What is the math behind parts % improvement?

08/01/2014 15:14 Silver IO#1
I was trying to figure out how the math works with the % of improvement each part adds to the car, and I must confess I am puzzled.

I take a plain car (absolutely no performance parts added), add a 2/2/0 engine to it, and the engine's top speed is improved in about 8%, instead of 2%. WTF?!

Does anyone happen to know how it is calculated? I know there are bias and all, but mathematically, how does it all work?

Specifically, what I am trying to achieve, is to see what car (other than they Veyron and F1) in S class has the best w/o any performance parts added.

Thanks in advance.
08/01/2014 15:54 Supremo7#2
It actually depends on the car. Some cars are affected more by the performance parts added to them, while some others barely change. It's not random but you'll have to try different cars to see how they do. The more a part affects a car, the higher the overall that car can achieve.
08/01/2014 17:44 Lonelyarrow#3
The math is simple (speed+accel+handling)/3 = overall score

So 1 point of anything (lets say breaks 0 0 1) would mean 0.33 of the overall.

All fine and peachy xcept that idjet Marc Denoobis didnt put the same /3 for all cars, that's why some cars get a couple of points with just a pair of breaks, while others barely get a point with a decent part with a couple of points.

And also dont forget the handling bug, which should be raised with parts with stats for that, but actually they add with a negative "-number" that's why the handling goes down.
08/01/2014 17:53 adamdabadboy#4
Quote:
Originally Posted by Lonelyarrow View Post
And also dont forget the handling bug, which should be raised with parts with stats for that, but actually they add with a negative "-number" that's why the handling goes down.
Is this just a visual glitch, or is the handling actually getting worse when you add tires and suspension?
08/02/2014 11:12 King-Ice#5
some cars are more bugged than other so you will see handling stats go down instead of raising. Don't know if that affects the in-game handling. I often see this on Audi 4wd cars.
08/02/2014 11:28 ankur850#6
EA Math is weak. 2+2=0 :D
08/04/2014 15:32 Silver IO#7
Quote:
Originally Posted by Lonelyarrow View Post
The math is simple (speed+accel+handling)/3 = overall score
That part I had already figured out: a car overal score is the average of the 3 individual performance scores.

My point is with the parts: their stated percentage increase don't actually reflect what will happen to the car once the part is added to the car. Like I wrote in my original post, adding a part that [supposedly] increases top in 2%, actually results in an increase of 8% in top speed.

If you want to do see what I mean, get a car w/o any performance parts added, take 1 part of your inventory and add to the car. Calculate how much it SHOULD affect the car before adding it, and then, after adding the part, you'll notice that the part improved either top speed or accel more then it was supposed to.