@@junienet No, it's slowed down because the map is small.. Jets in GTA v fly at the speed super cars are supposed to go in real life.. Do the Speed Glitch, that's how fast super cars are supposed to go..
Have you seen people race full speed? By just spectating? Yeah they are slow as fck, thats when you realize they are slow, only looks fast in your POV because the map is small and a bit of camera angle tricks.
4:55 As a Russian I can say, that it’s not a pure Russian «Проблема», there’s an accent. Every Russian will notice it. But the next «Бля» is pure Russian
This video was so well produced, I'm genuinely stunned. That's an easy sub from me. I also didn't know GTA's physics were accurate enough to take down-force properly into account, so well done on Rockstar's part to have that much attention to detail!
This video kept popping up in my recommendations and I finally caved and watched it, expecting an obnoxious let's play video that takes way too long to get to the actual point. *_BOY WAS I WRONG._* I really enjoyed this video; it blew my expectations out of the water, and was quite informative with great editing, pacing, and humor. Subscribed 👍
The friction also plays a major role cause it acts as an opposite force , of wind force lack to balance gravity the car falls, add FRCTION as assist with down forces to balance gravity
@@spawnof200 Technically different uses of the same effect. In all technicality you are using net momentum to create two opposing forces, one on the car and one on the air, the result is turning some of the forward momentum of the car into upward moving air and downward pressed car. Its essentially conservation of momentum, or newtons 3rd law however you'd best like to think of it.
@@mizinoinovermyhead.7523 Thats not quite right. Wings generate lift using the bernoulli principle, by creating a speed (and therefore pressure) differential between the upper and lower surface of the wing. Wings dont generate lift by changing the direction of airflow.
@@spawnof200 Ok so bernoulli's principal states the a constant is equal to velocity squared over 2 plus acceleration due to gravity times height plus pressure over density( c=v^2/2+gz+P/ρ) first to prove a point multiply both sides by mass. the result is that we get kinetic energy + gravitational potential energy+mFA/density. So bernoullis is an application of energy. Kinetic energy is related to momentum (Ek=P^2/2m) in the case of bernoullis principal what he is saying is that the particles in the air are this dense as a result as a result of moving through the air the particles are displaced with results in different forces moving around the fluid. The pressure over density portion describes the number of particles in the fluid and the force they contribute to the pressure.
your doing the experiment wrong, the change in angle needs to be quick not slow. the reason is because although the car might be able to drive upside down if fast enough, it wouldn't be able to drive at a 90* angle because gravity and the downforce wouldn't oppose one another, so the car would stay planted on the road but it would still fall off the edge.
try pressing a box against a wall. it does oppose each other. btw (90 degree is not essentially harder to grip,it is depended on the friction between 2 objects, but I ain't teaching physics)
Another reason why the maximum speedlimit from rockstar sucks. We don't need a 130+/-x mph limit. We want cars like they are in real life! Driving 400+ km/h!!! I used such a mod for the offline mode aswell and driving makes SOOO much more fun without the rockstar speed limit! Btw. really really nice video! :)
Yes, I tested those cars too. Vagner was the best one of those with a result of about 110 degrees. Krieger was the worst with the result of about 70 degrees.
The downhill track should have slowly levelled out at the end, where the car could still stik for a while thanks to the higher speed, hopefully. The reason why I think it should be that way is that it's easier to drive upside down on a sloped track because gravity is pulling you up and forward, meaning the force pulling the car away from the track is lower.
When the track was inclined 35°, not only the upward force dur to air was working against gravity but also a component of force dur to car's acceleration was there.
Another factor in this would be the inertia of the car. In the game, while the ramp curved, I noticed that you were more on the left edge. The ramp was turning counter-clockwise, meaning that being on the left would lessen the down force of the car on the road, because the car would keep moving forward into an area that curved away from it. Being on the right would strengthen the forces because the car's inertia would continue propelling it into an area where the road would curve into the car, therefore increasing down force. If you were to strafe to the right more, you'd probably have more down force of the car to the road and more success in your results.
The results with the S80RR confuse me since it has the highest downforce value in the game. 0.25 higher than RE-7B. I did a similar test in online and I believe the S80RR managed to stick to the road a bit longer than the RE-7B
The S80RR result confuses me too as it should have more downforce than RE-7B. I did multiple runs with every vehicle but for some reason I got very poor results with the S80RR every time.
I didn't look in GTA 5 files (just remember this from GTA:SA) but is not here also a car mass? in reality technically there are 3 major factors - speed, aerodynamic (downforce) and mass - not sure what is important in game - maybe do a test if mass has some role in acceleration and speed while falling (gravity) :D
the concept is like the physics of an airplane. Cars would need to be able to generate a specific amount of downforce to actually "lift" itself from the gravity. And the car will need such speed to be able to generate the lift provided by the spoiler and the aerodynamics of the car itself.
If it’s going down hill pretty much it’s not going fully upside down “ahem” so it will only go upside down at the speed of sound (around the speed of sound)
I believe any speed over 160 will allow you to drive inverted or "upside-down". The problem comes from the tires inability to maintain traction whilst inverted due to gravity.