that the car takes, or do you double it too, so that the Audi has an Acceleration of 30?
The typical rule is you can accelerate your Move in yards/second each second, so Move 7.5 and enough Enhanced Move to hit a total ground move of 100 works out well. This requires increasing your ground move by 6.66x, which is 2.74 doublings. At 20 points per doubling, a 200mph top speed would cost 55 points from Move 7.5.
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Last edited by DouglasCole; 10-26-2014 at 03:30 PM.
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Old 10-26-2014, 03:19 PM   #3
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Default Re: Acceleration for a custom car?

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Originally Posted by DouglasCole View Post
The typical rule is you can accelerate your Move in mph each second, so Move 15 and enough Enhanced Move to hit a total ground move of 100 works out well. This requires increasing your ground move by 6.66x, which is 2.74 doublings. At 20 points per doubling, a 200mph top speed would cost 55 points from Move 15.
Okay, let me clarify... I'm not making the car as a character, I am just needing to know how to covert a car's 0-60 stat to GURPS Move for that first number.
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Old 10-26-2014, 03:29 PM   #4
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Default Re: Acceleration for a custom car?

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Originally Posted by Ragabash Moon View Post
Okay, let me clarify... I'm not making the car as a character, I am just needing to know how to covert a car's 0-60 stat to GURPS Move for that first number.
Move is top landspeed in mph. Divide that by half (round up) to determine it's move. Acceleration is the number of seconds it takes to get from 0 to 60. So a V6 2014 Chevy Impala goes 0 to 60 in 7 seconds and has a top speed of 155. So that's a Move of 4/78.
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Old 10-26-2014, 03:31 PM   #5
DouglasCole
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Default Re: Acceleration for a custom car?

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Originally Posted by Ragabash Moon View Post
Okay, let me clarify... I'm not making the car as a character, I am just needing to know how to covert a car's 0-60 stat to GURPS Move for that first number.
Yeah, as Ghostdancer said, it's basically 30 yds/sec divided by it's time in seconds. So Move 8 for a 3.7s 0-60 time.
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Old 10-26-2014, 03:33 PM   #6
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Default Re: Acceleration for a custom car?

For converting RL stats to a GURPS stat line, I think you're on the right track for reverse-engineering it. You have the final numbers, and the rest of the equation to get there is in Campaigns. I think, for this particular car, Move 15/100 (or 14/99 if not rounding in any point) is about the right numbers, though overall acceleration is probably slightly lower.
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Old 10-26-2014, 03:44 PM   #7
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Default Re: Acceleration for a custom car?

Okay, awesome thanks guys! I want it to be as accurate (rounding is ok with me) as possible, so I'll make it 8/100 :)
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