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GTA V/Online Top Speed & Acceleration Data
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Created by metoxys (youtube.com/metoxys). More info below.
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What is in this spreadsheet?
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This document contains testing results of vehicles in multiple categories: Neutral top speed, standstill acceleration, moving acceleration, gearbox behavior, downforce, cornering ability, braking
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ability, and drag race times.
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What exactly do you mean by "fully upgraded" vehicles?
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The vehicles in this testing have all obtainable performance upgrades (brakes, engine, transmission, turbo), the lowest custom suspension (stock suspension on vehicles with hydraulics), the
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custom spoiler which is visually closest to the stock spoiler option (to have the lowest impact on weight distribution), and Tuner tires with Chicane rims as neutral tires. As for bikes, I am using
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stock wheels and whatever modification to add extra traction if available. For planes, I am testing them in fully upgraded (those that can be ugpraded) and stock (those that cannot) forms.
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Vehicles that are listed in their stock form are listed in italics.
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What exactly do you mean by "neutral" top speed and what kind of top speed are you reporting?
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The test environment that I use is basically a perfectly flat ~4.6 km long straight road without any bumps. Although almost no races feature such perfectly flat roads, this data is still very useful
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to know. The term "neutral" is borrowed from fighting games in which, for example, a "neutral jump" is a jump straight up without moving forwards/backwards - in this sense neutral means
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perfectly flat without any elevation changes and bumps. For planes, I list an approximate top speed in the air at higher altitudes. The number is only approximate because it is pretty much
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impossible to fly perfectly straight and even. The top speed in the air at lower altitudes is listed in the notes. For helicopters and VTOL aircraft, I also test the top speed by holding pitch forward
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and the accelerator (to fly forwards). In the notes, I mention how much of that speed is forward travel. For helicopters and VTOL aircraft, I also test the rate of climb by starting at the testing
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track (which is roughly 15.5 meters above sea level) and then climbing to the height limit (roughly 2.5 km above sea level).
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I am showing 4 different top speed numbers, Vmax(1f), Vmax(12f), Vmax(60f), and Vmax(3km-4km). Vmax(1f) is the single highest speed in the data - every second results in 60 data points.
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Vmax(12f) is the average of the 12 highest data points, and Vmax(60f) is the average of the 60 highest data points. Vmax(3km-4km) is basically the speed between 3 km traveled and 4 km
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traveled. This number is a lot more realistic and much closer to the median/mode of the top speed of a vehicle. The other Vmax numbers are included purely out of curiosity, and because they
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are useful for vehicles like the Rocket Voltic which can't maintain their top speed consistently. For aircraft climbing speeds, instead of Vmax(3km-4km), a different value is used which is the
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median of the speeds that are at least equal to 75% of the highest speed reached. Unfortunately, even when removing turbulence from aircraft, they don't climb uniformly, which is why this
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is necessary to cancel out the fluctuations in the data. The difference between this medium and the other Vmax values indicates the amount of fluctuation to some extent.
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For the rankings/standings, the Vmax(3km-4km) number counts unless there's a significant gap between Vmax(3km-4km) and Vmax(60f), such as with cars like the Rocket Voltic, in which case
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Vmax(60f) is used.
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Example:
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In one example testing of the Ocelot XA-21, the collected data would result in the following reported data:
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Vmax(1f): 121.78936 mph
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Vmax(12f): 121.77133 mph
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Vmax(60f): 121.43106 mph
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Vmax(3km-4km):
120.32877 mph
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The Vmax(3km-4km) number is a bit lower than the other numbers, but if you sort all the speed data points from highest to lowest and then proceed to scroll through the data,
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around 120.32877 mph is the most common value and makes up for the majority of the true top speed.
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How do you accelerate and what kind of acceleration are you reporting?
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Since I play exclusively using keyboard and mouse, I am measuring the acceleration by holding down W. This has its advantages and disadvantages. The obvious advantage is that the testing
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is pretty much 100% consistent, because there is no possible movement between 0% throttle and 100% throttle (which would happen if I was using analog input). The obvious disadvantage is
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that, in many cars, the data will be tainted by launch wheelspin. I am coloring the acceleration data in red, orange, and yellow, depending on the severity of this launch wheelspin. This is a
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purely subjective interpretation. If a car manages to accelerate this way without leaving any tire marks, then you can expect the data to not be colored at all (no launch wheelspin). When testing
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bikes and ATVs while leaning forward/backward, I am pressing and holding the corresponding lean button before starting to accelerate. For bikes on which leaning back with this method results
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in me falling off the bike, such as the Hakuchou, I'm doing my best to minimize the time without leaning.
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Two different measures of acceleration are reported separately in this spreadsheet, one being acceleration from a standing start ("acceleration"), and rolling acceleration (using the same data,
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except a different value counts, "racing acceleration"), the latter of which should be more interesting to racers. The "acceleration" measure is explained here first, followed by "racing accel."
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I am showing the following acceleration numbers: 0-30 mph, 0-60 mph, 0-90 mph, 0-120 mph, 0-50%, 0-99%, 0-100%, and the arbitrary ranking figure. The mph ones should be obvious. If you
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would like to know, for example, how long it takes for a car to accelerate from 30 mph to 90 mph, simply subtract the "0-30 mph" value from the "0-90 mph" value. What I mean by 0-50%,
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0-99%, and 0-100% is how long it takes for a car to reach 50%, 99%, and 100% of its Vmax(3km-4km). This is included purely out of curiosity.
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For the rankings/standings, a special measure counts. Before I explain this measure, let me go through the history of acceleration rankings:
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At first, the idea was to rank the acceleration of vehicles by their 0-90 mph time, then their 0-60 mph for vehicles that can't reach 90 mph, then 0-99% for the vehicles that can't reach 60 mph.
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However, I quickly saw issues. Which of these two cars, do you think, accelerates better?
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Top speed (mph)
0-30 mph acc (s)0-60 mph acc (s)0-90 mph acc (s)1/8 mi drag (s)1/4 mi drag (s)
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Prairie102.099993.227486.8208516.845799.8920915.54268
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Dilettante87.936542.623346.2395N/A9.5850615.2906
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From the numbers alone, you can see that the Prairie suffers from very strong wheelspin and thus has really bad acceleration. However, because the Dilettante can't reach 90 mph, it would be
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behind the Prairie in the acceleration rankings. What if we look at the 0-50%, 0-99%, and 0-100% figures?
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0-50% acc (s)0-99% acc (s)0-100% acc (s)
50% of topspeed (mph)
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Prairie5.5941633.3904156.6621151.05
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Dilettante4.0071522.6328345.8169843.96827
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These numbers clearly indicate that the Dilettante is better at accelerating to its respective speeds. The 0-100% acceleration figure is meaningless for many cars because of GTA physics,
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the 0-99% figure and the 0-50% figure suffer from the same issues, namely, the gear changes of some vehicles that are very close to these points and either give a random advantage or
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disadvantage. I then settled on the 0-50% figure because it is a lot more meaningful to convey the true experience of accelerating a vehicle. Look at this for example:
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0-50% acc (s)0-99% acc (s)0-100% acc (s)
50% of topspeed (mph)
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APC1.0318115.7892639.0496831.02028
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Rhino Tank1.56165.880736.1751120.45251
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The Rhino's numbers are interesting because very very few cars in this game can accelerate to their top speeds that quickly. However, if you have ever sat in an APC, you know just how much
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punch the acceleration of that thing has. The 0-50% figure did convey this a lot better than the 0-99% figure.
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On the other hand, the 0-50% figure lead to really weird and bad results. Look at this for example:
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Acceleration rank in class
Top speed (mph)
0-30 mph acc (s)0-60 mph acc (s)0-50% acc (s)
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Police Bike1100.234981.543354.699633.23077
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Prison Bus264.805923.3948528.867233.79001
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Police Interceptor3107.997432.02015.49334.14792
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This is a pretty horrible example because the Prison Bus has got not only by far the lowest top speed in its class, but also the lowest 0-60 mph acceleration figure by a huge margin, yet it would
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take 2nd place in acceleration that way. I ended up tinkering around with math after already completing the data sets for several classes, and in the end, I decided to use a special figure for the
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acceleration number - a figure that, just like the others used before in this category, is meaningless and has no absolute purpose or utility, but is pretty good for comparing vehicles:
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Taking an average of the 0-30 mph time and the 0-60 mph time. Obviously this is kind of awful for vehicles that don't manage to reach 60 mph, or vehicles like the APC that have amazing
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launch acceleration but have a top speed that is very close to the 60 mph mark. However, as meaningless and arbitrary this number is, it is relatively useful as a ranking measure which solves
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the problems of the 0-90 mph and the 0-50% figures used before. There is an interesting bonus to this weird acceleration figure though: If you look at the drag race ranking (per class), the
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top speed ranking (position) and the acceleration ranking (position) give you some info on where exactly this drag race performance comes from.
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Midrange acceleration contains similar data, except 0-30 mph is replaced by 0-45 mph, and 0-60 mph is replaced by 0-75 mph, and the number that is relevant for the ranking is 45-75 mph
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acceleration. This is an acceleration figure that, unlike the standing start "acceleration", is not tainted by wheelspin and more accurately reflects the acceleration that is relevant in races, for
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example when getting a turbo start at the beginning of a race or when accelerating out of corners and hairpins.
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Initially, the "midrange acceleration" sheet copied the data from the "acceleration" sheet and used 30-60 mph, except this resulted in very weird and counterintuitive results in which cars that have
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a lot of launch wheelspin (such as the RE-7B) were dominating the midrange acceleration ranking (with the RE-7B having the 5th best 30-60 mph midrange acceleration overall, behind the
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three rocket-boosted vehicles and the Cyclone). 45-75 mph has been chosen in place of 30-60 mph to mitigate this issue and make the ranking more useful.
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What kind of drag races are you reporting?
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I am reporting drag race times for the following distances: 1 km, 2 km, 4 km, 1/8 mi, and 1/4 mi. For instance, the runway at the LS International Airport is roughly 850 meters long. To figure out
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what vehicle would win in an airport drag race, I recommend either taking the 1/4 mi or the 1 km figure, or something in between.
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For the rankings/standings, the 1/4 mile time counts.
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What exactly are the testing conditions?
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I am testing all of these fully upgraded vehicles (see above) in the Story Mode of GTA V while using a mod menu to provide the vehicles and also the test track. The test track is a ~4.6 km long
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perfectly flat (no elevation changes, no bumps) road made by me. All testing is done with clear weather at noon. All the driving is done with mouse & keyboard. The frame rate of the game is
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locked to 60 frames per second (and I'm using minimal graphics settings so there is no worry about frame rate drops).
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Is there anything else I should know about the testing and this spreadsheet?
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I am collecting the data using a homemade custom variant of GhostReplay by ikt which pulls data directly from the physics engine. I extended GhostReplay with a lot of telemetry and data