10-26-2014, 02:46 PM | #1 |
Join Date: Sep 2005
Location: Topeka, Kansas
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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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10-26-2014, 02:52 PM | #2 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Acceleration for a custom car?
Quote:
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 10-26-2014 at 03:30 PM. |
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10-26-2014, 03:19 PM | #3 | |
Join Date: Sep 2005
Location: Topeka, Kansas
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Re: Acceleration for a custom car?
Quote:
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Cleopatra: Whenever she assigned me to the switch, was that Voice, or was Raina influencing her thinking? Because, I mean, if it was Raina, she got inside my head and decided that I would screw it up. |
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10-26-2014, 03:29 PM | #4 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Acceleration for a custom car?
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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10-26-2014, 03:31 PM | #5 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Acceleration for a custom car?
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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10-26-2014, 03:33 PM | #6 |
Join Date: Jun 2006
Location: On the road again...
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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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10-26-2014, 03:44 PM | #7 |
Join Date: Sep 2005
Location: Topeka, Kansas
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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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Cleopatra: Whenever she assigned me to the switch, was that Voice, or was Raina influencing her thinking? Because, I mean, if it was Raina, she got inside my head and decided that I would screw it up. |
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